Search
Search results
Lottie disney bookworm (1056 KP) rated Stepsister in Books
Aug 16, 2019
Review by Disney Bookworm
I took a break from the Disney Twisted Tales collection to check out a new novel by the New York Times best-selling author Jennifer Donnelly and wow am I glad I did!
Judging purely by the title of the book: the cynical side of me expected this to be a retelling of the traditional fairy tale from the viewpoint of the “ugly stepsisters”. Perhaps with a remorseful twist and a concluding reconciliation. I could not have been more wrong.
This is possibly the first time I should have judged a book by its cover: the iconic glass slipper casting fragmented shards across the jacket should have certainly forewarned me that this will not be just another Cinderella story.
Unlike the twisted tales and the villain series, Step Sister is, as far as I know, not connected to the Disney enterprise at all. This makes it an edgier read by far but also allows the novel to lean as far away from the traditional fairy tale as it dares: smashing just a couple of stereotypes along the way.
Oh, and just a quick point: the novel opens on Isabelle and Octavia disfiguring their own feet, at the command of their mother, with the aim to fit into the glass slipper and marry the Prince. See what I mean- edgy right?
Stepsister is told from the viewpoint of Isabelle: a headstrong girl with an ambitious mother, an intelligent sister Octavia and a kind, sweet sister, Ella. Isabelle is a disappointment to her mother: a plain girl who prefers riding and fencing to corsets and suitors. A number of flashbacks to the girls’ childhood also suggests that Isabelle, Octavia and Ella were once very close, leading the reader to wonder how the relationship became the poisonous one we are so familiar with.
Unsurprisingly, their Maman’s plan to mutilate her way to the palace does not succeed and Ella takes her rightful place by the Prince’s side, claiming her ‘happily ever after’. But what is to become of the family she leaves behind? Maimed and outcast, Isabelle and Octavia struggle to carry on once their actions are brought to light and they are promptly labelled the “ugly stepsisters” by all around them.
Desolate and lost, Isabelle mistakenly believes that her life would improve if she were more attractive and makes a wish to the fairy queen Tanaquill, who promises to grant her desire when Isabelle finds the three missing parts of her heart.
Thus, begins Isabelle’s mission to reclaim her heart and turn her life around. The stepsister’s road of discovery is a bumpy one however, and is not made any easier by an old crone named Fate and a young man named Chance, both of whom seem to have an unhealthy obsession with her progress and a strange, almost friendly rivalry over the possession of Isabelle’s life map.
Jennifer Donnelly introduces us to a number of characters throughout Isabelle’s journey, all of whom are exquisite: Chance is an eccentric debonair with an entourage that may have just stepped out of The Greatest Showman; Octavia is every nerdy, sarcastic girl’s dream and even Fate is strangely likeable. It is truly impressive how Donnelly can make us feel like we know these people within the space of 470 pages.
I was also impressed with how different Jennifer Donnelly’s characters are from everything I have read before. Even Tanaquill is not the fairy godmother we all know and love. She isn’t even the slightly bonkers Helena Bonham-Carter version! There isn’t a bibbidi bobbidi boo in sight for this talon-fingered shapeshifter and she certainly does not grant wishes easily.
As a result, the reader does not quite trust the fairy queen: there is always an aspect of her that seems evil. Alas, this is another stroke of genius by Donnelly: the fairy queen doesn’t look like Tinkerbell or the Blue Fairy and so we don’t trust her- even when she is helping Isabelle and why is that? Because of her appearance? Well that makes us just as bad as those who persecute Isabelle!
Ella features very little in the novel. This is not wholly unexpected: it is not her story after all. She is frequently referred to and heavily present in Isabelle’s evolution but, out of all the characters, we know Ella the least. This is not to say that Donnelly presents Ella as a 2D character in order to prevent us from preferring her to our feistier protagonist: in fact, Ella slowly reveals a darker side to her own tale. Simply put, she does not have the depth and human rawness that Isabelle has. Isabelle appeals to the insecure teenager in us all: never believing that she is good enough, focusing on her flaws and judging herself based on the opinions of others.
When Isabelle finally finds the pieces of her heart and has to literally fight to achieve her happy ending, she automatically looks to one of the male characters to lead. After all, it has always been instilled into her that she is “just a girl”. However, Chance and his entourage have educated Isabelle as to the potential of her sex and it is through this inspiration that Isabelle and the reader realise that the answer has been there all along: the answer is Isabelle. All the childhood flashbacks of riding and fighting have been breadcrumbs for the reader: Isabelle is a warrior- her life is not mapped out by Fate or Chance anymore; she can decide her own path.
Step Sister holds up a gigantic mirror to the way we judge beauty and shows us what it really means to be a girl. Jennifer Donnelly proves that being strong, brave and, most importantly, true to yourself is what makes you beautiful. In fact, it is not until Isabelle accepts herself that she is described as beautiful and, by standing up for what she believes in, everyone achieves their own happy endings. As a mum of two young boys I really appreciated how Octavia’s love of science and math and Felix’s creativity and love of art directly contrasted with Maman’s old-fashioned desire to “marry off” her daughters. This story is no fairy tale: it is real, it is edgy and it is telling all generations that life is what you make it.
Judging purely by the title of the book: the cynical side of me expected this to be a retelling of the traditional fairy tale from the viewpoint of the “ugly stepsisters”. Perhaps with a remorseful twist and a concluding reconciliation. I could not have been more wrong.
This is possibly the first time I should have judged a book by its cover: the iconic glass slipper casting fragmented shards across the jacket should have certainly forewarned me that this will not be just another Cinderella story.
Unlike the twisted tales and the villain series, Step Sister is, as far as I know, not connected to the Disney enterprise at all. This makes it an edgier read by far but also allows the novel to lean as far away from the traditional fairy tale as it dares: smashing just a couple of stereotypes along the way.
Oh, and just a quick point: the novel opens on Isabelle and Octavia disfiguring their own feet, at the command of their mother, with the aim to fit into the glass slipper and marry the Prince. See what I mean- edgy right?
Stepsister is told from the viewpoint of Isabelle: a headstrong girl with an ambitious mother, an intelligent sister Octavia and a kind, sweet sister, Ella. Isabelle is a disappointment to her mother: a plain girl who prefers riding and fencing to corsets and suitors. A number of flashbacks to the girls’ childhood also suggests that Isabelle, Octavia and Ella were once very close, leading the reader to wonder how the relationship became the poisonous one we are so familiar with.
Unsurprisingly, their Maman’s plan to mutilate her way to the palace does not succeed and Ella takes her rightful place by the Prince’s side, claiming her ‘happily ever after’. But what is to become of the family she leaves behind? Maimed and outcast, Isabelle and Octavia struggle to carry on once their actions are brought to light and they are promptly labelled the “ugly stepsisters” by all around them.
Desolate and lost, Isabelle mistakenly believes that her life would improve if she were more attractive and makes a wish to the fairy queen Tanaquill, who promises to grant her desire when Isabelle finds the three missing parts of her heart.
Thus, begins Isabelle’s mission to reclaim her heart and turn her life around. The stepsister’s road of discovery is a bumpy one however, and is not made any easier by an old crone named Fate and a young man named Chance, both of whom seem to have an unhealthy obsession with her progress and a strange, almost friendly rivalry over the possession of Isabelle’s life map.
Jennifer Donnelly introduces us to a number of characters throughout Isabelle’s journey, all of whom are exquisite: Chance is an eccentric debonair with an entourage that may have just stepped out of The Greatest Showman; Octavia is every nerdy, sarcastic girl’s dream and even Fate is strangely likeable. It is truly impressive how Donnelly can make us feel like we know these people within the space of 470 pages.
I was also impressed with how different Jennifer Donnelly’s characters are from everything I have read before. Even Tanaquill is not the fairy godmother we all know and love. She isn’t even the slightly bonkers Helena Bonham-Carter version! There isn’t a bibbidi bobbidi boo in sight for this talon-fingered shapeshifter and she certainly does not grant wishes easily.
As a result, the reader does not quite trust the fairy queen: there is always an aspect of her that seems evil. Alas, this is another stroke of genius by Donnelly: the fairy queen doesn’t look like Tinkerbell or the Blue Fairy and so we don’t trust her- even when she is helping Isabelle and why is that? Because of her appearance? Well that makes us just as bad as those who persecute Isabelle!
Ella features very little in the novel. This is not wholly unexpected: it is not her story after all. She is frequently referred to and heavily present in Isabelle’s evolution but, out of all the characters, we know Ella the least. This is not to say that Donnelly presents Ella as a 2D character in order to prevent us from preferring her to our feistier protagonist: in fact, Ella slowly reveals a darker side to her own tale. Simply put, she does not have the depth and human rawness that Isabelle has. Isabelle appeals to the insecure teenager in us all: never believing that she is good enough, focusing on her flaws and judging herself based on the opinions of others.
When Isabelle finally finds the pieces of her heart and has to literally fight to achieve her happy ending, she automatically looks to one of the male characters to lead. After all, it has always been instilled into her that she is “just a girl”. However, Chance and his entourage have educated Isabelle as to the potential of her sex and it is through this inspiration that Isabelle and the reader realise that the answer has been there all along: the answer is Isabelle. All the childhood flashbacks of riding and fighting have been breadcrumbs for the reader: Isabelle is a warrior- her life is not mapped out by Fate or Chance anymore; she can decide her own path.
Step Sister holds up a gigantic mirror to the way we judge beauty and shows us what it really means to be a girl. Jennifer Donnelly proves that being strong, brave and, most importantly, true to yourself is what makes you beautiful. In fact, it is not until Isabelle accepts herself that she is described as beautiful and, by standing up for what she believes in, everyone achieves their own happy endings. As a mum of two young boys I really appreciated how Octavia’s love of science and math and Felix’s creativity and love of art directly contrasted with Maman’s old-fashioned desire to “marry off” her daughters. This story is no fairy tale: it is real, it is edgy and it is telling all generations that life is what you make it.
Purple Phoenix Games (2266 KP) rated Munchkin in Tabletop Games
Jan 6, 2020
A “Munchkin,” in gamer terms, is someone who is only out to better themselves with treasure and power at the expense of everyone else in their adventuring party. That rings so very true in the Munchkin line of games, as you are trying to be the first to gain 10th Level in a VERY loosely-based RPG setting. OG vanilla Munchkin (pictured above) was my first entry into hobby board gaming. Many many games later I ask myself: How has this system of games aged for me as my gaming tastes have changed? Let’s see.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
Matt Geiger (15 KP) rated Da 5 Bloods (2020) in Movies
Jun 27, 2020
Da 5 Bloods: Spike Lee Asks Us "What's Going On?"
Spike Lee could not have possibly known that current events and major progresses made in the Black Lives Matter movement would more than likely affect the way audiences perceive Da 5 Bloods, but it’s these developments that, for all of the film’s flaws, imbue it with a sense of urgency befitting of Lee’s filmmaking talents and the beliefs that his filmography has been expounding for decades. In the process of expressing such powerful statements, Lee, in turn, provides a long-overdue voice for the African American experience in the Vietnam War, a conflict that has been portrayed in popular film for about as long as it has been over, and yet strangely, has not been properly balanced in its representation of those who made up the largest percentage of those who served in it.
Continuing Lee’s trend of fusing the past and present together to show that things are definitely still yet to change, Da 5 Bloods finds four African American veterans returning to Vietnam to search for the remains of their commanding officer, “Stormin’” Norman (Chadwick Boseman), and the stash of gold that they found and collectively buried, gold that was initially offered to the indigenous Southern Vietnamese by the CIA as payment for their support of US troops, but taken by the “Bloods” as compensation for their needless sacrifices for a country that has never given them the treatment they deserve despite the fact that they played a pivotal role in helping to make it what it is today. The ultimate goal is nothing that hasn’t been depicted before, but the controversy of the Vietnam War and the experience of combat and violence spills over into today; some of the film’s most striking messages are effectively relayed through a handful of very committed performances from the well-casted ensemble, with Delroy Lindo serving as the beating emotional heart of the film. It’s a career-defining showcase for Lindo, who, as the PTSD-stricken Trump supporter Paul, carries the most weight on his shoulders. He wrestles with personal demons and survivor’s guilt for more than half of his life because of the choices he made during his time in the service, time he and the other Bloods couldn’t avoid because, unlike the privileged white men of America, they were not given the same opportunities to dodge the draft. The disenfranchisement and aimlessness that Lindo merely alludes to through his heart-wrenching performance provides the foundation for the complicated relationship Paul shares with his estranged son, David (Jonathan Majors in the film’s other award-worthy performance), who tags along for the ride in an effort to heal old wounds and bury a deeply-lodged hatchet.
The natural chemistry Lindo shares with the other Bloods (Clarke Peters, Norm Lewis, and Isiah Whitlock, Jr.) is palpable in both the past and present, which blend into one as the screen slides from one aspect ratio to another, shifting from flashbacks of one wartorn world to the present day, in which we find ourselves fighting a different, yet altogether similar kind of war. That these changes in aspect ratios never appear as visually perceived cuts is simply another one of the ways in which Spike Lee seamlessly reminds us that then and now are cut from the same cloth, complete with the same heart-wrenching tragedies that give way to the camaraderie that is necessary to ensure that the proper names get written back into history where they belong. How the four vets are visually represented in their recollections of their commander, which are stripped of the psychedelic imagery associated with previous Vietnam War films in order to cut deeper into understanding what the Bloods’ place in Vietnam is supposed to mean (if it means anything at all), further adds to Lee’s ability to find the haunting parallels between the two time periods that comprise the film.
Spike Lee gets at so many unique and timely concepts that seem perfectly applicable to what’s going on in the world, but where he stumbles is how he goes about explicating these ideas. As a storyteller, Lee is at his best when his narratives gradually develop at a reasonably decisive pace until the tension is fully amplified by the story’s climactic boiling point, at which point there’s no turning back. Such was the nature of Do the Right Thing and, more recently, BlacKkKlansman. The same cannot entirely be said for Da 5 Bloods, which struggles to find a consistent pace and tone during its first act, in which it tries to introduce all of the central ideas at once, along with some unnecessary side stories that carry little to no weight in comparison to the central task and are ultimately resolved in schmaltzy, unsatisfying ways. Moreover, while investment in the film can be maintained throughout, too often is this investment reinforced by the unnecessary moments that serve as detriments to the sequences of dramatic consequence and just might take you out of the story, causing you to restart your investment. Every act has at least one of these moments, with the final result unfortunately falling short of the expectations of some of the genres that are molded into the Bloods’ journey through the Vietnamese jungle. The overtly patriotic and quite distracting score from Terence Blanchard (regardless of whether or not its inclusion was intended as irony) does not help the matter, with many of the best scenes occurring either in silence or alongside the soulful tracks of Marvin Gaye’s What’s Going On album.
Even when Spike Lee stumbles in the execution of his argument, what ultimately matters is the argument itself; while the film begins and ends rather heavy-handedly, telling the viewer things they are bound to already know and incorporating footage that doesn’t need to be there for the point to get across, the sacrifices that Lee chooses to detail and their ramifications for the state of our country to today give the film a degree of value at a time like this, and he is the only director who could bring these issues to the forefront in such an entertaining way. It may not be as good or accessible as his best work, but the calls to action that he has long been affiliated with echo through jungles and cities in equal measure.
What did you guys think of Da 5 Bloods? Agree? Disagree?
Continuing Lee’s trend of fusing the past and present together to show that things are definitely still yet to change, Da 5 Bloods finds four African American veterans returning to Vietnam to search for the remains of their commanding officer, “Stormin’” Norman (Chadwick Boseman), and the stash of gold that they found and collectively buried, gold that was initially offered to the indigenous Southern Vietnamese by the CIA as payment for their support of US troops, but taken by the “Bloods” as compensation for their needless sacrifices for a country that has never given them the treatment they deserve despite the fact that they played a pivotal role in helping to make it what it is today. The ultimate goal is nothing that hasn’t been depicted before, but the controversy of the Vietnam War and the experience of combat and violence spills over into today; some of the film’s most striking messages are effectively relayed through a handful of very committed performances from the well-casted ensemble, with Delroy Lindo serving as the beating emotional heart of the film. It’s a career-defining showcase for Lindo, who, as the PTSD-stricken Trump supporter Paul, carries the most weight on his shoulders. He wrestles with personal demons and survivor’s guilt for more than half of his life because of the choices he made during his time in the service, time he and the other Bloods couldn’t avoid because, unlike the privileged white men of America, they were not given the same opportunities to dodge the draft. The disenfranchisement and aimlessness that Lindo merely alludes to through his heart-wrenching performance provides the foundation for the complicated relationship Paul shares with his estranged son, David (Jonathan Majors in the film’s other award-worthy performance), who tags along for the ride in an effort to heal old wounds and bury a deeply-lodged hatchet.
The natural chemistry Lindo shares with the other Bloods (Clarke Peters, Norm Lewis, and Isiah Whitlock, Jr.) is palpable in both the past and present, which blend into one as the screen slides from one aspect ratio to another, shifting from flashbacks of one wartorn world to the present day, in which we find ourselves fighting a different, yet altogether similar kind of war. That these changes in aspect ratios never appear as visually perceived cuts is simply another one of the ways in which Spike Lee seamlessly reminds us that then and now are cut from the same cloth, complete with the same heart-wrenching tragedies that give way to the camaraderie that is necessary to ensure that the proper names get written back into history where they belong. How the four vets are visually represented in their recollections of their commander, which are stripped of the psychedelic imagery associated with previous Vietnam War films in order to cut deeper into understanding what the Bloods’ place in Vietnam is supposed to mean (if it means anything at all), further adds to Lee’s ability to find the haunting parallels between the two time periods that comprise the film.
Spike Lee gets at so many unique and timely concepts that seem perfectly applicable to what’s going on in the world, but where he stumbles is how he goes about explicating these ideas. As a storyteller, Lee is at his best when his narratives gradually develop at a reasonably decisive pace until the tension is fully amplified by the story’s climactic boiling point, at which point there’s no turning back. Such was the nature of Do the Right Thing and, more recently, BlacKkKlansman. The same cannot entirely be said for Da 5 Bloods, which struggles to find a consistent pace and tone during its first act, in which it tries to introduce all of the central ideas at once, along with some unnecessary side stories that carry little to no weight in comparison to the central task and are ultimately resolved in schmaltzy, unsatisfying ways. Moreover, while investment in the film can be maintained throughout, too often is this investment reinforced by the unnecessary moments that serve as detriments to the sequences of dramatic consequence and just might take you out of the story, causing you to restart your investment. Every act has at least one of these moments, with the final result unfortunately falling short of the expectations of some of the genres that are molded into the Bloods’ journey through the Vietnamese jungle. The overtly patriotic and quite distracting score from Terence Blanchard (regardless of whether or not its inclusion was intended as irony) does not help the matter, with many of the best scenes occurring either in silence or alongside the soulful tracks of Marvin Gaye’s What’s Going On album.
Even when Spike Lee stumbles in the execution of his argument, what ultimately matters is the argument itself; while the film begins and ends rather heavy-handedly, telling the viewer things they are bound to already know and incorporating footage that doesn’t need to be there for the point to get across, the sacrifices that Lee chooses to detail and their ramifications for the state of our country to today give the film a degree of value at a time like this, and he is the only director who could bring these issues to the forefront in such an entertaining way. It may not be as good or accessible as his best work, but the calls to action that he has long been affiliated with echo through jungles and cities in equal measure.
What did you guys think of Da 5 Bloods? Agree? Disagree?
Paul Kellett (118 KP) rated The City of Kings in Tabletop Games
May 1, 2019
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Hadley (567 KP) rated Ghost Story in Books
May 14, 2019
Great story line (1 more)
Great characters
Don Wanderley is a writer who happens to meet a supernatural being, and this meeting causes his life to be turned upside down in the novel 'Ghost Story.' Wanderley's brother and uncle both die of strange circumstances, leading him to seek how their deaths came to be. What Wanderley finds is that they were both infatuated with two women: Alma Mobley and Ann- Veronica Moore; Mobley just so happens to be Don's ex-fiance'.
Even if it seems so, Wanderley is not the main character of this book, instead, we meet four older gentlemen who have been friends the majority of their lives: John, Lewis, Ricky and Sears. The four have created what they like to call 'the Chowder Society,' where they meet up in suit and tie at one of their houses to tell ghost stories. Sears tells one ghost story that will haunt them the rest of the book about his time as a teacher in a rural town known as Elmira: "Well, one of the most dreadful things in my life happened to me there, or it didn't happen and I imagined it all, but anyhow it scared the pants off me and eventually made it impossible for me to stay on. This is the worst story I know, and I've kept it locked up in my mind for fifty years."
After that story, strange things begin to happen in Milburn; a farmer named Elmer Scales, reports that his sheep have been slaughtered by having their throats slit and completely drained of blood, but there are no footprints nor blood stains where the sheep were killed: " 'Their throats were cut,' Elmer said to his wife. 'What did I tell you? Some crazyman's been out here. And -' his voice rose ' - a crazyman who can fly, because he didn't leave no prints.' "
When the reader finds out that the four life long friends have a dark secret that has seem to come back to haunt them, we witness them being killed off by a supernatural force, one by one. This story brings not only a great cast of characters and amazing story telling, but also twist and turns that are not seen from a mile away, like most paranormal thrillers have today.
The supernatural force readers are introduced to is a shape shifter, who takes on forms from a werewolf to a vampire " When he took off the dark glasses his eyes shone a uniform golden yellow. " But the book is not lacking on ghosts, either : "Then she saw a figure moving around out there and Nettie, who understood more than even her sister credited, fearfully watched it approach the house and barn. She uttered a few choked sounds, but knew that Rea would never hear them. The figure came nearer, hauntingly familiar. Nettie was afraid it was the boy from town Rea talked about - that wild boy in a rage that Rea had named him to police. She trembled, watching the figure come nearer across the field, imagining what life would be like if the boy did anything to Rea; and then squawked in terror and nearly tipped over the wheelchair. The man walking toward the barn was her brother Stringer, wearing the brown shirt he'd had on the day he died: it was covered with blood, just as it had been when they'd put him on the table and wrapped him in blankets, but his arms were whole."
The entire story takes place in the town of Milburn, with a few scenes outside of it, but because of this, there are so many secondary characters introduced that the reader may find themselves back tracking through the book just to remember who all of them are. On top of that, a lot of the characters are so much alike, that description can't even help tell who is who. Even our four main characters have similar descriptions, other than girth, that it takes a couple of chapters for readers to put a face to a name. Only some secondary characters become important enough to remember near the end of the book, this including a teenager named Peter.
'Ghost Story' is among the few paranormal books that can stand on it's own. There are scenes of hallucination that out-do those of the top paranormal writers of today. One of the most memorable scenes is with the character Lewis: "Lewis moved back and forth on the floorboards, willing his friends to return with the farmer's car. He did not want to look at the covered shape on the bed; he went to the window. Through the greasepaper he could see only vague orange light.. He glanced back at the sheet. 'Linda, ' he said miserably. " - the scene quickly changes - "He stood in a metal room, with gray metal walls. One light bulb hung from the ceiling. His wife lay under a sheet on a metal table. Lewis leaned over her body and sobbed. 'I won't bury you in the pond,' he said. 'I'll take you into the rose garden.' He touched his wife's lifeless fingers under the sheet and felt them twitch. He recoiled. "
When the ghost story is finally revealed from the main characters' past, pieces of the puzzle begin to fit together. To not give away too much, here is a portion of that story: " 'She said she was lonely,' Ricky said. 'Said she was sick of this damned town and all the hypocrites in it. She wanted to drink and she wanted to dance, and she didn't care who was shocked. Said this dead little town and all its dead little people could go to hell as far as she was concerned. And if we were men and not little boys, we'd damn the town too.' "
While our main characters are being killed off one by one, the town of Milburn is going through an odd blizzard that seems to put everyone on edge: " People settled down in front of the television and ate pizzas from the freezer and prayed that the power lines would stay up; they avoided one another. If you looked outside and saw your next-door neighbor fighting up his lawn to get to his front door, he looked unearthly, transformed by stress into a wild ragged frontier version of himself: you knew he'd damage anyone who threatened to touch his dwindling store of food. He'd been touched by that savage music you had tried to escape, and if he looked through your Thermopane picture window and saw you his eyes were barely human."
Although 'Ghost Story' was published in 1979, it still has a big impact on the way the paranormal genre is written today. Straub not only makes a convincing story line, but he also makes characters that the reader can actually care about. Even when we find out what has been going on in the small town of Milburn, the reader can still feel a very real threat from the supernatural force within it. 'Ghost Story' is by far the best paranormal thriller I have ever read. I highly recommend this book to anyone who believes that the past can come back to haunt you.
For more reviews by me, please check out my blog at goreandtea.com
Even if it seems so, Wanderley is not the main character of this book, instead, we meet four older gentlemen who have been friends the majority of their lives: John, Lewis, Ricky and Sears. The four have created what they like to call 'the Chowder Society,' where they meet up in suit and tie at one of their houses to tell ghost stories. Sears tells one ghost story that will haunt them the rest of the book about his time as a teacher in a rural town known as Elmira: "Well, one of the most dreadful things in my life happened to me there, or it didn't happen and I imagined it all, but anyhow it scared the pants off me and eventually made it impossible for me to stay on. This is the worst story I know, and I've kept it locked up in my mind for fifty years."
After that story, strange things begin to happen in Milburn; a farmer named Elmer Scales, reports that his sheep have been slaughtered by having their throats slit and completely drained of blood, but there are no footprints nor blood stains where the sheep were killed: " 'Their throats were cut,' Elmer said to his wife. 'What did I tell you? Some crazyman's been out here. And -' his voice rose ' - a crazyman who can fly, because he didn't leave no prints.' "
When the reader finds out that the four life long friends have a dark secret that has seem to come back to haunt them, we witness them being killed off by a supernatural force, one by one. This story brings not only a great cast of characters and amazing story telling, but also twist and turns that are not seen from a mile away, like most paranormal thrillers have today.
The supernatural force readers are introduced to is a shape shifter, who takes on forms from a werewolf to a vampire " When he took off the dark glasses his eyes shone a uniform golden yellow. " But the book is not lacking on ghosts, either : "Then she saw a figure moving around out there and Nettie, who understood more than even her sister credited, fearfully watched it approach the house and barn. She uttered a few choked sounds, but knew that Rea would never hear them. The figure came nearer, hauntingly familiar. Nettie was afraid it was the boy from town Rea talked about - that wild boy in a rage that Rea had named him to police. She trembled, watching the figure come nearer across the field, imagining what life would be like if the boy did anything to Rea; and then squawked in terror and nearly tipped over the wheelchair. The man walking toward the barn was her brother Stringer, wearing the brown shirt he'd had on the day he died: it was covered with blood, just as it had been when they'd put him on the table and wrapped him in blankets, but his arms were whole."
The entire story takes place in the town of Milburn, with a few scenes outside of it, but because of this, there are so many secondary characters introduced that the reader may find themselves back tracking through the book just to remember who all of them are. On top of that, a lot of the characters are so much alike, that description can't even help tell who is who. Even our four main characters have similar descriptions, other than girth, that it takes a couple of chapters for readers to put a face to a name. Only some secondary characters become important enough to remember near the end of the book, this including a teenager named Peter.
'Ghost Story' is among the few paranormal books that can stand on it's own. There are scenes of hallucination that out-do those of the top paranormal writers of today. One of the most memorable scenes is with the character Lewis: "Lewis moved back and forth on the floorboards, willing his friends to return with the farmer's car. He did not want to look at the covered shape on the bed; he went to the window. Through the greasepaper he could see only vague orange light.. He glanced back at the sheet. 'Linda, ' he said miserably. " - the scene quickly changes - "He stood in a metal room, with gray metal walls. One light bulb hung from the ceiling. His wife lay under a sheet on a metal table. Lewis leaned over her body and sobbed. 'I won't bury you in the pond,' he said. 'I'll take you into the rose garden.' He touched his wife's lifeless fingers under the sheet and felt them twitch. He recoiled. "
When the ghost story is finally revealed from the main characters' past, pieces of the puzzle begin to fit together. To not give away too much, here is a portion of that story: " 'She said she was lonely,' Ricky said. 'Said she was sick of this damned town and all the hypocrites in it. She wanted to drink and she wanted to dance, and she didn't care who was shocked. Said this dead little town and all its dead little people could go to hell as far as she was concerned. And if we were men and not little boys, we'd damn the town too.' "
While our main characters are being killed off one by one, the town of Milburn is going through an odd blizzard that seems to put everyone on edge: " People settled down in front of the television and ate pizzas from the freezer and prayed that the power lines would stay up; they avoided one another. If you looked outside and saw your next-door neighbor fighting up his lawn to get to his front door, he looked unearthly, transformed by stress into a wild ragged frontier version of himself: you knew he'd damage anyone who threatened to touch his dwindling store of food. He'd been touched by that savage music you had tried to escape, and if he looked through your Thermopane picture window and saw you his eyes were barely human."
Although 'Ghost Story' was published in 1979, it still has a big impact on the way the paranormal genre is written today. Straub not only makes a convincing story line, but he also makes characters that the reader can actually care about. Even when we find out what has been going on in the small town of Milburn, the reader can still feel a very real threat from the supernatural force within it. 'Ghost Story' is by far the best paranormal thriller I have ever read. I highly recommend this book to anyone who believes that the past can come back to haunt you.
For more reviews by me, please check out my blog at goreandtea.com
Purple Phoenix Games (2266 KP) rated Viceroy in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?
DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!
The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.
Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).
Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.
Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!
https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?
DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!
The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.
Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).
Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.
Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!
https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty: Ghosts in Video Games
Jun 19, 2019
Call of Duty: Ghosts is the latest installment in the commonly popular series and the first design with the next generation of consoles in mind. The 10th main game in the series is brought to life by series creator Infinity Ward with assistance from Raven and Neversoft, was written by Academy award-winning writer-director Stephen Gaghan who lists “Traffic” and “Syrianna” among his many credits.
Starting a whole new story arc, the game is set in the near future when a group of militants from the Latin American-based power conglomerate called the Federation, launch a surprise attack on a space station and unleash a devastating attack upon cities of the American Southwest that utterly destroys many of them in the process. The game jumps forward in time and follows the exploits of two brothers named Logan and David who nearly escaped the destruction of San Diego and 10 years later find the remaining American forces fighting a war against the ever-expanding Federation forces. When a rescue mission goes awry, Logan and David find themselves recruited by their father Elias into an elite Ghost Squad unit who soon discover that members of their unit are being hunted down by a former member named Rorke who was assumed killed on a mission many years earlier. The fact that Rorke may also be behind the attack on the United States as well as a big cog in the Federation’s plans springs the team into action with the fate of the United States hanging in the balance.
Players will play as various characters and assume control of everything from remote operated weaponry, Apache helicopters, tanks, and even a German shepherd named Riley who is a very welcome addition to the series. The heavily modified engine produces some amazing graphics in the game especially during some of the more scenic locales ranging from underwater missions to snow-covered landscapes as well as desolate cities such as Vegas and San Diego. Playing on the PC, did require a bit of patience at launch as the graphics did not seem up to par with what we’ve come to expect from the series much less a next-generation tweaking of the engine. Thankfully the game was soon patched and the graphics stepped up considerably although in multiplayer there were some frustrating moments where the mouse was not recognized and I had to do a series of workarounds until a patch resolved the issue. I still have occasional issues with the system wanting to reset the graphics down to the base level even though my card is more than capable of running the high-level graphics setting. This is a very minor annoyance though as I am able to customize the controls and settings anyway that I like and the gameplay is absolutely phenomenal as the developers clearly put an emphasis on a higher frame rate and smoother gameplay experience.
Fans of the series will know what to expect as there are a lot of familiar touches such is the wave-based attacks, stealth missions, and at the gun battles that are signature of the series. Early in the game, many moments seem to have been almost carbon copies of earlier games but thankfully the game finds stride roughly at the midway point and presses the accelerator all the way to the boards for one nonstop thrill ride which includes an epic finale and some shocking moments along the way not the least of which are the bonus scenes during the credits.
While I was able to complete the solo campaign in just under five hours I did find myself really caught up in the story and the characters which is something that I had not experienced in Black Ops 2 as a largely completed the solo play portion of that game out of obligation rather than compulsion. Absolutely love the space fight sequences as the Zero G combat was great and I would absolutely love to see an entire game set in this environment. I also loved taking control of the tank and running over opponents while unleashing furious amounts of firepower upon all those that crossed my path.
Now multi-play is the bread-and-butter of series and Ghosts definitely has a lot to offer in this category. From the co-op missions to the alien infested “Extinction” mode for up to four players battle against hordes of aliens for survival the game truly has something for everyone. Fans will be happy to know that in addition to the standard Death Match, Team Death Match, Kill Confirmed, and Domination modes there are five other modes which include Infected, Blitz, Search and Rescue, Search and Destroy, and Cranked as well as the standard and Hardcore modes of play.
Customization has long been a big part of the series and this timeout players can play is either a male or female character and have the option to customize the look of their player and online matches down to the type of headgear and uniform that they wear. As with previous games in the series, players are awarded points for kills, assists, and other challenges and actions during gameplay which allow them to rank up and obtain new weaponry, perks, and kill streak rewards. While I did find the customization menus took a little bit to get used to after being so familiar with the ones in the previous games, I soon was up and running and found plenty of options to my liking and I continue to experiment with various configurations to date.
The online maps are fantastic and full of detail however some of them appear to not have the same graphical wow as others because most of them absolutely blow you away and are filled with all sorts of nice touches such as dust and particle effects which have caused players with itchy trigger fingers to jump at shadows and shooter the paper flowing in the wind. The biggest complaint many people have with the maps is that they are extremely large in size and would be better suited for larger teams rather than the current number that is limited for online play. I specifically enjoy one in the snow as well as one set in a devastated city complete with leaning and partially destroyed buildings which allow endless opportunity to get the drop on your opponent especially from many floors up.
While I had some initial frustrations with the game, they quickly vanished and the more time I spent with it the more I was drawn into the characters and storyline as well as the multi-play versatility of the game. Well if used frustrations remain I have no doubt they will be patched eventually, and while I would’ve liked a slightly longer story mode what was presented was absolutely epic and delivered one of the best call of duty experiences to date.
I highly recommend the game and encourage people to focus on the many things that the game and gets right instead of lamenting about things that you wish they were included or what you feel was done wrong because it is a phenomenal ride that is not to be missed.
http://sknr.net/2013/11/17/call-of-duty-ghosts/
Starting a whole new story arc, the game is set in the near future when a group of militants from the Latin American-based power conglomerate called the Federation, launch a surprise attack on a space station and unleash a devastating attack upon cities of the American Southwest that utterly destroys many of them in the process. The game jumps forward in time and follows the exploits of two brothers named Logan and David who nearly escaped the destruction of San Diego and 10 years later find the remaining American forces fighting a war against the ever-expanding Federation forces. When a rescue mission goes awry, Logan and David find themselves recruited by their father Elias into an elite Ghost Squad unit who soon discover that members of their unit are being hunted down by a former member named Rorke who was assumed killed on a mission many years earlier. The fact that Rorke may also be behind the attack on the United States as well as a big cog in the Federation’s plans springs the team into action with the fate of the United States hanging in the balance.
Players will play as various characters and assume control of everything from remote operated weaponry, Apache helicopters, tanks, and even a German shepherd named Riley who is a very welcome addition to the series. The heavily modified engine produces some amazing graphics in the game especially during some of the more scenic locales ranging from underwater missions to snow-covered landscapes as well as desolate cities such as Vegas and San Diego. Playing on the PC, did require a bit of patience at launch as the graphics did not seem up to par with what we’ve come to expect from the series much less a next-generation tweaking of the engine. Thankfully the game was soon patched and the graphics stepped up considerably although in multiplayer there were some frustrating moments where the mouse was not recognized and I had to do a series of workarounds until a patch resolved the issue. I still have occasional issues with the system wanting to reset the graphics down to the base level even though my card is more than capable of running the high-level graphics setting. This is a very minor annoyance though as I am able to customize the controls and settings anyway that I like and the gameplay is absolutely phenomenal as the developers clearly put an emphasis on a higher frame rate and smoother gameplay experience.
Fans of the series will know what to expect as there are a lot of familiar touches such is the wave-based attacks, stealth missions, and at the gun battles that are signature of the series. Early in the game, many moments seem to have been almost carbon copies of earlier games but thankfully the game finds stride roughly at the midway point and presses the accelerator all the way to the boards for one nonstop thrill ride which includes an epic finale and some shocking moments along the way not the least of which are the bonus scenes during the credits.
While I was able to complete the solo campaign in just under five hours I did find myself really caught up in the story and the characters which is something that I had not experienced in Black Ops 2 as a largely completed the solo play portion of that game out of obligation rather than compulsion. Absolutely love the space fight sequences as the Zero G combat was great and I would absolutely love to see an entire game set in this environment. I also loved taking control of the tank and running over opponents while unleashing furious amounts of firepower upon all those that crossed my path.
Now multi-play is the bread-and-butter of series and Ghosts definitely has a lot to offer in this category. From the co-op missions to the alien infested “Extinction” mode for up to four players battle against hordes of aliens for survival the game truly has something for everyone. Fans will be happy to know that in addition to the standard Death Match, Team Death Match, Kill Confirmed, and Domination modes there are five other modes which include Infected, Blitz, Search and Rescue, Search and Destroy, and Cranked as well as the standard and Hardcore modes of play.
Customization has long been a big part of the series and this timeout players can play is either a male or female character and have the option to customize the look of their player and online matches down to the type of headgear and uniform that they wear. As with previous games in the series, players are awarded points for kills, assists, and other challenges and actions during gameplay which allow them to rank up and obtain new weaponry, perks, and kill streak rewards. While I did find the customization menus took a little bit to get used to after being so familiar with the ones in the previous games, I soon was up and running and found plenty of options to my liking and I continue to experiment with various configurations to date.
The online maps are fantastic and full of detail however some of them appear to not have the same graphical wow as others because most of them absolutely blow you away and are filled with all sorts of nice touches such as dust and particle effects which have caused players with itchy trigger fingers to jump at shadows and shooter the paper flowing in the wind. The biggest complaint many people have with the maps is that they are extremely large in size and would be better suited for larger teams rather than the current number that is limited for online play. I specifically enjoy one in the snow as well as one set in a devastated city complete with leaning and partially destroyed buildings which allow endless opportunity to get the drop on your opponent especially from many floors up.
While I had some initial frustrations with the game, they quickly vanished and the more time I spent with it the more I was drawn into the characters and storyline as well as the multi-play versatility of the game. Well if used frustrations remain I have no doubt they will be patched eventually, and while I would’ve liked a slightly longer story mode what was presented was absolutely epic and delivered one of the best call of duty experiences to date.
I highly recommend the game and encourage people to focus on the many things that the game and gets right instead of lamenting about things that you wish they were included or what you feel was done wrong because it is a phenomenal ride that is not to be missed.
http://sknr.net/2013/11/17/call-of-duty-ghosts/
Gareth von Kallenbach (980 KP) rated King Kong (2005) in Movies
Aug 14, 2019
Following up the box office and Oscar success of the Lord of the Rings Trilogy is an undertaking that is sure to have its dangers. Expectations of the fans notwithstanding, the ability to recapture the magic of the trilogy could be akin to capturing lightning in a bottle. When it was announced that Peter Jackson would follow his Oscar success by doing yet another adaptation of King Kong, there were plenty of questions amidst the excitement.
When an earlier remake was a critical and commercial bomb, “Would Jackson be able to do justice to one of the all time classics?” was one of the biggest questions. When it was announced that comedian Jack Black would be in the film, people began to wonder what Jackson had brewing. Black, as well as Academy Award winner Adrian Brody were seen as offbeat choices. As the release date for the film neared, so did speculation over the look of the film, the running time, and its decision to follow the screenplay of the original rather than adapt to a modern setting.
The film follows a filmmaker named Carl Denham (Jack Black), who in an act of desperation flees New York for a mysterious and uncharted island in an attempt to finish his latest movie before the studio can shut him down. Amidst the backdrop of the Great Depression, it is clear that Denham knows that failure now could be the end of his livelihood and his long term future. As he embarks on his fly by night production, Denham encounters Ann Darrow (Naomi Watts), a recently unemployed Vaudeville performer who is enticed into the film in the hopes of meeting its writer Jack Driscoll (Adrian Brody). It seems that Ann has long coveted a part in Driscoll’s plays and hopes that by meeting him, she will obtain her long sought after audition.
With the cops and studio hot on their heels, the cast and crew board a tramp steamer named “The Venture” as they set off for the mysterious island that is known only to Denham via a mysterious map he obtained through methods unknown.
As the voyage unwinds, not only does Denham get the chance to film segments of the film, but Ann and a stranded Jack find themselves becoming an item. Jack is inspired by Ann, and he works like a man inspired turning out page after page of material for various projects which he hopes Ann will star.
Eventually the ship finds its way to the mysterious Skull Island surrounded in fog, and the crew venture ashore to take in the bizarre and exotic land that has previously been unexplored. Upon finding a fortified wall and settlement the crew has a run in with some dangerous natives which in turn leads to Ann being kidnapped and offered up sacrificial style to a gigantic creature the Islanders refer to as Kong. Undaunted, Jack and the crew set off to rescue Ann while Denham shoots footage along the way, as the island offers visuals the likes of which have never been seen by mankind.
Along the way, the crew encounters deadly creatures and obstacles at every turn, as does Ann who plays a dangerous game of cat and mouse with Kong as she comes to grips with her situation. Kong is taken with the lovely Ann and protects her against numerous dangers including a pack of Tyrannosauruses in one of the film’s best action sequences.
Of course few will be surprised at the final act of the film so I will leave it to say that the fish out of water nature of the previous versions remains intact as Kong finds himself dealing with an urban jungle which leads to a spectacular finale atop the Empire State Building.
In many ways Jackson’s film is three separate films. The first hour of the film is an interesting and, at times witty, character piece where the lead characters assemble. The look of the city is amazing, making it very clear that enormous amounts of effort went into crafting the look of Depression Era New York, and to remind the audience that Prohibition was also in effect. The interplay between the characters is decent.Black does standout work as the slick Denham, as does Watts as the wholesome and lovable Ann.
The second hour of the film is the special effects showcase where the mysteries of Skull Island and Kong are shown complete with all manner of CGI creatures and action sequences. While most of them are well staged, I could not help but note that on more than one occasion the CGI backdrops did not match up well with their live action counterparts. There is one scene of a stampede where it looked like the actors had been drawn in and that they were running in place as they clearly did not mesh with the spectacle behind them.
Throughout the film this occurrence happened more and more which really had me wondering if the effects house was overtaxed. A film with a budget reportedly over 100 million should not have these technical issues. Thankfully Kong himself is a wonder, with everything from his expressive eyes and facial features, captured in a remarkable way. It is just a shame that the other effects did not get the same treatment as the films namesake, as he truly is a site to behold. Andy Serkis who did the character mannerisms for the animators program did a phenomenal job. The movements of Kong progress with a strength and agility that bellies a simian rather than a skilled performer.
I do not want it to sound as if I did not enjoy the film, as much of the film worked very well, technical issues aside. What my biggest issue with the film was that at over 3 Hours, it was far too long for the material to support. We get numerous scenes of Ann and Kong flirting, bonding, fighting, running, and more. What is cute the first couple of times becomes dull the more it is repeated. It is obvious that they have a bond; we do not need to see it over and over ad nauseum to get the message. Also, the character development and interplay between the characters that was so effective in the first part of the film all but vanishes amidst the effects.
The finale of the film is a rousing success as the daring visuals and camera angles are very inventive and thrilling. This segment with its fury of motion and sound will have viewers on the edge of their seat as it certainly delivers the goods. The biggest issue again is having to sit through three hours to get to it. Anyone who has seen either version of Kong knows exactly where the film is heading, and after two hours of screen time I found myself wishing they would just hurry up and get to it.
Jackson has crafted a very entertaining and lavish film that packs its share of thrills. What the film needed is someone to reign in Jackson and his boundless enthusiasm for the project to remind him that sometimes less is more. Jackson has said that he had over 4 hours worth of material filmed but trimmed it down to its current running time. When the film is almost twice the running time of the original, I found myself thinking that minus 45 minutes the same story could have been told.
Despite the flaws and the hype, King Kong is a solid film that for me was more satisfying in many ways than any of the “Rings” films. While not quite a masterpiece, this Kong is worthy of the name and pedigree of the timeless original that inspired it.
When an earlier remake was a critical and commercial bomb, “Would Jackson be able to do justice to one of the all time classics?” was one of the biggest questions. When it was announced that comedian Jack Black would be in the film, people began to wonder what Jackson had brewing. Black, as well as Academy Award winner Adrian Brody were seen as offbeat choices. As the release date for the film neared, so did speculation over the look of the film, the running time, and its decision to follow the screenplay of the original rather than adapt to a modern setting.
The film follows a filmmaker named Carl Denham (Jack Black), who in an act of desperation flees New York for a mysterious and uncharted island in an attempt to finish his latest movie before the studio can shut him down. Amidst the backdrop of the Great Depression, it is clear that Denham knows that failure now could be the end of his livelihood and his long term future. As he embarks on his fly by night production, Denham encounters Ann Darrow (Naomi Watts), a recently unemployed Vaudeville performer who is enticed into the film in the hopes of meeting its writer Jack Driscoll (Adrian Brody). It seems that Ann has long coveted a part in Driscoll’s plays and hopes that by meeting him, she will obtain her long sought after audition.
With the cops and studio hot on their heels, the cast and crew board a tramp steamer named “The Venture” as they set off for the mysterious island that is known only to Denham via a mysterious map he obtained through methods unknown.
As the voyage unwinds, not only does Denham get the chance to film segments of the film, but Ann and a stranded Jack find themselves becoming an item. Jack is inspired by Ann, and he works like a man inspired turning out page after page of material for various projects which he hopes Ann will star.
Eventually the ship finds its way to the mysterious Skull Island surrounded in fog, and the crew venture ashore to take in the bizarre and exotic land that has previously been unexplored. Upon finding a fortified wall and settlement the crew has a run in with some dangerous natives which in turn leads to Ann being kidnapped and offered up sacrificial style to a gigantic creature the Islanders refer to as Kong. Undaunted, Jack and the crew set off to rescue Ann while Denham shoots footage along the way, as the island offers visuals the likes of which have never been seen by mankind.
Along the way, the crew encounters deadly creatures and obstacles at every turn, as does Ann who plays a dangerous game of cat and mouse with Kong as she comes to grips with her situation. Kong is taken with the lovely Ann and protects her against numerous dangers including a pack of Tyrannosauruses in one of the film’s best action sequences.
Of course few will be surprised at the final act of the film so I will leave it to say that the fish out of water nature of the previous versions remains intact as Kong finds himself dealing with an urban jungle which leads to a spectacular finale atop the Empire State Building.
In many ways Jackson’s film is three separate films. The first hour of the film is an interesting and, at times witty, character piece where the lead characters assemble. The look of the city is amazing, making it very clear that enormous amounts of effort went into crafting the look of Depression Era New York, and to remind the audience that Prohibition was also in effect. The interplay between the characters is decent.Black does standout work as the slick Denham, as does Watts as the wholesome and lovable Ann.
The second hour of the film is the special effects showcase where the mysteries of Skull Island and Kong are shown complete with all manner of CGI creatures and action sequences. While most of them are well staged, I could not help but note that on more than one occasion the CGI backdrops did not match up well with their live action counterparts. There is one scene of a stampede where it looked like the actors had been drawn in and that they were running in place as they clearly did not mesh with the spectacle behind them.
Throughout the film this occurrence happened more and more which really had me wondering if the effects house was overtaxed. A film with a budget reportedly over 100 million should not have these technical issues. Thankfully Kong himself is a wonder, with everything from his expressive eyes and facial features, captured in a remarkable way. It is just a shame that the other effects did not get the same treatment as the films namesake, as he truly is a site to behold. Andy Serkis who did the character mannerisms for the animators program did a phenomenal job. The movements of Kong progress with a strength and agility that bellies a simian rather than a skilled performer.
I do not want it to sound as if I did not enjoy the film, as much of the film worked very well, technical issues aside. What my biggest issue with the film was that at over 3 Hours, it was far too long for the material to support. We get numerous scenes of Ann and Kong flirting, bonding, fighting, running, and more. What is cute the first couple of times becomes dull the more it is repeated. It is obvious that they have a bond; we do not need to see it over and over ad nauseum to get the message. Also, the character development and interplay between the characters that was so effective in the first part of the film all but vanishes amidst the effects.
The finale of the film is a rousing success as the daring visuals and camera angles are very inventive and thrilling. This segment with its fury of motion and sound will have viewers on the edge of their seat as it certainly delivers the goods. The biggest issue again is having to sit through three hours to get to it. Anyone who has seen either version of Kong knows exactly where the film is heading, and after two hours of screen time I found myself wishing they would just hurry up and get to it.
Jackson has crafted a very entertaining and lavish film that packs its share of thrills. What the film needed is someone to reign in Jackson and his boundless enthusiasm for the project to remind him that sometimes less is more. Jackson has said that he had over 4 hours worth of material filmed but trimmed it down to its current running time. When the film is almost twice the running time of the original, I found myself thinking that minus 45 minutes the same story could have been told.
Despite the flaws and the hype, King Kong is a solid film that for me was more satisfying in many ways than any of the “Rings” films. While not quite a masterpiece, this Kong is worthy of the name and pedigree of the timeless original that inspired it.
Gareth von Kallenbach (980 KP) rated Shining Resonance Refrain in Video Games
Aug 14, 2019
I’ll be the first to admit that I’ve never been a huge fan of JRPG’s, but I really don’t have any reasons why. Growing up I loved watching the Shogun Warrior feature length cartoons and I’m a huge fan of RPG’s in general, so you’d think they’d be right up my alley. I’ve tried and tried to figure out why I have such a hard time sinking into them, and while I have never completed a Final Fantasy game, I continue to buy them in the hopes that one of these days I’ll just get it. So, I’m probably not the first person that would come to mind to review a game like Shining Resonance Refrain, a game that was released exclusively in Japan on PS3 back in 2014. Yet here we are, 4 years later, with a version released for the PS4, Xbox One, PC, and Nintendo Switch, with updated graphics and English voice acting.
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.
Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.
In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.
Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.
So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.
What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.
Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.
In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.
Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.
So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.
What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects
Gareth von Kallenbach (980 KP) rated Cloud Atlas (2012) in Movies
Aug 7, 2019
While I am not familiar with the novel, I was not excited to review the film adaptation of David Mitchell’s Cloud Atlas. Though the Screenplay was written and directed by the Wachowskis (The Matrix) and Tom Tykwer (Run Lola Run) I did not know exactly what I was getting into. The trailer shows it as an epic sci-fi film crossing the time and lives of several stories and how everything and everyone is connected. Needless to say my curiosity was piqued. But I was nervous because I knew it would take a grand effort to keep this epic and ambitious project from falling flat. And well, I can honestly say that I am not quite sure if the combined effort succeeded.
Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.
The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.
The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.
Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.
Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.
The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.
When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.
However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.
Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.
Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.
The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.
The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.
Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.
Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.
The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.
When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.
However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.
Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.