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Sarah (7798 KP) rated Crisis (2021) in Movies
Feb 19, 2021
Worth it just for Oldman
Crisis is a 2021 film from write, director and producer Nicholas Jarecki, who previously brought us 2012's Arbitrage starring Richard Gere. Crisis is a story about drugs, namely opioids, and follows three separate yet related narratives about opioids and their impact on US society. There's an undercover DEA agent posing as a drug trafficker arranging a Fentanyl smuggling operation between Canada and the US (Armie Hammer), a recovering addict architect determined to track down those responsible for her son's involvement in narcotics (Evangeline Lilly), and a university professor (Gary Oldman) who's research laboratory uncovers dangerous revelations about a new drug that they've been paid to research by a very influential drug company and their executives (Luke Evans).
The main purpose of Crisis appears to be highlighting two entirely juxtaposed real life issues with opioids - the illegal smuggling and import of street drugs and the completely legal yet questionable drugs introduced by drug companies with full support of the government. For most, neither of these stories should be particularly surprising as they're fairly common knowledge and have been featured in countless films and documentaries over the years, although I think this may be the first time the two stories have been shown together in a film. And for Crisis this really works - showing the two contrasting issues makes for a more interesting and unique story rather than concentrating solely on one that we've seen many times before, especially as its split into three separate narratives.
However, the problem with Crisis is that not all of the narratives are as engaging as intended. Evangeline Lilly puts in a wonderful and emotional performance as architect and mother Claire, but her narrative becomes a little unrealistic as she becomes bent on revenge at those responsible for involving her son in the drugs underworld. And unfortunately Armie Hammer's narrative as undercover federal agent Jake is nothing original, with a smuggling operation and drugs bust that we've seen in many other films, some of which I'm afraid have done it a lot better. The most interesting narrative though is that of Gary Oldman as Dr Tyrone Brower, whose struggle over whether to tell the truth about a new dangerous drug or take the money from his drug company employers is a surprisingly thrilling morality tale. It's helped by a superb turn from Oldman himself and a wonderful supporting role from Greg Kinnear (who I've adored since 1997's As Good As It Gets), and the verbal sparring scenes between Brower and Kinnear's university Dean are probably the best in the film. It's a shame however that Luke Evans isn't given as much to do with his part in this narrative, even with his questionable American accent.
The biggest problem I had with all of the narratives is that unlike similar films that intertwine related narratives that eventually intersect dramatically (think 2006's Best Picture Oscar winner Crash), the narratives here don't all come together in the way I was expecting, which was rather disappointing.
Cinematography-wise, director and writer Jarecki does a good job as the film looks and feels good, and really highlights the US and Canadian settings. The soundtrack only adds to the overall tense and suspenseful feel of the film, although it does feature the typical pulsing, drum beat style that seems to be standard for a modern thriller. And the script, while possibly a little clichéd especially around the drugs bust and smuggling, is good and with his supporting acting role as Jake's fellow DEA agent Stan, Nicholas Jarecki could be one to watch in future.
Overall, Crisis is a good thriller that tells the story of well-known drug issues in a different way and does well in highlighting real life concerns. For the most part it succeeds in bringing an interesting set of narratives together for a fairly gripping albeit slightly long film, and despite my preconceptions about how its intersecting storylines should play out, it is an enjoyable watch, although for the most part thanks to the talents of Gary Oldman.
The main purpose of Crisis appears to be highlighting two entirely juxtaposed real life issues with opioids - the illegal smuggling and import of street drugs and the completely legal yet questionable drugs introduced by drug companies with full support of the government. For most, neither of these stories should be particularly surprising as they're fairly common knowledge and have been featured in countless films and documentaries over the years, although I think this may be the first time the two stories have been shown together in a film. And for Crisis this really works - showing the two contrasting issues makes for a more interesting and unique story rather than concentrating solely on one that we've seen many times before, especially as its split into three separate narratives.
However, the problem with Crisis is that not all of the narratives are as engaging as intended. Evangeline Lilly puts in a wonderful and emotional performance as architect and mother Claire, but her narrative becomes a little unrealistic as she becomes bent on revenge at those responsible for involving her son in the drugs underworld. And unfortunately Armie Hammer's narrative as undercover federal agent Jake is nothing original, with a smuggling operation and drugs bust that we've seen in many other films, some of which I'm afraid have done it a lot better. The most interesting narrative though is that of Gary Oldman as Dr Tyrone Brower, whose struggle over whether to tell the truth about a new dangerous drug or take the money from his drug company employers is a surprisingly thrilling morality tale. It's helped by a superb turn from Oldman himself and a wonderful supporting role from Greg Kinnear (who I've adored since 1997's As Good As It Gets), and the verbal sparring scenes between Brower and Kinnear's university Dean are probably the best in the film. It's a shame however that Luke Evans isn't given as much to do with his part in this narrative, even with his questionable American accent.
The biggest problem I had with all of the narratives is that unlike similar films that intertwine related narratives that eventually intersect dramatically (think 2006's Best Picture Oscar winner Crash), the narratives here don't all come together in the way I was expecting, which was rather disappointing.
Cinematography-wise, director and writer Jarecki does a good job as the film looks and feels good, and really highlights the US and Canadian settings. The soundtrack only adds to the overall tense and suspenseful feel of the film, although it does feature the typical pulsing, drum beat style that seems to be standard for a modern thriller. And the script, while possibly a little clichéd especially around the drugs bust and smuggling, is good and with his supporting acting role as Jake's fellow DEA agent Stan, Nicholas Jarecki could be one to watch in future.
Overall, Crisis is a good thriller that tells the story of well-known drug issues in a different way and does well in highlighting real life concerns. For the most part it succeeds in bringing an interesting set of narratives together for a fairly gripping albeit slightly long film, and despite my preconceptions about how its intersecting storylines should play out, it is an enjoyable watch, although for the most part thanks to the talents of Gary Oldman.
Sarah (7798 KP) rated Silk Road (2021) in Movies
Mar 12, 2021
Squandered a promising story
Silk Road is a 2021 thriller from writer/director Tiller Russell focusing on the true story of Ross Ulbricht who created and operated the darknet marketplace of the same name, selling drugs and other illegal items across the globe. On paper, Silk Road sounds like it should be a fascinating, interesting story and even the trailer makes it appear exciting, but unfortunately it never quite manages to pull off what it promises.
Ross Ulbricht (Nick Robinson) is a mid 20s libertarian from Texas who has a number of failed business ideas behind him, when he becomes convinced that he can strike a blow against the system by creating an illegal underground marketplace to seek drugs. The man on his tail is DEA Agent Rick Bowden (Jason Clarke), a former narc who botched his last undercover mission due to drug and alcohol addiction and transferred to Cyber Crime, where he’s introduced to the Silk Road marketplace. The story focuses on both men as they become increasingly involved in the darknet - Ross’s desperation to keep his site running and his identity hidden at all costs, even to the detriment of his relationship with girlfriend Julia (Alexandra Shipp), and Rick’s obsession to be back pursuing a case, resulting in corruption, extortion and even torture.
Silk Road promised so much, but unfortunately unlike Ross Ulbricht, just didn’t deliver. The story is fascinating and watching this has at least made me want to go out and read more about the truth behind this, as somehow this completely passed me by back in 2013. However Tiller Russell has taken this fascinating tale and turned it into something dull and clichéd. From the opening flash forward scenes to the cat and mouse chase between Ross and Bowden, there’s little originality on offer here. The story is long, dull and drawn out over 2 hours, and what makes it worse is that it seems to be lacking in any real detail on the true story. How Ross actually setup Silk Road has been glossed over in a brief montage, and the entire operation including Bowden’s entrapment and extortion haven’t faired much better and trying to figure out the timeline here too is impossible. I don’t know if Russell’s intentions were to avoid confusing and over facing the watcher with too much technical jargon, but whatever his motives, he only left us wanting more. There are ways to explain complicated technical matters without alienating the watcher (think The Big Short), but Silk Road just doesn’t bother.
On the surface Silk Road looks stylish and sleek, but on watching the entire film even the cinematography is questionable. Parts of the film look cheap and poorly made, and there are a lot of shots (especially those with any form of light involved) that seem hazy and have a lot of glare that detracts from the action in the scene. There was even some camerawork that made this look like a shaky cam documentary rather than the glossy thriller the trailer made it out to be.
The cast don’t fare much better either. Nick Robinson is a talented actor which was shown with Love, Simon, but here he’s given virtually nothing to work with as his character spends almost all the entire film staring at his phone or laptop. Alexandra Shipp too is sidelined as the generic girlfriend, and Jimmi Simpson, who I think is a rather engaging yet entirely underrated actor, is given the generic FBI agent role who barely gets a word in. Only Jason Clarke comes out of this unscathed, playing the most developed and interesting character (who incidentally isn’t actually real and an amalgamation of 2 agents on the real life Ulbricht’s tail), but even he suffers thanks to the faults with the story.
With a fascinating story and decent cast, Silk Road could’ve been good. In fact it could’ve been better than good. Instead it’s execution is it’s downfall, turning an intriguing story into a rather dull affair.
Ross Ulbricht (Nick Robinson) is a mid 20s libertarian from Texas who has a number of failed business ideas behind him, when he becomes convinced that he can strike a blow against the system by creating an illegal underground marketplace to seek drugs. The man on his tail is DEA Agent Rick Bowden (Jason Clarke), a former narc who botched his last undercover mission due to drug and alcohol addiction and transferred to Cyber Crime, where he’s introduced to the Silk Road marketplace. The story focuses on both men as they become increasingly involved in the darknet - Ross’s desperation to keep his site running and his identity hidden at all costs, even to the detriment of his relationship with girlfriend Julia (Alexandra Shipp), and Rick’s obsession to be back pursuing a case, resulting in corruption, extortion and even torture.
Silk Road promised so much, but unfortunately unlike Ross Ulbricht, just didn’t deliver. The story is fascinating and watching this has at least made me want to go out and read more about the truth behind this, as somehow this completely passed me by back in 2013. However Tiller Russell has taken this fascinating tale and turned it into something dull and clichéd. From the opening flash forward scenes to the cat and mouse chase between Ross and Bowden, there’s little originality on offer here. The story is long, dull and drawn out over 2 hours, and what makes it worse is that it seems to be lacking in any real detail on the true story. How Ross actually setup Silk Road has been glossed over in a brief montage, and the entire operation including Bowden’s entrapment and extortion haven’t faired much better and trying to figure out the timeline here too is impossible. I don’t know if Russell’s intentions were to avoid confusing and over facing the watcher with too much technical jargon, but whatever his motives, he only left us wanting more. There are ways to explain complicated technical matters without alienating the watcher (think The Big Short), but Silk Road just doesn’t bother.
On the surface Silk Road looks stylish and sleek, but on watching the entire film even the cinematography is questionable. Parts of the film look cheap and poorly made, and there are a lot of shots (especially those with any form of light involved) that seem hazy and have a lot of glare that detracts from the action in the scene. There was even some camerawork that made this look like a shaky cam documentary rather than the glossy thriller the trailer made it out to be.
The cast don’t fare much better either. Nick Robinson is a talented actor which was shown with Love, Simon, but here he’s given virtually nothing to work with as his character spends almost all the entire film staring at his phone or laptop. Alexandra Shipp too is sidelined as the generic girlfriend, and Jimmi Simpson, who I think is a rather engaging yet entirely underrated actor, is given the generic FBI agent role who barely gets a word in. Only Jason Clarke comes out of this unscathed, playing the most developed and interesting character (who incidentally isn’t actually real and an amalgamation of 2 agents on the real life Ulbricht’s tail), but even he suffers thanks to the faults with the story.
With a fascinating story and decent cast, Silk Road could’ve been good. In fact it could’ve been better than good. Instead it’s execution is it’s downfall, turning an intriguing story into a rather dull affair.
Purple Phoenix Games (2266 KP) rated Dogo Dash in Tabletop Games
Oct 15, 2020
During my youth, the best way to settle a disagreement was with a classic game of Rock, Paper, Scissors. As I got older, that translated to the card game War. What would happen if you mixed the two into one hybrid game? You’d get Dogo Dash!
Disclaimer: We were provided a PnP version of Dogo Dash for the purposes of this preview. The artwork and colors may see some changes between this preview and the final production, but is the most current version. -L
Dogo Dash is a trick-taking party game in which players are trying to earn points by collecting the most cards by the time the draw deck runs out. Setup is quick and easy – shuffle the deck and deal 4 cards to each player. Looking at their hands, players will then select one card to play this turn, and will place it face-down on the table. Once all players have chosen their card, everyone will reveal their cards at the same time. The player that played the strongest card is the winner for the turn, and collects all of the played cards. The strength of the cards is as follows: Cookie beats Bear and Dog, Bear beats Dog and Cat, Dog beats Cat, and Cat beats Cookie (and therefore all other cards this turn).
In the event of any ties, where multiple players have played the strongest card, play continues with a small change – the cards played in the round of the tie remain on the table. The tied players select another card from their hand and reveal it simultaneously. Whomever wins this tiebreaker collects all the cards. If the tiebreaker ends in another tie, then the tied players split the cards between themselves. If any player plays a Good Boy card, that round automatically is considered a tie, and a tiebreaker commences with all players. All players draw back up to 4 cards, and play continues in this fashion until the draw deck is empty. The player with the most cards at the end of the game is the winner!
As you can see, this game is pretty simple to learn and fast to play! The elements of War and Rock, Paper, Scissors are evident, but altered with more ‘character’ options and a more involved hierarchy of power. Unlike traditional Rock, Paper, Scissors, the animals/cards of Dogo Dash are more versatile in play. Instead of only beating one other type of card, each card will act differently based upon what other cards are played that turn. For example, Dog always beats Cat – unless someone also played Cookie. Because Cat beats Cookie, which beats Dog, so Cat wins this round! Instead of relying simply on numerical order to determine the hierarchy of power, the game feels more engaging and fun to play.
Another neat element is the inclusion of the Good Boy cards. When played, they automatically force a tie. All players then must participate in the tiebreaker. The Good Boy cards could be a strategic way to bag a ton of cards for yourself – forcing a tie and then winning the tiebreaker earns you essentially 2 rounds worth of cards! Or they could just be a silly way to interfere with opponents or just to keep a round from ending. There are also a couple of special card combos that can be played in a round, but I will leave those for you to discover on your own!
So all in all, how does Dogo Dash perform? I think it is a fast, fun, and light little game that can be played in many different situations. Whether you need a small filler game, are introducing newer gamers to the hobby, or want to find a game that is kid-friendly, Dogo Dash fits the bill. The gameplay feels familiar, but with a few twists, and that makes the overall game fun to play. Definitely check out Dogo Dash once it hits Kickstarter – you don’t want to miss out on this treat!
Disclaimer: We were provided a PnP version of Dogo Dash for the purposes of this preview. The artwork and colors may see some changes between this preview and the final production, but is the most current version. -L
Dogo Dash is a trick-taking party game in which players are trying to earn points by collecting the most cards by the time the draw deck runs out. Setup is quick and easy – shuffle the deck and deal 4 cards to each player. Looking at their hands, players will then select one card to play this turn, and will place it face-down on the table. Once all players have chosen their card, everyone will reveal their cards at the same time. The player that played the strongest card is the winner for the turn, and collects all of the played cards. The strength of the cards is as follows: Cookie beats Bear and Dog, Bear beats Dog and Cat, Dog beats Cat, and Cat beats Cookie (and therefore all other cards this turn).
In the event of any ties, where multiple players have played the strongest card, play continues with a small change – the cards played in the round of the tie remain on the table. The tied players select another card from their hand and reveal it simultaneously. Whomever wins this tiebreaker collects all the cards. If the tiebreaker ends in another tie, then the tied players split the cards between themselves. If any player plays a Good Boy card, that round automatically is considered a tie, and a tiebreaker commences with all players. All players draw back up to 4 cards, and play continues in this fashion until the draw deck is empty. The player with the most cards at the end of the game is the winner!
As you can see, this game is pretty simple to learn and fast to play! The elements of War and Rock, Paper, Scissors are evident, but altered with more ‘character’ options and a more involved hierarchy of power. Unlike traditional Rock, Paper, Scissors, the animals/cards of Dogo Dash are more versatile in play. Instead of only beating one other type of card, each card will act differently based upon what other cards are played that turn. For example, Dog always beats Cat – unless someone also played Cookie. Because Cat beats Cookie, which beats Dog, so Cat wins this round! Instead of relying simply on numerical order to determine the hierarchy of power, the game feels more engaging and fun to play.
Another neat element is the inclusion of the Good Boy cards. When played, they automatically force a tie. All players then must participate in the tiebreaker. The Good Boy cards could be a strategic way to bag a ton of cards for yourself – forcing a tie and then winning the tiebreaker earns you essentially 2 rounds worth of cards! Or they could just be a silly way to interfere with opponents or just to keep a round from ending. There are also a couple of special card combos that can be played in a round, but I will leave those for you to discover on your own!
So all in all, how does Dogo Dash perform? I think it is a fast, fun, and light little game that can be played in many different situations. Whether you need a small filler game, are introducing newer gamers to the hobby, or want to find a game that is kid-friendly, Dogo Dash fits the bill. The gameplay feels familiar, but with a few twists, and that makes the overall game fun to play. Definitely check out Dogo Dash once it hits Kickstarter – you don’t want to miss out on this treat!
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Bob Mann (459 KP) rated Crazy Rich Asians (2018) in Movies
Sep 28, 2021
Singapore Bling.
I’ve been catching up on films that I missed at the cinema during 2018. And this is one of the ones I most wanted to see but missed due to work commitments.
The Plot.
Rachel (Constance Wu) and Nick (Henry Golding) are young New Yorker professionals in love: Rachel is a successful economics professor and Nick… well, I’m not sure we ever find out what Nick ever does for a job, but his dress and confidence imply he’s doing well. Nick has an announcement: that his best friend Colin (Chris Pang) is getting married in Singapore and he invites Rachel to join him and meet his parents.
The trip discloses something previously hidden to Rachel: that Nick is actually heir to one of the richest families in Singapore. Indeed, as they got their money from property, the family effectively BUILT Singapore! But once in Singapore, life becomes hard for Rachel. She has to deal with the “not good enough for my Nick” disapproval of Nick’s family (led by Nick’s mother, the imperious Eleanor (Michelle Yeoh). Not only that, but thanks to Nick’s eligible-batchelor status and the pervasive nature of social media, everyone in Singapore knows about Nick and Rachel. As such, many of the ‘hens’ of Colin’s fiancee Araminta have it in for Rachel. (Araminta is played by Sonoya Mizuno, so memorable in “Ex Machina“).
Layers of rich characters.
This is not your average rom-com. Because here there’s a depth of characters within Nick’s broader family to entertain, each with their own set of quirks and issues. The dynamic of the family matriarch, grandmother (Lisa Lu), with the rest of the family is also fascinating; Friend or foe for Rachel? – it’s often difficult to tell.
Also entertaining is the introduction of Rachel’s old college room-mate Peil Lin Goh (a superbly over-the-top bonkers performance by Awkwafina) and her ‘nouveau-riche’ family. Her father (Ken Jeong) is simply hilarious in a bat-shit crazy sort of way.
But it’s the two engaging leads that impress most, particularly Henry Golding. Prior to this – his debut movie role – he was a Malaysian TV travel reporter! (He of course followed this performance up a month later with his equally impressive role as Blake Lively’s husband in “A Simple Favour“).
As sponsored by the Singapore tourist board.
Much of the action could be lifted from “My Best Friend’s Wedding”, “Meet the Parents” or “Mean Girls”. But it’s all given a refreshing asian facelift with its Singapore setting.
Singapore is one of my favourite cities: safe, clean and vibrant and with drop-dead gorgeous architecture. And I actually saw this movie while flying back out of Singapore itself. As such, I reflected on just what a great promotional flick for the tourist industry it was. From the wedding party at the Gardens by the Bay to the utterly jaw-dropping infinity pool at the “ship-hotel” (the Marina Bay Sands hotel, featured through a stunning fireworks-infused drone shot), all convey the excitement of the place.
A fun feel-good classic.
What’s impressive about the sharp writing is that this is the movie screenplay debut for co-writers Peter Chiarelli and Adele Lim. It’s a movie that makes you occasionally sit up and go ‘wow’. As an example, there’s a quirky ‘social media tsunami’ scene in the first 10 minutes. But the movie then builds with character-development stories that, while not particularly novel, are engagingly well-written and well delivered by the enthusiastic ensemble cast.
The director is John M Chu, whose less-than-stellar CV includes “GI: Joe” and “Now You See Me 2”, but here delivers a breathless momentum that lasts to the final scene.
The perfect wife and the perfect husband? Michael (Pierre Png), the boy who married well (which feels a plot borrowed from “Lost”), with the lovely Astrid (Gemma Chan). (Source: Warner Brothers).
And it’s that denouement that got to me. I don’t tend to get slushy about these sort of romantic comedies. But there’s a “reveal” in the final few minutes of the movie that completely surprised me (even though it should have been obvious!). It actually made me well-up!
It didn’t make a big dent in the awards nominations. But for fans of quirky romantic comedies it’s a recommended watch. It’s really difficult to dislike!
The Plot.
Rachel (Constance Wu) and Nick (Henry Golding) are young New Yorker professionals in love: Rachel is a successful economics professor and Nick… well, I’m not sure we ever find out what Nick ever does for a job, but his dress and confidence imply he’s doing well. Nick has an announcement: that his best friend Colin (Chris Pang) is getting married in Singapore and he invites Rachel to join him and meet his parents.
The trip discloses something previously hidden to Rachel: that Nick is actually heir to one of the richest families in Singapore. Indeed, as they got their money from property, the family effectively BUILT Singapore! But once in Singapore, life becomes hard for Rachel. She has to deal with the “not good enough for my Nick” disapproval of Nick’s family (led by Nick’s mother, the imperious Eleanor (Michelle Yeoh). Not only that, but thanks to Nick’s eligible-batchelor status and the pervasive nature of social media, everyone in Singapore knows about Nick and Rachel. As such, many of the ‘hens’ of Colin’s fiancee Araminta have it in for Rachel. (Araminta is played by Sonoya Mizuno, so memorable in “Ex Machina“).
Layers of rich characters.
This is not your average rom-com. Because here there’s a depth of characters within Nick’s broader family to entertain, each with their own set of quirks and issues. The dynamic of the family matriarch, grandmother (Lisa Lu), with the rest of the family is also fascinating; Friend or foe for Rachel? – it’s often difficult to tell.
Also entertaining is the introduction of Rachel’s old college room-mate Peil Lin Goh (a superbly over-the-top bonkers performance by Awkwafina) and her ‘nouveau-riche’ family. Her father (Ken Jeong) is simply hilarious in a bat-shit crazy sort of way.
But it’s the two engaging leads that impress most, particularly Henry Golding. Prior to this – his debut movie role – he was a Malaysian TV travel reporter! (He of course followed this performance up a month later with his equally impressive role as Blake Lively’s husband in “A Simple Favour“).
As sponsored by the Singapore tourist board.
Much of the action could be lifted from “My Best Friend’s Wedding”, “Meet the Parents” or “Mean Girls”. But it’s all given a refreshing asian facelift with its Singapore setting.
Singapore is one of my favourite cities: safe, clean and vibrant and with drop-dead gorgeous architecture. And I actually saw this movie while flying back out of Singapore itself. As such, I reflected on just what a great promotional flick for the tourist industry it was. From the wedding party at the Gardens by the Bay to the utterly jaw-dropping infinity pool at the “ship-hotel” (the Marina Bay Sands hotel, featured through a stunning fireworks-infused drone shot), all convey the excitement of the place.
A fun feel-good classic.
What’s impressive about the sharp writing is that this is the movie screenplay debut for co-writers Peter Chiarelli and Adele Lim. It’s a movie that makes you occasionally sit up and go ‘wow’. As an example, there’s a quirky ‘social media tsunami’ scene in the first 10 minutes. But the movie then builds with character-development stories that, while not particularly novel, are engagingly well-written and well delivered by the enthusiastic ensemble cast.
The director is John M Chu, whose less-than-stellar CV includes “GI: Joe” and “Now You See Me 2”, but here delivers a breathless momentum that lasts to the final scene.
The perfect wife and the perfect husband? Michael (Pierre Png), the boy who married well (which feels a plot borrowed from “Lost”), with the lovely Astrid (Gemma Chan). (Source: Warner Brothers).
And it’s that denouement that got to me. I don’t tend to get slushy about these sort of romantic comedies. But there’s a “reveal” in the final few minutes of the movie that completely surprised me (even though it should have been obvious!). It actually made me well-up!
It didn’t make a big dent in the awards nominations. But for fans of quirky romantic comedies it’s a recommended watch. It’s really difficult to dislike!
Gareth von Kallenbach (980 KP) rated Venom: Let There Be Carnage (2021) in Movies
Sep 30, 2021
Venom: Let There Be Carnage Has Some Moments But Could Have Been So Much More
When audiences last saw Eddie Brock (Tom Hardy); the journalist and his parasitic symbiote Venom; had just saved the day and cemented their unusual bond with one another.
In the new film “Venom: Let There Be Carnage”; Eddie and Venom are at the end of their Honeymoon phase as Venom is lingering to be free to eat bad people and do what is natural for him. Eddie meanwhile wants a more conservative approach feeding Venom chicken and chocolate as he knows the eyes of the authorities are still upon him and he has to convince the world that Venom is dead and no longer a threat.
At the same time; serial killer Cletus Kasady (Woody Harrelson) has selected Eddie to interview him in San Quentin and the two form an unusual connection as Cletus cryptically speaks to Eddie which underlines a deeper motivation.
With the help of Venom; Eddie is able to decipher clues found on the walls of Cletus’s cell which leads authorities to several of his victims. This results in a rapid rise in status for Eddie and fast tracks Cletus for execution as his main means of leverage is now gone.
This leads to a rift where Eddie and Venom split and each has to struggle to adjust to life without one another.
At this point, the film has mainly been odd bits of whimsy between Venom and Eddie around the establishment of the plot and threat. However, things go into chaos mode when Cletus becomes infected with a Symbiote and turns into a destruction spewing death machine known as “Carnage”.
Cletus and Carnage both have their own agendas and Cletus uses Carnage to exact his revenge as well as locate a figure from his past that is as big a danger as he is.
As any fan of films of this genre knows; this scenario leads to a showdown between the central characters which are awash in abundant CGI, loud noises, and destruction. While this is not a bad thing and certainly one of the main reasons I enjoy films of this type; the film never seemed to fully click for me and as such was not as good as I thought it could have been.
In many ways, the film reminded me of how comic-based films were done before Marvel started their own studios and their phenomenal run of hits based on their work.
There have been multiple attempts to adapt comics into films over the last few decades and many of them have not lived up to expectations or failed outright. One of the biggest reasons is in my opinion is that those behind the projects were hindered by the studio, wanted to put their own spin on the material and strayed from the source; or failed to show the attributes that made the characters so appealing to fans.
What we often get is action sequences and CGI galore but without stories or characters that fully draw in the audience and fail to capture the essence of the comics.
Director Andy Serkis has done a great job with the visuals of the film but the tone seems off. The early part of the film is filled with comedic moments that are either hit or miss. Some of which was almost to the point where I wondered if it was supposed to be a parody.
The plot is fairly linear with nothing unexpected as it is simply bad guys get loose; bad guys cause death and destruction, can the heroes stop them. The climactic scene lacks any “wow” moments for me as it was mainly CGI characters rapidly moving around causing damage to one another and their environment. There was no real tension for me and the ultimate resolution seemed a bit anti-climactic.
For me the best moment of the film was a mid-credits scene that really popped as it sets up all sorts of interesting options and indicates that Venom may be about to graduate to bigger and better things.
For now; the cast is solid as is the CGI; I just wish the story was more engaging as it had the potential to be so much more.
3 stars out of 5
In the new film “Venom: Let There Be Carnage”; Eddie and Venom are at the end of their Honeymoon phase as Venom is lingering to be free to eat bad people and do what is natural for him. Eddie meanwhile wants a more conservative approach feeding Venom chicken and chocolate as he knows the eyes of the authorities are still upon him and he has to convince the world that Venom is dead and no longer a threat.
At the same time; serial killer Cletus Kasady (Woody Harrelson) has selected Eddie to interview him in San Quentin and the two form an unusual connection as Cletus cryptically speaks to Eddie which underlines a deeper motivation.
With the help of Venom; Eddie is able to decipher clues found on the walls of Cletus’s cell which leads authorities to several of his victims. This results in a rapid rise in status for Eddie and fast tracks Cletus for execution as his main means of leverage is now gone.
This leads to a rift where Eddie and Venom split and each has to struggle to adjust to life without one another.
At this point, the film has mainly been odd bits of whimsy between Venom and Eddie around the establishment of the plot and threat. However, things go into chaos mode when Cletus becomes infected with a Symbiote and turns into a destruction spewing death machine known as “Carnage”.
Cletus and Carnage both have their own agendas and Cletus uses Carnage to exact his revenge as well as locate a figure from his past that is as big a danger as he is.
As any fan of films of this genre knows; this scenario leads to a showdown between the central characters which are awash in abundant CGI, loud noises, and destruction. While this is not a bad thing and certainly one of the main reasons I enjoy films of this type; the film never seemed to fully click for me and as such was not as good as I thought it could have been.
In many ways, the film reminded me of how comic-based films were done before Marvel started their own studios and their phenomenal run of hits based on their work.
There have been multiple attempts to adapt comics into films over the last few decades and many of them have not lived up to expectations or failed outright. One of the biggest reasons is in my opinion is that those behind the projects were hindered by the studio, wanted to put their own spin on the material and strayed from the source; or failed to show the attributes that made the characters so appealing to fans.
What we often get is action sequences and CGI galore but without stories or characters that fully draw in the audience and fail to capture the essence of the comics.
Director Andy Serkis has done a great job with the visuals of the film but the tone seems off. The early part of the film is filled with comedic moments that are either hit or miss. Some of which was almost to the point where I wondered if it was supposed to be a parody.
The plot is fairly linear with nothing unexpected as it is simply bad guys get loose; bad guys cause death and destruction, can the heroes stop them. The climactic scene lacks any “wow” moments for me as it was mainly CGI characters rapidly moving around causing damage to one another and their environment. There was no real tension for me and the ultimate resolution seemed a bit anti-climactic.
For me the best moment of the film was a mid-credits scene that really popped as it sets up all sorts of interesting options and indicates that Venom may be about to graduate to bigger and better things.
For now; the cast is solid as is the CGI; I just wish the story was more engaging as it had the potential to be so much more.
3 stars out of 5
Bob Mann (459 KP) rated Viceroy's House (2017) in Movies
Sep 29, 2021
The 80:20 Rule.
India, 1947. Churchill’s government has sent Lord Grantham – – sorry — Lord Louis Mountbatten of Burma (Hugh Bonneville, “The Monuments Men“) as the new Viceroy. His mission is to make sure he is the last ever Viceroy, for India is to be returned to independence. But racial tensions between the Hindu and minority Muslim populations are brittle and deteriorating fast. Can India survive as a single country, or will Mountbatten be forced to partition the country along religious lines to avoid civil-war and countless deaths?
Of course, there is little tension in this plot line since we know Pakistan was indeed founded by Muhammad Ali Jinnah (played by Denzil Smith) on August 14th 1947. (In reality, Jinnah’s victory was short lived as he died of TB the following year). The rest of India went on to be ruled by Jawaharlal Nehru (played by Tanveer Ghani). What the film does remind this generation of is the extreme cost of that partition, with riots, mass abductions and rapes, over a million estimated deaths and one of the biggest migrations of populations ever seen. (All of this is largely shown through original newsreel footage, which is effectively inter-weaved with the film).
So as an educational documentary it is useful. However, as an entertaining movie night out? Not so much. After coming out of the film we needed to buy some milk at Tesco and I was put on the spot by the checkout lady to sum-up the film: “Worthy but dull” was what I came up with, which with further time to reflect still seems a good summary.
This shouldn’t have been the case, since the film is directed by the well-respected Gurinder Chadha (“Bend it like Beckham) and boasts a stellar cast, with Bonneville supported by Gillian Anderson (“The X Files”) as Lady Mountbatten; Michael Gambon (“Harry Potter”) as General Ismay (Mountbatten’s chief of staff); Simon Callow (“Four Weddings and a Funeral”) as Radcliffe (the drawer of ‘the new map’); and Om Puri (“The Hundred Foot Journey“) as former political prisoner Ali Rahim Noor. Playing Mountbatten’s daughter is Lily Travers (“Kingsman: The Secret Service“): Virginia McKenna’s granddaughter.
But unfortunately, for me at least, the film lumbers from scene to scene, seldom engaging with me. Bonneville’s Mountbatten, whilst perfectly sound, was just a re-tread of Downton with added humidity and curry; Anderson’s (probably extremely accurate) crystal-glass English accent quickly becomes tiresome; and elsewhere a lot of the acting of the broader Indian cast is, I’m sorry to comment, rather sub-par. For me, only Om Puri, who sadly died in January, delivers an effective and moving performance as the blind father (literally) unable to see that the arranged marriage for his daughter Aalia (Huma Qureshi) is heading for trouble thanks to Mountbatten’s man-servant. And no, that isn’t a euphemism…. I’m talking about his real manservant, Jeet Kumar (Manish Dayal)!!
As an aside, the late Puri (probably most famous in western cinema for “East is East”) has made over 270 feature films in his prolific career, over and above his many appearances on Indian TV. And he still has another 6 films to be released! May he rest in peace.
Probably realising that the historical plot is not enough to sustain the film, the screenwriters Paul Mayeda Berges (“Bend it like Beckham”), Moira Buffini (“Tamara Drewe”) and Gurinder Chadha try to add more substance with the illicit romance between the Hindu Jeet and the Muslim Aalia. Unfortunately this is clunky at best, with an incessant 30 minutes-worth of longing looks before anything of substance happens. Even the “Lion“-style denouement (also with a railway train connection) is unconvincing.
After that, the film just tends to peter out, with a ‘real-life photograph’ segue delivering a rather tenuous connection between a character not even featured in the film and the director!
Mrs. Chadha has clearly corralled an army of extras to deliver some of the scenes in the film, in the hope of delivering a historical epic of the scale of Attenborough’s “Gandhi”. For me, she misses by a considerable margin. But that’s just my view….. if you like historical dramas, its a film you might enjoy: as the great man himself said “Honest disagreement is often a good sign of progress”.
Of course, there is little tension in this plot line since we know Pakistan was indeed founded by Muhammad Ali Jinnah (played by Denzil Smith) on August 14th 1947. (In reality, Jinnah’s victory was short lived as he died of TB the following year). The rest of India went on to be ruled by Jawaharlal Nehru (played by Tanveer Ghani). What the film does remind this generation of is the extreme cost of that partition, with riots, mass abductions and rapes, over a million estimated deaths and one of the biggest migrations of populations ever seen. (All of this is largely shown through original newsreel footage, which is effectively inter-weaved with the film).
So as an educational documentary it is useful. However, as an entertaining movie night out? Not so much. After coming out of the film we needed to buy some milk at Tesco and I was put on the spot by the checkout lady to sum-up the film: “Worthy but dull” was what I came up with, which with further time to reflect still seems a good summary.
This shouldn’t have been the case, since the film is directed by the well-respected Gurinder Chadha (“Bend it like Beckham) and boasts a stellar cast, with Bonneville supported by Gillian Anderson (“The X Files”) as Lady Mountbatten; Michael Gambon (“Harry Potter”) as General Ismay (Mountbatten’s chief of staff); Simon Callow (“Four Weddings and a Funeral”) as Radcliffe (the drawer of ‘the new map’); and Om Puri (“The Hundred Foot Journey“) as former political prisoner Ali Rahim Noor. Playing Mountbatten’s daughter is Lily Travers (“Kingsman: The Secret Service“): Virginia McKenna’s granddaughter.
But unfortunately, for me at least, the film lumbers from scene to scene, seldom engaging with me. Bonneville’s Mountbatten, whilst perfectly sound, was just a re-tread of Downton with added humidity and curry; Anderson’s (probably extremely accurate) crystal-glass English accent quickly becomes tiresome; and elsewhere a lot of the acting of the broader Indian cast is, I’m sorry to comment, rather sub-par. For me, only Om Puri, who sadly died in January, delivers an effective and moving performance as the blind father (literally) unable to see that the arranged marriage for his daughter Aalia (Huma Qureshi) is heading for trouble thanks to Mountbatten’s man-servant. And no, that isn’t a euphemism…. I’m talking about his real manservant, Jeet Kumar (Manish Dayal)!!
As an aside, the late Puri (probably most famous in western cinema for “East is East”) has made over 270 feature films in his prolific career, over and above his many appearances on Indian TV. And he still has another 6 films to be released! May he rest in peace.
Probably realising that the historical plot is not enough to sustain the film, the screenwriters Paul Mayeda Berges (“Bend it like Beckham”), Moira Buffini (“Tamara Drewe”) and Gurinder Chadha try to add more substance with the illicit romance between the Hindu Jeet and the Muslim Aalia. Unfortunately this is clunky at best, with an incessant 30 minutes-worth of longing looks before anything of substance happens. Even the “Lion“-style denouement (also with a railway train connection) is unconvincing.
After that, the film just tends to peter out, with a ‘real-life photograph’ segue delivering a rather tenuous connection between a character not even featured in the film and the director!
Mrs. Chadha has clearly corralled an army of extras to deliver some of the scenes in the film, in the hope of delivering a historical epic of the scale of Attenborough’s “Gandhi”. For me, she misses by a considerable margin. But that’s just my view….. if you like historical dramas, its a film you might enjoy: as the great man himself said “Honest disagreement is often a good sign of progress”.
Purple Phoenix Games (2266 KP) rated The Artemis Project in Tabletop Games
Apr 6, 2021
I don’t know about you, but I spend more time than I should probably admit perusing Kickstarter and checking out new projects. Although, that is how I came across The Artemis Project. A game about exploration and colonization of one of Jupiter’s moons? Yes please! The campaign looked promising, the gameplay looked engaging, and the hype was real. Once I finally got the game, did it live up to my expectations? Keep reading to find out!
The Artemis Project is a game of dice/worker placement in which players are trying to build and sustain a prosperous colony on Jupiter’s moon Europa. Played over 6 rounds, players will take turns rolling and placing dice across the regions of the board to collect resources, construct buildings, recruit and train colonists, and partake in expeditions to explore this vast ice-land. To begin, follow the setup instructions in the rulebook for the appropriate player count. Each player receives a player board, dice, and markers in their chosen color. Populate the board for the first round, select a starting player, and the game is ready to begin!
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details. For a more in-depth look at The Artemis Project, pick up a copy from your FLGS or directly from the publisher! -L
To start each round, all players will simultaneously roll all 5 of their dice. Once players are happy with their results, the round is ready to properly begin. Each round is broken into three phases: Placement, Resolution, and Upkeep. To begin the Placement phase, starting with the first player, players will take turns assigning one die at a time to the 7 regions of the board. These regions are: Basecamp, Vents, Quarry, Gantry, Doorstep, Academy, and Outfitters. (I will explain each region in more detail in the next section!) The value of the dice placed in any region is important, because it will dictate what you are allowed to do, or when you are allowed to resolve the action for that region – so choose your placements wisely.
Once every player has placed all 5 of their dice, the Resolution phase begins. During the Resolution phase, each of the regions of the board will be resolved in order, allowing players to perform their region-specific actions. Resolution starts with Basecamp. Placing dice at Basecamp allows players to partake in Expeditions in an effort to earn Expedition Badges (which translate to end-game VP), as well as extra rewards. Each Expedition has a difficulty level which must be equaled or surpassed by the total of all dice placed on that card. If the difficulty is surpassed, the Expedition is a success and rewards are doled out accordingly, but if the Expedition fails, no rewards are earned by anyone.
The next 2 regions, Vents and Quarry, allow players to collect Energy and Minerals, respectively, and are resolved in the same way. Players will collect a number of resources equal to their played die value. Pretty straight-forward! Moving on to the Gantry region, the value of dice placed on any building tiles are considered bids for buying/constructing that building. You can bid against opponents for building tiles, but each bid must increase the previous amount. When resolving the Gantry, the highest value die on a tile is the winner, and that player must pay their die-amount in Minerals to collect that tile. Buildings are added to your colony, and allow you to perform special actions once they are fully-staffed (all colonist slots on the tile are filled).
Next is the Doorstep – depending on the value of dice you placed there, you will be able to recruit 1-3 new colonists. Recruiting a colonist costs you 2 Energy per new addition, and any new colonists you recruit can be placed immediately into any of your buildings (if space is available), or into your Shelter where they will wait to be used. The Academy region allows you to exchange a colonist of your choice for one of a different type/occupation, again, depending on the value of the die used. And finally, the Outfitters region does not resolved during this phase, because it’s action is performed immediately upon dice placement. Any dice placed to the Outfitters gives Tool Kits (used to manipulate die values at the start of each round) to the player, based upon the die value.
The remaining element of the Resolution phase is the Even card. At the start of each round, an Event card is drawn, and will pertain to a certain region of the board. During the Resolution phase, when that region is reached, the Event card will be resolved – either penalizing players or benefitting them in some way. I have purposefully left out a few elements of the Resolution phase for you to discover on your own!
Once all regions have been resolved, the round moves to the Upkeep phase. During this phase, all players can choose to move 1 colonist to a building tile, or swap any 2 colonists between buildings. This is not required, but can only be performed once during this phase. Next, if any players have fully-staffed buildings (all colonist slots are filled), they may activate the listed ability. And finally, for any colonists left in your shelter and not in a building, you must pay 1 Energy for each to keep them warm! The game board is now refreshed for the next round, a new starting player is selected, and the new round is ready to begin. After the 6th and final round, VPs are tallied – earned through number of building tiles, Expedition Badges, sets of resources, and sets of colonists – and the player with the most VP is the winner!
I know that seems like a lot, but I promise that once you start the first round, everything is pretty intuitive and the game flows well. The turn sequence and phases are logical and easy to understand. The game board itself has lots of helpful icons that work as reminders throughout gameplay, and the rulebook has a nice and concise round overview on the last page as well, which is easy to refer back to at a moment’s notice. I’ll go ahead and touch on components here, since I kind of already started to do so. The components in this game are great! The game board and cards are all sturdy and have colorful and immersive artwork. The dual-layered player boards are high quality, the colonist meeples are cute and effective, the building tiles and cardboard chits are strong and can definitely hold up to many plays, and the dice are easy to roll and read. Definitely an A+ on components from me.
I have to admit that The Artemis Project surprised me. At its core, it is a worker placement game, and that in and of itself lends itself to a certain gameplay. You’re trying to complete your own agenda, being the first to snag those important placements that you need to accomplish those goals, while also blocking opponents from doing the same. The thing that makes The Artemis Project unique is that the ‘workers’ in this game are dice. And their value is what dictates the resolution of each region. Just because you place a die in a region first, does not necessarily mean that you will get to resolve first – depending on how your opponents play, they could block you entirely! The use of dice adds an extra layer of strategy to the gameplay that really elevates it beyond a simple worker placement mechanic. Another great thing about this game is that there is no one way to win – there are several strategies that you could play by in an effort to earn VPs. Maybe you are trying to complete as many Expeditions as possible, or want to construct as many buildings as possible. Either strategy can work, and all strategies can easily be adapted and altered during gameplay.
I am so happy that I came across this game on Kickstarter. The game is strategic, engaging, and just fun to play. I’m not necessarily a huge fan of worker placement games, but the approach to the mechanic taken by The Artemis Project really puts a unique twist on it that adds to the gameplay. This is one KickStarter that was definitely worth the investment. Check it out if you haven’t heard of it, or if you’re looking to elevate your worker placement games. Purple Phoenix Games gives it an enterprising 10 / 12.
The Artemis Project is a game of dice/worker placement in which players are trying to build and sustain a prosperous colony on Jupiter’s moon Europa. Played over 6 rounds, players will take turns rolling and placing dice across the regions of the board to collect resources, construct buildings, recruit and train colonists, and partake in expeditions to explore this vast ice-land. To begin, follow the setup instructions in the rulebook for the appropriate player count. Each player receives a player board, dice, and markers in their chosen color. Populate the board for the first round, select a starting player, and the game is ready to begin!
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details. For a more in-depth look at The Artemis Project, pick up a copy from your FLGS or directly from the publisher! -L
To start each round, all players will simultaneously roll all 5 of their dice. Once players are happy with their results, the round is ready to properly begin. Each round is broken into three phases: Placement, Resolution, and Upkeep. To begin the Placement phase, starting with the first player, players will take turns assigning one die at a time to the 7 regions of the board. These regions are: Basecamp, Vents, Quarry, Gantry, Doorstep, Academy, and Outfitters. (I will explain each region in more detail in the next section!) The value of the dice placed in any region is important, because it will dictate what you are allowed to do, or when you are allowed to resolve the action for that region – so choose your placements wisely.
Once every player has placed all 5 of their dice, the Resolution phase begins. During the Resolution phase, each of the regions of the board will be resolved in order, allowing players to perform their region-specific actions. Resolution starts with Basecamp. Placing dice at Basecamp allows players to partake in Expeditions in an effort to earn Expedition Badges (which translate to end-game VP), as well as extra rewards. Each Expedition has a difficulty level which must be equaled or surpassed by the total of all dice placed on that card. If the difficulty is surpassed, the Expedition is a success and rewards are doled out accordingly, but if the Expedition fails, no rewards are earned by anyone.
The next 2 regions, Vents and Quarry, allow players to collect Energy and Minerals, respectively, and are resolved in the same way. Players will collect a number of resources equal to their played die value. Pretty straight-forward! Moving on to the Gantry region, the value of dice placed on any building tiles are considered bids for buying/constructing that building. You can bid against opponents for building tiles, but each bid must increase the previous amount. When resolving the Gantry, the highest value die on a tile is the winner, and that player must pay their die-amount in Minerals to collect that tile. Buildings are added to your colony, and allow you to perform special actions once they are fully-staffed (all colonist slots on the tile are filled).
Next is the Doorstep – depending on the value of dice you placed there, you will be able to recruit 1-3 new colonists. Recruiting a colonist costs you 2 Energy per new addition, and any new colonists you recruit can be placed immediately into any of your buildings (if space is available), or into your Shelter where they will wait to be used. The Academy region allows you to exchange a colonist of your choice for one of a different type/occupation, again, depending on the value of the die used. And finally, the Outfitters region does not resolved during this phase, because it’s action is performed immediately upon dice placement. Any dice placed to the Outfitters gives Tool Kits (used to manipulate die values at the start of each round) to the player, based upon the die value.
The remaining element of the Resolution phase is the Even card. At the start of each round, an Event card is drawn, and will pertain to a certain region of the board. During the Resolution phase, when that region is reached, the Event card will be resolved – either penalizing players or benefitting them in some way. I have purposefully left out a few elements of the Resolution phase for you to discover on your own!
Once all regions have been resolved, the round moves to the Upkeep phase. During this phase, all players can choose to move 1 colonist to a building tile, or swap any 2 colonists between buildings. This is not required, but can only be performed once during this phase. Next, if any players have fully-staffed buildings (all colonist slots are filled), they may activate the listed ability. And finally, for any colonists left in your shelter and not in a building, you must pay 1 Energy for each to keep them warm! The game board is now refreshed for the next round, a new starting player is selected, and the new round is ready to begin. After the 6th and final round, VPs are tallied – earned through number of building tiles, Expedition Badges, sets of resources, and sets of colonists – and the player with the most VP is the winner!
I know that seems like a lot, but I promise that once you start the first round, everything is pretty intuitive and the game flows well. The turn sequence and phases are logical and easy to understand. The game board itself has lots of helpful icons that work as reminders throughout gameplay, and the rulebook has a nice and concise round overview on the last page as well, which is easy to refer back to at a moment’s notice. I’ll go ahead and touch on components here, since I kind of already started to do so. The components in this game are great! The game board and cards are all sturdy and have colorful and immersive artwork. The dual-layered player boards are high quality, the colonist meeples are cute and effective, the building tiles and cardboard chits are strong and can definitely hold up to many plays, and the dice are easy to roll and read. Definitely an A+ on components from me.
I have to admit that The Artemis Project surprised me. At its core, it is a worker placement game, and that in and of itself lends itself to a certain gameplay. You’re trying to complete your own agenda, being the first to snag those important placements that you need to accomplish those goals, while also blocking opponents from doing the same. The thing that makes The Artemis Project unique is that the ‘workers’ in this game are dice. And their value is what dictates the resolution of each region. Just because you place a die in a region first, does not necessarily mean that you will get to resolve first – depending on how your opponents play, they could block you entirely! The use of dice adds an extra layer of strategy to the gameplay that really elevates it beyond a simple worker placement mechanic. Another great thing about this game is that there is no one way to win – there are several strategies that you could play by in an effort to earn VPs. Maybe you are trying to complete as many Expeditions as possible, or want to construct as many buildings as possible. Either strategy can work, and all strategies can easily be adapted and altered during gameplay.
I am so happy that I came across this game on Kickstarter. The game is strategic, engaging, and just fun to play. I’m not necessarily a huge fan of worker placement games, but the approach to the mechanic taken by The Artemis Project really puts a unique twist on it that adds to the gameplay. This is one KickStarter that was definitely worth the investment. Check it out if you haven’t heard of it, or if you’re looking to elevate your worker placement games. Purple Phoenix Games gives it an enterprising 10 / 12.
Purple Phoenix Games (2266 KP) rated Magical Friends and How to Summon Them in Tabletop Games
Sep 29, 2021
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!