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Chris Sawin (602 KP) rated After.Life (2010) in Movies
Jun 23, 2019
When a film like After.Life is released theatrically, the part of me that loves horror films gets the best of me. It's true that most horror films turn out to be more terrible than you could ever imagine, but are pretty fantastic every once in a while. Fans of the genre live for the times a horror film not only lives up to expectations, but surpasses them. After.Life certainly looked to have potential, but wound up being another mediocre and predictable horror film.
The story is the film's biggest flaw. Although that is probably what will interest people and is what reeled you in (or pushed you away) judging by the trailer. The most interesting aspect of the film can really only go one of two ways. There's a 50/50 chance you already know how it ends. The film attempts to swerve you in a different direction once or twice, but is disproved as soon as the thought crosses your mind that something may happen you weren't expecting. It's like the film didn't wait long enough to let the swerve(s) sink in. Its predictability is too obvious to ignore even if you're somebody who doesn't try to figure out the ending before it happens.
I've always been picky when it comes to the use of CGI in films. Most of the time special effects that are used turn out looking cheap and take you out of the film since it's obvious the actor(s) is standing in front of a green screen and/or reacting to something that isn't there. I see movies to escape reality and it's hard to do that when crummy CGI takes me out of the film. As spectacular as the effects were in Avatar, they set the new standard as far as special effects go. While the special effects in After.Life are minimal, the scene featuring them is probably the weakest in the film.
Justin Long was pretty surprising. Judging by the trailer, his role seemed nearly identical to his role as Clay Dalton in Drag Me To Hell. While his role as Paul is similar, he showed a lot more emotion this time around. Long proved that he has more skill and is more talented than a lot of people (including myself) have ever given him credit for in the past.
After.Life isn't a terrible film, but is disappointing in comparison to what it could have been. Justin Long manages to outshine both Liam Neeson and Christina Ricci while the film's low budget is noticeable in its cheap but minimal use of CGI. While its premise may seem promising, After.Life is just another run of the mill horror/thriller. You do, however, get to see Christina Ricci bare it all for a good portion of the film. So it's not all bad.
Matthew Krueger (10051 KP) rated Eternal Darkness: Sanity's Requiem in Video Games
Oct 28, 2019 (Updated Oct 28, 2019)
The narrative of the game's story switches between two phases. The main phase focuses on a series of chapters in which players take control of a new character each time. The other phase acts as an intermission. The game boasts twelve playable characters, split between four distinct locations, and from different periods of time.
The story features multiple paths that can be taken. This choice not only determines which of the game's three other antagonists are aligned to the plot, but it also has subtle effects on the gameplay in chapters and intermission periods. Some changes include slight differences in puzzles and items, but most changes revolve around enemy placement, which will determine how the player engages them. This can even have an effect on the relative difficulty of the game in certain situations. Red tinted enemies, for example, are tougher than their counterparts.
The other distinctive gameplay aspect comes from "Sanity Effects", the game's standout concept that Nintendo patented. Upon beginning the game's second chapter, players must keep watch on a Sanity meter – a green bar which decreases when the player is spotted by an enemy. As the bar becomes low, subtle changes to the environment and random unusual events begin to occur, which reflect the character's slackening grip on reality.
While minor effects include a skewed camera angle, heads of statues following the character, and unsettling noises, stronger effects include bleeding on walls and ceilings, entering a room that is unrealistic before finding that the character never left the previous room, the character suddenly dying, and fourth wall breaking effect such as "To Be Continued" promotions for a "sequel", and simulated errors and anomalies of the TV or GameCube. While the latter does not affect gameplay, they can be misconstrued by the player as being actual technical malfunctions.
Lets talk about the plot/story....
The story of Eternal Darkness takes place over four principal locations which the game skips back and forth between. They include an underground temple complex called the Forbidden City, in Persia; a Khmer temple in Angkor Thom, Cambodia; Oublié Cathedral in Amiens, France (not to be confused with Amiens Cathedral); and the Roivas Family Estate in Rhode Island, which also leads to an ancient underground city named Ehn'gha beneath the mansion. Each time a location is visited, it is done so in a different time period. Spanning from 26 BC to 2000 AD. Almost half of which take place in the 20th century. Each different era and character offers a different periodic and personal perspective on the location.
The chapters found in the game are not discovered in chronological order. Instead, to make the narrative more dramatic, each chapter jumps around the timeline of the plot. However, despite the overall story skipping back and forth through time, the chapters do follow chronological order within their respective locations. This is because each setting also has its own contained story.
This game is so good, its epic, im surprised that not of people know about this game and heard about this game.
I highly reccordmend playing this game.
Lastly shout out to @LeftSideCut for getting the hints/clues for this review.
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