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Kyera (8 KP) rated Eliza and Her Monsters in Books
Jan 31, 2018
I always read before I go to bed, so last night I decided to pick up Eliza and Her Monsters by Francesca Zappia. I fell in love and before I knew it, I was 50% done but I thought I could read for another 15 or so minutes – that turned into me finishing the book at midnight. I don’t regret a thing. This is a mental health book that deals with trauma, anxiety, and depression, so I would just like to give all readers a trigger warning. I personally felt that it was beautifully written, but not everyone will feel the same way so I suggest a level of caution if you think you may be triggered by these things. I wouldn’t want anyone to feel harmed by this book or any book.
Just a warning, I do talk about the relationships in this book as well as some plot points. I don’t discuss anything that wasn’t mentioned in the synopsis on the book or Goodreads, but if you haven’t read those then this is your spoiler warning.
Our main character is Eliza, the anonymous creator of the famous webcomic Monsterous Seas. She has always been more comfortable online than dealing with the real world, or real people. All of her friends are online. She has always kept her identity a secret and as the popularity of her work has grown, the fervor to learn her identity has as well.
Eliza has always been content to spend her days in school drawing and talking to no one – that is until there is a new guy in school, Wallace. Against all odds, he is a fan of Monsterous Seas and actually writes fan fiction about it. It doesn’t take long before they become friends and Wallace gets Eliza to come a little more out of her shell. Their friendship was so precious and I loved watching them bond over a story that was so important to each of their lives.
The romance aspect of the book also made me super happy – I legitimately was smiling every time they were super cute together. Even though they each had their issues to deal with, they didn’t push each other past their respective lines of security. They were supportive of one another and I think that Wallace was the perfect foil for Eliza. Yes, they had their troubles but at the end of the day, they were there for one another.
The family dynamic was completely relatable if frustrating at times. Eliza’s parents don’t truly understand what her webcomic is or how famous it is, which causes a lot of friction within the family. Her parents want to understand her more, but Eliza is very closed and protective of herself. While they may not understand the importance of it even if she took the time to explain it and what it means to the world, she doesn’t even give them the chance. Eliza is defensive and her lack of communication is what ultimately leads to the worst crisis she experiences, despite her parent's well-meaning intentions.
The most heart-warming part of the novel was the scene in which one of her brothers stood up for her and supported Eliza. It was such a precious moment and it was nice to see a positive familial connection being formed. Eliza learns throughout the novel that she never gave her family a chance and that maybe she doesn’t really know them. The growth that she experiences over the course of the novel was wonderful to see and gives you hope that (although she’s fictional) perhaps things will change for the better with her family and her life.
As a person who feels infinitely more comfortable talking to someone over the internet than in person, there were many times that I related to Eliza. I completely understand the anxiety of talking to another person, even one-on-one. I cannot imagine the stress and havoc the reveal of your identity to millions of people would have on your psyche and body. My heart broke when we found out her identity was exposed because Francesca wrote a character so real that we could feel her horror and destruction.
There was also some diversity in this book, although it wasn’t as explored as it could have been. Wallace’s family is a unique situation and I would have loved to learn more about them, but understand that it would have slowed down the pacing of the novel. I can’t say more because I don’t want this to have actual spoilers, so just go read the book. While it is not explicitly mentioned in the book, the author wrote in a tweet that she wished her portrayal of ace/demi sexuality was truly addressed. I think that would have brought a wonderful level of diversity that we don’t normally see in books and could use more of.
If it wasn’t clear from my ‘I read it in one sitting into the wee hours of the night’ tale, I absolutely loved this book. It was very relatable and as an introverted fangirl myself, I personally felt represented by this book. Even though I didn’t know about it before it was published, I definitely expect it to make my best of 2017 list. It is a contemporary that, in my opinion, honestly and respectfully tackles mental illness, family relationships and is so wonderfully written that I hope you fall in love with it as well.
Just a warning, I do talk about the relationships in this book as well as some plot points. I don’t discuss anything that wasn’t mentioned in the synopsis on the book or Goodreads, but if you haven’t read those then this is your spoiler warning.
Our main character is Eliza, the anonymous creator of the famous webcomic Monsterous Seas. She has always been more comfortable online than dealing with the real world, or real people. All of her friends are online. She has always kept her identity a secret and as the popularity of her work has grown, the fervor to learn her identity has as well.
Eliza has always been content to spend her days in school drawing and talking to no one – that is until there is a new guy in school, Wallace. Against all odds, he is a fan of Monsterous Seas and actually writes fan fiction about it. It doesn’t take long before they become friends and Wallace gets Eliza to come a little more out of her shell. Their friendship was so precious and I loved watching them bond over a story that was so important to each of their lives.
The romance aspect of the book also made me super happy – I legitimately was smiling every time they were super cute together. Even though they each had their issues to deal with, they didn’t push each other past their respective lines of security. They were supportive of one another and I think that Wallace was the perfect foil for Eliza. Yes, they had their troubles but at the end of the day, they were there for one another.
The family dynamic was completely relatable if frustrating at times. Eliza’s parents don’t truly understand what her webcomic is or how famous it is, which causes a lot of friction within the family. Her parents want to understand her more, but Eliza is very closed and protective of herself. While they may not understand the importance of it even if she took the time to explain it and what it means to the world, she doesn’t even give them the chance. Eliza is defensive and her lack of communication is what ultimately leads to the worst crisis she experiences, despite her parent's well-meaning intentions.
The most heart-warming part of the novel was the scene in which one of her brothers stood up for her and supported Eliza. It was such a precious moment and it was nice to see a positive familial connection being formed. Eliza learns throughout the novel that she never gave her family a chance and that maybe she doesn’t really know them. The growth that she experiences over the course of the novel was wonderful to see and gives you hope that (although she’s fictional) perhaps things will change for the better with her family and her life.
As a person who feels infinitely more comfortable talking to someone over the internet than in person, there were many times that I related to Eliza. I completely understand the anxiety of talking to another person, even one-on-one. I cannot imagine the stress and havoc the reveal of your identity to millions of people would have on your psyche and body. My heart broke when we found out her identity was exposed because Francesca wrote a character so real that we could feel her horror and destruction.
There was also some diversity in this book, although it wasn’t as explored as it could have been. Wallace’s family is a unique situation and I would have loved to learn more about them, but understand that it would have slowed down the pacing of the novel. I can’t say more because I don’t want this to have actual spoilers, so just go read the book. While it is not explicitly mentioned in the book, the author wrote in a tweet that she wished her portrayal of ace/demi sexuality was truly addressed. I think that would have brought a wonderful level of diversity that we don’t normally see in books and could use more of.
If it wasn’t clear from my ‘I read it in one sitting into the wee hours of the night’ tale, I absolutely loved this book. It was very relatable and as an introverted fangirl myself, I personally felt represented by this book. Even though I didn’t know about it before it was published, I definitely expect it to make my best of 2017 list. It is a contemporary that, in my opinion, honestly and respectfully tackles mental illness, family relationships and is so wonderfully written that I hope you fall in love with it as well.

Purple Phoenix Games (2266 KP) rated Villagers in Tabletop Games
Jan 16, 2020
The saying is, “It takes a village…” but that village didn’t just magically appear overnight. Creating a prosperous and thriving community takes not only time, but hard work, ingenuity, and a little bit of luck! Villagers is a game that takes you through that process, as you strive to create a village of renown.
Disclaimer: I do not intent to rehash the entire rulebook in this review, but rather provide an overview of the gameplay, and how it differs between multiplayer and solo play. -L
Villagers is a game of card drafting and tableau building in which players are competing to build the most prosperous village in the land. The game is played over a series of rounds, each broken up into the Draft Phase and the Build Phase. During the Draft Phase, players take turns drafting villagers from the available card stacks into their hands. During the Build Phase, players can add villagers from their hand to their tableau. Certain cards can be chained together, and provide more powers and/or end-game points – but they must be added to the village in chain order. At two points throughout the game, the First and Second Market Phases, all players will collect money depending on which cards they have in their villages. The game ends immediately after the Second Market Phase is completed, and the player with the most money is the winner!
As a solo game, Villagers plays very similarly to group play, with only a couple of differences. First, the solo player is battling against The Countess, an AI character, to create the best village. The Countess is incorporated into the game in a unique way. During the Draft Phase, whenever you draft a villager to your hand, you also select an available villager to go straight into the village of the Countess. The Build Phase is carried out as normal. At the end of every round, you blindly draw a face-down card from the Reserve (draw deck), and it automatically goes into the Countess’ village as well. The other twist to a solo game of Villagers is that there are Event cards in play each round. Events are resolved after the Build Phase, before beginning the next round, and are often detrimental to the player – like making you pay extra gold to unlock padlocks, for example. The First and Second Market Phases work the same as they do in a multiplayer game, and the game ends immediately after the Second Market Phase. If you have managed to accrue more money than the Countess, then you have won!
I want to start off by saying that I love Villagers. Card drafting and set collection are my JAM, and this is a game that highlights those really well without making it too complicated. Even when playing solo, those mechanics still feel balanced, and that makes the overall game enjoyable. From my previous Solo Chronicles, I have stated how much I dislike “Beat your own high score” solo modes, so I was extremely happy when I saw that Villagers pitted the solo player against an AI character – the Countess. For the most part, I think that the Countess works really well in this game. When you draft a card, the Countess gets a card as well. But the best part about that is that you get to choose which card goes to the Countess. That means that you are able to keep some semblance of strategy in your game, because you have the power to decide what cards go where, for the most part.
The other neat thing about solo play is the inclusion of Event cards in the game – which are not present in group play. The Events add an extra element that you have to take into account for the given round. Depending on the Event, it could compromise your strategy quite a bit, but that’s what keeps it interesting. You can’t just get into a groove and grind through the rounds, drafting everything you want, when you want. You have to adapt your strategy based upon the Event(s) in play, and the Countess’ village.
The only downside for me is that at the end of every round, the Countess gets the top face-down card from the Reserve, and depending on what card that is, it could throw a wrench into the strategy you’ve been working hard to set up. I guess that mimics a multiplayer game in a sense, though, because you can’t always control what your opponents will do. The biggest downside about solo play for me has nothing to do with actual gameplay, but rather table space. Every card that goes into the Countess’ village is a stand-alone, meaning that they do not chain together like cards in your village will. So depending on how long the game goes, the Countess’ village will get to be pretty large, and hog lots of the table. I think that just means I need a bigger table though…
All that being said – is Villagers a good game for solo play? I would say mostly yes. Strategy is still required for success, but adaptability of that strategy is what keeps the game engaging and entertaining. Nothing can quite replace the multiplayer experience, but playing against the AI character keeps the competitiveness alive in the game. As someone who does a lot of solo playing these days, I am glad that I have added Villagers to my collection. If you haven’t gotten a chance to play Villagers yet, I would highly recommend checking it out. Solo or multiplayer, it’s a great time!
Disclaimer: I do not intent to rehash the entire rulebook in this review, but rather provide an overview of the gameplay, and how it differs between multiplayer and solo play. -L
Villagers is a game of card drafting and tableau building in which players are competing to build the most prosperous village in the land. The game is played over a series of rounds, each broken up into the Draft Phase and the Build Phase. During the Draft Phase, players take turns drafting villagers from the available card stacks into their hands. During the Build Phase, players can add villagers from their hand to their tableau. Certain cards can be chained together, and provide more powers and/or end-game points – but they must be added to the village in chain order. At two points throughout the game, the First and Second Market Phases, all players will collect money depending on which cards they have in their villages. The game ends immediately after the Second Market Phase is completed, and the player with the most money is the winner!
As a solo game, Villagers plays very similarly to group play, with only a couple of differences. First, the solo player is battling against The Countess, an AI character, to create the best village. The Countess is incorporated into the game in a unique way. During the Draft Phase, whenever you draft a villager to your hand, you also select an available villager to go straight into the village of the Countess. The Build Phase is carried out as normal. At the end of every round, you blindly draw a face-down card from the Reserve (draw deck), and it automatically goes into the Countess’ village as well. The other twist to a solo game of Villagers is that there are Event cards in play each round. Events are resolved after the Build Phase, before beginning the next round, and are often detrimental to the player – like making you pay extra gold to unlock padlocks, for example. The First and Second Market Phases work the same as they do in a multiplayer game, and the game ends immediately after the Second Market Phase. If you have managed to accrue more money than the Countess, then you have won!
I want to start off by saying that I love Villagers. Card drafting and set collection are my JAM, and this is a game that highlights those really well without making it too complicated. Even when playing solo, those mechanics still feel balanced, and that makes the overall game enjoyable. From my previous Solo Chronicles, I have stated how much I dislike “Beat your own high score” solo modes, so I was extremely happy when I saw that Villagers pitted the solo player against an AI character – the Countess. For the most part, I think that the Countess works really well in this game. When you draft a card, the Countess gets a card as well. But the best part about that is that you get to choose which card goes to the Countess. That means that you are able to keep some semblance of strategy in your game, because you have the power to decide what cards go where, for the most part.
The other neat thing about solo play is the inclusion of Event cards in the game – which are not present in group play. The Events add an extra element that you have to take into account for the given round. Depending on the Event, it could compromise your strategy quite a bit, but that’s what keeps it interesting. You can’t just get into a groove and grind through the rounds, drafting everything you want, when you want. You have to adapt your strategy based upon the Event(s) in play, and the Countess’ village.
The only downside for me is that at the end of every round, the Countess gets the top face-down card from the Reserve, and depending on what card that is, it could throw a wrench into the strategy you’ve been working hard to set up. I guess that mimics a multiplayer game in a sense, though, because you can’t always control what your opponents will do. The biggest downside about solo play for me has nothing to do with actual gameplay, but rather table space. Every card that goes into the Countess’ village is a stand-alone, meaning that they do not chain together like cards in your village will. So depending on how long the game goes, the Countess’ village will get to be pretty large, and hog lots of the table. I think that just means I need a bigger table though…
All that being said – is Villagers a good game for solo play? I would say mostly yes. Strategy is still required for success, but adaptability of that strategy is what keeps the game engaging and entertaining. Nothing can quite replace the multiplayer experience, but playing against the AI character keeps the competitiveness alive in the game. As someone who does a lot of solo playing these days, I am glad that I have added Villagers to my collection. If you haven’t gotten a chance to play Villagers yet, I would highly recommend checking it out. Solo or multiplayer, it’s a great time!
Update: Winter is the final book in the Lunar Chronicles series (although the story does continue in graphic novel form.) It is definitely one of my favourite conclusions, as the story wraps up well and is satisfying. The reader is not left with myriad plot holes and questions. As this is the fourth book in the series, you need to read the first three before delving into this one otherwise you will be confused and majorly spoiled.
The world building continued even in this book and most importantly we were shown Luna. Before that, they story took place predominantly on Earth in either the European Union, the African Republic or the Eastern Commonwealth. Once transported to Luna, readers were better able to get a sense of the disparity between the Lunar Aristocracy and the rest of Luna's citizens. The palace and surrounding area of Artemisia are ornately decorated whereas the outer sectors live in squalor. The stunning contrast is reminiscent of our own world and gives us a glimpse into the change that needs to happen.
Although this story was supposed to delve deeper into Winter and Jacin's relationship (which it did) I felt that it was overshadowed by the overarching plot. It was really nice to see the two interact and Jacin's character be developed more. He can seem cold and removed most of the time, but his demeanor completely changes when he is around Winter. He cares about her so much and will do anything to ensure her well-being. My one criticism about the book is that these two didn't receive the same relationship development and story time as the other three pairings.
You fall in love with these characters and follow them on their journey from mechanic to revolutionary, criminal to captain, or even unsure to (mildly) confident. They feel real and make their way into your heart. Iko was her usual precious self and I was so happy to see her woven more into the story. You don't want to see their stories end and thankfully they don't because the author is continuing the series in graphic novel form.
I would highly recommend this series to young adult/teen readers even if science fiction or fairytale retellings aren't usually your thing. They're so fantastically written that I think they appeal to broad range of readers and genres.
Original Review: I read the entire series over the course of four days, novellas included. That is how wonderful it is. As a fan of fairytale retellings, like Beastly by Alex Flinn, I had high hopes for this series and it did not disappoint. It gave the reader wonderful little homages to the classic fairytales while weaving the story through a world and characters all its own.
The world building in this novel was wonderfully done. As a reader, I could imagine the Lunar Palace as a place of opulence while those in the lower districts lived in poverty. There were a number of important characters and none of them were overlooked. You were able to learn about their personalities, histories, or relationships in a way that gave each depth. Each character had a unique personality and strength in the group. from fiery Scarlet to shy Cress and from flirty Thorn to tortured Wolf.
Sometimes conclusions to series just don't stand up to their legacy, but this was not one of those books. The author gave the reader everything they desired, climactic action scenes, wrapping up story threads while opening the door to future adventures, and leaving the reader satisfied. There's nothing worse than reading an amazing series that you become wholly invested in and then being utterly disappointed by the conclusion.
Recommended for anyone who liked YA, romance, fairytales, sci-fi, or really good books/series that you won't regret reading.
The world building continued even in this book and most importantly we were shown Luna. Before that, they story took place predominantly on Earth in either the European Union, the African Republic or the Eastern Commonwealth. Once transported to Luna, readers were better able to get a sense of the disparity between the Lunar Aristocracy and the rest of Luna's citizens. The palace and surrounding area of Artemisia are ornately decorated whereas the outer sectors live in squalor. The stunning contrast is reminiscent of our own world and gives us a glimpse into the change that needs to happen.
Although this story was supposed to delve deeper into Winter and Jacin's relationship (which it did) I felt that it was overshadowed by the overarching plot. It was really nice to see the two interact and Jacin's character be developed more. He can seem cold and removed most of the time, but his demeanor completely changes when he is around Winter. He cares about her so much and will do anything to ensure her well-being. My one criticism about the book is that these two didn't receive the same relationship development and story time as the other three pairings.
You fall in love with these characters and follow them on their journey from mechanic to revolutionary, criminal to captain, or even unsure to (mildly) confident. They feel real and make their way into your heart. Iko was her usual precious self and I was so happy to see her woven more into the story. You don't want to see their stories end and thankfully they don't because the author is continuing the series in graphic novel form.
I would highly recommend this series to young adult/teen readers even if science fiction or fairytale retellings aren't usually your thing. They're so fantastically written that I think they appeal to broad range of readers and genres.
Original Review: I read the entire series over the course of four days, novellas included. That is how wonderful it is. As a fan of fairytale retellings, like Beastly by Alex Flinn, I had high hopes for this series and it did not disappoint. It gave the reader wonderful little homages to the classic fairytales while weaving the story through a world and characters all its own.
The world building in this novel was wonderfully done. As a reader, I could imagine the Lunar Palace as a place of opulence while those in the lower districts lived in poverty. There were a number of important characters and none of them were overlooked. You were able to learn about their personalities, histories, or relationships in a way that gave each depth. Each character had a unique personality and strength in the group. from fiery Scarlet to shy Cress and from flirty Thorn to tortured Wolf.
Sometimes conclusions to series just don't stand up to their legacy, but this was not one of those books. The author gave the reader everything they desired, climactic action scenes, wrapping up story threads while opening the door to future adventures, and leaving the reader satisfied. There's nothing worse than reading an amazing series that you become wholly invested in and then being utterly disappointed by the conclusion.
Recommended for anyone who liked YA, romance, fairytales, sci-fi, or really good books/series that you won't regret reading.

Purple Phoenix Games (2266 KP) rated Revolution! in Tabletop Games
Oct 31, 2019
My wife is not able to play games with me as much as either of us would like. We have kids, dogs, and other life responsibilities that limit our gaming time together. However, if there ever was a game that she loves to play and absolutely has figured out, it’s Revolution! by Steve Jackson Games (yes, the Munchkin Man). So that’s why I am including her guest score on this review. She seems to like it an awful lot.
Revolution! is an area control bidding game of influencing kingdom inhabitants to jockey for a superior position of power to win the game. The key is influencing the right people at the right time to gain resources, influence in the kingdom, and support (VPs).
DISCLAIMER – We are using the expansion “The Palace” along with our review as it add components to play with up to 6 people, and our game nights tend toward 6 players more than 4. The base game alone plays up to 4 players and uses 4 fewer characters to influence. Should we add in the “Anarchy” expansion we will either add that information here or link to the review from here. -T
To setup, place the main kingdom board on the table that outlines the different districts in which the players will be vying for majority influence. Each player chooses a color and receives all color-matched components: player reference screen, cubes, disc, and one bid board (which are all identical). Each player will also receive one Force token (red fist), Blackmail token (black envelope), and three Gold tokens (gold coins). You are now ready to begin.
Turns are taken simultaneously. Players will place tokens on their bid boards to denote which type of influence they plan to exert on an inhabitant and how many of each. For instance, you may place all your coins on the General and hope you win. Or maybe you want to place a coin and a blackmail on the Printer. Once all players have placed their influence on their boards, the privacy screens are lifted and each kingdom character is compared individually, one by one. Did your three Coins on the General fly, or did someone add a Blackmail token and prevail? Wait, one Blackmail wins? Yes, in Revolution! the gold Coins are the lowest value influence. So one Blackmail alone is enough to win against ANY NUMBER of Coins. Now, one Blackmail alone is defeated by one Blackmail and one Coin, but simply one Force would beat both of those attempts, as Force is the most powerful token type, but not all inhabitants are affected by Force. Take your General for example. Their color on the bid board is red, meaning that a red token will have no effect here. Once the winners of each kingdom person have been determined, the winners receive the benefits offered by each character. I will not go into detail the benefits each character gives you, but for an example (shown below on the play pic), the General awards the winner with one Support (VP), one Force (fist token), and you may place an influence cube in the Fortress. Before the next turn, each player will check their token collection and anyone who has less than five tokens will receive a number of Coins to bring their collection to five tokens.
As the bidding phase gains you resources for future rounds, or instant Support, etc, the second half of a round is influencing the different districts within the kingdom. You do this placing your won cubes on any space within a specific district to attempt majority control of it. At the end of the game, the players with majority control of each district will receive Support for the districts that correspond with what is printed on the board. These are VERY important as you can amass tons of Support from district majorities. The game continues in this fashion for a number of rounds until all influence spaces on the main kingdom board are full. Players then check for majority in each district and apply Support on the VP track. The player with the most Support at the end of the game is the winner! (It will be Kristin.)
Components. This is a heavy game, not in complexity, but in component weight. The boards are all of great quality, the cardboard tokens are nice, the wooden cubes are typical quality. The art on the game is good, if dated, but good. I have no complaints about the components.
As you can see from our scores at the top, we REALLY like this game. As one of the highest ranking games on BGG from Steve Jackson Games, this one delivers a great time of double thinking, bluffing your neighbors, and certainly rewards players for their great strategy. We used to play this game ALL THE TIME until it became futile playing against my wife. She is that good. At one point I thought I had her strategy figured out, but I have since lost it. However, I am always eager to play this and try again. One of these days I will claim victory. Revolution! could definitely stand an update, or re-theme, or something along with a reprint to bring it into more homes, but I am glad I have a copy (with all the expansions *shoulder brush*) and it will not be leaving my collection any time soon. That’s a mark of a great game, and that’s partly why Purple Phoenix Games gives this one a close-to-a-Golden-Feather-Award-recipient 23 / 24. If you see one in the wild, pick it up!
Revolution! is an area control bidding game of influencing kingdom inhabitants to jockey for a superior position of power to win the game. The key is influencing the right people at the right time to gain resources, influence in the kingdom, and support (VPs).
DISCLAIMER – We are using the expansion “The Palace” along with our review as it add components to play with up to 6 people, and our game nights tend toward 6 players more than 4. The base game alone plays up to 4 players and uses 4 fewer characters to influence. Should we add in the “Anarchy” expansion we will either add that information here or link to the review from here. -T
To setup, place the main kingdom board on the table that outlines the different districts in which the players will be vying for majority influence. Each player chooses a color and receives all color-matched components: player reference screen, cubes, disc, and one bid board (which are all identical). Each player will also receive one Force token (red fist), Blackmail token (black envelope), and three Gold tokens (gold coins). You are now ready to begin.
Turns are taken simultaneously. Players will place tokens on their bid boards to denote which type of influence they plan to exert on an inhabitant and how many of each. For instance, you may place all your coins on the General and hope you win. Or maybe you want to place a coin and a blackmail on the Printer. Once all players have placed their influence on their boards, the privacy screens are lifted and each kingdom character is compared individually, one by one. Did your three Coins on the General fly, or did someone add a Blackmail token and prevail? Wait, one Blackmail wins? Yes, in Revolution! the gold Coins are the lowest value influence. So one Blackmail alone is enough to win against ANY NUMBER of Coins. Now, one Blackmail alone is defeated by one Blackmail and one Coin, but simply one Force would beat both of those attempts, as Force is the most powerful token type, but not all inhabitants are affected by Force. Take your General for example. Their color on the bid board is red, meaning that a red token will have no effect here. Once the winners of each kingdom person have been determined, the winners receive the benefits offered by each character. I will not go into detail the benefits each character gives you, but for an example (shown below on the play pic), the General awards the winner with one Support (VP), one Force (fist token), and you may place an influence cube in the Fortress. Before the next turn, each player will check their token collection and anyone who has less than five tokens will receive a number of Coins to bring their collection to five tokens.
As the bidding phase gains you resources for future rounds, or instant Support, etc, the second half of a round is influencing the different districts within the kingdom. You do this placing your won cubes on any space within a specific district to attempt majority control of it. At the end of the game, the players with majority control of each district will receive Support for the districts that correspond with what is printed on the board. These are VERY important as you can amass tons of Support from district majorities. The game continues in this fashion for a number of rounds until all influence spaces on the main kingdom board are full. Players then check for majority in each district and apply Support on the VP track. The player with the most Support at the end of the game is the winner! (It will be Kristin.)
Components. This is a heavy game, not in complexity, but in component weight. The boards are all of great quality, the cardboard tokens are nice, the wooden cubes are typical quality. The art on the game is good, if dated, but good. I have no complaints about the components.
As you can see from our scores at the top, we REALLY like this game. As one of the highest ranking games on BGG from Steve Jackson Games, this one delivers a great time of double thinking, bluffing your neighbors, and certainly rewards players for their great strategy. We used to play this game ALL THE TIME until it became futile playing against my wife. She is that good. At one point I thought I had her strategy figured out, but I have since lost it. However, I am always eager to play this and try again. One of these days I will claim victory. Revolution! could definitely stand an update, or re-theme, or something along with a reprint to bring it into more homes, but I am glad I have a copy (with all the expansions *shoulder brush*) and it will not be leaving my collection any time soon. That’s a mark of a great game, and that’s partly why Purple Phoenix Games gives this one a close-to-a-Golden-Feather-Award-recipient 23 / 24. If you see one in the wild, pick it up!

Lee (2222 KP) rated Ford v Ferrari (aka Le Mans '66) (2019) in Movies
Nov 5, 2019 (Updated Nov 5, 2019)
Anyone who knows me knows that I have pretty much zero interest in cars. As long as they can get me from A to B, reliably and comfortably, then that's good enough for me. I have even less interest in watching cars race round and round and round at high speeds for hours on end too - if I wanted to watch that, then I'd just go and stand on a bridge overlooking the M25 for a while. So, a movie about a determined team of American engineers and designers looking to build a Ford racing car with the potential to finally beat Ferrari in the 1966 Le Mans race in France? Well, that doesn't immediately sound like my kind of movie. But, a great looking trailer and an interesting cast got me interested, and in the end I am so glad that I saw it.
Le Mans ‘66 (or Ford v Ferrari as it is known elsewhere - much better name, no idea why it needed to be changed) stars Matt Damon and Christian Bale (once again going through some weight loss for a movie role) as Carroll Shelby and his engineering partner Ken Miles. Shelby was the first American to win Le Mans, the 24 hour race held in France, in 1959, but has since retired from racing due to a heart condition. These days, Shelby designs and sells souped-up cars as well as running the racing team Cobra, along with British racing driver Ken Miles. Shelby is calm, very clever and extremely determined and Miles knows everything there is to know about cars, but isn’t exactly what you might call a good ‘people person’. Together they have a wonderful friendship and partnership, the highs and lows of which form the basis and heart of the movie.
Meanwhile, Ford Motor company is suffering from poor sales and Henry Ford II (Tracy Letts) is looking to his workforce to come up with the next big idea in order to try and boost the Ford name. One of the many corporate suits we see during the movie, Lee Iacocca (Jon Bernthal) proposes that Ford buy into Ferrari in order to create a winning sports car that will make Ford cool again with the kids, so they head to Italy for a meeting with Enzo Ferrari. The meeting doesn't really go according to plan though, and the suits return home with their tails between their legs, and a strong desire to go to war with Ferrari and teach them a lesson.
Ford puts its money where its mouth is, pretty much writing a blank cheque for Shelby to come up with a car worthy enough to defeat Ferrari and win Le Mans ‘66, and we then follow Shelby, Miles and their team as they struggle to make it happen. Problems arise when Shelby is repeatedly put under pressure by the corporate suits at Ford to ditch Miles, feeling that he doesn’t quite fit with the Ford image, and this puts strain on both the project and the friendship between Shelby and Miles, eventually resulting in a comedy brawl reminiscent of the one involving Hugh Grant and Colin Firth in Bridget Jones Diary!.
Caitriona Balfe plays Miles' wife, Mollie, and it’s great to finally see her out of period costume and outside of TV show Outlander. It’s a role that could easily have been relegated to the usual, long-suffering spouse, sitting at home watching hubby race with baited breath, and while there is a fair bit of that, she does prove to be a strong and worthy addition to the cast. As does Josh Lucas, one of the dastardly, clueless suits who thinks he knows best. It’s a fantastic, jam-packed cast, but never detracting from the central Shelby/Miles friendship and dynamic.
I’ve come this far without talking about the race itself. There are a number of enjoyable, smaller races throughout the movie, giving us a taste of the high energy, intense camerawork to come, but that’s nothing compared to the 24 hours of racing we get when the team eventually arrive in France. As Shelby and his team look on in the pits, watched over in the stands above by the suits from Ford, and by team Ferrari in the stand next to them, Miles takes it in turns with other drivers to try and win the race, through the night and in heavy rain, dealing with car problems already experienced and worked upon throughout the movie, as well as yet more meddling from those pesky suits.
The pacing of the race is perfect. Putting you right in the heart of the action, occasionally cutting to the drama in the pits and between the team, all the while desperate to get one over on the all powerful Ferrari. This is a movie that can be enjoyed by petrol heads, and non enthusiasts like me, in equal measure, and I had an absolute blast watching it. Highly recommended.
Le Mans ‘66 (or Ford v Ferrari as it is known elsewhere - much better name, no idea why it needed to be changed) stars Matt Damon and Christian Bale (once again going through some weight loss for a movie role) as Carroll Shelby and his engineering partner Ken Miles. Shelby was the first American to win Le Mans, the 24 hour race held in France, in 1959, but has since retired from racing due to a heart condition. These days, Shelby designs and sells souped-up cars as well as running the racing team Cobra, along with British racing driver Ken Miles. Shelby is calm, very clever and extremely determined and Miles knows everything there is to know about cars, but isn’t exactly what you might call a good ‘people person’. Together they have a wonderful friendship and partnership, the highs and lows of which form the basis and heart of the movie.
Meanwhile, Ford Motor company is suffering from poor sales and Henry Ford II (Tracy Letts) is looking to his workforce to come up with the next big idea in order to try and boost the Ford name. One of the many corporate suits we see during the movie, Lee Iacocca (Jon Bernthal) proposes that Ford buy into Ferrari in order to create a winning sports car that will make Ford cool again with the kids, so they head to Italy for a meeting with Enzo Ferrari. The meeting doesn't really go according to plan though, and the suits return home with their tails between their legs, and a strong desire to go to war with Ferrari and teach them a lesson.
Ford puts its money where its mouth is, pretty much writing a blank cheque for Shelby to come up with a car worthy enough to defeat Ferrari and win Le Mans ‘66, and we then follow Shelby, Miles and their team as they struggle to make it happen. Problems arise when Shelby is repeatedly put under pressure by the corporate suits at Ford to ditch Miles, feeling that he doesn’t quite fit with the Ford image, and this puts strain on both the project and the friendship between Shelby and Miles, eventually resulting in a comedy brawl reminiscent of the one involving Hugh Grant and Colin Firth in Bridget Jones Diary!.
Caitriona Balfe plays Miles' wife, Mollie, and it’s great to finally see her out of period costume and outside of TV show Outlander. It’s a role that could easily have been relegated to the usual, long-suffering spouse, sitting at home watching hubby race with baited breath, and while there is a fair bit of that, she does prove to be a strong and worthy addition to the cast. As does Josh Lucas, one of the dastardly, clueless suits who thinks he knows best. It’s a fantastic, jam-packed cast, but never detracting from the central Shelby/Miles friendship and dynamic.
I’ve come this far without talking about the race itself. There are a number of enjoyable, smaller races throughout the movie, giving us a taste of the high energy, intense camerawork to come, but that’s nothing compared to the 24 hours of racing we get when the team eventually arrive in France. As Shelby and his team look on in the pits, watched over in the stands above by the suits from Ford, and by team Ferrari in the stand next to them, Miles takes it in turns with other drivers to try and win the race, through the night and in heavy rain, dealing with car problems already experienced and worked upon throughout the movie, as well as yet more meddling from those pesky suits.
The pacing of the race is perfect. Putting you right in the heart of the action, occasionally cutting to the drama in the pits and between the team, all the while desperate to get one over on the all powerful Ferrari. This is a movie that can be enjoyed by petrol heads, and non enthusiasts like me, in equal measure, and I had an absolute blast watching it. Highly recommended.

Kristy H (1252 KP) rated Every Last Lie in Books
Jan 23, 2018
Irritating characters (1 more)
Letdown of an ending
A bit of a letdown
Clara Solberg's new son, Felix, is just days old when her husband, Nick, and four-year-old daughter, Maisie are in a terrible car crash. They are heading home from Maisie's ballet class when Nick takes a curve too fast and the car slams into a tree--Maisie is amazingly uninjured, but Nick is killed. Devastated, Clara finds herself unable to sleep or eat and soon, Maisie begins having nightmares, telling her mother a bad man is after her and showing fear about a particular kind of car. Clara begins to wonder if her husband's death was really an accident. As she investigates, she also starts to ponder if she knew Nick at all.
Kubica's latest is told in alternating perspectives: Clara, as she deals with the aftermath of her husband's untimely death, and Nick, in the months leading up to the car crash. It should be an effective format, causing things to unfurl slowly and build tension and suspense. Unfortunately, in this case, it also creates a layer of stress. Maybe I just caught this book at a bad time--I was busy with work and could only pick it up in bits and pieces for a while--but the first 2/3 or so just stressed me out. I found myself almost dreading picking it back up and finding out what Clara was up to. While we should have sympathy for Clara, as her husband is dead and she's left alone with two small children, I often found her annoying and, honestly, a borderline terrible parent.
As such, her parenting decisions and overall bad judgment left me unable to enjoy or even fathom huge portions of the novel. Maybe she's clouded by grief and fatigue, but I'm not sure I'd immediately go from my child having one nightmare to thinking my husband had been killed. Nor would I leave my children in the (hot) car alone everywhere I went, chasing down leads on this supposed murder. Good grief. Her unhinged behavior was hard to stomach after awhile.
Nick's portions were almost easier to read, even if he too is an unsympathetic character: a man who just needed to not lie constantly to his wife. (Why, why must characters just lie incessantly in some of these novels?)
The one redeeming facet for this novel was the last third--and again, I have to say that maybe I just found the book at a bad time, because when I finally found a little time to read it uninterrupted (e.g., stay up too late the night before my children started school--a decision I'm still regretting), it did pick up. I read the last third in one setting, because the dramatic tension was finally affecting me, and I needed to know what happened.
Still, even in the end, I felt let down by it all. Why did I read this? What was the point? I have read two other of Kubica's novels and enjoyed them, particularly Pretty Baby, but this one just didn't do it for me.
Overall: stressful, lacked the appropriate tension for most of the novel, belabored by annoying/irritating characters, and a letdown of an ending. Before writing this review, I was thinking 3 stars, but as I'm writing, I realized this was a 2.5 star read for me. Hopefully you will enjoy it more than me. I will definitely read whatever Kubica writes (and I still have The Good Girl waiting on my Kindle app), but I'm disappointed by this one.
More at http://justacatandabookatherside.blogspot.com/.
Kubica's latest is told in alternating perspectives: Clara, as she deals with the aftermath of her husband's untimely death, and Nick, in the months leading up to the car crash. It should be an effective format, causing things to unfurl slowly and build tension and suspense. Unfortunately, in this case, it also creates a layer of stress. Maybe I just caught this book at a bad time--I was busy with work and could only pick it up in bits and pieces for a while--but the first 2/3 or so just stressed me out. I found myself almost dreading picking it back up and finding out what Clara was up to. While we should have sympathy for Clara, as her husband is dead and she's left alone with two small children, I often found her annoying and, honestly, a borderline terrible parent.
As such, her parenting decisions and overall bad judgment left me unable to enjoy or even fathom huge portions of the novel. Maybe she's clouded by grief and fatigue, but I'm not sure I'd immediately go from my child having one nightmare to thinking my husband had been killed. Nor would I leave my children in the (hot) car alone everywhere I went, chasing down leads on this supposed murder. Good grief. Her unhinged behavior was hard to stomach after awhile.
Nick's portions were almost easier to read, even if he too is an unsympathetic character: a man who just needed to not lie constantly to his wife. (Why, why must characters just lie incessantly in some of these novels?)
The one redeeming facet for this novel was the last third--and again, I have to say that maybe I just found the book at a bad time, because when I finally found a little time to read it uninterrupted (e.g., stay up too late the night before my children started school--a decision I'm still regretting), it did pick up. I read the last third in one setting, because the dramatic tension was finally affecting me, and I needed to know what happened.
Still, even in the end, I felt let down by it all. Why did I read this? What was the point? I have read two other of Kubica's novels and enjoyed them, particularly Pretty Baby, but this one just didn't do it for me.
Overall: stressful, lacked the appropriate tension for most of the novel, belabored by annoying/irritating characters, and a letdown of an ending. Before writing this review, I was thinking 3 stars, but as I'm writing, I realized this was a 2.5 star read for me. Hopefully you will enjoy it more than me. I will definitely read whatever Kubica writes (and I still have The Good Girl waiting on my Kindle app), but I'm disappointed by this one.
More at http://justacatandabookatherside.blogspot.com/.

Gareth von Kallenbach (980 KP) rated Ant-Man and the Wasp (2018) in Movies
Jun 19, 2019
Following the unexpected and shocking moments from “Avengers: Infinity War”, fans eagerly awaited the next Marvel Studios film for any type of clues as to what will happen next when the next Avengers film arrives next summer. “Ant-Man and the Wasp”, is set before the events of “Avengers: Infinity War”, and finds Scott Lang (Paul Rudd) under home confinement thanks to a plea deal he took for siding with Captain America in “Captain America: Civil War”.
The years of being at home have driven Scott to find creative ways to entertain himself when his friend Luis (Michael Pena) and his daughter Cassie are not around. Scott is nearing the end of his isolation but knows F.B.I. Agent Woo (Randall Park), is waiting for him to slip up and with a possible twenty year prison term in the balance, he is not eager to make any mistakes.
Scott is also on the outs with Hope (Evangeline Lilly) and her father Hank (Michael Douglas) as it is revealed he took the Ant-Man suit and took part in the Civil War without their permission.
Fate intervenes when a strange dream causes Scott to contact Hope who in turn takes a reluctant Scott along with her to get to the bottom of the dream. Scott is naturally reluctant as he is days away from freedom and being discovered out and about and consorting with his wanted former associates would not be good for his eventual freedom.
A shady tech dealer named Sonny Burch (Walton Goggins) and a dangerous new adversary named “Ghost” (Hannah John-Kamen) also complicate matters and force Scott, Hope, and Hank to contend with issues all around them as the race against time on an urgent mission while trying to stay away from Woo and his team.
The film is a bit slow getting started but it does have some great character moments as well as humor around the build-up to the action sequences. The action when it comes mixes some great visual FX with some humor as Hope and Scott jump between everyday items at various sizes to face the threats presented to them. The cast works very well with one another and there are some great moments that will likely become favorites for fans of the characters and Marvel.
The Ghost is a rather interesting choice as an adversary as we do not have an individual bent on conquest, revenge, mass destruction, or accumulating power and wealth. While it may seem odd to have a more down to earth and relatable villain in a Marvel film, it does continue a recent trend of showing of adversaries who are complex, harder to define, and sympathetic much like The Winter Soldier.
There are two scenes in the credits which are very important to the continuity of the Marvel Universe and with “Captain Marvel” due in March 2019, it will likely get fans whipped into overdrive thinking about the possibilities they present.
“Ant-Man and the Wasp” is not as epic in scale as some of the past Marvel films, but thanks to a likeable cast and some timely humor, it should keep fans happy until the next chapter in the series.
http://sknr.net/2018/06/27/ant-man-and-the-wasp/
The years of being at home have driven Scott to find creative ways to entertain himself when his friend Luis (Michael Pena) and his daughter Cassie are not around. Scott is nearing the end of his isolation but knows F.B.I. Agent Woo (Randall Park), is waiting for him to slip up and with a possible twenty year prison term in the balance, he is not eager to make any mistakes.
Scott is also on the outs with Hope (Evangeline Lilly) and her father Hank (Michael Douglas) as it is revealed he took the Ant-Man suit and took part in the Civil War without their permission.
Fate intervenes when a strange dream causes Scott to contact Hope who in turn takes a reluctant Scott along with her to get to the bottom of the dream. Scott is naturally reluctant as he is days away from freedom and being discovered out and about and consorting with his wanted former associates would not be good for his eventual freedom.
A shady tech dealer named Sonny Burch (Walton Goggins) and a dangerous new adversary named “Ghost” (Hannah John-Kamen) also complicate matters and force Scott, Hope, and Hank to contend with issues all around them as the race against time on an urgent mission while trying to stay away from Woo and his team.
The film is a bit slow getting started but it does have some great character moments as well as humor around the build-up to the action sequences. The action when it comes mixes some great visual FX with some humor as Hope and Scott jump between everyday items at various sizes to face the threats presented to them. The cast works very well with one another and there are some great moments that will likely become favorites for fans of the characters and Marvel.
The Ghost is a rather interesting choice as an adversary as we do not have an individual bent on conquest, revenge, mass destruction, or accumulating power and wealth. While it may seem odd to have a more down to earth and relatable villain in a Marvel film, it does continue a recent trend of showing of adversaries who are complex, harder to define, and sympathetic much like The Winter Soldier.
There are two scenes in the credits which are very important to the continuity of the Marvel Universe and with “Captain Marvel” due in March 2019, it will likely get fans whipped into overdrive thinking about the possibilities they present.
“Ant-Man and the Wasp” is not as epic in scale as some of the past Marvel films, but thanks to a likeable cast and some timely humor, it should keep fans happy until the next chapter in the series.
http://sknr.net/2018/06/27/ant-man-and-the-wasp/

Phil Leader (619 KP) rated The Hitchhiker's Guide to the Galaxy in Books
Nov 14, 2019
What can be said about Douglas Adams' freewheeling science fiction comedy that hasn't been said before? Probably nothing but that doesn't mean it doesn't deserve a review.
I first came to the Hitchhiker's Guide series through this book. It was about 1981 I suppose and it was recommended by a school friend. I hadn't been aware of the radio series (although as luck would have it it was repeated on BBC Radio 4 within a few weeks) and it was a little while before the television adaptation appeared (which for all its faults - mainly a lack of budget - stayed true to the spirit of the books and the radio series rather more successfully than the film).
From the point I opened this and started reading I couldn't get enough Hitchhiker's Guide. Adams' style is so much like a swan on a lake - it all seems effortless on the surface but underneath there's a lot going on. As Adams' friend John Lloyd has commented, he had the ability to write backwards, so he would start with several pages of (what to other people would be) excellent material and after a couple of days' furious writing it would be down to 2 pages, but each sentence a carefully crafted gem. The result is like the difference between beer and vodka. You will enjoy drinking the beer but the distilled and concentrated vodka will knock you out.
There is real genius in the wit, ideas seemingly being pulled from nowhere and taking on a whole new aspect (towels for example). Delightful non-sequitors (especially from aliens who turn out to be pretty ordinary - or frequently less than ordinary), brilliant and inventive word play and sheer imagination and brio run through every page, all joined together by delightful asides from 'the book'.
The story itself is based on the radio series of the same name which was pretty much made up as it went along, Adams following whatever idea seemed to give him the best scope for a quick gag at the time. But somehow this all works and the story is remarkably coherent (although the book does veer away from the thread of the radio series at the very end). It has been said before that it resembles Gulliver's Travels as each new world reveals new wonders (or new banalities shining a light on our own humdrum existences here on Earth).
Oh the story? The book essentially follows one Arthur Dent, a completely unremarkable and normal human being apart from two things. Firstly his house is about to be demolished to make way for a bypass, a fact he was previously unaware of. Secondly his friend Ford Prefect (the book explains the name) is not from Guildford after all but from a small planet somewhere in the vicinity of Betelgeuse. When aliens show up to demolish the whole Earth to make way for an interstellar bypass, Ford saves Arthur from certain death and reveals he is a reporter for a book called The Hitchhikers Guide To The Galaxy and he got stuck on Earth for rather a long time.
Arthur proceeds to have a rather horrible time being shot at, thrown out of spaceships, patronised and generally baffled by everything that is going on around him. But The Hitchhikers Guide To The Galaxy is always on hand to try to explain things.
Incredibly amusing, brilliantly written and ultimately quoteable this not just a good book, it is something that really everyone should read.
I first came to the Hitchhiker's Guide series through this book. It was about 1981 I suppose and it was recommended by a school friend. I hadn't been aware of the radio series (although as luck would have it it was repeated on BBC Radio 4 within a few weeks) and it was a little while before the television adaptation appeared (which for all its faults - mainly a lack of budget - stayed true to the spirit of the books and the radio series rather more successfully than the film).
From the point I opened this and started reading I couldn't get enough Hitchhiker's Guide. Adams' style is so much like a swan on a lake - it all seems effortless on the surface but underneath there's a lot going on. As Adams' friend John Lloyd has commented, he had the ability to write backwards, so he would start with several pages of (what to other people would be) excellent material and after a couple of days' furious writing it would be down to 2 pages, but each sentence a carefully crafted gem. The result is like the difference between beer and vodka. You will enjoy drinking the beer but the distilled and concentrated vodka will knock you out.
There is real genius in the wit, ideas seemingly being pulled from nowhere and taking on a whole new aspect (towels for example). Delightful non-sequitors (especially from aliens who turn out to be pretty ordinary - or frequently less than ordinary), brilliant and inventive word play and sheer imagination and brio run through every page, all joined together by delightful asides from 'the book'.
The story itself is based on the radio series of the same name which was pretty much made up as it went along, Adams following whatever idea seemed to give him the best scope for a quick gag at the time. But somehow this all works and the story is remarkably coherent (although the book does veer away from the thread of the radio series at the very end). It has been said before that it resembles Gulliver's Travels as each new world reveals new wonders (or new banalities shining a light on our own humdrum existences here on Earth).
Oh the story? The book essentially follows one Arthur Dent, a completely unremarkable and normal human being apart from two things. Firstly his house is about to be demolished to make way for a bypass, a fact he was previously unaware of. Secondly his friend Ford Prefect (the book explains the name) is not from Guildford after all but from a small planet somewhere in the vicinity of Betelgeuse. When aliens show up to demolish the whole Earth to make way for an interstellar bypass, Ford saves Arthur from certain death and reveals he is a reporter for a book called The Hitchhikers Guide To The Galaxy and he got stuck on Earth for rather a long time.
Arthur proceeds to have a rather horrible time being shot at, thrown out of spaceships, patronised and generally baffled by everything that is going on around him. But The Hitchhikers Guide To The Galaxy is always on hand to try to explain things.
Incredibly amusing, brilliantly written and ultimately quoteable this not just a good book, it is something that really everyone should read.

Matthew Krueger (10051 KP) rated Cursed (2005) in Movies
Sep 18, 2020
the cgi (2 more)
production problems
PG-13 not R
Hollywood's Own Werewolves
Cursed- could of been better. It had a good young cast of people. Just the movie itself was so-so. The cgi/visual effects were bad, like really bad. So bad it made the movie bad.
The only thing making this film good is its young cast and the horror.
The plot: In Los Angeles, siblings Ellie (Christina Ricci) and Jimmy (Jesse Eisenberg) come across an accident on Mulholland Drive. As they try to help the woman caught in the wreckage, a ferocious creature attacks them, devouring the woman and scratching the terrified siblings. They slowly discover that the creature was a werewolf and that they have fallen victim to a deadly curse. Now that they have been sliced by the werewolf's claws, they will be transformed into werewolves themselves.
Originally planned for 2003, the film is a notable example of development hell, taking over two more years to be made than originally planned, during which producers Bob and Harvey Weinstein kept asking for reshoots and changes to the plot, re-edited the movie to give a PG-13 rating rather than the original intended R-rating, and fired legendary makeup artist Rick Baker to replace the werewolves he had created with computer-generated ones.
The film was a box-office failure and was panned by critics; Craven himself was very displeased with the final result.
The set used for the high school is Torrance High School, the same used for Sunnydale High on Buffy the Vampire Slayer, and West Beverly High on Beverly Hills, 90210 and its spin-off 90210.
However, the film soon suffered numerous production and script issues and was postponed for over a year. While production was stalled, several cast members had to be replaced due to scheduling conflicts with other films. When the movie was rewritten and reshot, many cast members had been cut entirely, including Skeet Ulrich, Mandy Moore, Omar Epps, Illeana Douglas, Heather Langenkamp, Scott Foley, Robert Forster, and Corey Feldman.
Only about 90% of the original version was filmed, leaving the original ending unfilmed. Although, while filming the original version, producer Bob Weinstein told Wes Craven he was happy with the film, he later changed his opinion and ordered for the movie to be reshot with a new plot. After massive reshoots which included filming a new ending, Weinstein told Craven he didn't like the new ending, leading to another ending where Jake attacks Ellie and Jimmy in their home, despite some incoherence with the rest of the film.
In the fall of 2004, Dimension cut the film to a PG-13 rating instead of the planned R rating. Speaking to the New York Post, Wes Craven commented, "The contract called for us to make an R-rated film. We did. It was a very difficult process. Then it was basically taken away from us and cut to PG-13 and ruined. It was two years of very difficult work and almost 100 days of shooting of various versions. Then at the very end, it was chopped up and the studio thought they could make more with a PG-13 movie, and trashed it ... I thought it was completely disrespectful, and it hurt them too, and it was like they shot themselves in the foot with a shotgun.
Its a decent movie.
The only thing making this film good is its young cast and the horror.
The plot: In Los Angeles, siblings Ellie (Christina Ricci) and Jimmy (Jesse Eisenberg) come across an accident on Mulholland Drive. As they try to help the woman caught in the wreckage, a ferocious creature attacks them, devouring the woman and scratching the terrified siblings. They slowly discover that the creature was a werewolf and that they have fallen victim to a deadly curse. Now that they have been sliced by the werewolf's claws, they will be transformed into werewolves themselves.
Originally planned for 2003, the film is a notable example of development hell, taking over two more years to be made than originally planned, during which producers Bob and Harvey Weinstein kept asking for reshoots and changes to the plot, re-edited the movie to give a PG-13 rating rather than the original intended R-rating, and fired legendary makeup artist Rick Baker to replace the werewolves he had created with computer-generated ones.
The film was a box-office failure and was panned by critics; Craven himself was very displeased with the final result.
The set used for the high school is Torrance High School, the same used for Sunnydale High on Buffy the Vampire Slayer, and West Beverly High on Beverly Hills, 90210 and its spin-off 90210.
However, the film soon suffered numerous production and script issues and was postponed for over a year. While production was stalled, several cast members had to be replaced due to scheduling conflicts with other films. When the movie was rewritten and reshot, many cast members had been cut entirely, including Skeet Ulrich, Mandy Moore, Omar Epps, Illeana Douglas, Heather Langenkamp, Scott Foley, Robert Forster, and Corey Feldman.
Only about 90% of the original version was filmed, leaving the original ending unfilmed. Although, while filming the original version, producer Bob Weinstein told Wes Craven he was happy with the film, he later changed his opinion and ordered for the movie to be reshot with a new plot. After massive reshoots which included filming a new ending, Weinstein told Craven he didn't like the new ending, leading to another ending where Jake attacks Ellie and Jimmy in their home, despite some incoherence with the rest of the film.
In the fall of 2004, Dimension cut the film to a PG-13 rating instead of the planned R rating. Speaking to the New York Post, Wes Craven commented, "The contract called for us to make an R-rated film. We did. It was a very difficult process. Then it was basically taken away from us and cut to PG-13 and ruined. It was two years of very difficult work and almost 100 days of shooting of various versions. Then at the very end, it was chopped up and the studio thought they could make more with a PG-13 movie, and trashed it ... I thought it was completely disrespectful, and it hurt them too, and it was like they shot themselves in the foot with a shotgun.
Its a decent movie.