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Purple Phoenix Games (2266 KP) rated Small World in Tabletop Games
Aug 13, 2019
A neat thing about this hobby is getting in on all the hype of a soon-to-be-produced game. It’s exciting to follow the development, and neat to get sneak peeks and inside access to the production. But another awesome thing about this hobby is getting to discover a game long after it’s release, and still finding yourself excited about it. That’s what happened with me and Small World. That game is 10 years old at this point in time, but I was only introduced to it within the last year. I thoroughly enjoyed it, so when I saw it at a used game sale, I knew I had to have it.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
Purple Phoenix Games (2266 KP) rated Slip Strike in Tabletop Games
Jan 28, 2020
Super spies. We have all dreamed of being one – don’t lie! What about teleporting super spies? What about time-traveling teleporting super spies?! As a huge Doctor Who fan, that is right up my alley. Well, minus the eventual assassination that comes with winning the game. Dat theme tho…
Slip Strike is a card game of bluffing, running, and managing your resources. The goal of the game is to get one hit on your opponent: the final strike. This could come from a bullet, a knife wound, or several other injuries that lead to your opponent’s demise. You each have ways of “slipping” out of trouble, but they are limited and certainly give your opponent the upper hand.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook, you may purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player chooses a color (in this edition either blue or black) and receives the cards and spy-eeple (speeple?) of that color. Randomly place the location cards in a circle, or pentagon shape, to mark the map. Each player will select a location card at which they would like to begin the game, and reveal these simultaneously. Players will place their speeples on those locations and the game is setup and ready to play! For a more hardcore game, you may include one or two special Asset cards. We did that.
Slip Strike has no “turns” in the traditional sense. Instead, players will be choosing two cards to be played in succession. These cards are all from their hands and can include movement, teleportation, and weapon cards. Once the players have set their two cards in front of themselves, the cards in the first slot will be revealed simultaneously and resolved. Movement happens first, then any teleportations, then weapon effects.
If a player chose to play a movement card (left or right), simply move the speeple one space in that direction. Teleportation cards have the speeples moving directly to the location specified on the card. Weapon cards will have text on them referring to which spaces will be affected by the weapon – same space, one space away, or two spaces away usually. Should an enemy speeple reside in a space and is to be hit, the attacking player either wins with a successful strike or the defending player will need to “slip” to another location by playing (and therefore also discarding) a location card. This location card is now out of play and essentially is used as a countdown to their end, as players only have one card per location to use for a future slip.
Each card will also feature a cooldown number on it. This number reflects how many game rounds this card will need to sit on the table before it can be shuffled back into the player’s hand. I believe this to be the greatest aspect of this game: utilizing the cool downs effectively in order to exact the most damaging tactics for victory. Some more powerful cards will also show an asterisk in place of a cool down number. This means that the card must remain out of play for three or more rounds before entering the player’s hand (see photo below for the Flamethrower Asset).
The player that can guess their opponent’s next moves, play their corresponding cards, and whittle down the location slips the fastest will become the ultimate spy and someone I definitely do NOT want to play against.
Components. As previously mentioned, we were provided a prototype copy of Slip Strike, and the components may change during the Kickstarter campaign. That said, this game is a bunch of cards and two speeples. The cards look incredible and the art is spot-in with the theme. I quite enjoy the art style and it stays out of the way while playing, but is also interesting enough that you can spend lots of time inspecting it when playing against AP-prone opponents. The speeples are cool, and I am excited to see where they end up as a result of a successful Kickstarter campaign. All thumbs up from us on components!
The game play is super solid. We had no questions on how to play the game after reading the rules (which are super short – thank you!), and we were off to murder each other in seconds flat. What I really appreciate about this game is that anyone can be successful with it and really get into the theme. Do you want to play as Agent Smith from The Matrix? Go for it! Want to play as Hiro Nakamura from Heroes (when he could control his powers, that is)? Do it! Slip Strike is quick, super engaging, and gives me the feeling of high-stakes, adrenaline rushing, globetrotting secret agents that I have been looking for. If you are interested in picking this one up, consider backing it on Kickstarter, purchasing from the publisher directly, from your FLGS, or your favorite online retailer once this one hits market. You won’t regret it.
Slip Strike is a card game of bluffing, running, and managing your resources. The goal of the game is to get one hit on your opponent: the final strike. This could come from a bullet, a knife wound, or several other injuries that lead to your opponent’s demise. You each have ways of “slipping” out of trouble, but they are limited and certainly give your opponent the upper hand.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook, you may purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player chooses a color (in this edition either blue or black) and receives the cards and spy-eeple (speeple?) of that color. Randomly place the location cards in a circle, or pentagon shape, to mark the map. Each player will select a location card at which they would like to begin the game, and reveal these simultaneously. Players will place their speeples on those locations and the game is setup and ready to play! For a more hardcore game, you may include one or two special Asset cards. We did that.
Slip Strike has no “turns” in the traditional sense. Instead, players will be choosing two cards to be played in succession. These cards are all from their hands and can include movement, teleportation, and weapon cards. Once the players have set their two cards in front of themselves, the cards in the first slot will be revealed simultaneously and resolved. Movement happens first, then any teleportations, then weapon effects.
If a player chose to play a movement card (left or right), simply move the speeple one space in that direction. Teleportation cards have the speeples moving directly to the location specified on the card. Weapon cards will have text on them referring to which spaces will be affected by the weapon – same space, one space away, or two spaces away usually. Should an enemy speeple reside in a space and is to be hit, the attacking player either wins with a successful strike or the defending player will need to “slip” to another location by playing (and therefore also discarding) a location card. This location card is now out of play and essentially is used as a countdown to their end, as players only have one card per location to use for a future slip.
Each card will also feature a cooldown number on it. This number reflects how many game rounds this card will need to sit on the table before it can be shuffled back into the player’s hand. I believe this to be the greatest aspect of this game: utilizing the cool downs effectively in order to exact the most damaging tactics for victory. Some more powerful cards will also show an asterisk in place of a cool down number. This means that the card must remain out of play for three or more rounds before entering the player’s hand (see photo below for the Flamethrower Asset).
The player that can guess their opponent’s next moves, play their corresponding cards, and whittle down the location slips the fastest will become the ultimate spy and someone I definitely do NOT want to play against.
Components. As previously mentioned, we were provided a prototype copy of Slip Strike, and the components may change during the Kickstarter campaign. That said, this game is a bunch of cards and two speeples. The cards look incredible and the art is spot-in with the theme. I quite enjoy the art style and it stays out of the way while playing, but is also interesting enough that you can spend lots of time inspecting it when playing against AP-prone opponents. The speeples are cool, and I am excited to see where they end up as a result of a successful Kickstarter campaign. All thumbs up from us on components!
The game play is super solid. We had no questions on how to play the game after reading the rules (which are super short – thank you!), and we were off to murder each other in seconds flat. What I really appreciate about this game is that anyone can be successful with it and really get into the theme. Do you want to play as Agent Smith from The Matrix? Go for it! Want to play as Hiro Nakamura from Heroes (when he could control his powers, that is)? Do it! Slip Strike is quick, super engaging, and gives me the feeling of high-stakes, adrenaline rushing, globetrotting secret agents that I have been looking for. If you are interested in picking this one up, consider backing it on Kickstarter, purchasing from the publisher directly, from your FLGS, or your favorite online retailer once this one hits market. You won’t regret it.
Purple Phoenix Games (2266 KP) rated Kleptokittens! in Tabletop Games
Jun 21, 2021
Growing up, I didn’t really have pets. We had a couple hamsters, fish, and even a turtle for a bit, but nothing that lived outside of a cage/tank. My cousins had cats, and I remember I loved going to visit them and play with the kitties! Many a time, a small item (be it a sock, shoe, Beanie Baby, you name it) would be ‘misplaced’ by its human owner, only to later be found in one of the cat beds. So when I heard about Kleptokittens!, it was a hilariously real theme that I knew I had to try out. Keep reading to see if this game has been missing from your life!
Disclaimer: We were provided with a Tabletop Simulator version of this game for the purposes of this preview. The images below are screenshots from my plays. The components may not be finalized and could change after a successful Kickstarter campaign. -L
Kleptokittens! is a memory game of push your luck in which players are trying to amass the most points over the course of 5 rounds. Setup is simple – shuffle the deck of cards, and then lay them out face-down in a grid. Each player receives a Stash player mat, and the point tokens are set off to the side. Grab a timer, choose a starting player, and you are good to go!
On your turn, you will have 30 seconds to flip over cards and match as many pairs as possible. If you turn over a match, leave them face-up, and continue flipping cards. If the 2 cards you revealed do not match, flip them back face-down and keep looking for a pair. At the end of the 30 seconds, count up the number of matches you found, and take as many treasure tokens to your Stash. The game then moves to the next player, the cards are reset (either flipped back facedown, or shuffled and placed anew for an added challenge) and the game continues until all players have had a turn. That signifies the end of the first round. A new round commences as before, and the game keeps going until 5 rounds have been completed. The player who has amassed the most treasure tokens is named the winner!
Seems simple enough, right? Well, there are a couple of twists. If, at any point in your turn, you reveal a Spray Bottle, your turn immediately ends, regardless of how much time is remaining on your timer. You will then only score your last match made, and any previous matches this turn are lost! How much are you willing to push your luck to make matches? Or should you play it safe and quit while you’re ahead? It’s ultimately up to you! Conversely, you could also flip over a Catnip card. Catnip cards are collected to your Stash and are score multipliers at the end of the game! Put your memory to the test, and see how far you are willing to push your luck in hopes of coming out victorious.
At its core, Kleptokittens! is a matching/memory game, and the gameplay is pretty straightforward. The Spray Bottle and Catnip cards add that small element of push your luck that really helps elevate it beyond a simple matching game. You’ve got 3 matches – should you risk going for a 4th, and thus take the lead? Or should you play it safe, since you can’t remember exactly where you last saw that Spray Bottle card? There are some real stakes in this game, and that keeps the gameplay engaging for everyone. Another great thing about Kleptokittens? It’s really accessible for younger gamers! Matching and memory games are great for development in children. And it’s not every day that you find a game fun for adults that can also be played by the littles. The gameplay can be tailored to the group as well. Got a bunch of junior gamers? Maybe take out the Spray Bottle and Catnip cards for now and extend that timer to 1 full minute. Playing with a bunch of adult friends? Try re-shuffling the deck after every player so nobody can rely on the previous player’s grid for their memory of card placements. You can play this game with just about anyone, and that is the sign of a good game to me.
As mentioned earlier, this was a Tabletop Simulator version of the game, so I can’t really talk too much about component quality. I will say however that the art style is cute and fun, and matches the lighthearted feel of the game. The digital version of the game looks great, and I can’t wait to see how the physical version turns out!
Overall, I think that Kleptokittens! is a fun little filler game. A memory/matching game isn’t that novel these days, but the addition of the push your luck element makes for a unique gameplay that feels fun and fresh. The theme is cute, the gameplay is straightforward and simple to understand, and it can be played with gamers of all ages – so what’s not to love? If you’re in the market for something light and fun, I would recommend checking out Kleptokittens! It hits Kickstarter on June 23, 2021, so be sure to snatch it up like kittens snatch up little treasures in this game!
Disclaimer: We were provided with a Tabletop Simulator version of this game for the purposes of this preview. The images below are screenshots from my plays. The components may not be finalized and could change after a successful Kickstarter campaign. -L
Kleptokittens! is a memory game of push your luck in which players are trying to amass the most points over the course of 5 rounds. Setup is simple – shuffle the deck of cards, and then lay them out face-down in a grid. Each player receives a Stash player mat, and the point tokens are set off to the side. Grab a timer, choose a starting player, and you are good to go!
On your turn, you will have 30 seconds to flip over cards and match as many pairs as possible. If you turn over a match, leave them face-up, and continue flipping cards. If the 2 cards you revealed do not match, flip them back face-down and keep looking for a pair. At the end of the 30 seconds, count up the number of matches you found, and take as many treasure tokens to your Stash. The game then moves to the next player, the cards are reset (either flipped back facedown, or shuffled and placed anew for an added challenge) and the game continues until all players have had a turn. That signifies the end of the first round. A new round commences as before, and the game keeps going until 5 rounds have been completed. The player who has amassed the most treasure tokens is named the winner!
Seems simple enough, right? Well, there are a couple of twists. If, at any point in your turn, you reveal a Spray Bottle, your turn immediately ends, regardless of how much time is remaining on your timer. You will then only score your last match made, and any previous matches this turn are lost! How much are you willing to push your luck to make matches? Or should you play it safe and quit while you’re ahead? It’s ultimately up to you! Conversely, you could also flip over a Catnip card. Catnip cards are collected to your Stash and are score multipliers at the end of the game! Put your memory to the test, and see how far you are willing to push your luck in hopes of coming out victorious.
At its core, Kleptokittens! is a matching/memory game, and the gameplay is pretty straightforward. The Spray Bottle and Catnip cards add that small element of push your luck that really helps elevate it beyond a simple matching game. You’ve got 3 matches – should you risk going for a 4th, and thus take the lead? Or should you play it safe, since you can’t remember exactly where you last saw that Spray Bottle card? There are some real stakes in this game, and that keeps the gameplay engaging for everyone. Another great thing about Kleptokittens? It’s really accessible for younger gamers! Matching and memory games are great for development in children. And it’s not every day that you find a game fun for adults that can also be played by the littles. The gameplay can be tailored to the group as well. Got a bunch of junior gamers? Maybe take out the Spray Bottle and Catnip cards for now and extend that timer to 1 full minute. Playing with a bunch of adult friends? Try re-shuffling the deck after every player so nobody can rely on the previous player’s grid for their memory of card placements. You can play this game with just about anyone, and that is the sign of a good game to me.
As mentioned earlier, this was a Tabletop Simulator version of the game, so I can’t really talk too much about component quality. I will say however that the art style is cute and fun, and matches the lighthearted feel of the game. The digital version of the game looks great, and I can’t wait to see how the physical version turns out!
Overall, I think that Kleptokittens! is a fun little filler game. A memory/matching game isn’t that novel these days, but the addition of the push your luck element makes for a unique gameplay that feels fun and fresh. The theme is cute, the gameplay is straightforward and simple to understand, and it can be played with gamers of all ages – so what’s not to love? If you’re in the market for something light and fun, I would recommend checking out Kleptokittens! It hits Kickstarter on June 23, 2021, so be sure to snatch it up like kittens snatch up little treasures in this game!
Kirk Bage (1775 KP) rated Parasite (2019) in Movies
Jan 22, 2021 (Updated Jan 22, 2021)
Hello there! It’s been six weeks since my last post – Covid 19 related restriction issues sent me to a very odd place mentally and it has taken me a while to snap out of it enough to have the energy and will to keep writing these reviews. But what better way to recomense than with the history making Best Picture film from earlier in this strange year of 2020, before all the things that changed our way of thinking began?
The hype surrounding this movie in January was immense, for a film coming from Korea out of the blue, with an image and plot that didn’t fit into any of the normal marketing boxes. Every review ranged from this is incredible to… just see it for yourself. Nothing could have been more intriguing. I was certainly hooked on the idea, although by the time the Oscars came around I still hadn’t managed to see it at the cinema.
I found it fascinating that the academy had chosen 2020 as the year to change the dodgy sounding “Best Foreign Language film” to “Best International film”. It was about time, really, to acknowledge the us and them philosophy of world cinema didn’t really wash. And as the sublime Roma had paved the way for non English films to be considered again in all the main categories as serious contenders, I just had a feeling this was the year Oscar would make a statement with this film.
And so it turned out to be. It was a strong year. At the time I was a huge Joker advocate, having not yet seen 1917 either. Looking back now, I think, although not as perfect as Roma the year before, Parasite certainly deserves the praise and accolades it garnered from all around the world. Although any of those 3 films (Parasite, 1917 and Joker) would have been obvious winners in any other less competitive year.
So what is it about Parasite that raises it above the masses? Well, for a start it looks both beautiful and awe inspiring in every shot. Each image is designed and framed expertly to create a montage of mood and form that holds the multi-layered storytelling in place. Rarely have I seen such a well balanced and crisp visual design for a film, of any kind. Even with the subtitles off there is plenty to engage the eye and mind here. But it’s real secret is how it draws you in to believing you are watching one kind of satirical drama for about 40 minutes and then punches you in the solar plexus with the revelation that it has mutated into something darker, weirder and more entertaining on every level.
The “twist” when it comes along is so well placed and unexpected, even if you are told to expect one, that it entirely transforms your experience. You have been engaging with social issues and a basic satire on the rich vs the poor, where true power is a good wifi signal, and then, blam, you are watching a modern horror story with truly disturbing ramifications. I found this gear shift riveting and striking in a way that I can’t remember from a film in a long time.
But, looking back on it after several months, is that tonal shift really a strength? Some criticism, however minor in the scheme of things, did point this out, that what we get with Parasite is an unfocused and confused mix of genres that doesn’t entirely cohere. I mean, I see that, but have to disagree, simply because the writing at every point is too intelligent and sharp to give a damn about staying still and balanced on just one idea. Parasite is an exercise in energetic chaos that juggles many balls, all as interesting as one another, without dropping any of them.
Poverty, class, elitism, generational gaps, vanity, work ethics and morality, roles within a family unit, loyalty, weakness, revenge and bitterness are all themes here, and many more. Start going down the alley of one conversation that Parasite starts and end up somewhere entirely different in just a few sentences. And that is why it is worth seeing, several times. And that is why it works and was rewarded.
Is it a film I will be keen to see over again as the years pass? Yes and no. I’d probably be most interested to see it with someone who hasn’t seen it, to see their reaction. But I’m much less likely to give it multiple watches than the previous mentioned Joker and 1917, or indeed Roma, which I just can’t help comparing it to, even though they have virtually nothing in common, as I wish it had been Roma that made history at the awards rather than this. Of course, it is personal taste at that level of quality, but I believe Roma to be the better film.
If nothing else, however, Parasite marks the graduation of Bong Joon Ho, from a quirky filmmaker, whose interesting but not quite great near misses include The Host, Snowpiercer and Okja – all entertaining but flawed – to an auteur of considerable skill. Will the elements of his mind and vision ever align this well again. I hope so. I’ll be looking out for it, as will the rest of the world now.
The hype surrounding this movie in January was immense, for a film coming from Korea out of the blue, with an image and plot that didn’t fit into any of the normal marketing boxes. Every review ranged from this is incredible to… just see it for yourself. Nothing could have been more intriguing. I was certainly hooked on the idea, although by the time the Oscars came around I still hadn’t managed to see it at the cinema.
I found it fascinating that the academy had chosen 2020 as the year to change the dodgy sounding “Best Foreign Language film” to “Best International film”. It was about time, really, to acknowledge the us and them philosophy of world cinema didn’t really wash. And as the sublime Roma had paved the way for non English films to be considered again in all the main categories as serious contenders, I just had a feeling this was the year Oscar would make a statement with this film.
And so it turned out to be. It was a strong year. At the time I was a huge Joker advocate, having not yet seen 1917 either. Looking back now, I think, although not as perfect as Roma the year before, Parasite certainly deserves the praise and accolades it garnered from all around the world. Although any of those 3 films (Parasite, 1917 and Joker) would have been obvious winners in any other less competitive year.
So what is it about Parasite that raises it above the masses? Well, for a start it looks both beautiful and awe inspiring in every shot. Each image is designed and framed expertly to create a montage of mood and form that holds the multi-layered storytelling in place. Rarely have I seen such a well balanced and crisp visual design for a film, of any kind. Even with the subtitles off there is plenty to engage the eye and mind here. But it’s real secret is how it draws you in to believing you are watching one kind of satirical drama for about 40 minutes and then punches you in the solar plexus with the revelation that it has mutated into something darker, weirder and more entertaining on every level.
The “twist” when it comes along is so well placed and unexpected, even if you are told to expect one, that it entirely transforms your experience. You have been engaging with social issues and a basic satire on the rich vs the poor, where true power is a good wifi signal, and then, blam, you are watching a modern horror story with truly disturbing ramifications. I found this gear shift riveting and striking in a way that I can’t remember from a film in a long time.
But, looking back on it after several months, is that tonal shift really a strength? Some criticism, however minor in the scheme of things, did point this out, that what we get with Parasite is an unfocused and confused mix of genres that doesn’t entirely cohere. I mean, I see that, but have to disagree, simply because the writing at every point is too intelligent and sharp to give a damn about staying still and balanced on just one idea. Parasite is an exercise in energetic chaos that juggles many balls, all as interesting as one another, without dropping any of them.
Poverty, class, elitism, generational gaps, vanity, work ethics and morality, roles within a family unit, loyalty, weakness, revenge and bitterness are all themes here, and many more. Start going down the alley of one conversation that Parasite starts and end up somewhere entirely different in just a few sentences. And that is why it is worth seeing, several times. And that is why it works and was rewarded.
Is it a film I will be keen to see over again as the years pass? Yes and no. I’d probably be most interested to see it with someone who hasn’t seen it, to see their reaction. But I’m much less likely to give it multiple watches than the previous mentioned Joker and 1917, or indeed Roma, which I just can’t help comparing it to, even though they have virtually nothing in common, as I wish it had been Roma that made history at the awards rather than this. Of course, it is personal taste at that level of quality, but I believe Roma to be the better film.
If nothing else, however, Parasite marks the graduation of Bong Joon Ho, from a quirky filmmaker, whose interesting but not quite great near misses include The Host, Snowpiercer and Okja – all entertaining but flawed – to an auteur of considerable skill. Will the elements of his mind and vision ever align this well again. I hope so. I’ll be looking out for it, as will the rest of the world now.
Emma @ The Movies (1786 KP) rated Halloween (2018) in Movies
Sep 25, 2019
First off I want to address the elephant in the room, or more accurately, the serial killer in the room. Kudos to Cineworld for always engaging in dressing up banter for their movies, but honestly, I don't need to be tormented by them during the movie too. We're all familiar with the hovering member of staff who checks the screens during the performance. When the titles started to role on Halloween I was aware of the lurking figure, unlike other times though when I glanced out of the corner of my eye I wasn't greeted with the friendly face of an employee but rather the mask-clad face of a serial killer. At least he wasn't creeping up on me otherwise I would have unleashed the power of my flying handbag... you try and scare people there WILL be consequences! Saying that I would love them to re-release Scream so I could dress up as Ghostface and just tilt my head at people.
Anyway, to the film!
Having just seen the original I found it very easy to draw parallels between the two. The links were everywhere and it made for a nice familiar touch, which I found surprising as it isn't a film that I'm really that well versed in.
The opening credits were obviously a highlight and it was fun to watch the scene unfold, literally. Having not seen many of the other Halloween offerings I don't know how they dealt with Michael and Laurie's connection, not that it really matters I suppose as they tossed out the rest of the timeline out of the window for this one.
Comparing the two films you can really see how they've given Laurie some of Michael's traits. He's so much a part of her that she's even taken to lurking like him outside the school watching her granddaughter. She progresses through the film much like he did in the first, with little flashes of him in her actions like when we see her exit a restaurant and stand at the end of the path like he did after murdering his sister.
We see the escape from the transfer but we don't really know how it happened, although I had my suspicions. Yet again we see a mirror of events from the first film. The patients are roaming around and Michael attacks without mercy to get what he wants/needs.
I'll take a quick diversion here to talk about one of my dislikes about the film. The journalists doing the interviews with Michael and Laurie. I understand why they were there. Michael needed to get his identity back and some groundwork needed to be laid so that the audience could see what Laurie had been working to her whole life... but... I didn't find either character to be particularly effective and the small monologues for the tape seemed poorly executed. Yes, yes, they're just making audio notes for the final piece, but as a film they're supposed to be crafting the scene in a way that flows, and they really don't. Of course as I said, they need to be there so that Michael can get his face back so *shrug* their fate wasn't such a sad one for the story line.
I think what makes Michael so effective as the bad guy is that he's just so brazen. He's got one objective and his single mindedness means that he never stops. It doesn't matter that he's wearing his hospital clothing, he has to do something and that confidence makes him invisible to almost everyone until it's too late. Seeing him in the background of shots brings on the anticipation of what's to come. When it's dark you're squinting at an area that seems unusually framed waiting to see that face emerge from the gloom. It works incredibly well and brings almost a glee to the watcher. You know something that the characters don't... you could survive this thing.
Movies these days seem to be finding some very talented kids and the writers are furnishing them with excellent lines. Jibrail Nantambu as Julian, the ill-fated babysitting job of Haddonfield, brings the comedy in what is otherwise the bleak slasher-fest you'd expect. He's got the witty banter, the attitude, and he delivers perfectly. Watch out for my favourite piece of the movie where Vicky his babysitter attempts to go and investigate for a possible intruder. Julian knows where horror films are at, and he knows who's expendable, good job kid.
As a sequel I think it works really well. Trying to erase the knowledge that there were films in between was challenging though. It's an 18 certificate though and the more I watch them these days the more I wonder exactly how TV and film has jaded my perception of things. Sure, there's a lot of murdering! But none of it seemed particularly graphic or violent to me. Like I say... perhaps I've just become accustomed to it.
What you should do
If you enjoy horror films then I think this one would appeal. Especially if you see the original before you go. I'm sure it would work as a standalone film with only basic knowledge of the first, but there's no denying how well they'll work together in a double bill.
Movie thing you wish you could take home
As with the original, I would still like some of Laurie Strode's luck at surviving against the odds.
Anyway, to the film!
Having just seen the original I found it very easy to draw parallels between the two. The links were everywhere and it made for a nice familiar touch, which I found surprising as it isn't a film that I'm really that well versed in.
The opening credits were obviously a highlight and it was fun to watch the scene unfold, literally. Having not seen many of the other Halloween offerings I don't know how they dealt with Michael and Laurie's connection, not that it really matters I suppose as they tossed out the rest of the timeline out of the window for this one.
Comparing the two films you can really see how they've given Laurie some of Michael's traits. He's so much a part of her that she's even taken to lurking like him outside the school watching her granddaughter. She progresses through the film much like he did in the first, with little flashes of him in her actions like when we see her exit a restaurant and stand at the end of the path like he did after murdering his sister.
We see the escape from the transfer but we don't really know how it happened, although I had my suspicions. Yet again we see a mirror of events from the first film. The patients are roaming around and Michael attacks without mercy to get what he wants/needs.
I'll take a quick diversion here to talk about one of my dislikes about the film. The journalists doing the interviews with Michael and Laurie. I understand why they were there. Michael needed to get his identity back and some groundwork needed to be laid so that the audience could see what Laurie had been working to her whole life... but... I didn't find either character to be particularly effective and the small monologues for the tape seemed poorly executed. Yes, yes, they're just making audio notes for the final piece, but as a film they're supposed to be crafting the scene in a way that flows, and they really don't. Of course as I said, they need to be there so that Michael can get his face back so *shrug* their fate wasn't such a sad one for the story line.
I think what makes Michael so effective as the bad guy is that he's just so brazen. He's got one objective and his single mindedness means that he never stops. It doesn't matter that he's wearing his hospital clothing, he has to do something and that confidence makes him invisible to almost everyone until it's too late. Seeing him in the background of shots brings on the anticipation of what's to come. When it's dark you're squinting at an area that seems unusually framed waiting to see that face emerge from the gloom. It works incredibly well and brings almost a glee to the watcher. You know something that the characters don't... you could survive this thing.
Movies these days seem to be finding some very talented kids and the writers are furnishing them with excellent lines. Jibrail Nantambu as Julian, the ill-fated babysitting job of Haddonfield, brings the comedy in what is otherwise the bleak slasher-fest you'd expect. He's got the witty banter, the attitude, and he delivers perfectly. Watch out for my favourite piece of the movie where Vicky his babysitter attempts to go and investigate for a possible intruder. Julian knows where horror films are at, and he knows who's expendable, good job kid.
As a sequel I think it works really well. Trying to erase the knowledge that there were films in between was challenging though. It's an 18 certificate though and the more I watch them these days the more I wonder exactly how TV and film has jaded my perception of things. Sure, there's a lot of murdering! But none of it seemed particularly graphic or violent to me. Like I say... perhaps I've just become accustomed to it.
What you should do
If you enjoy horror films then I think this one would appeal. Especially if you see the original before you go. I'm sure it would work as a standalone film with only basic knowledge of the first, but there's no denying how well they'll work together in a double bill.
Movie thing you wish you could take home
As with the original, I would still like some of Laurie Strode's luck at surviving against the odds.
Gareth von Kallenbach (980 KP) rated Groupers (2019) in Movies
Sep 26, 2019
Greetings & Salutations Fellow Movie Fanatics!
It’s not often I see a film that is so good in my opinion, I actually look forward to writing about it and letting you folks know what’s what. In all honesty though, I wouldn’t be surprised if I’m the last person to see it. Quite frankly, I’m surprised that I have not heard or read anything about this movie already. How they managed to put everything together and create a film like this where the runtime is just a 1 hour and 49 minutes is beyond my comprehension. Yes, I said JUST and 1 and 49 minutes. Now that might seem a tad long on the tooth as far as movies go but once you watch it, I think you’ll understand my perception of it. I don’t think my review will do the movie justice but I want to tell you folks about in the hopes that you’ll immediately seek out a means of watching it.
‘Groupers’ is a dramatic comedy film written/directed by Anderson Cowan and stars Nicole Dambro, Jesse Pudles, Cameron Duckett, Peter Mayer-Klepchick, Max Reed III, Brian Loakimedes, Terrance Wentz, Travis Stanberry, Marqus Bobesich, Edward Jackson, Kaleb Rich-Harris, Mike Carano, Robin S. Roth, Laurence Scott Murphy, and Travis Lee Elder.
Orin (Pudles) is a high school student who is dealing with what has become unfortunately an all too common occurrence in schools and colleges today. He is a young person who faces ridicule and bullying because he is gay. The source of the majority of this harassment are two of his fellow students, best friends Brad (Mayer-Klepchick) and Dylan (Duckett). Fast forward to a night when Brad and Dylan decide roll with their over-inflated egos make the rounds at a bar or two and engage in some underage drinking and attempt to impress a fellow female patron or two. Just as the two jocks are beginning to get plastered they’re approached by Meg (Dambro). It doesn’t take much convincing at this point, Meg invites them to come with her and somehow they manage to follow her out of the back of the bar where they are more or less thrown into the back of a van (they pretty much threw themselves in the van). Already this is turning into something that sound like a ‘scary urban legend kind of movie’ right? Not even fully grasping the situation they’re in, Brad and Dylan get psyched up at the supposed prospect of engaging in unnatural activities when fumes engulf the inside of the van and the two jocks are knocked out cold. Several hours later, Brad and Dylan regain consciousness to find themselves restrained at the bottom of an empty pool. Meg, the girl from the bar, is actually a grad student and explains that the two of them are now part of a social experiment and implies that their lives depend on participating in the experiment regardless of the results. What follows is a downward spiral of lies, revenge, more than one close call with death, and an unforeseen series unforeseen guests that turn the tables on the participants in the experiment but each other as well.
The as the film progresses, it becomes vendetta driven. The seriously comedic aspects don’t start until at least a third of the way in unless you count the idiotic behavior of Brad and Dylan. At that point, the humor is driven by the unforeseen circumstances that Meg could not possibly have anticipated nor would anyone who appeared to prepare for this so thoroughly. The fact is the experiment should have progressed as she planned regardless of the outcome. All in all, this is one of the best films I’ve seen all year. I’d actually go so far as to say it’s in the top 5 and will remain there I can guarantee that. The film is similar to that of movies like ‘Pulp Fiction’ in the sense that it progresses backwards in relation to certain events and then jumps back into the present. It is NOT difficult to follow though. The premise of the film is one of the most original I’ve seen in a while. Note how the cast managed to make such an awesome film considering most of it takes place in a derelict house with an empty pool. Nothing is overshadowed in the film either. You have a movie that manages to encompass serious subject matter one minute and the next minute you can’t help but laugh and again neither overshadows the other. The cast? Absolutely awesome! They should be absolutely proud of this film and what they’ve accomplished with it. They should certainly consider ‘getting the band back together’ for other projects too. I’d go so far as to say the film deserves a theater release for sure. Nicole Dambro ‘Meg’ is most certainly a talent movie viewers should look out for. Her character’s presence commands such attention from the other characters while she herself commands the attention of the audience. The film has drugs and alcohol plus questionable dialogue and language plus some nudity so definitely NOT one for young folks. As I mention earlier, it’s a bit long on the tooth timewise at 1 hour and 49 minutes but it’s SO worth it. Just make sure you get drinks and snacks prior to the movie. I’m going to go ahead and rate this one 5 out of 5 stars. Give some real thought to seeing ‘Groupers’ . Trust me on this one
It’s not often I see a film that is so good in my opinion, I actually look forward to writing about it and letting you folks know what’s what. In all honesty though, I wouldn’t be surprised if I’m the last person to see it. Quite frankly, I’m surprised that I have not heard or read anything about this movie already. How they managed to put everything together and create a film like this where the runtime is just a 1 hour and 49 minutes is beyond my comprehension. Yes, I said JUST and 1 and 49 minutes. Now that might seem a tad long on the tooth as far as movies go but once you watch it, I think you’ll understand my perception of it. I don’t think my review will do the movie justice but I want to tell you folks about in the hopes that you’ll immediately seek out a means of watching it.
‘Groupers’ is a dramatic comedy film written/directed by Anderson Cowan and stars Nicole Dambro, Jesse Pudles, Cameron Duckett, Peter Mayer-Klepchick, Max Reed III, Brian Loakimedes, Terrance Wentz, Travis Stanberry, Marqus Bobesich, Edward Jackson, Kaleb Rich-Harris, Mike Carano, Robin S. Roth, Laurence Scott Murphy, and Travis Lee Elder.
Orin (Pudles) is a high school student who is dealing with what has become unfortunately an all too common occurrence in schools and colleges today. He is a young person who faces ridicule and bullying because he is gay. The source of the majority of this harassment are two of his fellow students, best friends Brad (Mayer-Klepchick) and Dylan (Duckett). Fast forward to a night when Brad and Dylan decide roll with their over-inflated egos make the rounds at a bar or two and engage in some underage drinking and attempt to impress a fellow female patron or two. Just as the two jocks are beginning to get plastered they’re approached by Meg (Dambro). It doesn’t take much convincing at this point, Meg invites them to come with her and somehow they manage to follow her out of the back of the bar where they are more or less thrown into the back of a van (they pretty much threw themselves in the van). Already this is turning into something that sound like a ‘scary urban legend kind of movie’ right? Not even fully grasping the situation they’re in, Brad and Dylan get psyched up at the supposed prospect of engaging in unnatural activities when fumes engulf the inside of the van and the two jocks are knocked out cold. Several hours later, Brad and Dylan regain consciousness to find themselves restrained at the bottom of an empty pool. Meg, the girl from the bar, is actually a grad student and explains that the two of them are now part of a social experiment and implies that their lives depend on participating in the experiment regardless of the results. What follows is a downward spiral of lies, revenge, more than one close call with death, and an unforeseen series unforeseen guests that turn the tables on the participants in the experiment but each other as well.
The as the film progresses, it becomes vendetta driven. The seriously comedic aspects don’t start until at least a third of the way in unless you count the idiotic behavior of Brad and Dylan. At that point, the humor is driven by the unforeseen circumstances that Meg could not possibly have anticipated nor would anyone who appeared to prepare for this so thoroughly. The fact is the experiment should have progressed as she planned regardless of the outcome. All in all, this is one of the best films I’ve seen all year. I’d actually go so far as to say it’s in the top 5 and will remain there I can guarantee that. The film is similar to that of movies like ‘Pulp Fiction’ in the sense that it progresses backwards in relation to certain events and then jumps back into the present. It is NOT difficult to follow though. The premise of the film is one of the most original I’ve seen in a while. Note how the cast managed to make such an awesome film considering most of it takes place in a derelict house with an empty pool. Nothing is overshadowed in the film either. You have a movie that manages to encompass serious subject matter one minute and the next minute you can’t help but laugh and again neither overshadows the other. The cast? Absolutely awesome! They should be absolutely proud of this film and what they’ve accomplished with it. They should certainly consider ‘getting the band back together’ for other projects too. I’d go so far as to say the film deserves a theater release for sure. Nicole Dambro ‘Meg’ is most certainly a talent movie viewers should look out for. Her character’s presence commands such attention from the other characters while she herself commands the attention of the audience. The film has drugs and alcohol plus questionable dialogue and language plus some nudity so definitely NOT one for young folks. As I mention earlier, it’s a bit long on the tooth timewise at 1 hour and 49 minutes but it’s SO worth it. Just make sure you get drinks and snacks prior to the movie. I’m going to go ahead and rate this one 5 out of 5 stars. Give some real thought to seeing ‘Groupers’ . Trust me on this one
Gareth von Kallenbach (980 KP) rated The Greatest Showman (2017) in Movies
Jul 11, 2019
I can’t claim to know much about musicals. I don’t actively avoid them, but I don’t go out of my way to see them either. The few that I have seen and liked don’t seem to sit well with the musical theater crowd either. For instance, recently in conversation my defense of Russell Crowe as Javert in the latest adaptation of Les Misérables was shot down in a matter of seconds. My wife, with some frequency, reminds me that my (until now) secret admiration of Tim Burton’s Sweeney Todd is something that should never be declared in a public forum. For me, one of the best achievements in musical film will always be South Park: Bigger, Longer & Uncut; and though there is a general positivity about it, I’ve never seen it taken all that seriously as a contemporary musical (it was certainly a hell of a lot more memorable than 2003’s Best Picture winner, Chicago). So, if you haven’t already decided my opinion will be moot and stopped reading, I will, with the limited appreciation I have for this genre, give The Greatest Showman the fairest shake I can.
At a surprisingly short hour and forty-five minutes, this high-concept imagining of the meteoric rise of P.T. Barnum (Hugh Jackman), from the impoverished son of a tailor to one of the biggest names in the history of entertainment, should absolutely fly by. Tragically, it doesn’t. Beginning with an irresponsibly rushed first act that condenses decades of backstory into a few minutes, it dramatically stops dead between its second and third acts as we’re subjected to three songs in a row that not all that subtly beat us over the head with the inevitably that our leads are going to have to face some predictable, life-changing conflict before the big finale. Showman also suffers from the delusion that period pieces will be more engaging and relatable with a modern-inspired soundtrack, à la Baz Luhrmann’s misguided attempt at The Great Gatsby. The idea being that the music of the time, though antiquated to us now, would have sounded modern to people then, so why not put modern music, whether original or sourced, over period images in an attempt to bridge the gap between their world and ours? It’s a concept that might sound great on paper, but as Luhrmann already proved, the final results don’t so much complement each other as they expose each other’s weaknesses.
Its major flaw though, and why The Greatest Showman fails to be a great anything, is the insistence on force-feeding moments of attempted catharsis every 15-20 minutes, having earned almost none of them. A great many of the numbers are presented as such grand, climactic set pieces that they don’t feel as though they are working to serve a cohesive, larger whole. We are inundated with a blur of crescendo after crescendo and left little time to reflect on what we have just seen and heard before the film clumsily bounds off to the next song-and-dance laden plot point; and if you asked me to name any of the individual tunes now three days later, I’d be hard-pressed to do so. It’s an odd juxtaposition, and one I’ve very rarely experienced, wanting so badly for a film to end and at the same time wishing it had been given more time to fully realize its scope. Keep your ears open as well for an ill-advised line in which Barnum proudly compares himself to Napoleon. Isn’t Barnum supposed to be the “hero” of this piece, someone we are supposed to identify with and for whom we want to find success? Somebody please provide Showman’s writers a history lesson that didn’t just come off a Wikipedia page (for Barnum and Napoleon’s sakes).
With any negative criticism, I do like to try and go out on something positive, and if I have to concede anything to this movie, it’s that it finds its footing, albeit temporarily, while addressing issues of equality. Showman shines in the few moments where the supporting players portraying Barnum’s “oddities”, Keala Settle as Lettie Lutz in particular, are given the opportunity to stand toe-to-toe with the leads and, in many of these scenes, they rise above even the likes of Hugh Jackman. Another member of the cast who merits a little bit of praise (and I reserve the right to retract this at any time of my choosing, more than likely with whatever juvenile comedy he’ll be seen in next) is Zac Efron. Exposure to the likes of Nicole Kidman and John Cusack in 2012’s sadly overlooked The Paperboy, may finally be yielding results as he is the only lead who leaves an impression. Though his journey as a high society playwright begrudgingly brought into Barnum’s world definitely leans heavily on the saccharine side, it does provide a break of plausibility in amongst the unbridled chaos of the rest of the picture. I wouldn’t doubt that there is a much better movie that could have been made from expanding into its own feature the subplot of his character bucking the expectations of his status to fall in love with a circus performer.
At a surprisingly short hour and forty-five minutes, this high-concept imagining of the meteoric rise of P.T. Barnum (Hugh Jackman), from the impoverished son of a tailor to one of the biggest names in the history of entertainment, should absolutely fly by. Tragically, it doesn’t. Beginning with an irresponsibly rushed first act that condenses decades of backstory into a few minutes, it dramatically stops dead between its second and third acts as we’re subjected to three songs in a row that not all that subtly beat us over the head with the inevitably that our leads are going to have to face some predictable, life-changing conflict before the big finale. Showman also suffers from the delusion that period pieces will be more engaging and relatable with a modern-inspired soundtrack, à la Baz Luhrmann’s misguided attempt at The Great Gatsby. The idea being that the music of the time, though antiquated to us now, would have sounded modern to people then, so why not put modern music, whether original or sourced, over period images in an attempt to bridge the gap between their world and ours? It’s a concept that might sound great on paper, but as Luhrmann already proved, the final results don’t so much complement each other as they expose each other’s weaknesses.
Its major flaw though, and why The Greatest Showman fails to be a great anything, is the insistence on force-feeding moments of attempted catharsis every 15-20 minutes, having earned almost none of them. A great many of the numbers are presented as such grand, climactic set pieces that they don’t feel as though they are working to serve a cohesive, larger whole. We are inundated with a blur of crescendo after crescendo and left little time to reflect on what we have just seen and heard before the film clumsily bounds off to the next song-and-dance laden plot point; and if you asked me to name any of the individual tunes now three days later, I’d be hard-pressed to do so. It’s an odd juxtaposition, and one I’ve very rarely experienced, wanting so badly for a film to end and at the same time wishing it had been given more time to fully realize its scope. Keep your ears open as well for an ill-advised line in which Barnum proudly compares himself to Napoleon. Isn’t Barnum supposed to be the “hero” of this piece, someone we are supposed to identify with and for whom we want to find success? Somebody please provide Showman’s writers a history lesson that didn’t just come off a Wikipedia page (for Barnum and Napoleon’s sakes).
With any negative criticism, I do like to try and go out on something positive, and if I have to concede anything to this movie, it’s that it finds its footing, albeit temporarily, while addressing issues of equality. Showman shines in the few moments where the supporting players portraying Barnum’s “oddities”, Keala Settle as Lettie Lutz in particular, are given the opportunity to stand toe-to-toe with the leads and, in many of these scenes, they rise above even the likes of Hugh Jackman. Another member of the cast who merits a little bit of praise (and I reserve the right to retract this at any time of my choosing, more than likely with whatever juvenile comedy he’ll be seen in next) is Zac Efron. Exposure to the likes of Nicole Kidman and John Cusack in 2012’s sadly overlooked The Paperboy, may finally be yielding results as he is the only lead who leaves an impression. Though his journey as a high society playwright begrudgingly brought into Barnum’s world definitely leans heavily on the saccharine side, it does provide a break of plausibility in amongst the unbridled chaos of the rest of the picture. I wouldn’t doubt that there is a much better movie that could have been made from expanding into its own feature the subplot of his character bucking the expectations of his status to fall in love with a circus performer.
Purple Phoenix Games (2266 KP) rated Terrible Candidates in Tabletop Games
Aug 28, 2020
2020 is a year that will definitely go down in the history books for many reasons. Amidst a global pandemic, a growing civil rights movement, and a hurricane-like storm that ravaged the state of Iowa on August 10th, we ALSO find ourselves in an election year. As if things couldn’t get any crazier, right? Get in the campaigning mood by checking out Terrible Candidates, and remember to get out and vote on November 3rd, America!
Disclaimer: We were provided a copy of Terrible Candidates for the purposes of this review. The components pictured are finalized and are what come in a production copy of the game. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and general gameplay. -L
Terrible Candidates is a party game in which all players, candidates vying for the Presidency, participate in a series of public debates. At the end of the game, the player who has won the most debates is declared the new President! Setup is simple: Deal 5 Policy cards to each player, place the remaining Policy and Topic cards in the center of the table, place the Dumpster Fire of Democracy card within reach of all players to indicate the discard pile, and keep the President card off to the side.
The gameplay itself is just as simple! Select a pair of neighboring players to be the first debate Candidates. A Topic card is revealed, and the 2 Candidates select a Policy card from their hand to play in this debate. Once the Policy cards are selected, each Candidate gets 30 seconds to explain/debate their selected response to the Topic, providing as many talking points, facts (true or alternative) and other general jargon or nonsense to convince the Media (the non-Candidates for this turn) to vote for them. When both Candidates have made their debates, each member of the Media is allowed to ask one question, providing an extra chance for political shenanigans or hilarity. Once all questions have been asked, the Media votes on which Candidate they believe was the best of the pair, and that winning Candidate keeps the Topic card as their point. The game moves on to the next debate, rotating one person around the group to get a new pair of Candidates – one Candidate from the previous debate, and a new competitor. Play progresses in this manner until all players have participated in 2 debates, thus ending the round. Any players who have no Topic cards (meaning they didn’t win either of their debates in the round) is knocked out of the game, and the next round commences with the remaining players. The second round follows the steps of the first, and when all players have debated twice, the game ends. The player with the most Topic cards is declared the winner and becomes President!
I know that this game might seem like a lot, but it’s honestly not complicated. Each round works as follows: Debate, Question, Vote, and repeat until all players have done 2 debates. If there is one thing that is a must for a party game, it’s a simple set of rules and gameplay to maximize playing time, and Terrible Candidates has adhered to that policy (See what I did there?). The overall atmosphere of the game is reminiscent of CAH, but with a twist. In CAH, all players submit a card and one player is the ultimate judge for the turn, thus allowing players to cater to the personality/sense of humor of that one person. Terrible Candidates is a group effort, meaning that you have to get a majority of the votes in your favor to win the debate. Instead of focusing on one person, you have to be quick-witted and clever enough to find ways to influence all other players. That makes it feel like a more engaging game overall, since all players are involved in every step of the turn.
Obviously, this game has some political implications, but the gameplay can be whatever your group wants it to be. Playing with a group of highly political friends? Maybe it will turn into some intelligent debates and conversations throughout the night. Playing with the fam at a reunion or get-together? Go crazy, make up hilarious stories, and just have a good time. It all depends on your gaming group, and it can be whatever kind of game you want it to be – serious or silly. A caveat with this, as with CAH-esque games, is knowing your group and the kind of humor that is acceptable. Just make sure that however you decide to play, everyone involved is comfortable and having fun!
All in all, I think that Terrible Candidates is a fun and funny little game for everyone involved. As a Candidate, you put your improv skills to the test as you make ridiculous claims or present decent ideas in your 30-second time limit. As a member of the Media, you also get in on a little improv, coming up with a question to ask the Candidates, and then casting your vote for the most convincing side. This game can be so unpredictable, and that’s what helps keep it fresh, entertaining, and funny. Whether you are politically active or not, this game can result in some great times and good conversations among the group. If you’re up for it, take a chance and cast your vote for Terrible Candidates!
Disclaimer: We were provided a copy of Terrible Candidates for the purposes of this review. The components pictured are finalized and are what come in a production copy of the game. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and general gameplay. -L
Terrible Candidates is a party game in which all players, candidates vying for the Presidency, participate in a series of public debates. At the end of the game, the player who has won the most debates is declared the new President! Setup is simple: Deal 5 Policy cards to each player, place the remaining Policy and Topic cards in the center of the table, place the Dumpster Fire of Democracy card within reach of all players to indicate the discard pile, and keep the President card off to the side.
The gameplay itself is just as simple! Select a pair of neighboring players to be the first debate Candidates. A Topic card is revealed, and the 2 Candidates select a Policy card from their hand to play in this debate. Once the Policy cards are selected, each Candidate gets 30 seconds to explain/debate their selected response to the Topic, providing as many talking points, facts (true or alternative) and other general jargon or nonsense to convince the Media (the non-Candidates for this turn) to vote for them. When both Candidates have made their debates, each member of the Media is allowed to ask one question, providing an extra chance for political shenanigans or hilarity. Once all questions have been asked, the Media votes on which Candidate they believe was the best of the pair, and that winning Candidate keeps the Topic card as their point. The game moves on to the next debate, rotating one person around the group to get a new pair of Candidates – one Candidate from the previous debate, and a new competitor. Play progresses in this manner until all players have participated in 2 debates, thus ending the round. Any players who have no Topic cards (meaning they didn’t win either of their debates in the round) is knocked out of the game, and the next round commences with the remaining players. The second round follows the steps of the first, and when all players have debated twice, the game ends. The player with the most Topic cards is declared the winner and becomes President!
I know that this game might seem like a lot, but it’s honestly not complicated. Each round works as follows: Debate, Question, Vote, and repeat until all players have done 2 debates. If there is one thing that is a must for a party game, it’s a simple set of rules and gameplay to maximize playing time, and Terrible Candidates has adhered to that policy (See what I did there?). The overall atmosphere of the game is reminiscent of CAH, but with a twist. In CAH, all players submit a card and one player is the ultimate judge for the turn, thus allowing players to cater to the personality/sense of humor of that one person. Terrible Candidates is a group effort, meaning that you have to get a majority of the votes in your favor to win the debate. Instead of focusing on one person, you have to be quick-witted and clever enough to find ways to influence all other players. That makes it feel like a more engaging game overall, since all players are involved in every step of the turn.
Obviously, this game has some political implications, but the gameplay can be whatever your group wants it to be. Playing with a group of highly political friends? Maybe it will turn into some intelligent debates and conversations throughout the night. Playing with the fam at a reunion or get-together? Go crazy, make up hilarious stories, and just have a good time. It all depends on your gaming group, and it can be whatever kind of game you want it to be – serious or silly. A caveat with this, as with CAH-esque games, is knowing your group and the kind of humor that is acceptable. Just make sure that however you decide to play, everyone involved is comfortable and having fun!
All in all, I think that Terrible Candidates is a fun and funny little game for everyone involved. As a Candidate, you put your improv skills to the test as you make ridiculous claims or present decent ideas in your 30-second time limit. As a member of the Media, you also get in on a little improv, coming up with a question to ask the Candidates, and then casting your vote for the most convincing side. This game can be so unpredictable, and that’s what helps keep it fresh, entertaining, and funny. Whether you are politically active or not, this game can result in some great times and good conversations among the group. If you’re up for it, take a chance and cast your vote for Terrible Candidates!
KalJ95 (25 KP) rated Final Fantasy VII Remake in Video Games
Jun 10, 2020 (Updated Jun 10, 2020)
Combat Is Fluid, Weighty And Satisfying. (2 more)
The Protagonists Are Well Thought Out.
I Can't Wait For The Next Part.
Side missions Are Tedious And Boring (2 more)
The Middle Is A Slog To Go Through,
Parts Of The Story Needed Removing
A Classic Reborn.
I understand the impact FFVII has had on both video game narratives, and storytelling itself. It remains a staple mark on video games, and as such is held so highly amongst developers as the standard of how great a narrative can be, and its hard to argue. I haven't even played the original 1997 release, but I know the story beats and main moments. Its an incredible journey, with fascinating characters, rolled into moments of twists and turns. Once a remake was announced, it obviously was met with massive anticipation, and worrying doubt. Could you possibly pull off a remake of classic and make fans old and new fall in love all over again?
The answer is a yes, but only just. I played FFVIIR as a brand new player, knowing nothing of the characters or story of what happens in Midgar, and began being completely enthralled. The opening is a chapter of fast edged combat and moral dilemmas of actions taken by our heroes. Its explosive, bursting with huge set pieces and cheesy dialogue. I loved every moment, and this was only the tutorial. The implications ride high throughout the whole experience when you see the environment change around you, and questions begin to arise from NPC’s, and yourself. Is their really any good guys amongst this world of soldiers, eco-terrorists and corrupt authority figures?
From then the game takes different directions, and things become problematic, specifically once you fade from the Avalanche crew.
Although the story still remains as engaging to a certain point, the experience takes a wayward nosedive. Side missions are introduced, and while you don't have to complete them, you feel the need to once characters start asking you to. This becomes a major issue because they are all so boring and stiff. The characters you talk to are all robotic, the dialogue seems overdramatised, and the reward itself just isn't worth it. The main aspect of buying a game for me is for immersion, and consistently I was being pulled from the experience because of lacklustre moments, and this is the same for most of the game. As I said, the opening to the story is a perfect way to begin your stay in Midgar, but once you drift away from the Avalanche crew, the story becomes stale. The game feels more like a twenty five hour experience rather than thirty five, and cutting certain sections would boost the story significantly. I understand wanting to add more and retain the great moments from the original, but sometimes cutting the fat can also be a good thing.
While moments in the original game could last around one hour, FFVIIR stretches it further to gain more insight into side characters and exploration. Don’t get wrong, it works in certain areas, for example Wall Market and Sector 7 as a whole are fantastic places to spend hours in, which I did. They burst with details that provide back story to their presence only thought about by the player. The slums are cramped, lifeless in colour, and shows the class divide within Midgar’s people.
However, in these moments they are only boosted further by the best feature of the game; Combat.
The combat is sublime, crunchy and weighty, and requires excellent skill the more you progress. Each of the protagonists has unique fighting styles, and customisation with materials gives you even more edge over your opponents. Fighting your standard monsters and creatures becomes a breeze once you know their weaknesses, but Boss fights are where the real challenge happens. Boss fights are the highlight of the entire game, especially the likes of a Giant House and the Final confrontation, and encapsulate the work and progression within the characters you play as. At first, I just wanted to play as Cloud, but knowing each characters skills, then switching between them to fight, and help other members of your party, becomes a juggling act thats so damn good. Speaking of which, our Heroes. At first, I thought I was dealing with generic anime characters who all boast the same attributes, and how wrong I was. Cloud is defensive, standoffish and blunt, who's primarily in the job for the money. Cloud is suffering, from what I can gather, with amnesia, and as the game’s questions begin to reveal the answers, he sets aside the hard edged exterior he carries with him, and opens up to warm to this band of wacky eco-terrorists. Even with this just being the first part of however many they are planning to release, Cloud is so interesting to me, a nut you want to crack and see what is inside, and his past becomes the focal point of the finale. He has become one of my favourite characters in a video game.
FFVIIR is a conundrum I only further want to figure out. Its both an incredible video game, but also bogged down with clear issues, which I personally feel either didn’t need to be in the game, or could of spent more time being fleshed out. Would I recommend it? Absolutely. Its a game I feel everyone should play, for gorgeous spectacle and mesmerising vision. I can’t wait for the second part.
The answer is a yes, but only just. I played FFVIIR as a brand new player, knowing nothing of the characters or story of what happens in Midgar, and began being completely enthralled. The opening is a chapter of fast edged combat and moral dilemmas of actions taken by our heroes. Its explosive, bursting with huge set pieces and cheesy dialogue. I loved every moment, and this was only the tutorial. The implications ride high throughout the whole experience when you see the environment change around you, and questions begin to arise from NPC’s, and yourself. Is their really any good guys amongst this world of soldiers, eco-terrorists and corrupt authority figures?
From then the game takes different directions, and things become problematic, specifically once you fade from the Avalanche crew.
Although the story still remains as engaging to a certain point, the experience takes a wayward nosedive. Side missions are introduced, and while you don't have to complete them, you feel the need to once characters start asking you to. This becomes a major issue because they are all so boring and stiff. The characters you talk to are all robotic, the dialogue seems overdramatised, and the reward itself just isn't worth it. The main aspect of buying a game for me is for immersion, and consistently I was being pulled from the experience because of lacklustre moments, and this is the same for most of the game. As I said, the opening to the story is a perfect way to begin your stay in Midgar, but once you drift away from the Avalanche crew, the story becomes stale. The game feels more like a twenty five hour experience rather than thirty five, and cutting certain sections would boost the story significantly. I understand wanting to add more and retain the great moments from the original, but sometimes cutting the fat can also be a good thing.
While moments in the original game could last around one hour, FFVIIR stretches it further to gain more insight into side characters and exploration. Don’t get wrong, it works in certain areas, for example Wall Market and Sector 7 as a whole are fantastic places to spend hours in, which I did. They burst with details that provide back story to their presence only thought about by the player. The slums are cramped, lifeless in colour, and shows the class divide within Midgar’s people.
However, in these moments they are only boosted further by the best feature of the game; Combat.
The combat is sublime, crunchy and weighty, and requires excellent skill the more you progress. Each of the protagonists has unique fighting styles, and customisation with materials gives you even more edge over your opponents. Fighting your standard monsters and creatures becomes a breeze once you know their weaknesses, but Boss fights are where the real challenge happens. Boss fights are the highlight of the entire game, especially the likes of a Giant House and the Final confrontation, and encapsulate the work and progression within the characters you play as. At first, I just wanted to play as Cloud, but knowing each characters skills, then switching between them to fight, and help other members of your party, becomes a juggling act thats so damn good. Speaking of which, our Heroes. At first, I thought I was dealing with generic anime characters who all boast the same attributes, and how wrong I was. Cloud is defensive, standoffish and blunt, who's primarily in the job for the money. Cloud is suffering, from what I can gather, with amnesia, and as the game’s questions begin to reveal the answers, he sets aside the hard edged exterior he carries with him, and opens up to warm to this band of wacky eco-terrorists. Even with this just being the first part of however many they are planning to release, Cloud is so interesting to me, a nut you want to crack and see what is inside, and his past becomes the focal point of the finale. He has become one of my favourite characters in a video game.
FFVIIR is a conundrum I only further want to figure out. Its both an incredible video game, but also bogged down with clear issues, which I personally feel either didn’t need to be in the game, or could of spent more time being fleshed out. Would I recommend it? Absolutely. Its a game I feel everyone should play, for gorgeous spectacle and mesmerising vision. I can’t wait for the second part.
Gareth von Kallenbach (980 KP) rated The Batman (2022) in Movies
Feb 28, 2022
In 1989 Michael Keaton was seen as a very controversial choice to wear the Cowl of Batman but soon proved his doubters wrong by turning “Batman” and its subsequent sequel “Batman Returns” into massive Box Office success before leaving the cape behind.
While four other actors have taken up the cinematic version of the character in the subsequent years, Keaton has remained for many the Gold Standard with Christian Bale likely being his biggest rival.
When Robert Pattinson was named as the new Batman, there was interest but concern as an actor who is largely known for playing Edward in the “Twilight” films seemed to be an odd choice. However, I would say that anyone who has seen some of his recent work including his performance in “The Lighthouse” would be playing him a disservice by saying he was not up to the part.
In “The Batman”, audiences are given a darker and more broken Bruce Wayne, an Emo recluse who is far from the Socialite he has been portrayed as for decades and a very sullen and withdrawn individual who does not exude charm or grace and even shows issues making eye-contact.
When the Mayor of Gotham is killed shortly before the election by a mysterious individual known as “The Riddler” (Paul Dano), the vigilante known as “The Batman” is called in to help the police by Lt. James Gordon (Jeffrey Wright). Gordon has been working with Batman for some time but it is clear that his association with him has not won him any favors with his fellow officers, many of which openly question his use and involvement in the crime scenes.
Further complicating matters are clues left at the various crime locales that are addressed to The Batman and cause many to believe that he may be working with the very killer they are attempting to stop.
As the investigation unfolds, the seedy side of Gotham City comes to light in the form of a missing girl who was photographed with the married Mayor and may well be the key to the investigation. Her disappearance leads her friend Selina Kyle (Zoe Kravitz), to take on her Catwoman persona and delve deep into an underworld that features deadly individuals ranging from Carmine Falcone (John Turturro), and The Penguin (Colin Farrell), amongst others as she and the Batman conduct their own investigations that at times overlap and further complicate matters.
As the body count rises and Batman races to find the true method behind the madness of The Riddler, the tone becomes darker and more sinister in a deadly race against time.
The film eschews the usual abundance of action sequences and glossy special effects which are common for Comic Book related films and instead gives audiences a slow-burning murder mystery that holds your attention from start to finish over its three-hour run time.
The dark and foreboding tone of the film is brought home by the haunting and sharp piano keys of the film’s theme that permeates the film and punches home that this is a film clearly aimed at a more adult audience.
Pattinson does a great job showing the deeply broken individual that is behind the mask and that Batman is the only form of escape or therapy that Bruce Wayne has due to his insistence on saving a city that many argue cannot be saved. He has strained his relationship at times with Alfred (Andy Serkis), caused damage to the financial stability and reputation of the family company in his quest for vengeance and justice, and has become a bitter and broken recluse in doing so. In many ways, it could be argued that his only socialization with others is as The Batman and his single-minded obsession is chilling to watch.
Pattinson also handles the action sequences well as the film spaces them out to put the emphasis more on the man than the gadgets as they are kept to a minimum even during a thrilling chase with the new version of The Batmobile.
The strong supporting cast works well with the film and Paul Dano gives a very compelling and disturbing version of his character which makes the film even darker and more engrossing.
Director Matt Reeves has crafted a dark and foreboding tone and visual style as a good portion of the film takes place in the darkness and his screenplay is not afraid to take chances by putting the emphasis on the characters and their flaws versus an abundance of action and effects.
I found this version of the character and interpretation more engrossing than prior versions of the film as the bold move to do a slow-burning and dark murder mystery versus an effect-laden action film reminded me of some of the better Batman stories such as Batman: The Killing Joke or Batman: The Long Halloween.
The film is not going to be for everyone, especially younger viewers and some may take issue with the casting choices, but their performances shine and as such, “The Batman” was a very engaging and unforgettable tale that for me serves as one of the best adaptations of the character ever.
4 stars out of 5
While four other actors have taken up the cinematic version of the character in the subsequent years, Keaton has remained for many the Gold Standard with Christian Bale likely being his biggest rival.
When Robert Pattinson was named as the new Batman, there was interest but concern as an actor who is largely known for playing Edward in the “Twilight” films seemed to be an odd choice. However, I would say that anyone who has seen some of his recent work including his performance in “The Lighthouse” would be playing him a disservice by saying he was not up to the part.
In “The Batman”, audiences are given a darker and more broken Bruce Wayne, an Emo recluse who is far from the Socialite he has been portrayed as for decades and a very sullen and withdrawn individual who does not exude charm or grace and even shows issues making eye-contact.
When the Mayor of Gotham is killed shortly before the election by a mysterious individual known as “The Riddler” (Paul Dano), the vigilante known as “The Batman” is called in to help the police by Lt. James Gordon (Jeffrey Wright). Gordon has been working with Batman for some time but it is clear that his association with him has not won him any favors with his fellow officers, many of which openly question his use and involvement in the crime scenes.
Further complicating matters are clues left at the various crime locales that are addressed to The Batman and cause many to believe that he may be working with the very killer they are attempting to stop.
As the investigation unfolds, the seedy side of Gotham City comes to light in the form of a missing girl who was photographed with the married Mayor and may well be the key to the investigation. Her disappearance leads her friend Selina Kyle (Zoe Kravitz), to take on her Catwoman persona and delve deep into an underworld that features deadly individuals ranging from Carmine Falcone (John Turturro), and The Penguin (Colin Farrell), amongst others as she and the Batman conduct their own investigations that at times overlap and further complicate matters.
As the body count rises and Batman races to find the true method behind the madness of The Riddler, the tone becomes darker and more sinister in a deadly race against time.
The film eschews the usual abundance of action sequences and glossy special effects which are common for Comic Book related films and instead gives audiences a slow-burning murder mystery that holds your attention from start to finish over its three-hour run time.
The dark and foreboding tone of the film is brought home by the haunting and sharp piano keys of the film’s theme that permeates the film and punches home that this is a film clearly aimed at a more adult audience.
Pattinson does a great job showing the deeply broken individual that is behind the mask and that Batman is the only form of escape or therapy that Bruce Wayne has due to his insistence on saving a city that many argue cannot be saved. He has strained his relationship at times with Alfred (Andy Serkis), caused damage to the financial stability and reputation of the family company in his quest for vengeance and justice, and has become a bitter and broken recluse in doing so. In many ways, it could be argued that his only socialization with others is as The Batman and his single-minded obsession is chilling to watch.
Pattinson also handles the action sequences well as the film spaces them out to put the emphasis more on the man than the gadgets as they are kept to a minimum even during a thrilling chase with the new version of The Batmobile.
The strong supporting cast works well with the film and Paul Dano gives a very compelling and disturbing version of his character which makes the film even darker and more engrossing.
Director Matt Reeves has crafted a dark and foreboding tone and visual style as a good portion of the film takes place in the darkness and his screenplay is not afraid to take chances by putting the emphasis on the characters and their flaws versus an abundance of action and effects.
I found this version of the character and interpretation more engrossing than prior versions of the film as the bold move to do a slow-burning and dark murder mystery versus an effect-laden action film reminded me of some of the better Batman stories such as Batman: The Killing Joke or Batman: The Long Halloween.
The film is not going to be for everyone, especially younger viewers and some may take issue with the casting choices, but their performances shine and as such, “The Batman” was a very engaging and unforgettable tale that for me serves as one of the best adaptations of the character ever.
4 stars out of 5