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DaveySmithy (107 KP) rated Fight Club (1999) in Movies
Dec 3, 2024
An Explosive and Provocative Journey
Few films have managed to spark as much debate and cultural impact as David Fincher’s Fight Club. Released in 1999, this dark and audacious psychological thriller quickly evolved from a divisive box office release to a bona fide cult classic. Based on Chuck Palahniuk’s novel of the same name, Fight Club is more than just a movie—it’s an exploration of identity, consumerism, and the hidden chaos lurking within us all. Fincher’s meticulous direction, coupled with outstanding performances by Edward Norton and Brad Pitt, makes Fight Club a visceral and thought-provoking cinematic ride that lingers long after the credits roll.
The story is told through the eyes of the unnamed narrator (Norton), a white-collar worker trapped in a monotonous life. Crippled by insomnia and a desperate longing for purpose, his mundane existence takes a dramatic turn when he crosses paths with Tyler Durden (Pitt), a magnetic, anarchic soap maker. Together, they form the titular fight club—a raw, underground outlet for men to vent their frustrations by literally beating them out of each other. What begins as an unconventional form of therapy soon spirals into a chaotic and dangerous movement, leading the narrator down a path of self-destruction and shocking revelations.
Edward Norton delivers a career-best performance as the narrator, capturing the character’s descent into madness with unnerving precision. His dry wit and self-deprecating humor make him relatable, even as his actions become increasingly unhinged. But it’s Brad Pitt who truly steals the show as Tyler Durden. Charismatic, unpredictable, and dripping with swagger, Pitt embodies the fantasy of rebellion and freedom that so many viewers secretly crave. Together, the two actors create a mesmerizing dynamic, with Tyler representing everything the narrator wants to be—and fears he might become.
Helena Bonham Carter rounds out the core cast as Marla Singer, a nihilistic wildcard who both disrupts and grounds the narrator’s chaotic journey. Her chemistry with Norton is as compelling as it is unconventional, adding a layer of emotional complexity to an otherwise hyper-masculine narrative.
What sets Fight Club apart is its fearless critique of modern society. It skewers consumerism, masculinity, and the emptiness of the so-called “American Dream,” forcing viewers to confront uncomfortable truths about their own lives. Fincher’s direction is sharp and unrelenting, with the film’s gritty visual style perfectly complementing its nihilistic tone. The innovative use of CGI, fourth-wall-breaking moments, and hauntingly effective cinematography by Jeff Cronenweth keep the audience on edge, unsure of what to expect next.
Yet, Fight Club is not without flaws. Its provocative themes can feel overly blunt at times, and some viewers might find its violent and anarchistic undertones alienating. Additionally, while the infamous plot twist is masterfully executed, it risks overshadowing the film’s deeper messages upon rewatch.
The soundtrack, anchored by The Dust Brothers’ industrial score and the unforgettable use of The Pixies’ “Where Is My Mind?” in the climax, elevates the film to iconic status. These elements, combined with razor-sharp dialogue and endlessly quotable lines, solidify Fight Club as a masterpiece of late-90s cinema.
While it may not be for everyone, Fight Club is a bold, daring, and unforgettable experience that challenges societal norms and forces introspection. It’s an audacious 9/10 film—flawed but brilliant, much like the chaos it portrays.
The story is told through the eyes of the unnamed narrator (Norton), a white-collar worker trapped in a monotonous life. Crippled by insomnia and a desperate longing for purpose, his mundane existence takes a dramatic turn when he crosses paths with Tyler Durden (Pitt), a magnetic, anarchic soap maker. Together, they form the titular fight club—a raw, underground outlet for men to vent their frustrations by literally beating them out of each other. What begins as an unconventional form of therapy soon spirals into a chaotic and dangerous movement, leading the narrator down a path of self-destruction and shocking revelations.
Edward Norton delivers a career-best performance as the narrator, capturing the character’s descent into madness with unnerving precision. His dry wit and self-deprecating humor make him relatable, even as his actions become increasingly unhinged. But it’s Brad Pitt who truly steals the show as Tyler Durden. Charismatic, unpredictable, and dripping with swagger, Pitt embodies the fantasy of rebellion and freedom that so many viewers secretly crave. Together, the two actors create a mesmerizing dynamic, with Tyler representing everything the narrator wants to be—and fears he might become.
Helena Bonham Carter rounds out the core cast as Marla Singer, a nihilistic wildcard who both disrupts and grounds the narrator’s chaotic journey. Her chemistry with Norton is as compelling as it is unconventional, adding a layer of emotional complexity to an otherwise hyper-masculine narrative.
What sets Fight Club apart is its fearless critique of modern society. It skewers consumerism, masculinity, and the emptiness of the so-called “American Dream,” forcing viewers to confront uncomfortable truths about their own lives. Fincher’s direction is sharp and unrelenting, with the film’s gritty visual style perfectly complementing its nihilistic tone. The innovative use of CGI, fourth-wall-breaking moments, and hauntingly effective cinematography by Jeff Cronenweth keep the audience on edge, unsure of what to expect next.
Yet, Fight Club is not without flaws. Its provocative themes can feel overly blunt at times, and some viewers might find its violent and anarchistic undertones alienating. Additionally, while the infamous plot twist is masterfully executed, it risks overshadowing the film’s deeper messages upon rewatch.
The soundtrack, anchored by The Dust Brothers’ industrial score and the unforgettable use of The Pixies’ “Where Is My Mind?” in the climax, elevates the film to iconic status. These elements, combined with razor-sharp dialogue and endlessly quotable lines, solidify Fight Club as a masterpiece of late-90s cinema.
While it may not be for everyone, Fight Club is a bold, daring, and unforgettable experience that challenges societal norms and forces introspection. It’s an audacious 9/10 film—flawed but brilliant, much like the chaos it portrays.

Mothergamer (1562 KP) rated Dragon Quest XI: Echoes of an Elusive Age in Video Games
Apr 3, 2019
I have loved the Dragon Quest games since I was a kid and have played many of them. I was quite thrilled that a new Dragon Quest game was coming out so as soon as I got my hands on Dragon Quest XI: Echoes Of An Elusive Age, I started playing immediately. Right from the start the game starts off with a fantastic introduction with music played by the Tokyo Symphonic Orchestra and beautiful scenes from the game. The story starts with an interesting beginning showing the hero who is known as the Luminary a hero of light who is the only one that can fight the powers of darkness and a villain known as Mordegon.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.

Purple Phoenix Games (2266 KP) rated Labyrinthos in Tabletop Games
Feb 10, 2021
Greek mythology has always fascinated me. The adventures are awesome, the heroes are mighty, and the creatures are awe-inspiring. I often wonder what it would have been like to live in those ancient times, hearing those stories firsthand, and experiencing the excitement associated with such feats. Well, I may not have a time machine. But I do have a board game table. And on it is Labyrinthos.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L
Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!
Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.
The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!
I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.
Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L
Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!
Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.
The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!
I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.
Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!

BankofMarquis (1832 KP) rated The Apartment (1960) in Movies
May 11, 2018
A true classic in every sense of the word
My local cinema does "Secret Movie Night" once a month, you just show up and watch a "classic" of their choosing, you just don't know what it is until it starts.
One of the reasons that I enjoy this is that I end up viewing films that I might not, otherwise, choose to watch. Case in point is the selection for May - the 1960 Oscar winner for Best Picture, THE APARTMENT - a "love story" with some comedy and some dark dramatic moments and themes. A very tricky combination of items that are bundled together, brilliantly, by a master of the craft.
THE APARTMENT tells the story of nebbish office worker C.C. Baxter (Jack Lemmon in an Oscar nominated performance, more on that later) who is talked into lending his apartment to higher-ups in his company so they can carry out extra-marital affairs. When one of the affairs goes wrong, Baxter is forced to "clean up the mess".
Written and Directed by the GREAT Billy WIlder (SOME LIKE IT HOT, SUNSET BOULEVARD), The Apartment is more than a love story, more than a look into the vacuous lives of those anonymous office workers, it is a look into the lives of those who are victims of abuse of power. Wilder, rightfully so, won the Oscar for Best Director and Best Screenplay for this film. The Apartment is strongly written and directed not flinching at the deep subject matter while also balancing things out with moments of comedy and joy, turning what could have been a dour, dark subject into a more joyous exploration of true humanity and love rising through the corruption and abuse of power heaped upon them.
In the lead role of CC Baxter, Lemmon is perfectly cast. Starting as a pure comedic character who is set upon by a world too strong for him, his character slowly turns sharper, deeper, more serious and more real as the film progresses. Lemmon was nominated for the Oscar for his performance - and rightfully so. I had to look up who beat him out for the statue and found out it was Burt Lancaster's powerhouse performance in ELMER GANTRY, so I can't really argue about this (but I digress).
Matching Lemmon beat for beat is Shirley MacLaine, the wronged girl who's "issues" (I'm not going to spoil what happens, if you haven't seen this) are at the heart of this film - and at the heart of Lemmon's character. MacLaine is charming and tragic in this role and she, too, was nominated for an Oscar (for Best Actress losing to Elizabeth Taylor for Butterfield 8). Rounding out the cast was a pre-MY 3 SONS Fred MacMurray (as the Exec who abuses both Lemmon's and MacLaine's characters). He was terrific as this cad, and thought for sure that he would have been nominated for Best Supporting Actor, but that honor went to Jack Kruschen as Lemmon's neighbor in the apartment building where they both lived. I am fine with that but preferred MacMurray's performance. Also showing up are such great character actors as Ray Walston (MY FAVORITE MARTIAN), David Lewis (GENERAL HOSPITAL), Willard Waterman (THE GREAT GILDERSLEEVE) and David White (Larry Tate in BEWITCHED) as other Execs using The Apartment for their purposes.
This is a terrific motion picture and if you haven't seen it (or if you haven't seen it in quite sometime), I highly recommend you check it out (it is shown on the Turner Classic Movie channel on a fairly regular basis). It certainly shows a slice of life during the MAD MEN days that just doesn't exist anymore - and also presents a type of film, and a type of filmmaker, that just doesn't exist today.
Letter Grade: A+
10 (out of 10) stars and you can take that to the Bank (ofMarquis)
One of the reasons that I enjoy this is that I end up viewing films that I might not, otherwise, choose to watch. Case in point is the selection for May - the 1960 Oscar winner for Best Picture, THE APARTMENT - a "love story" with some comedy and some dark dramatic moments and themes. A very tricky combination of items that are bundled together, brilliantly, by a master of the craft.
THE APARTMENT tells the story of nebbish office worker C.C. Baxter (Jack Lemmon in an Oscar nominated performance, more on that later) who is talked into lending his apartment to higher-ups in his company so they can carry out extra-marital affairs. When one of the affairs goes wrong, Baxter is forced to "clean up the mess".
Written and Directed by the GREAT Billy WIlder (SOME LIKE IT HOT, SUNSET BOULEVARD), The Apartment is more than a love story, more than a look into the vacuous lives of those anonymous office workers, it is a look into the lives of those who are victims of abuse of power. Wilder, rightfully so, won the Oscar for Best Director and Best Screenplay for this film. The Apartment is strongly written and directed not flinching at the deep subject matter while also balancing things out with moments of comedy and joy, turning what could have been a dour, dark subject into a more joyous exploration of true humanity and love rising through the corruption and abuse of power heaped upon them.
In the lead role of CC Baxter, Lemmon is perfectly cast. Starting as a pure comedic character who is set upon by a world too strong for him, his character slowly turns sharper, deeper, more serious and more real as the film progresses. Lemmon was nominated for the Oscar for his performance - and rightfully so. I had to look up who beat him out for the statue and found out it was Burt Lancaster's powerhouse performance in ELMER GANTRY, so I can't really argue about this (but I digress).
Matching Lemmon beat for beat is Shirley MacLaine, the wronged girl who's "issues" (I'm not going to spoil what happens, if you haven't seen this) are at the heart of this film - and at the heart of Lemmon's character. MacLaine is charming and tragic in this role and she, too, was nominated for an Oscar (for Best Actress losing to Elizabeth Taylor for Butterfield 8). Rounding out the cast was a pre-MY 3 SONS Fred MacMurray (as the Exec who abuses both Lemmon's and MacLaine's characters). He was terrific as this cad, and thought for sure that he would have been nominated for Best Supporting Actor, but that honor went to Jack Kruschen as Lemmon's neighbor in the apartment building where they both lived. I am fine with that but preferred MacMurray's performance. Also showing up are such great character actors as Ray Walston (MY FAVORITE MARTIAN), David Lewis (GENERAL HOSPITAL), Willard Waterman (THE GREAT GILDERSLEEVE) and David White (Larry Tate in BEWITCHED) as other Execs using The Apartment for their purposes.
This is a terrific motion picture and if you haven't seen it (or if you haven't seen it in quite sometime), I highly recommend you check it out (it is shown on the Turner Classic Movie channel on a fairly regular basis). It certainly shows a slice of life during the MAD MEN days that just doesn't exist anymore - and also presents a type of film, and a type of filmmaker, that just doesn't exist today.
Letter Grade: A+
10 (out of 10) stars and you can take that to the Bank (ofMarquis)

Kara Skinner (332 KP) rated Of Mice Not Men in Books
Jun 12, 2019
Genre: Science Fiction, Non-Romance
Page Count: 350 pages
Average Goodreads Rating: 4.75 out of 5 stars
My rating: 3 out of 5 stars
After manmade natural disasters wiped out most humans and life around the world, war breaks out among the remaining humans. The faction called the Developers want to take the resources from Earth and leave the dying planet behind to join the stars. The Harmonizers want to stay and restore Earth’s resources. Both factions race to stop the other, using deadly, even sadistic measures. After all, the fate of the planet and the human race lies in the balance.
I had my ups and downs with this book to be sure. Aside from the book badly needing a proofreader, the writing itself is well done, only dipping into preachiness about human’s greed a couple of times. The brain curdling torture scenes were deliciously awful and made me stop reading a couple times to look up pictures of pet pigs until I calmed down enough to continue.
I thought I had a stomach for violence. I read Stephen King books and have watched plenty of horror movies. In middle school I reveled in shocking my classmates with presentations of General Sherman’s March to the Sea and torture practices from the Spanish Inquisition. In high school I was the only one who could watch the video of a shark eating a turtle without looking away ( but I ended up crying about shark fin soup later that year).
The point is, violence in books usually doesn’t bother me. But Canterbury takes it to a whole new level in a few of the torture scenes. It wasn’t just the twisted sadism in the scenes that bothered me, however. It was the fact that both sides are tooth achingly aware of the finite resources left and yet they both spend resources making inefficient weapons. The Developers do it in the name of sadism and the Harmonizers end up with weapons that are less effective than gun powder guns. I guess it shows that humans don’t make sense.
There are a lot of characters in this book, but Jasmine is the main character. I didn’t like her at first. I found her too cold-hearted and hot-headed. Granted, she’s in deeper and darker shit than I’ve ever seen in my lifetime, but despite her parents dying, she isn’t a sympathetic character for most of the book. Her relationship with Thomas feels as forced as a cheap jigsaw puzzle. Mostly she is indifferent to him or pushing him away. For awhile the only reason she was still with him was out of fear of being alone. And then suddenly she loves him? I never really bought it. Cynthia’s relationship with an alien artificial intelligence robot feels more real and she thought she was hallucinating it.
But I ended up really liking Jasmine in the end, and even Thomas. The plot was fascinating, even a couple of parts I was skeptical about at first and this book turned out to be entertaining, even though I guessed two of the biggest plot “twists” (if you can even call them that) as soon as the foreshadowing again. But one plot twist I didn’t see coming at all, which was great.
I do wish the sides were not so black and white. The Developers were clearly evil with practically no human sides in any main characters while the Harmonizers were clearly peaceful with no dark streaks to be found. It ended up making what could have been a great story about needless conflict and saving the world sound a little like anti space exploration propaganda. That being said, it is still entertaining.
While Canterbury’s writing skills are rough, he has the potential to be a great science fiction/horror writer.
Page Count: 350 pages
Average Goodreads Rating: 4.75 out of 5 stars
My rating: 3 out of 5 stars
After manmade natural disasters wiped out most humans and life around the world, war breaks out among the remaining humans. The faction called the Developers want to take the resources from Earth and leave the dying planet behind to join the stars. The Harmonizers want to stay and restore Earth’s resources. Both factions race to stop the other, using deadly, even sadistic measures. After all, the fate of the planet and the human race lies in the balance.
I had my ups and downs with this book to be sure. Aside from the book badly needing a proofreader, the writing itself is well done, only dipping into preachiness about human’s greed a couple of times. The brain curdling torture scenes were deliciously awful and made me stop reading a couple times to look up pictures of pet pigs until I calmed down enough to continue.
I thought I had a stomach for violence. I read Stephen King books and have watched plenty of horror movies. In middle school I reveled in shocking my classmates with presentations of General Sherman’s March to the Sea and torture practices from the Spanish Inquisition. In high school I was the only one who could watch the video of a shark eating a turtle without looking away ( but I ended up crying about shark fin soup later that year).
The point is, violence in books usually doesn’t bother me. But Canterbury takes it to a whole new level in a few of the torture scenes. It wasn’t just the twisted sadism in the scenes that bothered me, however. It was the fact that both sides are tooth achingly aware of the finite resources left and yet they both spend resources making inefficient weapons. The Developers do it in the name of sadism and the Harmonizers end up with weapons that are less effective than gun powder guns. I guess it shows that humans don’t make sense.
There are a lot of characters in this book, but Jasmine is the main character. I didn’t like her at first. I found her too cold-hearted and hot-headed. Granted, she’s in deeper and darker shit than I’ve ever seen in my lifetime, but despite her parents dying, she isn’t a sympathetic character for most of the book. Her relationship with Thomas feels as forced as a cheap jigsaw puzzle. Mostly she is indifferent to him or pushing him away. For awhile the only reason she was still with him was out of fear of being alone. And then suddenly she loves him? I never really bought it. Cynthia’s relationship with an alien artificial intelligence robot feels more real and she thought she was hallucinating it.
But I ended up really liking Jasmine in the end, and even Thomas. The plot was fascinating, even a couple of parts I was skeptical about at first and this book turned out to be entertaining, even though I guessed two of the biggest plot “twists” (if you can even call them that) as soon as the foreshadowing again. But one plot twist I didn’t see coming at all, which was great.
I do wish the sides were not so black and white. The Developers were clearly evil with practically no human sides in any main characters while the Harmonizers were clearly peaceful with no dark streaks to be found. It ended up making what could have been a great story about needless conflict and saving the world sound a little like anti space exploration propaganda. That being said, it is still entertaining.
While Canterbury’s writing skills are rough, he has the potential to be a great science fiction/horror writer.

Gareth von Kallenbach (980 KP) rated the PC version of Dishonored 2 in Video Games
Jun 19, 2019
In a tale of revenge that would be worthy of Shakespeare, Dishonored 2 has arrived and is one of the best games of 2016.
Players have the option to play as Corvo or his daughter Emily, and each has their own unique abilities that will come in handy as the game is loaded with challenges.
Once a player has selected the persona they wish to play as, they will be forced to make a daring escape after a faction brutally seizes power and forces the player to exact no small measure of revenge as they strive to restore order in the kingdom.
Like the previous game in the series, players will have a very open and detailed world to explore and will have multiple options for combat, problem solving, and exploration. There are numerous things to explore and players will have the option to take a more stealth approach and avoid combat, or come in guns blazing. They will also have the option to help locales such as giving coins to a bagger, and so on.
There are numerous notes and journals as well along the way which allow the player a greater awareness of the world in which they are in as well as the overall story and the characters within them.
I am a more run and gun style player so the stealth gameplay that is at times needed took some getting used to, but once I was in the third chapter of the game, I was deeply engaged and found myself adapting to the demanding challenges that the game presented at times.
Ammunition such as bullets, crossbow bolts, and such are in short supply, so using your blade in hit and run tactics is the best bet, but at times when you must engage multiple enemies, being crafty pays off.
I loved to call up a swarm of rats using one of my abilities that players are able to select and modify as they find artifacts in game. Watching from a distance while the swarm decimates a pack of enemies and then swinging in for the kill was great fun.
However with various traps and enemies, this was not always practical. I found one area that was loaded with dangerous enemies and with no ammunition and only my blade; several futile attempts resulted in my demise time and again.
In a feat of inspiration, I remembered a Whale Oil dispenser at the earlier stage of the level so I backtracked and obtained a container which I then filled with oil and used as a highly explosive projectile by throwing this into masses of enemies. I repeated this tactic four or five times, saving the game after each run and was able to successfully clear away the hostiles.
Once inside the building my tactics had to change again as there was much danger lurking in the dark halls.
Dishonored 2 was a very enjoyable and challenging game with deeply engrossing story. I really enjoyed the brutal combat as well as the ability to find multiple solutions to the challenges the game presented. Graphically the game is solid but not cutting edge, but thanks to the great story and setting, you should not mind this or the at times monotone voice work of the game.
The game offers two free DLC modes to date for players who complete the game and with the ability to have new abilities playing as a different character, there is great replay value.
In the end, Dishonored 2 is a real bright spot and as such, is easily a game of the year candidate as it is some of the best gameplay of 2016 or any other year and is not to be missed.
http://sknr.net/2016/12/22/85969/
Players have the option to play as Corvo or his daughter Emily, and each has their own unique abilities that will come in handy as the game is loaded with challenges.
Once a player has selected the persona they wish to play as, they will be forced to make a daring escape after a faction brutally seizes power and forces the player to exact no small measure of revenge as they strive to restore order in the kingdom.
Like the previous game in the series, players will have a very open and detailed world to explore and will have multiple options for combat, problem solving, and exploration. There are numerous things to explore and players will have the option to take a more stealth approach and avoid combat, or come in guns blazing. They will also have the option to help locales such as giving coins to a bagger, and so on.
There are numerous notes and journals as well along the way which allow the player a greater awareness of the world in which they are in as well as the overall story and the characters within them.
I am a more run and gun style player so the stealth gameplay that is at times needed took some getting used to, but once I was in the third chapter of the game, I was deeply engaged and found myself adapting to the demanding challenges that the game presented at times.
Ammunition such as bullets, crossbow bolts, and such are in short supply, so using your blade in hit and run tactics is the best bet, but at times when you must engage multiple enemies, being crafty pays off.
I loved to call up a swarm of rats using one of my abilities that players are able to select and modify as they find artifacts in game. Watching from a distance while the swarm decimates a pack of enemies and then swinging in for the kill was great fun.
However with various traps and enemies, this was not always practical. I found one area that was loaded with dangerous enemies and with no ammunition and only my blade; several futile attempts resulted in my demise time and again.
In a feat of inspiration, I remembered a Whale Oil dispenser at the earlier stage of the level so I backtracked and obtained a container which I then filled with oil and used as a highly explosive projectile by throwing this into masses of enemies. I repeated this tactic four or five times, saving the game after each run and was able to successfully clear away the hostiles.
Once inside the building my tactics had to change again as there was much danger lurking in the dark halls.
Dishonored 2 was a very enjoyable and challenging game with deeply engrossing story. I really enjoyed the brutal combat as well as the ability to find multiple solutions to the challenges the game presented. Graphically the game is solid but not cutting edge, but thanks to the great story and setting, you should not mind this or the at times monotone voice work of the game.
The game offers two free DLC modes to date for players who complete the game and with the ability to have new abilities playing as a different character, there is great replay value.
In the end, Dishonored 2 is a real bright spot and as such, is easily a game of the year candidate as it is some of the best gameplay of 2016 or any other year and is not to be missed.
http://sknr.net/2016/12/22/85969/

LeftSideCut (3776 KP) rated Watchmen - Season 1 in TV
Dec 26, 2019 (Updated Dec 27, 2019)
Pretty much perfect
Watchmen, in my opinion, is one of the best, if not the best graphic novels ever released. It's neon lit alternate reality setting and it's collection of jaded, flawed, and sometimes toxic characters were a far cry from usual comic book territory.
I was absolutely buzzing when I heard that HBO were going to be airing a series based on the property. A series would have more room to breathe and for exploration than the movie (that I still like, for the record). When it became apparent that it would be set some time after the comic, I was honestly a bit miffed. I was looking forward to seeing Rorschach and Co on the small screen...
But it turns out, I had no reason to be worried. Watchmen is outstanding through and through.
Plot wise, it's set in present day, and maintains the events of the comic in the 1980s. The world we're presented with is a world still feeling the effects from the mass killing via giant squid monster from the comic. A world where the police cover their faces to protect their identities. A world where racism is still rife and peddled by a white supremacist group calling themselves The Seventh Cavalry, a group that happen to wear Rorschach masks.
It's set mainly in Tulsa, Oklahoma, and it's distance from the neon New York setting of the comic gives it a more realistic feeling.
Angela Abar, aka Sister Night (Regina King), is heading the investigation into the Cavalry, and when things start to spiral out of control, the FBI send Laurie Blake (Jean Smart) - the retired Silk Spectre - to Tulsa to take over proceedings and figure out what's really happening behind the scenes.
To discuss the plot anymore than this would be spoiling it, but rest assured, after a fairly slow burning start, Watchmen quickly hits an ascending slope of quality that doesn't waver, and when concrete connections to the comic come out to play, the show hits some extremely lofty heights.
The cast are all brilliant. Regina King takes centre stage, and she manages to be badass, relatable, and sympathetic. Her relationship with her husband Cal (Yahya Abdul-Mateen II) is one of the best character elements throughout.
Characters that could be described more as 'side characters' played by the likes of Tim Blake Nelson, Louis Gossett Jr, James Woke, and Hong Chau (just to name a few), all end up with surprisingly strong development.
As for the characters from the original comic, we have the aforementioned Laurie Blake played by Jean Smart, and Adrian Veidt aka Ozymandius played by Jeremy Irons.
Jeremy Irons is a undoubtable highlight of the whole series. His portrayal of an older Veidt is pretty spot on, and his plot line is equal parts bizarre and humorous.
As seen from the trailers, Dr. Manhattan has a part to play here as well, but again, no spoilers here. Just have a look for yourself. It's great.
As the narrative jumps around and steams ahead, Watchmen still manages to touch on important subjects, such as war, family, and especially that of race and racism. There are some powerful moments littered throughout, and some genuinely emotional scenes that had me tearing up at times.
The direction and dialogue are brilliant, and the use of digital effects are mostly subtle and look great. The whole season is filled to the brim with amazing shots.
The music score is great as well, especially the original stuff, penned by Trent Reznor and Atticus Ross. Reznor's distinctive industrial sound suits the series down to the ground.
I absolutely loved Watchmen from start to finish. It's shows consistent willingness to do something new and it's a hugely ambitious project that's pulled off so damn well. I really hope that a second season comes about, but if it doesn't, then I'm suitably satisfied by what we've already been given. Just fantastic.
I was absolutely buzzing when I heard that HBO were going to be airing a series based on the property. A series would have more room to breathe and for exploration than the movie (that I still like, for the record). When it became apparent that it would be set some time after the comic, I was honestly a bit miffed. I was looking forward to seeing Rorschach and Co on the small screen...
But it turns out, I had no reason to be worried. Watchmen is outstanding through and through.
Plot wise, it's set in present day, and maintains the events of the comic in the 1980s. The world we're presented with is a world still feeling the effects from the mass killing via giant squid monster from the comic. A world where the police cover their faces to protect their identities. A world where racism is still rife and peddled by a white supremacist group calling themselves The Seventh Cavalry, a group that happen to wear Rorschach masks.
It's set mainly in Tulsa, Oklahoma, and it's distance from the neon New York setting of the comic gives it a more realistic feeling.
Angela Abar, aka Sister Night (Regina King), is heading the investigation into the Cavalry, and when things start to spiral out of control, the FBI send Laurie Blake (Jean Smart) - the retired Silk Spectre - to Tulsa to take over proceedings and figure out what's really happening behind the scenes.
To discuss the plot anymore than this would be spoiling it, but rest assured, after a fairly slow burning start, Watchmen quickly hits an ascending slope of quality that doesn't waver, and when concrete connections to the comic come out to play, the show hits some extremely lofty heights.
The cast are all brilliant. Regina King takes centre stage, and she manages to be badass, relatable, and sympathetic. Her relationship with her husband Cal (Yahya Abdul-Mateen II) is one of the best character elements throughout.
Characters that could be described more as 'side characters' played by the likes of Tim Blake Nelson, Louis Gossett Jr, James Woke, and Hong Chau (just to name a few), all end up with surprisingly strong development.
As for the characters from the original comic, we have the aforementioned Laurie Blake played by Jean Smart, and Adrian Veidt aka Ozymandius played by Jeremy Irons.
Jeremy Irons is a undoubtable highlight of the whole series. His portrayal of an older Veidt is pretty spot on, and his plot line is equal parts bizarre and humorous.
As seen from the trailers, Dr. Manhattan has a part to play here as well, but again, no spoilers here. Just have a look for yourself. It's great.
As the narrative jumps around and steams ahead, Watchmen still manages to touch on important subjects, such as war, family, and especially that of race and racism. There are some powerful moments littered throughout, and some genuinely emotional scenes that had me tearing up at times.
The direction and dialogue are brilliant, and the use of digital effects are mostly subtle and look great. The whole season is filled to the brim with amazing shots.
The music score is great as well, especially the original stuff, penned by Trent Reznor and Atticus Ross. Reznor's distinctive industrial sound suits the series down to the ground.
I absolutely loved Watchmen from start to finish. It's shows consistent willingness to do something new and it's a hugely ambitious project that's pulled off so damn well. I really hope that a second season comes about, but if it doesn't, then I'm suitably satisfied by what we've already been given. Just fantastic.

Gareth von Kallenbach (980 KP) rated Slender: The Arrival in Video Games
Jul 4, 2019
An Awful Experience All Around
A brief history for those who are not aware (courtesy of Wikipedia):
“The Slender Man (also known as Slenderman) is a fictional supernatural character that originated as a creepypasta internet meme… Stories of Slender Man commonly feature him stalking, abducting or traumatizing people, particularly children. The Slender Man is no confined to a single narrative, but appears in many works of fiction, typically composed online.”
Slender: The Arrival (which we’ll just refer to as The Arrival moving forward) is the official video game adaptation of Slender Man. Blue Isle studios developed the game to bring us improved visuals, great replay value, and a brand new storyline. These should combine into survival horror at its best. But sadly, it does not. The Arrival encourages exploration and the philosophy of scaring the living daylights out of you. It just doesn’t. Now, truth be told this genre is not typically my bread and butter, but I came into this game with hopeful expectations, but soon found myself wanting more than the game could offer.
First, you are thrown into the game without any instruction or opening. Just head down the road, though. It seems easy enough. I did appreciate the way they worked credits into this opening sequence though, as you are shown the developers and the team that worked on the game. Once you get through this, you come upon a house where you will explore the rooms to find notes scattered throughout the house giving you more information on your back story. Sparing spoilers, essentially the story revolves around a shared trauma from your youth. Once you leave the house, you press on, turning on some generators along your path.
You’ll come across the second house after crossing a river, where I encountered some of the strangeness I assume is part of the experience. Glitching visuals, weird creatures that seemed to disappear when you shine your flashlight upon them, that sort of thing. It could have been a bug, or bugs, but doing a little digging online it seems I was not the only one to experience the same. There wasn’t really any action to be had. A little disheartening.
There’s not much challenge with The Arrival. You will, at some point, encounter the Slender Man in the game. I went straight toward him, and nothing really happened. Unfortunately, it’s a bad byproduct of these games. If it doesn’t scare you, even in the slightest, you’re just left with a stagnant experience while you are running from point to point to read lore.
It took me nearly 2 hours to finish the game, though I suspect those without toddler twins may get through it a bit faster. Suffice it to say, I wish I had those 2 hours back. I never really felt the tension that would cause fear or even nervousness. The shaky cam visual of the game certainly didn’t help. Essentially, you are playing through the eyes of the camera you are holding, complete with “recording” indicator and battery level (you can turn this off). As you walk the camera bobs back and forth a little bit, and as you run it does so a little faster. I understand what they were trying to accomplish here, but it was executed so poorly. I found myself constantly trying to correct this with the joycon thinking it was simply drift. It was super distracting.
Slender: The Arrival failed to give a complete game worthy of the price tag, even at its current price tag of $9.99 on the eShop. That’s not to say you won’t enjoy it, especially if you scare VERY easily or are just a fan of the Slender Man himself. It’s just that combine a wonky control system, very little instruction, and no real tension building moments, and you have a dud of game in my book.
1 out of 5
http://sknr.net/2019/06/28/slender-the-arrival-for-nintendo-switch/
“The Slender Man (also known as Slenderman) is a fictional supernatural character that originated as a creepypasta internet meme… Stories of Slender Man commonly feature him stalking, abducting or traumatizing people, particularly children. The Slender Man is no confined to a single narrative, but appears in many works of fiction, typically composed online.”
Slender: The Arrival (which we’ll just refer to as The Arrival moving forward) is the official video game adaptation of Slender Man. Blue Isle studios developed the game to bring us improved visuals, great replay value, and a brand new storyline. These should combine into survival horror at its best. But sadly, it does not. The Arrival encourages exploration and the philosophy of scaring the living daylights out of you. It just doesn’t. Now, truth be told this genre is not typically my bread and butter, but I came into this game with hopeful expectations, but soon found myself wanting more than the game could offer.
First, you are thrown into the game without any instruction or opening. Just head down the road, though. It seems easy enough. I did appreciate the way they worked credits into this opening sequence though, as you are shown the developers and the team that worked on the game. Once you get through this, you come upon a house where you will explore the rooms to find notes scattered throughout the house giving you more information on your back story. Sparing spoilers, essentially the story revolves around a shared trauma from your youth. Once you leave the house, you press on, turning on some generators along your path.
You’ll come across the second house after crossing a river, where I encountered some of the strangeness I assume is part of the experience. Glitching visuals, weird creatures that seemed to disappear when you shine your flashlight upon them, that sort of thing. It could have been a bug, or bugs, but doing a little digging online it seems I was not the only one to experience the same. There wasn’t really any action to be had. A little disheartening.
There’s not much challenge with The Arrival. You will, at some point, encounter the Slender Man in the game. I went straight toward him, and nothing really happened. Unfortunately, it’s a bad byproduct of these games. If it doesn’t scare you, even in the slightest, you’re just left with a stagnant experience while you are running from point to point to read lore.
It took me nearly 2 hours to finish the game, though I suspect those without toddler twins may get through it a bit faster. Suffice it to say, I wish I had those 2 hours back. I never really felt the tension that would cause fear or even nervousness. The shaky cam visual of the game certainly didn’t help. Essentially, you are playing through the eyes of the camera you are holding, complete with “recording” indicator and battery level (you can turn this off). As you walk the camera bobs back and forth a little bit, and as you run it does so a little faster. I understand what they were trying to accomplish here, but it was executed so poorly. I found myself constantly trying to correct this with the joycon thinking it was simply drift. It was super distracting.
Slender: The Arrival failed to give a complete game worthy of the price tag, even at its current price tag of $9.99 on the eShop. That’s not to say you won’t enjoy it, especially if you scare VERY easily or are just a fan of the Slender Man himself. It’s just that combine a wonky control system, very little instruction, and no real tension building moments, and you have a dud of game in my book.
1 out of 5
http://sknr.net/2019/06/28/slender-the-arrival-for-nintendo-switch/
What might be sabotaging your uniquely gifted contribution to the world around you? Discover the obstacles and barriers standing between you and your God-given purpose. In this revised book, youll learn how to identify ways to strengthen your calling thatll encourage you to confidently operate in the gifts and talents that God designed you to do. Through the lens of T.H. Meyers own journey, youll recognize the universal struggle in embracing your whole person as she encourages you to live a life without regrets. For the individual reader looking to examine more deeply their life purpose or a group seeking to collectively spur each other toward their God-given gifts, talents, and life. This book can be used as a 12-week, 6-week, or 4-week study guide, with exploratory questions at the end of each chapter the assist you in listening to Gods voice and revealing your unique purpose, path, or direction.
Endorsements A wonderful exploration, but not only for readers to look inwardly, but to also look around at others, at where our lives are at, and mostly upward toward Gods design and dreams for our lives. Love it! Cindy Coloma, best selling and award-winning author of over 15 books Youll come away from this wise and insightful book with a clearer understanding of how you are uniquely gifted to contribute to the world, and why its imperative that you honor your creative calling. Michelle DeRusha, author of Katharina and Martin Luther: The Radical Marriage of a Runway TH Meyer looks at the glass ceiling the world has placed between creatives and non-creatives and shatters it. This those who have felt they are not creative, too timid, or simply too late to the life they were called to live, Meyer says, Pish-posh. She delivers on her promise to help people embrace uniqueness, explore boldness, and encourage faith. Amy Young, author of Looming Transitions: Starting & Finishing Well in Cross-Cultural Service In her book, A Life Of Creative Purpose, Tammy Hendricksmeyer [TH Meyer] is a trusted mentor, offer ing us the tools we need to step completely into Gods design for us as individuals, and as members of His body. Her relatable stories coupled with scripture inspire and ignite a renewed passion for pursuing not only our own creative callings but even more, her words stoke the fire in our hearts for the Giver of these gifts. Kris Camealy, author of Come, Lord Jesus: The Weight Of Waiting A Life of Creative Purpose is a fantastic resource filled with thoughtful questions, stories, and Scripture each designed to awaken us to Gods unique purposes for our lives. It is well-written, thoughtful, and engaging, an invitation to embrace our own eternally significant creative purpose. Cindee S. Re, author of Discovering Hope: Beginning the Journey Toward Hope in Chronic Illness In her book, A Life of Creative Purpose, TH Meyer masterfully blends personal stories with wisdom from Scripture to reveal the importance of creative purpose (even if you think you are not creative.) The thought-provoking questions at the end of each chapter will help you discover (or uncover) and embrace the unique way God has made you and inspire you to step into a life of purpose, meaning, and fulfillment. JoDitt Williams, author/artist of Delight in the Word of God: A Devotional Coloring Book/Journal for Adults
My Thoughts: This is a great book to remind us about the gifts that God has for each of us. It reminds us not to be afraid to step out in faith to use the guts that God gives us to use.
This is a book of encouragement. It helps those who may not know what their purpose or gift is, to learn how to find it.
I enjoyed this book and encourage others to read it.
Endorsements A wonderful exploration, but not only for readers to look inwardly, but to also look around at others, at where our lives are at, and mostly upward toward Gods design and dreams for our lives. Love it! Cindy Coloma, best selling and award-winning author of over 15 books Youll come away from this wise and insightful book with a clearer understanding of how you are uniquely gifted to contribute to the world, and why its imperative that you honor your creative calling. Michelle DeRusha, author of Katharina and Martin Luther: The Radical Marriage of a Runway TH Meyer looks at the glass ceiling the world has placed between creatives and non-creatives and shatters it. This those who have felt they are not creative, too timid, or simply too late to the life they were called to live, Meyer says, Pish-posh. She delivers on her promise to help people embrace uniqueness, explore boldness, and encourage faith. Amy Young, author of Looming Transitions: Starting & Finishing Well in Cross-Cultural Service In her book, A Life Of Creative Purpose, Tammy Hendricksmeyer [TH Meyer] is a trusted mentor, offer ing us the tools we need to step completely into Gods design for us as individuals, and as members of His body. Her relatable stories coupled with scripture inspire and ignite a renewed passion for pursuing not only our own creative callings but even more, her words stoke the fire in our hearts for the Giver of these gifts. Kris Camealy, author of Come, Lord Jesus: The Weight Of Waiting A Life of Creative Purpose is a fantastic resource filled with thoughtful questions, stories, and Scripture each designed to awaken us to Gods unique purposes for our lives. It is well-written, thoughtful, and engaging, an invitation to embrace our own eternally significant creative purpose. Cindee S. Re, author of Discovering Hope: Beginning the Journey Toward Hope in Chronic Illness In her book, A Life of Creative Purpose, TH Meyer masterfully blends personal stories with wisdom from Scripture to reveal the importance of creative purpose (even if you think you are not creative.) The thought-provoking questions at the end of each chapter will help you discover (or uncover) and embrace the unique way God has made you and inspire you to step into a life of purpose, meaning, and fulfillment. JoDitt Williams, author/artist of Delight in the Word of God: A Devotional Coloring Book/Journal for Adults
My Thoughts: This is a great book to remind us about the gifts that God has for each of us. It reminds us not to be afraid to step out in faith to use the guts that God gives us to use.
This is a book of encouragement. It helps those who may not know what their purpose or gift is, to learn how to find it.
I enjoyed this book and encourage others to read it.

Phil Leader (619 KP) rated Asbury Park in Books
Nov 8, 2019
Virginia State Trooper Samuel 'Sailor' Doyle is recovering from his previous case, also trying to save his marriage and his job. Although he is a national hero he is suspended and under investigation for shooting a suspect while under the influence of prescription pain killers. To rehabilitate he takes his wife, young son and baby daughter to the beach near Asbury Park in New Jersey.
Doyle's problems are many: His wife has discovered that he had an affair, he is in withdrawal from his drug and alcohol abuse and he is still recovering from being shot. But far from getting away from it all his vacation just throws mysterious deaths at Doyle and strange things happen. He hears Pink Floyd's Wish You Were Here playing from what seems like every car that passes and every shop he goes into as well as an old callope fairground tune. He starts to persuade himself that events are connected and sets out to find out what is going on.
This book definitely follows its own path and refused to be pigeon- holed into one genre or another. In the main this is a police procedural with Doyle assisting the local police with a gang related shooting and his own investigations into events that occurred in the 1970s in Canada. But the weirdness of the Pink Floyd, scratches and greasepaint (to name just a few of the odd occurrences that Doyle encounters) takes it beyond this and into the realms of the paranormal with Doyle convinced he is being haunted by the ghost of a dead teenager - or that he is going insane.
All this means that it is going to divide opinion (and quick check of the scores given to the book confirm that). It is not a standard police procedural so will disappoint if that is what is expected. But neither is it a ghost or horror story in the classic sense and so will disappoint if that is what is expected as well. What it is is an exploration of despair, revenge and redemption set against the decaying backdrop of the faded glory of the towns between Asbury Park and Spring Lake. Take the story on its own merits and go where it leads is my advice. Live a little.
I really liked the writing. There is a very noir feel to the way Doyle narrates the events first person and a certain nihilism to a lot of his observations that can be quite amusing. The other characters are also good and his interations with them very well written. Hodges the local detective he both assists and irritates is great as is her right hand man, Ed Hess to name just two.
The pace is slow, giving the story time to unfold but never dull or boring. When events do occur they are almost jarring and some of the more supernatural experiences of Doyle did send shivers down my spine.
The revelations of the story behind everything does work (in the terms of the book) and closure is finally achieved at the end, I couldn't think of a loose end that wasn't tidied up. Yes there isn't a rational explanation for everything - at least not if filtered by Doyle's somewhat damaged perception - but there is an explanation.
I didn't hesitate to give this book 5 stars. It was one of those that I enjoyed reading hugely and didn't want to get to the end... but wanted to get to the end to find out what happened. Overall I rate this book very highly.
Rating: Lots of violence, language and dead bodies
Doyle's problems are many: His wife has discovered that he had an affair, he is in withdrawal from his drug and alcohol abuse and he is still recovering from being shot. But far from getting away from it all his vacation just throws mysterious deaths at Doyle and strange things happen. He hears Pink Floyd's Wish You Were Here playing from what seems like every car that passes and every shop he goes into as well as an old callope fairground tune. He starts to persuade himself that events are connected and sets out to find out what is going on.
This book definitely follows its own path and refused to be pigeon- holed into one genre or another. In the main this is a police procedural with Doyle assisting the local police with a gang related shooting and his own investigations into events that occurred in the 1970s in Canada. But the weirdness of the Pink Floyd, scratches and greasepaint (to name just a few of the odd occurrences that Doyle encounters) takes it beyond this and into the realms of the paranormal with Doyle convinced he is being haunted by the ghost of a dead teenager - or that he is going insane.
All this means that it is going to divide opinion (and quick check of the scores given to the book confirm that). It is not a standard police procedural so will disappoint if that is what is expected. But neither is it a ghost or horror story in the classic sense and so will disappoint if that is what is expected as well. What it is is an exploration of despair, revenge and redemption set against the decaying backdrop of the faded glory of the towns between Asbury Park and Spring Lake. Take the story on its own merits and go where it leads is my advice. Live a little.
I really liked the writing. There is a very noir feel to the way Doyle narrates the events first person and a certain nihilism to a lot of his observations that can be quite amusing. The other characters are also good and his interations with them very well written. Hodges the local detective he both assists and irritates is great as is her right hand man, Ed Hess to name just two.
The pace is slow, giving the story time to unfold but never dull or boring. When events do occur they are almost jarring and some of the more supernatural experiences of Doyle did send shivers down my spine.
The revelations of the story behind everything does work (in the terms of the book) and closure is finally achieved at the end, I couldn't think of a loose end that wasn't tidied up. Yes there isn't a rational explanation for everything - at least not if filtered by Doyle's somewhat damaged perception - but there is an explanation.
I didn't hesitate to give this book 5 stars. It was one of those that I enjoyed reading hugely and didn't want to get to the end... but wanted to get to the end to find out what happened. Overall I rate this book very highly.
Rating: Lots of violence, language and dead bodies