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Hazel (1853 KP) rated Notes on Blindness: A Journey Through The Dark in Books
Dec 17, 2018
<I>I received this book for free through Goodreads First Reads.</I>
It is not often a blind man writes a book, and “write” is a word used due to the lack of a better. John M. Hull gradually lost his sight, registering as blind in 1980, a couple of days before the birth of his son. Although anticipating the event, John struggled to come to terms with his new circumstances and adjust to a new way of living. From 1983 through to 1985, John recorded his thoughts on tape, in diary form, as a way to ascertain and understand his predicament. Originally titled <I>Touching the Rock</I> (1990), John’s book has been republished as <I>Notes on Blindness</i> after the release of the film of the same name.
Initially, John made recordings every day, dictating the everyday occurrences he encountered. Amazingly, despite his disability, John was able to continue as a university lecturer and delve deeper into the world of theology. The way John thinks things through as he speaks reflects his academic abilities. Although he may have despaired at the thoughts of not being able to see his children, he had a fairly positive outlook on life.
John’s thought capacity and religious ideology are evident in his assemblage of diary entries. As a blind person, he learns to see the world in an alternative way, and often feels closer to God as a result. Through these new experiences, John begins to see the light despite the darkness.
The metaphorical descriptions of blindness help the reader to understand the horror and difficulties not being able to see visually provokes. This is heightened by John’s recordings of the bad dreams he often suffers, in which he is able to see. His fixations on these dreams are assumedly a fascination with visual imagery, which he does not have access to in his waking life.
It is hard not feel sorry for John as he reports the conversations he has with his young children. The effort to communicate and play with them is far greater than a seeing parent. Remarkably, as John begins to adjust to his new lifestyle, his children take the situation in their stride.
<i>Notes on Blindness</i> is also an educational narrative for those without sight problems. John explains the things other people, in attempts to be helpful, do that result in making things far more confusing for John as he tries to navigate his way from one place to another. Despite what most think, blind people are fairly good at walking routes they are familiar with, and, with the help of a stick, can safely travel through new areas. Once people start shouting instructions, it is difficult to pay attention to the location and listen to everyone else at the same time.
John’s voice is extremely articulate, and his thoughts profound, which may suggest heavy editing when compiling the recordings into written form. However, as he is an academician, his eloquence of speech does not feel forced or faked.
<i>Notes on Blindness</i> remains the same as the original publication but with the added inclusion of an introduction by Cathy Rentzenbrink, and an epilogue by his wife Marilyn, written in 2016, a year after his death. These, the latter in particular, provide an insight into how John’s blindness affected those around him and emphasises what a truly remarkable man he was.
Of the many memoirs available on bookshelves today,<i> Notes on Blindness</i> is a truly unique publication. It is not telling a story, or recounting a well-lived life, but gives great insight into the world of the blind. As John’s thoughts were not originally recorded with intention of being available to everyone, they are all the more personal and honest, provoking emotion and providing the reader with a new way of seeing. It is a book that will stay with you for a very long time.
It is not often a blind man writes a book, and “write” is a word used due to the lack of a better. John M. Hull gradually lost his sight, registering as blind in 1980, a couple of days before the birth of his son. Although anticipating the event, John struggled to come to terms with his new circumstances and adjust to a new way of living. From 1983 through to 1985, John recorded his thoughts on tape, in diary form, as a way to ascertain and understand his predicament. Originally titled <I>Touching the Rock</I> (1990), John’s book has been republished as <I>Notes on Blindness</i> after the release of the film of the same name.
Initially, John made recordings every day, dictating the everyday occurrences he encountered. Amazingly, despite his disability, John was able to continue as a university lecturer and delve deeper into the world of theology. The way John thinks things through as he speaks reflects his academic abilities. Although he may have despaired at the thoughts of not being able to see his children, he had a fairly positive outlook on life.
John’s thought capacity and religious ideology are evident in his assemblage of diary entries. As a blind person, he learns to see the world in an alternative way, and often feels closer to God as a result. Through these new experiences, John begins to see the light despite the darkness.
The metaphorical descriptions of blindness help the reader to understand the horror and difficulties not being able to see visually provokes. This is heightened by John’s recordings of the bad dreams he often suffers, in which he is able to see. His fixations on these dreams are assumedly a fascination with visual imagery, which he does not have access to in his waking life.
It is hard not feel sorry for John as he reports the conversations he has with his young children. The effort to communicate and play with them is far greater than a seeing parent. Remarkably, as John begins to adjust to his new lifestyle, his children take the situation in their stride.
<i>Notes on Blindness</i> is also an educational narrative for those without sight problems. John explains the things other people, in attempts to be helpful, do that result in making things far more confusing for John as he tries to navigate his way from one place to another. Despite what most think, blind people are fairly good at walking routes they are familiar with, and, with the help of a stick, can safely travel through new areas. Once people start shouting instructions, it is difficult to pay attention to the location and listen to everyone else at the same time.
John’s voice is extremely articulate, and his thoughts profound, which may suggest heavy editing when compiling the recordings into written form. However, as he is an academician, his eloquence of speech does not feel forced or faked.
<i>Notes on Blindness</i> remains the same as the original publication but with the added inclusion of an introduction by Cathy Rentzenbrink, and an epilogue by his wife Marilyn, written in 2016, a year after his death. These, the latter in particular, provide an insight into how John’s blindness affected those around him and emphasises what a truly remarkable man he was.
Of the many memoirs available on bookshelves today,<i> Notes on Blindness</i> is a truly unique publication. It is not telling a story, or recounting a well-lived life, but gives great insight into the world of the blind. As John’s thoughts were not originally recorded with intention of being available to everyone, they are all the more personal and honest, provoking emotion and providing the reader with a new way of seeing. It is a book that will stay with you for a very long time.
Gareth von Kallenbach (980 KP) rated Leatherheads (2008) in Movies
Aug 14, 2019
The movie opens with John Krasinski’s character, “Carter Rutherford”, playing college-level football for Princeton at a bleacher-groaning, over-packed game chock full of screaming patrons and die-hard fans. The kid is a golden-child, a war hero, and the nation’s most promising young athlete in the good old year of 1925. Carter is dynamic, attractive, and exactly what the country needs at a time of World War I. It is little wonder his face plasters billboards across town, that his name is uttered with awe and adoration. In truth, how could you not? The kid had, after all, single-handedly forced a contingent of German soldiers to surrender without even shooting one bullet.
Cut to George Clooney’s character, the aging “Dodge Connelly”, playing pro-football in mire-like conditions; his audience a tangle of bored fans and uninspired locals. It is a far cry from the opulent circumstance of college-level football. Men, bedraggled and sweating under the promise of returning to work at the mines and fields if their football dreams go under, play with reckless abandon and forgotten morals in hopes of winning that next game. Yet, as fate will go, the Bulldogs lose their sponsorship and the team goes under, forcing men to return to their day-jobs and leaving Dodge without a future. The man has no marketable skills, no trade. He is a football player and is determined to see his team back in the game.
Of course, that isn’t the only bit of chaos. There has to be a girl; there is always a girl involved in stories like these. Enter Renée Zellweger’s character, the vivacious and equally tenacious “Lexie Littleton” – a news reporter for the Tribune. Lexie is on a mission to expose Carter Rutherford and get to the bottom of his infamous war story. It comes to no surprise that when Lexie and Dodge meet in a hotel lobby awaiting the arrival of Carter Rutherford and his manager, “CC Frazier” (played by Jonathan Pryce), that sparks immediately fly between them. Dodge has a proposal for CC and Carter: have Carter take a leave of absence from Princeton to play pro-football for the Bulldogs, thus saving pro-football and paying Carter for his efforts. Naturally, CC wants a cut from the profits and finds a way to do so to accommodate his own needs. Dodge, without any other alternative, agrees.
Meanwhile, Lexie is working her magic on Carter to try and weasel the true story out of him as best she can. Try as she might she cannot ignore Dodge, no matter how acid her tongue wags in his direction. In the end, Lexie gets her story yet realizes she must decide between exposing the truth or letting America bask in the glory of its self-proclaimed war-hero.
In review, there is a true chemistry between all of the main characters and both Zellweger and Clooney do a good job of conveying the vehement (and callous) emotion between Lexie and Dodge. However, no matter how funny the banter becomes between these three main characters or how well the scene plugs along, in the end the movie comes off as a passable but by no means memorable. Betimes it seems to stretch on and on and more then once I found myself looking at my clock. In truth, the movie didn’t need to be nearly two hours long. It felt two hours long which is never a good thing, especially when we’re talking about theatre seats.
That said, I thought the movie was a cute and enjoyable comedy. It won’t crack your funny bone but it will certainly tickle it more then once. All in all I give it 3.5 out of 5. It succeeded in making me laugh and did keep me entertained. Above all, I’m sure many will find it enjoyable to some extent.
Cut to George Clooney’s character, the aging “Dodge Connelly”, playing pro-football in mire-like conditions; his audience a tangle of bored fans and uninspired locals. It is a far cry from the opulent circumstance of college-level football. Men, bedraggled and sweating under the promise of returning to work at the mines and fields if their football dreams go under, play with reckless abandon and forgotten morals in hopes of winning that next game. Yet, as fate will go, the Bulldogs lose their sponsorship and the team goes under, forcing men to return to their day-jobs and leaving Dodge without a future. The man has no marketable skills, no trade. He is a football player and is determined to see his team back in the game.
Of course, that isn’t the only bit of chaos. There has to be a girl; there is always a girl involved in stories like these. Enter Renée Zellweger’s character, the vivacious and equally tenacious “Lexie Littleton” – a news reporter for the Tribune. Lexie is on a mission to expose Carter Rutherford and get to the bottom of his infamous war story. It comes to no surprise that when Lexie and Dodge meet in a hotel lobby awaiting the arrival of Carter Rutherford and his manager, “CC Frazier” (played by Jonathan Pryce), that sparks immediately fly between them. Dodge has a proposal for CC and Carter: have Carter take a leave of absence from Princeton to play pro-football for the Bulldogs, thus saving pro-football and paying Carter for his efforts. Naturally, CC wants a cut from the profits and finds a way to do so to accommodate his own needs. Dodge, without any other alternative, agrees.
Meanwhile, Lexie is working her magic on Carter to try and weasel the true story out of him as best she can. Try as she might she cannot ignore Dodge, no matter how acid her tongue wags in his direction. In the end, Lexie gets her story yet realizes she must decide between exposing the truth or letting America bask in the glory of its self-proclaimed war-hero.
In review, there is a true chemistry between all of the main characters and both Zellweger and Clooney do a good job of conveying the vehement (and callous) emotion between Lexie and Dodge. However, no matter how funny the banter becomes between these three main characters or how well the scene plugs along, in the end the movie comes off as a passable but by no means memorable. Betimes it seems to stretch on and on and more then once I found myself looking at my clock. In truth, the movie didn’t need to be nearly two hours long. It felt two hours long which is never a good thing, especially when we’re talking about theatre seats.
That said, I thought the movie was a cute and enjoyable comedy. It won’t crack your funny bone but it will certainly tickle it more then once. All in all I give it 3.5 out of 5. It succeeded in making me laugh and did keep me entertained. Above all, I’m sure many will find it enjoyable to some extent.
Monster Math For Kids - Games
Education and Games
App
Monster Math helps your child practice and learn over 67 math skills within basic geometry,...
Purple Phoenix Games (2266 KP) rated Deep Blue in Tabletop Games
Mar 17, 2022
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
BankofMarquis (1832 KP) rated Toy Story 4 (2019) in Movies
Jun 25, 2019
Another TOY STORY triumph for PIXAR
When I first heard that Pixar was going to make a 4th TOY STORY film, I found myself firmly in the camp of "why are they doing this? The 3rd film tied off the trilogy marvelously well and 4th film was not needed" But...I trust Pixar, and when it was revealed that both Tom Hanks and Tim Allen were back on board after reading the script, my fears were alleviated quite a bit, but I still had some unease in the pit of my stomach.
I shouldn't have worried. For TOY STORY 4 is a wonderful addition to the adventures of Woody, Buzz and gang. It fits in nicely with the other films in the series and brings just the right amount of joy, fun, adventure and emotional heft.
Picking up the adventures of these toys as they now belong to Bonnie (after being gifted to Bonnie when their original owner, Andy, went off to college at the end of Toy Story 3), things have progressed realistically enough. The "order of things" in Bonnie's room is somewhat different than in Andy's. Woody, the old Cowboy doll, is relegated (more often than not) to the closet while Bonnie plays more with Jessie, Buzz and others. Into this group comes "Forky" a plastic spork that is made into a toy by Bonnie at Kindergarten. In a nice reversal of the first Toy Story film, Woody works hard to ensure that Forky is accepted into the group.
Without revealing too much of the plot, the gang (including Woody and Forky) go on a roadtrip with Bonnie in her parents' rented RV and end up in a small-ish town where a carnival is taking place across the street from an Antique store that houses Woody's old flame, Bo Peep. New characters are introduced, old characters are given a moment (or two) to shine and adventures and shenanigans ensue, with an emotionally satisfying climax - you know, a TOY STORY film.
This one continues to progress these toys "lives" and adventures in such a smart, natural and clever way that I did not feel that I was watching the same film again. I was watching characters I love continue to live, learn, grow and progress - a very smart choice by these filmmakers.
As always, the voice cast is superb. Tim Allen (Buzz Lightyear), Joan Cusak (Jessie), Wallace Shawn (Rex), John Ratzenberger (Piggy) and even the late Don Rickles (Mr. PotatoHead) are all back and contribute greatly to the finished result. It is like putting on an old, comfortable sweater on a somewhat chilly day. You get a reassuring shiver of warmth.
But the filmmakers don't stop there - Annie Potts is back as Bo Peep (she - and the Bo Peep character - were in the original Toy Story). Add to these voices, the marvelous work by Christina Hendricks (Gabby Gabby), Key & Peele (Ducky & Bunny), Carl Weathers (all the Combat Carls) and Tony Hale (wonderfully quirky as Forky) and we have quite the ensemble of interesting, quirky characters - growing and enriching the "Universe" they are in (quite like what Marvel has done with their "Universe"). Special notice needs to be made of Keanu Reeves work as Canadian Daredevil toy Duke Kaboom (the Canadian Evil Kneivel), it is the most entertaining - to me - of all the new characters.
But...make no mistake...this film belongs to Tom Hanks as Woody. It has taken me 4 films to realize this, but Hanks good guy "everyman" portrayal of Woody is the heart and soul of these pictures and this 4th film is Woody's film - as his character comes full circle from the paranoid toy who wants to keep living his safe existence to something much, much more in this film. It isn't hyperbole of me to say that I would be just fine for Hanks to receive an Oscar nomination for his voice work in this film - he is that good.
Interestingly enough, Pixar brought in a novice Director, Josh Cooley, to helm this film. It is his first feature film directing experience, but he is a veteran Pixar face - having written INSIDE OUT and was the main Storyboard Artist for UP - his direction looks like someone who was comfortable in this medium - and with the style of film that Pixar (usually) goes for - and he does terrific work here.
I really enjoyed the journey of the characters (especially Woody) in this film. I need not have worried about Pixar making a 4th Toy Story - they nailed the landing again.
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank (OfMarquis)
I shouldn't have worried. For TOY STORY 4 is a wonderful addition to the adventures of Woody, Buzz and gang. It fits in nicely with the other films in the series and brings just the right amount of joy, fun, adventure and emotional heft.
Picking up the adventures of these toys as they now belong to Bonnie (after being gifted to Bonnie when their original owner, Andy, went off to college at the end of Toy Story 3), things have progressed realistically enough. The "order of things" in Bonnie's room is somewhat different than in Andy's. Woody, the old Cowboy doll, is relegated (more often than not) to the closet while Bonnie plays more with Jessie, Buzz and others. Into this group comes "Forky" a plastic spork that is made into a toy by Bonnie at Kindergarten. In a nice reversal of the first Toy Story film, Woody works hard to ensure that Forky is accepted into the group.
Without revealing too much of the plot, the gang (including Woody and Forky) go on a roadtrip with Bonnie in her parents' rented RV and end up in a small-ish town where a carnival is taking place across the street from an Antique store that houses Woody's old flame, Bo Peep. New characters are introduced, old characters are given a moment (or two) to shine and adventures and shenanigans ensue, with an emotionally satisfying climax - you know, a TOY STORY film.
This one continues to progress these toys "lives" and adventures in such a smart, natural and clever way that I did not feel that I was watching the same film again. I was watching characters I love continue to live, learn, grow and progress - a very smart choice by these filmmakers.
As always, the voice cast is superb. Tim Allen (Buzz Lightyear), Joan Cusak (Jessie), Wallace Shawn (Rex), John Ratzenberger (Piggy) and even the late Don Rickles (Mr. PotatoHead) are all back and contribute greatly to the finished result. It is like putting on an old, comfortable sweater on a somewhat chilly day. You get a reassuring shiver of warmth.
But the filmmakers don't stop there - Annie Potts is back as Bo Peep (she - and the Bo Peep character - were in the original Toy Story). Add to these voices, the marvelous work by Christina Hendricks (Gabby Gabby), Key & Peele (Ducky & Bunny), Carl Weathers (all the Combat Carls) and Tony Hale (wonderfully quirky as Forky) and we have quite the ensemble of interesting, quirky characters - growing and enriching the "Universe" they are in (quite like what Marvel has done with their "Universe"). Special notice needs to be made of Keanu Reeves work as Canadian Daredevil toy Duke Kaboom (the Canadian Evil Kneivel), it is the most entertaining - to me - of all the new characters.
But...make no mistake...this film belongs to Tom Hanks as Woody. It has taken me 4 films to realize this, but Hanks good guy "everyman" portrayal of Woody is the heart and soul of these pictures and this 4th film is Woody's film - as his character comes full circle from the paranoid toy who wants to keep living his safe existence to something much, much more in this film. It isn't hyperbole of me to say that I would be just fine for Hanks to receive an Oscar nomination for his voice work in this film - he is that good.
Interestingly enough, Pixar brought in a novice Director, Josh Cooley, to helm this film. It is his first feature film directing experience, but he is a veteran Pixar face - having written INSIDE OUT and was the main Storyboard Artist for UP - his direction looks like someone who was comfortable in this medium - and with the style of film that Pixar (usually) goes for - and he does terrific work here.
I really enjoyed the journey of the characters (especially Woody) in this film. I need not have worried about Pixar making a 4th Toy Story - they nailed the landing again.
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank (OfMarquis)
Ninja Girl Adventures (Ninja Girl Adventures #1)
Melissa Wilson and Phil Elmore
Book
Sister Power at It’s Best Moira Mackenzie is just 14 years old. Her sister Mindy is 15, and...
Young Adult Thriller
Kirk Bage (1775 KP) rated Seinfeld - Season 1 in TV
Jan 22, 2021
I always assumed I wouldn’t like Seinfeld in the 90s. In fact I was opposed to the very idea of it on principle. And that principle was: I’ve never heard of this guy as a comedian, and American stand-up usually isn’t funny. I never saw a single episode until six months ago – in my head it was some dumb, canned laughter show with very forced scripts and little charm. I just didn’t get why it was always quoted amongst the best sitcoms of all time, and I wasn’t willing to find out. This is called “being ignorant”. Guilty.
One random day with nothing else inspiring me I finally took the plunge and put an episode on. Guess what happened? I laughed, I found it completely charming and witty and easy to watch, with some great lines and likeable characters. 3 hours later I had done 6 episodes and was as hooked as anyone can be with anything. It was just so nostalgically and completely 90s! And I loved that!
A show doesn’t run for 9 years and over 170 episodes without being some kind of special, especially taking into account the depreciation due to being dated, as all sitcoms eventually are, and it really is quite remarkable – deserving of a place in the conversation of the greatest ever American half hour shows. Sure, there is an element early on in the preoccupation with everyone’s sex life and dating habits that is a little creepy in 2020, but I am totally willing to forgive it.
Shows that are hyper aware of themselves and the audience are odd creatures the minute they take themselves too seriously, and Seinfeld never does that. It knows it is trivial, essentially about nothing and going nowhere, and style-wise it is always winking at us for being in on the joke and a part of it, even to the point of applauding new characters on their entrance, which is a uniquely American thing to do.
The secret of the show is undoubtedly the chemistry of the four leads, so mismatched that it someone works a spell and creates magic, much in the same way Friends managed to do, times six. Jerry Seinfeld himself is a very likeable everyman, and the schtick of each show beginning and ending with 30 seconds of stand up is a gimmick that grows on you, as does everything about it: the more you watch, the more you love it for what it is.
Jason Alexander as the balding, quirky, self-conscious, opinionated best friend is perhaps my least favourite of the regular quartet, but he has some amazing moments over the course of things, and plays great dead-pan. But the other two are on a plane of equal genius. The verbal timing of the super cute, super smart Julia Louis-Dreyfus as Elaine (who I have fallen in love with a little bit in 1993) and the physical slapstick timing of Michael Richards as Cosmo Kramer (surely one of the most memorable characters in sitcom history) have both left me aching with laughter time after time after time. Just a glance or an expression is often enough.
And the great thing is, it never seems to get old. They are always finding new ways and new situations that keep it fresh. Some trick! Even in the final season of the 9, when there is a small melancholia creeping in because they all know it is coming to an end, it still manages to create moments that aren’t just repeats of previous gags. Which means, as future background watching it is 100% perfect. Leave it on whilst doing something else, look up once in a while, and like the best of all long running US comedy shows each episode is indistinguishable from any other in the best way – it is like having a friend in the room.
I can’t imagine ever saying it is amongst my very favourites, maybe because I missed out on it first time around – which I put down to an inherent middle aged appeal, rather than a youth appeal – but I wouldn’t also ever argue with anyone that did say that it was one of their favourites. Because I get it now. And I’m so glad I got to do it, no matter how late to the party!
One random day with nothing else inspiring me I finally took the plunge and put an episode on. Guess what happened? I laughed, I found it completely charming and witty and easy to watch, with some great lines and likeable characters. 3 hours later I had done 6 episodes and was as hooked as anyone can be with anything. It was just so nostalgically and completely 90s! And I loved that!
A show doesn’t run for 9 years and over 170 episodes without being some kind of special, especially taking into account the depreciation due to being dated, as all sitcoms eventually are, and it really is quite remarkable – deserving of a place in the conversation of the greatest ever American half hour shows. Sure, there is an element early on in the preoccupation with everyone’s sex life and dating habits that is a little creepy in 2020, but I am totally willing to forgive it.
Shows that are hyper aware of themselves and the audience are odd creatures the minute they take themselves too seriously, and Seinfeld never does that. It knows it is trivial, essentially about nothing and going nowhere, and style-wise it is always winking at us for being in on the joke and a part of it, even to the point of applauding new characters on their entrance, which is a uniquely American thing to do.
The secret of the show is undoubtedly the chemistry of the four leads, so mismatched that it someone works a spell and creates magic, much in the same way Friends managed to do, times six. Jerry Seinfeld himself is a very likeable everyman, and the schtick of each show beginning and ending with 30 seconds of stand up is a gimmick that grows on you, as does everything about it: the more you watch, the more you love it for what it is.
Jason Alexander as the balding, quirky, self-conscious, opinionated best friend is perhaps my least favourite of the regular quartet, but he has some amazing moments over the course of things, and plays great dead-pan. But the other two are on a plane of equal genius. The verbal timing of the super cute, super smart Julia Louis-Dreyfus as Elaine (who I have fallen in love with a little bit in 1993) and the physical slapstick timing of Michael Richards as Cosmo Kramer (surely one of the most memorable characters in sitcom history) have both left me aching with laughter time after time after time. Just a glance or an expression is often enough.
And the great thing is, it never seems to get old. They are always finding new ways and new situations that keep it fresh. Some trick! Even in the final season of the 9, when there is a small melancholia creeping in because they all know it is coming to an end, it still manages to create moments that aren’t just repeats of previous gags. Which means, as future background watching it is 100% perfect. Leave it on whilst doing something else, look up once in a while, and like the best of all long running US comedy shows each episode is indistinguishable from any other in the best way – it is like having a friend in the room.
I can’t imagine ever saying it is amongst my very favourites, maybe because I missed out on it first time around – which I put down to an inherent middle aged appeal, rather than a youth appeal – but I wouldn’t also ever argue with anyone that did say that it was one of their favourites. Because I get it now. And I’m so glad I got to do it, no matter how late to the party!
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
Chris Sawin (602 KP) rated Watchmen (2009) in Movies
Jun 22, 2019
**I've seen Tales of the Black Freighter, but I'm not sure I've ever seen the Ultimate Cut of this.**
A comedian died in New York. Someone threw him out of a window and when he hit the sidewalk his head was driven into his stomach. The only person that seems to care is Rorschach, the one superhero who refuses to take off his mask. The Keene Act was passed in 1977 banning all forms of costumed crimefighting. Rorschach continues to do so as he feels his mask is his true face. His theory is that someone is out to kill costumed heroes and that it's his responsibility to inform his former colleagues. There's Dan Dreiberg/Nite Owl II whom Rorschach used to be partners with before Dan retired, Adrian Veidt/Ozymondias, one of two costumed heroes to make his identity public who's also a self-made millionaire and considered to be the smartest man in the world, Dr. Jon Osterman/Dr. Manhattan, the only one of the group who has genuine super powers thanks to an accident that nearly killed him who is now commissioned by the government, Laurie Jupiter/Silk Spectre II, her mother was in the Minutemen along with The Comedian and wanted her daughter to follow in her footsteps, and finally Edward Blake/The Comedian, another superhero commissioned by the government that knows more than he should while his knowledge takes its toll on him and whoever is around him at the time thanks to his reckless and sadistic behavior. What any of them fail to realize is that there's a conspiracy going on that's bigger than any of them could have ever imagined.
I had watched the motion comic in its entirety earlier in the week to get myself ready for this and it had really gotten me excited for this film. The first time I read Watchmen, I thought it was good but not great. However, I thoroughly enjoyed it the second time through. My biggest question going into the film is how I would feel about the altered ending since I already knew about that going into it. Turns out that the ending in question wasn't so bad, but I wasn't happy with some of the other things that were changed or left out to lead up to said ending.
The film is pretty much right on the money the majority of the time. Zack Snyder continues his trend of pulling panels directly from the source material and making them a cinematic reality. The dialogue is often times word for word from the graphic novel and doesn't feel forced or out of place when something new is used. The cast left nothing to be complained about as they all did a great job. Jackie Earle Haley was a fantastic Rorschach. He sounded just the way I expected Rorschach to sound and just looked like a splitting image of Walter Kovacs. Billy Crudup's emotionless Dr. Manhattan was also pretty much just as I envisioned. Jeffrey Dean Morgan as The Comedian was the one I seemed to be most pleased with. He did a great job making you care about this costumed superhero who did brutally sadistic things to people yet somehow still made you care about his character. Snyder's use of slow motion seems to be used more efficiently this time around. It felt like it was used only when needed rather than just to be eye candy. The effects used with Dr. Manhattan are worth a mention. Even if he's just standing there, you can tell how much time and effort was put into making him look spectacular. Let alone cost quite a bit of money. Rorschach's mask was also an interesting special effect that is sure to catch anyone's eye. The effects are pretty flawless and should please most moviegoers.
There was a lot of material left out of the film or changed that I wasn't particularly happy with. I don't want to seem too nitpicky, so I'll only touch base on a few of them. I view most of the stuff that was left out as character development that was important to the overall story. Most of the material in question concerns Rorschach; he visited Adrian Veidt to warn him of his mask killer theory not Dan, his response to The Keene Act, Walter Kovac's landlady, anything concerning his apartment, and his drop box, where he hides his mask during the day, everything about his psychiatrist's relationship bending and breaking during the course of the Rorschach case, how and where he got the mask, how he disposed of the man who kidnapped that little girl, and it just keeps going. Most of that was left out of the theatrical version of the film. Around the halfway point to the end of the film, I felt like it just strayed further and further away from the source material. In the novel, Dr. Manhattan is the only superhero with superpowers. The film kind of leaves that up in the air since other characters are seen punching stone off of walls and jumping to inhuman heights into the air. It was just kind of a, "Wait...what?" kind of moment for me. I realize it was probably just the wirework used that I'm questioning, but it didn't sit well with me.
I'm hoping the final cut of the film that's rumored to be three hours to three and a half hours long puts some of these important bits (including Hollis' death and The Black Freighter storyline among other things) back into the story. It wasn't that I didn't enjoy it, but it wound up just not meeting my expectations. My recommendation is don't read the graphic novel before viewing the film. The film is worthwhile for Zack Snyder enthusiasts, comic book fans, and pretty much anyone looking for a good action film. I would recommend it to just about anyone, but I think that ultimate version of the DVD is going to be what fans will really be excited over and for good reason. As a film, it's incredibly entertaining. In comparison to the graphic novel, it comes up a bit short. For now, I just see it as a good film that could have been a lot better.
A comedian died in New York. Someone threw him out of a window and when he hit the sidewalk his head was driven into his stomach. The only person that seems to care is Rorschach, the one superhero who refuses to take off his mask. The Keene Act was passed in 1977 banning all forms of costumed crimefighting. Rorschach continues to do so as he feels his mask is his true face. His theory is that someone is out to kill costumed heroes and that it's his responsibility to inform his former colleagues. There's Dan Dreiberg/Nite Owl II whom Rorschach used to be partners with before Dan retired, Adrian Veidt/Ozymondias, one of two costumed heroes to make his identity public who's also a self-made millionaire and considered to be the smartest man in the world, Dr. Jon Osterman/Dr. Manhattan, the only one of the group who has genuine super powers thanks to an accident that nearly killed him who is now commissioned by the government, Laurie Jupiter/Silk Spectre II, her mother was in the Minutemen along with The Comedian and wanted her daughter to follow in her footsteps, and finally Edward Blake/The Comedian, another superhero commissioned by the government that knows more than he should while his knowledge takes its toll on him and whoever is around him at the time thanks to his reckless and sadistic behavior. What any of them fail to realize is that there's a conspiracy going on that's bigger than any of them could have ever imagined.
I had watched the motion comic in its entirety earlier in the week to get myself ready for this and it had really gotten me excited for this film. The first time I read Watchmen, I thought it was good but not great. However, I thoroughly enjoyed it the second time through. My biggest question going into the film is how I would feel about the altered ending since I already knew about that going into it. Turns out that the ending in question wasn't so bad, but I wasn't happy with some of the other things that were changed or left out to lead up to said ending.
The film is pretty much right on the money the majority of the time. Zack Snyder continues his trend of pulling panels directly from the source material and making them a cinematic reality. The dialogue is often times word for word from the graphic novel and doesn't feel forced or out of place when something new is used. The cast left nothing to be complained about as they all did a great job. Jackie Earle Haley was a fantastic Rorschach. He sounded just the way I expected Rorschach to sound and just looked like a splitting image of Walter Kovacs. Billy Crudup's emotionless Dr. Manhattan was also pretty much just as I envisioned. Jeffrey Dean Morgan as The Comedian was the one I seemed to be most pleased with. He did a great job making you care about this costumed superhero who did brutally sadistic things to people yet somehow still made you care about his character. Snyder's use of slow motion seems to be used more efficiently this time around. It felt like it was used only when needed rather than just to be eye candy. The effects used with Dr. Manhattan are worth a mention. Even if he's just standing there, you can tell how much time and effort was put into making him look spectacular. Let alone cost quite a bit of money. Rorschach's mask was also an interesting special effect that is sure to catch anyone's eye. The effects are pretty flawless and should please most moviegoers.
There was a lot of material left out of the film or changed that I wasn't particularly happy with. I don't want to seem too nitpicky, so I'll only touch base on a few of them. I view most of the stuff that was left out as character development that was important to the overall story. Most of the material in question concerns Rorschach; he visited Adrian Veidt to warn him of his mask killer theory not Dan, his response to The Keene Act, Walter Kovac's landlady, anything concerning his apartment, and his drop box, where he hides his mask during the day, everything about his psychiatrist's relationship bending and breaking during the course of the Rorschach case, how and where he got the mask, how he disposed of the man who kidnapped that little girl, and it just keeps going. Most of that was left out of the theatrical version of the film. Around the halfway point to the end of the film, I felt like it just strayed further and further away from the source material. In the novel, Dr. Manhattan is the only superhero with superpowers. The film kind of leaves that up in the air since other characters are seen punching stone off of walls and jumping to inhuman heights into the air. It was just kind of a, "Wait...what?" kind of moment for me. I realize it was probably just the wirework used that I'm questioning, but it didn't sit well with me.
I'm hoping the final cut of the film that's rumored to be three hours to three and a half hours long puts some of these important bits (including Hollis' death and The Black Freighter storyline among other things) back into the story. It wasn't that I didn't enjoy it, but it wound up just not meeting my expectations. My recommendation is don't read the graphic novel before viewing the film. The film is worthwhile for Zack Snyder enthusiasts, comic book fans, and pretty much anyone looking for a good action film. I would recommend it to just about anyone, but I think that ultimate version of the DVD is going to be what fans will really be excited over and for good reason. As a film, it's incredibly entertaining. In comparison to the graphic novel, it comes up a bit short. For now, I just see it as a good film that could have been a lot better.