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Chris Sawin (602 KP) rated Batman Gotham Knight (2008) in Movies
Jun 18, 2019
The first segment is entitled, “Have I Got a Story For You,” and it’s written by Josh Olson (A History of Violence) and animated by Studio 4°C (Berserk: Golden Age Arc, Mind Game). The segment follows a boy who is waiting for his friends to arrive. Once they do, each of them tells a different story relating to what incredible Batman incident they witnessed that day. Each retelling is farfetched in its own way as this story capitalizes on teenagers stretching the truth and having overactive imaginations. Their day doesn’t seem to be finished though as the fight they all witnessed makes its way to their local hangout; the skate park.
“Crossfire” is written by Greg Rucka (Gotham, Jessica Jones) and animated by Production I.G. (FLCL, Ghost in the Shell: Stand Alone Complex). This segment focuses on Chris and Anna being a part of Lieutenant Gordon’s MCU (Major Crime Unit). Chris thinks Batman is a vigilante that takes the law into his hands while Anna is still unsure about him and is just thankful that good cops that know how to do their job are actually being respected now that Batman has become part of the picture. After taking a recent Arkham escapee back to the asylum, Chris and Anna soon realize that they’re stuck in the middle of a gang war between Sal Maroni and The Russian.
“Field Test” is written by Jordan Goldberg (Westworld) and animated by Bee Train (.hack//Sign, Blade of the Immortal). Lucius Fox is showing Bruce Wayne some new gadgets. Amongst them is a harness equipped with an electromagnetic pulse strong enough to deflect bullets. Batman decides to test it out with Maroni, The Russian, and his goons. Everything seems to be going well until Batman encounters a glitch.
“In Darkness Dwells” is written by David S. Goyer (the Blade franchise, Man of Steel) and animated by Madhouse (One Punch Man, Death Note). Everyone is hunting Killer Croc. For this story, Croc is a former patient of Jonathan Crane/The Scarecrow and one of the reasons he was admitted to Dr. Crane was for his fear of bats.
“Working Through Pain” is written by Brian Azzarello (Batman: The Killing Joke) and animated by Studio 4°C. Batman is injured on what seems like any other night he puts his mask on. His tenacity takes center stage as you witness how often he struggles with nightly injuries. There are also flashbacks to his past that illustrate the difference between exterior and interior pain. There’s a way to put pain in its place and this is how Bruce Wayne found out how.
“Deadshot” is written by Alan Burnett (Batman: Mask of the Phantasm) and animated by Madhouse. Deadshot has returned to Gotham and has set his sights on Jim Gordon, but he looks to have ulterior motives. You also learn about how Bruce Wayne feels about guns.
Gotham Knight is superbly animated and has an accessible flow to it despite its various stories and alternating casts. The animation is fantastic as everything moves crisply and smoothly. The artistic style may change from story to story, but the voice cast is the same throughout. While each individual story has its own narrative to tell, everything is connected in some way that flows together nicely. This was one of the first times Kevin Conroy returned to voice Batman and his voice has become the iconic Batman voice for anyone who grew up watching Batman: The Animated Series. Hearing Conroy as Batman is like a homecoming in so many ways.
Whether you’re an anime fan, a Batman fan, or you’re looking for something new to catch your eye, Gotham Knight is worthwhile for animation and comic book fans alike. The animation is beautiful and the stories are enticing enough to keep you interested throughout. Kevin Conroy is the real drawing point here, but the rest of the voice cast is solid, as well. The Batman Begins/The Dark Knight connections are mostly hogwash as the animated feature adds nothing to Christopher Nolan’s Batman universe, but is an entertaining way to spend 76-minutes nevertheless.
Batman: Gotham Knight is available to stream on Amazon Prime, YouTube, Vudu, and Google Play for $2.99 and iTunes for $3.99. The Multi-Format Blu-ray is available on Amazon for $7.32 and as a double feature Blu-ray with Batman: Year One for $17.97. The Gotham Knight/Year One Blu-ray is $9.08 on eBay and the Multi-Format Blu-ray is $6.99; both are in brand new condition and both have free shipping.

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theVman (16 KP) rated Twin Peaks - Season 3 in TV
May 22, 2017
*** Ive tried to write this as spoiler free as i can, you may find some in here but nothing that i think would ruin watching the show for you ***
I don’t think it will come to anyones surprise to say that the first four episodes of Twin Peaks return are strange. But maybe not in the way that we know and love.
I found these first four episodes difficult to enjoy not because they were bad, but because it was not what I was expecting at all. I wanted the key things that I love about Twin Peaks to be there, the returning characters, the iconic score by Angleo Badalamenti, the quirky weirdness grounded by soap opera like stories. I wanted the dark seriousness of murder, lust and money, beautifully intertwined with the ridiculousness of silent drape runners, saving the pine weasel and miss twin peaks contests.Unfortunately I found very little of any of what I wanted.
Yes Cooper is back or more accurately Kyle Maclachlan is back but has yet to act or sound anything like Special Agent Dale Cooper at all, the story calling for him to play a very lifeless rendition of his former glory. Other familiar faces have shown up along the way, but not very many and for not very long at all.
What we have is something very Lynchian, long drawn out scenes, especially in The Black Lodge that after extended moments of a droning humming score and lot of not a lot going on in slow motion followed by more not a lot going on but this time with a white horse or a talking lump of flesh on a leafless tree in the picture, it starts to feel like a lot of weird stuff just for sheer sake of being weird.
Fans of the previous seasons of Twin Peaks might be left wondering what is going on with the stories that were left open, is Leo still holding that rope in his mouth, what happened after the explosion in the bank vault, and what the hell has happened to Annie – well you wont find any of these answers here. Instead we are given a whole bunch of new characters, who’s stories we are still trying to figure out and how they are related to the events of Twin Peaks, which is a made into a bigger and more confusing mystery seeing as none of them actually take place in Twin Peaks at all. In fact, the most recognisable place in the first few hours is The Black Lodge, which features extensively in the first two episodes before “Cooper” bizarrely ends up in Las Vegas. Also knocking us out of our comfort zone and driving home the fact that this is not the same kind of Twin Peaks show we are used to, are the occasional F bombs being dropped and the coy sexiness that flowed through the show has been replaced with plain nudity.
We have been given vision that is pure David Lynch. He produces some fantastical imagery and some unnerving editing that is like watching Eraserhead, Lost Highway and Fire Walk With Me all at the same time on the same screen. As a piece of art it has its place amongst Lynch fans, but as a piece of entertainment for prime time television, it missed the mark for me, and as a return to Twin Peaks, it should be ashamed of itself, as apart from 30 seconds or so in episode 4 where here the familiar twangs of the original score, I didn’t feel like there was any return to that great tv show from the early 90s. There is the odd nugget of new that will keep me watching, Naomi Watts and Matthew Lillard have joined the team in what promises to be entertaining roles, there is a glass box that is being kept in some kind of secret bunker under constant video monitoring that seems to have something to do with The Black Lodge, the log lady is getting message from her log again, a body that doesn’t belong to its head and we are still hanging out at the Bang Bang Bar with Bobby, Shelley and James even if it was for far too brief at time.
Overall: It didn’t deliver on its promise, or give me what I wanted, but there is still a lot more episodes to come. I cant think of another show that would get away with such a slow build or lack of deliverance than the new third season of Twin Peaks.

Phil Leader (619 KP) rated Art of Hunting (The Gravedigger Chronicles #2) in Books
Nov 8, 2019
The first book follows the story of Thomas Granger, ex-Colonel with the elite 'Gravediggers' army unit now the owner and warden of a decrepit prison in a world that is literally drowning. Humans share the world with the intelligent and long-lived Unmer, for centuries their slaves until a band of telepaths overthrew them. In revenge the Unmer seeded the sees with thousands of small bottles - icusae - which are constantly producing poisonous 'brine', making the seas toxic and raising the sea level.
Granger sets off on a quest to find is estranged daughter Ianthe - herself an incredibly powerful but blind telepath - and so we see this strange and often brutal world, meeting Briana Marks the arrogant head of the telepaths and Ethan Maskeleyne, metaphysicist and hunter of Unmer treasure.
The book ends cataclysmically with Ianthe all but destroying the telepaths' power with her mind and setting the trapped Unmer prince Marquetta free at the same time as her father - now with magical armour and sword - arrives to rescue her himself.
The second book carried straight on from the first, detailing the aftermath of the battle and the Unmer's plans to once again rule, beginning with Marquetta's plan to marry Ianthe. Granger is naturally suspicious of his motives towards his only daughter. Marquetta also needs to eliminate another Unmer lord, Conquillas, who has been hired as an assassin by Briana Marks to kill Marquetta and his uncle. Conquillas is an Unmer rebel who has studied war and hunting until it is an art form to him. Marquetta plans to eliminate him by challenging him to a tournament which is rigged so that Conquillas cannot survive.
Learning of the plans, Granger decides to leave his daughter and travel to find Conquillas and warn him. But soon he has more to worry about as his Unmer sword literally has a mind of its own. Meanwhile Maskeleyne is on his own quest to discover why the unfortunate people who have 'drowned' in the brine seas (but still have a sort of life) are bringing him keys.
As can be seen from the brief description above this is a complex book. Although the story is told from four viewpoints - Granger, Ianthe, Maskeleyne and Briana Marks - the bulk of the story is carried by Granger (on his own quest) and Ianthe (following with the Unmer). Granger is a terrific character - he is gruff and insentimental and is not always a sympathetic character. But he is also very driven and always sees the solution to anything as a straight line, regardless of any obstacles on that path he will just bulldoze straight through them. Ianthe is more subtle as a character because she is essentially tagging along with Marquetta and apart from the marriage plot doesn't really contribute very much.
The world they inhabit is excellent. This is a different kind of fantasy world. Rather than being stuck in medieval worlds as tends to be the case, there is a lot of technology. There are guns and gas cutting torches for example. Everything seems to be very very old and anything enchanted by the Unmer is as dangerous to the innocent wielder as their target.
After the first book it is interesting to see more of the Unmer in action. Marquetta is a proud and determined prince, his uncle fills the role of scheming manipulator well and it is not clear if Marquetta follows his uncle or is merely another pawn in the play. Conquillas is also well drawn for the few scenes he is in, the consumate warrior and hunter while still being otherworldly and cold towards the humans that he deals with. Maskeleyne also comes to the fore in this book after being something of a villain in the first book in this book he is not at odds with the other main characters and so is a much more rounded person rather than a cipher to explain Unmer artifacts and move the plot along.
Yes this is a hard read; the chapters are long (there are only 8 chapters in the book) which means it is a long time between breaks in the narrative and the start does take a long long time to get going although a lot of the information is vital in setting up the rest of the book. Once it gets going however it flows well. In fact I would say the tournament at the end was a little rushed - some more insight into the early rounds would have been interesting I think - but as the main point is to get the final showdown this can be excused.
Overall, a fantastic second part and I eagerly look forward the the third installment.
Rating: Some slight swearing and crude references

Purple Phoenix Games (2266 KP) rated Bermuda Pirates in Tabletop Games
Sep 8, 2021
Bermuda Pirates pits players against each other in a mad dash to collect a set of colored gems from the middle island and bring them back to the home port first. Pirates (the players) will be encountering whirlpool vortexes along the way and can even place buoys to remind themselves to steer clear. The first player to bring back a whole set of gems successfully will be the winner!
To setup, first place the bracket piece (can only be seen partially in the final photo) in the middle of the table. Next orient the first layer of four square tiles (unseen in photos) on the bracket and then place the game board atop the tiles. Place flags upon the bracket nubs and matching gems at their bases. Each player chooses a color, takes the boat and buoys of that color and places them near the land with the matching dock color. The game may now begin!
On a player’s turn they must begin their journey from their home dock toward the center island to collect gems. They move their boat using one finger at the stern of the boat and pushing it across the board. Players will know when the boat has hit a hidden whirlpool when the magnets within the boat and within the board meet and create sudden resistance. The player may then place a buoy on that spot to remind themselves, and opponents, where a potential whirlpool spot is located. Should the player make a whirlpool-free trek to the central island, they must dock and collect a gem. From here the player must decide to either return back to their home dock to bank the gem or continue to collect gems before returning home.
Once a player has decided to return home with gem(s) aboard, they must take care not to hit whirlpools along the way because once the boat and whirlpool meet the boat will stop and the gems will fly across the board or even off the board. Those gems that land in the sea stay on the board to be collected by ANY player, and those gems that leave the board are lost forever. Herein lies the fun of Bermuda Pirates. Seeing gems flying will give players of any age and ability a giant piratey smile. The game ends once all players have had an equal amount of turns, and those pirates who have collected a set of one gem of each color will be the winners!
Components. I would certainly be remiss if I did not congratulate the designer and manufacturer of Bermuda Pirates for an absolutely gorgeous game with ingenious components. You see, the magnets that trip up the boats are hidden within that first layer of tiles that are placed on the bracket underneath the main game board. But even if you were to inspect these tiles, you would not necessarily know exactly where the magnets are placed. So every game will be different because of the order and orientation of the tiles setup. Bravo! Truly wonderful outside-the-box designing here. Yes, all the cardboard and plastic pieces are also great quality, but the ingenuity is what makes this one special.
I cannot say enough good things about Bermuda Pirates. My 4-year-old has a BLAST playing this one (even though the box says 7+. Shh, don’t tell anyone)! Seeing his face light up every time the gems go a-flying is just pure joy for a parent. Even when my wife and I played just the two of us, we were smiling the entire time we played. It’s that kind of game.
Bermuda Pirates will probably never reach my Top 10 Games of All Time list, but I certainly will hold onto it and cherish it in my collection. I think this game can work with any group of gamers of any skill or experience level. It is simply a joy to play as you push along your little boat hoping upon hope not to run into the whirlpool and have your four gems strewn about the ocean. Or placing the buoys just ever so slightly in the wrong location so that your opponents accidentally run into the whirlpool by trying a tangential approach. My family loves this game, and that is why Purple Phoenix Games gives this a very family-friendly piratey 10 / 12. If you are looking for something light and dextrous, with a great theme and excellent production quality, please check out Bermuda Pirates. It will definitely be a hit with anyone you introduce to it.

Purple Phoenix Games (2266 KP) rated Lonely Undead in Tabletop Games
May 24, 2021
Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.
Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.
When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.
Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).
In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.
That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.
In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.
I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.
CHOMP!

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