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Purple Phoenix Games (2266 KP) rated Shadows of Kilforth: A Fantasy Quest Game in Tabletop Games
Sep 3, 2020
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
Soul Raiders
Tabletop Game
Tomorrow is the day: you will pledge yourself to the ancestral order of the Soul Raiders, in the...
Ross (3284 KP) rated The Seventh Decimate : The Great Gods War Book One in Books
Jan 22, 2018
The main character (2 more)
The storyline
Everything else
1 dimensional short story that goes on too long
*** Disclosure: I received a free copy of this from NetGalley in exchange for an honest review ***
I haven't previously read any of Donaldson's work, though my Dad's unwieldy omnibus edition of the First Chronicles of Thomas Covenant the Unbeliever has been in my pile for some time now.
The storyline follows Prince Bifalt journeying to find the sorcery that can undo his country's current plight (they appear to have lost all magical abilities, key to staying in their generations old battle with neighbours). It starts off in the moments before battle, with the prince teaching his comrades about the history of the battle in a very hard to believe section of "here's the backstory but isn't it good that I wove it into the dialogue". We are introduced to his brothers at arms and each of their quirks and peccadillos, which turns out to be a waste as they pretty much all die within the next 100 pages, whether they like horses or are womanisers or not.
The opening action is very gripping and filled me with hope for the book to follow, as Bifalt and his companions lead a special mission to assassinate the enemy's sorcerers with their previously unreleased rifles.
Thereafter the action pretty much dries up. What follows on Bifalt's quest is a nonsense 200 pages of journey through the back country with a thoroughly detestable character who suspects everyone except those who actually have a reason to be his enemy.
After days in the desert, he meets a nonsensical caravan of misfits that he manages to ostracise himself from by being himself.
What follows is a tedious nonsense of journey, discussion, treachery, intrigue and just general nonsense.
Donaldson has an annoying habit of occasionally following a line of dialogue with "What he meant was" to show what the prince is actually trying to ask but didn't. This gets very annoying very quickly.
The conclusion of the story can only be described as relief that it is over, no great revelations, no climactic sequence or discovery, just "that's that sorted then now send to publishers".
Having recently read a number of fantasy books told from numerous viewpoints and covering really epic storylines, to come to such a linear, one dimensional tossed away story as this from someone who is supposed to be one of the greats of the genre, it really was an incredible disappointment.
I shan't be reading the second or third books of the trilogy, and Thomas Covenant has just slipped down my pile a bit.
I haven't previously read any of Donaldson's work, though my Dad's unwieldy omnibus edition of the First Chronicles of Thomas Covenant the Unbeliever has been in my pile for some time now.
The storyline follows Prince Bifalt journeying to find the sorcery that can undo his country's current plight (they appear to have lost all magical abilities, key to staying in their generations old battle with neighbours). It starts off in the moments before battle, with the prince teaching his comrades about the history of the battle in a very hard to believe section of "here's the backstory but isn't it good that I wove it into the dialogue". We are introduced to his brothers at arms and each of their quirks and peccadillos, which turns out to be a waste as they pretty much all die within the next 100 pages, whether they like horses or are womanisers or not.
The opening action is very gripping and filled me with hope for the book to follow, as Bifalt and his companions lead a special mission to assassinate the enemy's sorcerers with their previously unreleased rifles.
Thereafter the action pretty much dries up. What follows on Bifalt's quest is a nonsense 200 pages of journey through the back country with a thoroughly detestable character who suspects everyone except those who actually have a reason to be his enemy.
After days in the desert, he meets a nonsensical caravan of misfits that he manages to ostracise himself from by being himself.
What follows is a tedious nonsense of journey, discussion, treachery, intrigue and just general nonsense.
Donaldson has an annoying habit of occasionally following a line of dialogue with "What he meant was" to show what the prince is actually trying to ask but didn't. This gets very annoying very quickly.
The conclusion of the story can only be described as relief that it is over, no great revelations, no climactic sequence or discovery, just "that's that sorted then now send to publishers".
Having recently read a number of fantasy books told from numerous viewpoints and covering really epic storylines, to come to such a linear, one dimensional tossed away story as this from someone who is supposed to be one of the greats of the genre, it really was an incredible disappointment.
I shan't be reading the second or third books of the trilogy, and Thomas Covenant has just slipped down my pile a bit.
Kyera (8 KP) rated This Savage Song (Monsters of Verity, #1) in Books
Feb 1, 2018
The first few chapters can be a bit slow to get into, but the story does find its path fairly quickly and immediately became a favourite. I originally read the first five chapters via Epic Reads was intrigued by the premise although nothing much happened at the beginning. I finally got a chance to read the entire book and the idea of it is just fantastic. Our main characters live in a world in which sins and crimes beget monsters - creatures that terrorize the city and force the people to choose between two ways of life. In one half of the City, the leader lets the monsters roam freely but puts them under his control to a degree and sells his protection to the people for a high price. In the other half of the City, the leader has a militia-like group that keeps the City safe but not everyone wants to help out.
Our two main characters are Kate and August, although they are from opposite sides of Verity. Kate is the daughter of the leader of the north half of the City and wants to prove herself. She is strong and smart, but puts on a tougher front than she would have naturally because of who and where she is. August is different. August is a monster, a Sunai, a creature that can feed off you, your soul and your energy with just a few strains of music. But August is not all he appears and he is definitely my favourite character in the book.
There are three different types of monsters: Sunai, Malchai, and Corsai. Each is well developed and unique in the world that the author built. I think that the horror that she evokes in the reader makes the plight of the main characters that much more harrowing. You, of course, experience stress and fear as Kate and August fight for their lives. The world building continues as you experience life on each side of the city through the eyes of our main characters. I do hope to see further development in the second novel of the characters now that the foundation of the world and its players have been created.
The story was beautifully written and I was completely entranced. I was happily surprised by the lack of romance in this novel, as one could easily expect our two main characters to fall in love over the course of their harrowing journey (as happens in many YA novels.)
I would highly recommend it to young adult/teen readers who are fans of fantasy, dystopian, horror and any of V.E. Schwab's other work (despite them being in the adult age range and this being a young adult series.)
Our two main characters are Kate and August, although they are from opposite sides of Verity. Kate is the daughter of the leader of the north half of the City and wants to prove herself. She is strong and smart, but puts on a tougher front than she would have naturally because of who and where she is. August is different. August is a monster, a Sunai, a creature that can feed off you, your soul and your energy with just a few strains of music. But August is not all he appears and he is definitely my favourite character in the book.
There are three different types of monsters: Sunai, Malchai, and Corsai. Each is well developed and unique in the world that the author built. I think that the horror that she evokes in the reader makes the plight of the main characters that much more harrowing. You, of course, experience stress and fear as Kate and August fight for their lives. The world building continues as you experience life on each side of the city through the eyes of our main characters. I do hope to see further development in the second novel of the characters now that the foundation of the world and its players have been created.
The story was beautifully written and I was completely entranced. I was happily surprised by the lack of romance in this novel, as one could easily expect our two main characters to fall in love over the course of their harrowing journey (as happens in many YA novels.)
I would highly recommend it to young adult/teen readers who are fans of fantasy, dystopian, horror and any of V.E. Schwab's other work (despite them being in the adult age range and this being a young adult series.)
Ross (3284 KP) rated The Unspoken Name in Books
Mar 2, 2020
Interesting story in an unusual world
The Unspoken Name is a fantasy story in one of the most unusual settings I have come across. The world is divided into a number of different "worlds", each reached through portals. Travel between worlds requires some form of floating ship to travel through the Maze, a sort of empty dimension between worlds. And within those worlds, we have two main races (I think!), the more insular, religious sect of orcs (far more civilised than your standard orc) and the "more human" race (I picture them as human but there was something about their ears that kept being mentioned that I ended up picturing them like Thundercats!).
Csorwe, an "orc", was chosen at birth to be sacrificed to the Unspoken One on her 14th birthday, something she has come to terms with, and other than the occasional time when she is possessed by the God in order to give people visions of the future, this is her lot in life. Until that fateful day comes when she is persuaded to leave what was to become her tomb and instead to become an assistant to the powerful magician Sethannai. Meanwhile, Shuthmili is a young trainee magician looking for historical relics while waiting to be summoned to take her place in one of a number of "hive minds" and serve her country. The characters cross paths searching for the Reliquary of an infamous magician.
So much of this world was left to the reader to work out for themselves. While I am keen to visualise things for myself, here there was a little too much left to imagination. The world felt confusing at time, undefined at others, and it did impact my sense of immersion and enjoyment of the book.
The story starts strongly, with some excellent passages, followed by massive jumps in time on journeys and through the world. This was a relief for me, having been burned by a number of books that described every single step, meal and encounter ad nauseam. It really felt like the author had a desire to tell an epic story but without the need for detailed narrative, a welcome mindset.
However, this trailed off after the first third, and the pace grinded to a crawl, with every interaction taking long rambling chapters to happen.
The characters in the story are all well defined and the reader finds themselves liking/loathing them as required.
The story for me was a little all over the place. We had one overarching story but a number of mini stories in order to achieve that and I really did find myself struggling to remember who was where, doing what and why. While I did enjoy the read, the pacing issues and unclear missions hit me hard.
Csorwe, an "orc", was chosen at birth to be sacrificed to the Unspoken One on her 14th birthday, something she has come to terms with, and other than the occasional time when she is possessed by the God in order to give people visions of the future, this is her lot in life. Until that fateful day comes when she is persuaded to leave what was to become her tomb and instead to become an assistant to the powerful magician Sethannai. Meanwhile, Shuthmili is a young trainee magician looking for historical relics while waiting to be summoned to take her place in one of a number of "hive minds" and serve her country. The characters cross paths searching for the Reliquary of an infamous magician.
So much of this world was left to the reader to work out for themselves. While I am keen to visualise things for myself, here there was a little too much left to imagination. The world felt confusing at time, undefined at others, and it did impact my sense of immersion and enjoyment of the book.
The story starts strongly, with some excellent passages, followed by massive jumps in time on journeys and through the world. This was a relief for me, having been burned by a number of books that described every single step, meal and encounter ad nauseam. It really felt like the author had a desire to tell an epic story but without the need for detailed narrative, a welcome mindset.
However, this trailed off after the first third, and the pace grinded to a crawl, with every interaction taking long rambling chapters to happen.
The characters in the story are all well defined and the reader finds themselves liking/loathing them as required.
The story for me was a little all over the place. We had one overarching story but a number of mini stories in order to achieve that and I really did find myself struggling to remember who was where, doing what and why. While I did enjoy the read, the pacing issues and unclear missions hit me hard.
Blood Rage
Tabletop Game
"Life is Battle; Battle is Glory; Glory is ALL" In Blood Rage, each player controls their own...
Miniatures BoardGameGeekGreatness
Secret of Mana
Games
App
--- July 18, 2014 Gamepad support has been added. --- Initially released in Japan in 1993, Secret of...
Tyler Fletcher (8 KP) rated Artemis Fowl (2020) in Movies
Jun 14, 2020
Character development (1 more)
Forgettable story
Another Live-Action Disney Adaption Bomb
Contains spoilers, click to show
What is it about fantasy novels that makes them so difficult to translate effectively to the silver screen? It’s not impossible – J.K. Rowling’s Harry Potter series and Peter Jackson’s The Lord of the Rings adaptations are proof that it can be done. More often than not, however, the result is as limp and truncated as Kenneth Branagh’s Artemis Fowl – a few standout moments set adrift in a sea of underdeveloped characters, incomplete backstory elements, and abbreviated world building. Although the problem lies primarily in the difficulties associated with condensing an epic tale into a short-ish movie, the lack of elegance with which that is accomplished makes Artemis Fowl a failure for anyone hoping for the next great fantasy film.
The treatment accorded to Artemis Fowl (the movie condenses elements from the first two volumes of an eight-novel cycle into a single film) recalls a Disney misfire from more than three decades ago. Although The Black Cauldron was animated, it suffered from many of the same problems evident in Artemis Fowl: an oversimplification of the backstory, a rushed narrative with poorly realized characters, and a overall lack of faithfulness to the source material. The Black Cauldron worked better because it at least had a clean ending. Artemis Fowl suffers by trying to both provide a credible stopping point (in case there are no additional films) and offering a lead-in to additional adventures (in case there are additional films).
In the books, 12-year old Artemis (played by Ferdia Shaw, the grandson of Robert Shaw) is presented as an anti-hero (although, over the course of the saga, his villainous attributes fade to be replaced by heroic ones). Here, he’s more of a misunderstood boy-genius whose role as the protagonist is never in question. All of his edges have been smoothed out. The story focuses on Artemis’ efforts to locate and rescue his father, Artemis Fowl Sr. (Colin Farrell), an infamous art thief who has been kidnapped by the twisted evil fairy Opal Koboi. Her ransom for releasing him is that Artemis must locate and obtain a powerful McGuffin. He is joined in his efforts by Lower Elements Police (LEP) fairy police officer Holly Short (Lara McDonnell), giant dwarf Mulch Diggums (Josh Gad), and strongman Domovoi Butler (Nonso Anozie).
Artemis Fowl diverges considerably from the two books that form its basis, Artemis Fowl and Artemis Fowl and the Arctic Incident. Although author Eoin Colfer reportedly “approved” the changes, they push the film into an alternate universe from the one occupied by the novels. Even with the pruning of subplots and condensation of the narrative, 100 minutes is too short to tell the story effectively. None of the characters are well-developed, including Artemis. The boy’s relationship with Holly Short evolves with whiplash-inducing rapidity – one moment, they’re enemies (actually, she’s his prisoner), the next they’re friends. The film’s frenetic pace might work for ADD viewers and preteens but there’s no time for world-building or anything more than the most basic exposition. As a result, Artemis Fowl feels rushed to the point of being exhausting and strangely confusing despite the relatively straightforward storyline.
Kenneth Branagh was undoubtedly selected to direct the film based on his success with two earlier Disney properties: the live-action Cinderella and Marvel’s Thor. Perhaps because Branagh had no input into the screenplay (which was completed before he came on board), the movie lacks the complex psychological qualities he normally brings to his films. Visually, Artemis Fowl is impressive. However, although the fairy world of Haven is beautifully rendered, it appears all-too-briefly. The film’s most impressive sequence, a throwdown with a seemingly invincible troll, is a standout by any definition, but it represents only about five minutes of screen time and there’s nothing else that comes close – not even the muted climax.
As is often the case, Branagh’s presence at the top results in some impressive names in the cast. The young leads are newcomers – this is Ferdia Shaw’s first movie (and it shows – his performance is occasionally wooden) and Lara McDonnell’s third (she’s better, evidencing an indomitable pluckiness) – but the rest of the cast is populated with veterans. Josh Gad, another Disney regular, has the most openly comedic role of the film as Mulch Diggums. Colin Farrell is called on for limited duty as Artemis’ mostly-absent father. Nonso Anozie, who has a history with Branagh, plays Artemis’ protector and advisor. Finally, Judi Dench adds a dose of class as Holly’s no-nonsense boss.
It has taken Artemis Fowl nearly 20 years to traverse the route from page to screen and one senses that neither fans nor newcomers will be especially pleased with the end result. Recognizing that the film faced rough seas, Disney postponed the movie’s originally planned August 2019 release to May 2020 then, when the coronavirus made that impossible, the studio elected to shift the film to its Disney+ platform. Although partially a face-saving gesture (Artemis Fowl would likely have had a similar box office reception to Disney’s underwhelming 2018 release, The Nutcracker and the Four Realms), it at least allows the film to find a large audience in a low-pressure situation.
The bottom line seems to be that, while Disney has shown an aptitude for making many different kinds of movies, fantasy epics aren’t among them. This is one genre the Magic Kingdom should perhaps avoid, leaving such properties to studios that have shown better success (such as Warner Brothers). Artemis Fowl could have been the beginning of a movie franchise but, based on the first installment, it’s more likely a one-and-done outing. Disney can't quite get away from the John Carters can they?
THIS FILM IS AN EXCEPTIONAL BOMB
The treatment accorded to Artemis Fowl (the movie condenses elements from the first two volumes of an eight-novel cycle into a single film) recalls a Disney misfire from more than three decades ago. Although The Black Cauldron was animated, it suffered from many of the same problems evident in Artemis Fowl: an oversimplification of the backstory, a rushed narrative with poorly realized characters, and a overall lack of faithfulness to the source material. The Black Cauldron worked better because it at least had a clean ending. Artemis Fowl suffers by trying to both provide a credible stopping point (in case there are no additional films) and offering a lead-in to additional adventures (in case there are additional films).
In the books, 12-year old Artemis (played by Ferdia Shaw, the grandson of Robert Shaw) is presented as an anti-hero (although, over the course of the saga, his villainous attributes fade to be replaced by heroic ones). Here, he’s more of a misunderstood boy-genius whose role as the protagonist is never in question. All of his edges have been smoothed out. The story focuses on Artemis’ efforts to locate and rescue his father, Artemis Fowl Sr. (Colin Farrell), an infamous art thief who has been kidnapped by the twisted evil fairy Opal Koboi. Her ransom for releasing him is that Artemis must locate and obtain a powerful McGuffin. He is joined in his efforts by Lower Elements Police (LEP) fairy police officer Holly Short (Lara McDonnell), giant dwarf Mulch Diggums (Josh Gad), and strongman Domovoi Butler (Nonso Anozie).
Artemis Fowl diverges considerably from the two books that form its basis, Artemis Fowl and Artemis Fowl and the Arctic Incident. Although author Eoin Colfer reportedly “approved” the changes, they push the film into an alternate universe from the one occupied by the novels. Even with the pruning of subplots and condensation of the narrative, 100 minutes is too short to tell the story effectively. None of the characters are well-developed, including Artemis. The boy’s relationship with Holly Short evolves with whiplash-inducing rapidity – one moment, they’re enemies (actually, she’s his prisoner), the next they’re friends. The film’s frenetic pace might work for ADD viewers and preteens but there’s no time for world-building or anything more than the most basic exposition. As a result, Artemis Fowl feels rushed to the point of being exhausting and strangely confusing despite the relatively straightforward storyline.
Kenneth Branagh was undoubtedly selected to direct the film based on his success with two earlier Disney properties: the live-action Cinderella and Marvel’s Thor. Perhaps because Branagh had no input into the screenplay (which was completed before he came on board), the movie lacks the complex psychological qualities he normally brings to his films. Visually, Artemis Fowl is impressive. However, although the fairy world of Haven is beautifully rendered, it appears all-too-briefly. The film’s most impressive sequence, a throwdown with a seemingly invincible troll, is a standout by any definition, but it represents only about five minutes of screen time and there’s nothing else that comes close – not even the muted climax.
As is often the case, Branagh’s presence at the top results in some impressive names in the cast. The young leads are newcomers – this is Ferdia Shaw’s first movie (and it shows – his performance is occasionally wooden) and Lara McDonnell’s third (she’s better, evidencing an indomitable pluckiness) – but the rest of the cast is populated with veterans. Josh Gad, another Disney regular, has the most openly comedic role of the film as Mulch Diggums. Colin Farrell is called on for limited duty as Artemis’ mostly-absent father. Nonso Anozie, who has a history with Branagh, plays Artemis’ protector and advisor. Finally, Judi Dench adds a dose of class as Holly’s no-nonsense boss.
It has taken Artemis Fowl nearly 20 years to traverse the route from page to screen and one senses that neither fans nor newcomers will be especially pleased with the end result. Recognizing that the film faced rough seas, Disney postponed the movie’s originally planned August 2019 release to May 2020 then, when the coronavirus made that impossible, the studio elected to shift the film to its Disney+ platform. Although partially a face-saving gesture (Artemis Fowl would likely have had a similar box office reception to Disney’s underwhelming 2018 release, The Nutcracker and the Four Realms), it at least allows the film to find a large audience in a low-pressure situation.
The bottom line seems to be that, while Disney has shown an aptitude for making many different kinds of movies, fantasy epics aren’t among them. This is one genre the Magic Kingdom should perhaps avoid, leaving such properties to studios that have shown better success (such as Warner Brothers). Artemis Fowl could have been the beginning of a movie franchise but, based on the first installment, it’s more likely a one-and-done outing. Disney can't quite get away from the John Carters can they?
THIS FILM IS AN EXCEPTIONAL BOMB
Alice (12 KP) rated The Ninth Rain in Books
Jul 3, 2018
<i>I was given a copy of this book by the publisher in exchange for an honest review</i>
The Ninth Rain is the first book of a new trilogy from my new go-to author Jen Williams. As in her previous books, Jen Williams creates a world like no other, a world where witches, vampires (of a sort) and giant bats coexist to an extent; a world where gods existed and massive war-beasts once lived and fought, where parasitic beetles are the enemy.
I invite you all to most heartily buy this book, read this book, pause and read it again and again.
Once again Jen Williams has created a trio of characters to love in similar veins to her Copper Cat trilogy, though different in their individual way:
-Noon – a fell-witch from the plains imprisoned in the Winnowry for her crime of being born with power.
-Lady Vincenza ‘Vintage’ de Grazon – A human scholar with a love of all things Jure’lia, a constant hunt for knowledge and cash to splash.
-Tormalin the Oathless – an Eboran mercenary trained in the ways of The House of the Long Night.
Three brilliant characters that each bring their own special flair to this book. Tor is witty and sarcastic, Vintage is much the same but show her eccentricities and has a heart of gold, Noon originally so frightened comes into her own on the journey she shares with Vintage and Tor. Another perfect trio of characters.
The plot for this book resolves around the Jure’lia- or worm-people- who came to Sarn and waged war; the Eighth Rain came from the Eboran God Ygseril, a silvery birth of war-beasts who fought off the Jure’lia and their Behemoths and then passed on themselves. Since the end of the Eighth Rain the war-beasts have been extinct and Ebora started to die.
The book follows Vintage and Tor on their journey through Mushenka and the rest of Sarn in pursuit of knowledge of the Jure’lia- eccentric explorer Vintage’s Poison of choice. They enter the Wild and come across Noon, an escaped fell-witch masquerading as an agent of the Winnowry and from then on their journey becomes a lot less regular and and lot more interesting!
Lots of fire! Lots of action and the sweetest romantic creation I’ve read in a long time – a minor bit of romance that does not detract from the overwhelming fantasy that is this book.
Jen’s world building skills are akin to no other, her cities are ancient but with a modern flair, her enemies disgustingly brilliant and savagely evil, her heroes full of charm and heart. The writing style sucks you in and doesn’t let you go until long after you’ve hit the end of the book and leaves you wanting more.
There are no words strong enough for me to describe how utterly brilliant The Ninth Rain was – not just the story the name comes from but the overall storyline. The characters, plot, balance between good versus evil and everything in between – outstanding.
A great read with heart and soul and epic beasties. I highly recommend this book.
The Ninth Rain is the first book of a new trilogy from my new go-to author Jen Williams. As in her previous books, Jen Williams creates a world like no other, a world where witches, vampires (of a sort) and giant bats coexist to an extent; a world where gods existed and massive war-beasts once lived and fought, where parasitic beetles are the enemy.
I invite you all to most heartily buy this book, read this book, pause and read it again and again.
Once again Jen Williams has created a trio of characters to love in similar veins to her Copper Cat trilogy, though different in their individual way:
-Noon – a fell-witch from the plains imprisoned in the Winnowry for her crime of being born with power.
-Lady Vincenza ‘Vintage’ de Grazon – A human scholar with a love of all things Jure’lia, a constant hunt for knowledge and cash to splash.
-Tormalin the Oathless – an Eboran mercenary trained in the ways of The House of the Long Night.
Three brilliant characters that each bring their own special flair to this book. Tor is witty and sarcastic, Vintage is much the same but show her eccentricities and has a heart of gold, Noon originally so frightened comes into her own on the journey she shares with Vintage and Tor. Another perfect trio of characters.
The plot for this book resolves around the Jure’lia- or worm-people- who came to Sarn and waged war; the Eighth Rain came from the Eboran God Ygseril, a silvery birth of war-beasts who fought off the Jure’lia and their Behemoths and then passed on themselves. Since the end of the Eighth Rain the war-beasts have been extinct and Ebora started to die.
The book follows Vintage and Tor on their journey through Mushenka and the rest of Sarn in pursuit of knowledge of the Jure’lia- eccentric explorer Vintage’s Poison of choice. They enter the Wild and come across Noon, an escaped fell-witch masquerading as an agent of the Winnowry and from then on their journey becomes a lot less regular and and lot more interesting!
Lots of fire! Lots of action and the sweetest romantic creation I’ve read in a long time – a minor bit of romance that does not detract from the overwhelming fantasy that is this book.
Jen’s world building skills are akin to no other, her cities are ancient but with a modern flair, her enemies disgustingly brilliant and savagely evil, her heroes full of charm and heart. The writing style sucks you in and doesn’t let you go until long after you’ve hit the end of the book and leaves you wanting more.
There are no words strong enough for me to describe how utterly brilliant The Ninth Rain was – not just the story the name comes from but the overall storyline. The characters, plot, balance between good versus evil and everything in between – outstanding.
A great read with heart and soul and epic beasties. I highly recommend this book.