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Mad Max: Fury Road (2015)
Mad Max: Fury Road (2015)
2015 | Action, Adventure, Sci-Fi
When we last saw former cop turned wasteland warrior Max, it was nearly 30 years ago. Writer/Director George Miller had envisioned a follow up back in 2000, but various factors delayed the film so much that star Mel Gibson believed he had become too old to play the character which opened the door for Tom Hardy to don the knee brace of the famous character.

In “Fury Road”, fans are given a lavish spectacle that is one non-stop ride of intensity that is as my wife put it, “pushing me so far back into my seat that I am almost in the row behind us”.

When Max is captured by a vicious group lead by Immortal Joe, he stumbles into a true hell on earth as Joe has legions of warriors, most of whom have various health issues, it is assumed from the post nuclear world in which they live. They use captured individuals as blood donors to help make the sick live longer and Joe himself controls a large supply of fresh water as well as oversees what he considers his breeding stock of women.

When Imperator Furiosa (Charlize Theron), goes rogue and abducts Joe’s harem, this begins a breakneck and deadly pursuit across the wastelands where Max finds himself literally chained to the front of a car as a blood bag for the driver.

Amidst the eventually carnage that follows, Max is able to free himself and forges an uneasy alliance with Furiosa as she is attempting to lead the women she has liberated from Joe to safety.

With Joe and his large band of followers hot on their heels, Max must once again face overwhelming odds to save the day.

The film does an amazing job of creating an intense visual spectacle as the car chases and combat take up a good half the film and they are absolutely breathtaking to watch. CGI is kept to a minimum and what you see on the screen is a clash of metal as vehicles flip through the air, crash, and explode in spectacular fashion.

The film though is light on details as much of the story is left for you to read between the lines and fill in the blanks. Theron has explained her characters motivations very well in interviews but in the film it is at times murky. The limited dialogue in the film can at times be hard to understand due to accent and a form of “New Speak” but it is Hardy himself who is most interesting. He plays Max as a strong and silent type who is haunted by ghosts of his past, the people he could not save are a constant presence in his life as he sees them in his dreams and when he is awake, this leads to a character who is reduced to little more than pure survival instinct and does not allow for much in the way of character development.

In many ways this is a reintroduction of Max to a new generation so much of the charisma and intensity that was a part of Gibson’s portrayal has been scaled back to a world weary individual who has pretty much given up on finding the better life that he lost many years ago.

Miller has said he has enough material for two more films and if they are in the same league as this one, I would love to see further adventures for Max, let us just hope the wait is not as long next time out.

http://sknr.net/2015/05/14/mad-max-fury-road/
  
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The Manhattan Project: Energy Empire
The Manhattan Project: Energy Empire
2016 | Civilization, Dice Game, Economic, Environmental, Business / Industrial
Excellent Work Placement Game
The Manhattan Project: Energy Empire- is a excellent work placement game. I love work placement games and this one is one of them. Lets talk more about the game.

Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.

To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.

Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.

Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.

Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.

The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.

Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.

The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.

Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.

Its a excellent work placement game. One i highly recordmend getting and play.
  
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