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Darren (1599 KP) rated Aladdin (1992) in Movies

Jun 20, 2019  
Aladdin (1992)
Aladdin (1992)
1992 | Action, Animation, Comedy
Story: Aladdin starts as we see the evil Jafar looking for a lamp but hi plans are put on hold when he needs to find a diamond in the rough. We move onto meet street thieve Aladdin who steals to survive and help others who are less fortunate. We also meet Princess Jasmin who needs to be married off by her Sultan father by her next birthday but wants to fall in love before marrying someone.

After Jasmine runs away she meets Aladdin who gets placed into helping Jafar retrieve the Lamp from the Cave of Wonders. Once Aladdin finds the lamp he awakens the Genie who grants him three wishes that could change his life forever.

Aladdin is one of the most popular Disney movies all time and I can see why. We have the unlikely hero that is good at heart but never given the chance to be the success he could be, we have a strong female lead and a villain tired of being in the shadows wanting power. Mixing all of these together we get a full story that does everything you need in a film taking the Disney Princess idea to a new world. This will always be considered a true classic that will forever be loved.


 

Character Review

 

Aladdin: Aladdin is the small town street thieve that does what he needs to, to survive. When he meets Jasmine he instantly falls in love but finds him the target of Jafar to steal a magic lamp. The lamp gives him three wishes that he uses to make himself a Prince to marry Jasmine but it isn’t long before his true self is discovered and he can become a hero by himself. Aladdin is a great character that shows just because he does criminal activities he is doing them for the right reason and is selfless at heart.

Genie: Genie comes from the lamp giving Aladdin three wishes having been trapped for years. He has rules but must grant wishes that don’t break these rules to his master. He loves working for Aladdin but ends up being forced into working for Jafar. Genie is one of Robin William best performance as the pure energy behind this film that you want to see every single scene he is in.

Jasmine: Jasmine is the princess that is being forced into marrying a prince but she keeps rejecting any that come her way. She escapes the kingdom and falls in love with Aladdin who is everything she shouldn’t be marrying. Jasmine is a strong princess which is unlike most of Disney’s for the time she wants love and will make sure she finds it.

Jafar: Jafar is the Sultan’s most trusted advisor but he has plans to become the Sultan himself and will look into to any means to make this happen including finding the lamp to wish for the power. Jafar is one of your typical villains you see in a Disney film that will always be one to hate.

Support Characters: Aladdin has good supporting comedy character that will make you laugh through the film.

Director Review: Ron Clements, John Musker – The pair give us one of the most memorable and stand out Disney films of all time.

 

Adventure: Aladdin takes us on an adventure as Aladdin goes from street thieve to worthy hand in marriage for Jasmine.

Animation: Aladdin had the brilliant animation you have come to know from Disney.

Comedy: Aladdin has great use of comedy with most coming from Robin Williams.

Family: Aladdin is one the whole family could enjoy with jokes for the whole family to understand.

Fantasy: Aladdin puts us in the middle of a fantasy world that is filled with genies that can grant wishes.

Romance: Aladdin has a romantic story that follows a princess who wants to fall in love rather than be forced into marriage.

Settings: Aladdin puts us into a world that shows the type of world that Aladdin is living in.

Suggestion: Aladdin is one that I think everyone should have watched at least once. (Watch)

 

Best Part: Whole New World.

Worst Part: Not one.

 

Believability: No

Chances of Tears:

Chances of Sequel: Has one.

Post Credits Scene: No

 

Oscar Chances: Won 2 Oscars

Budget: $28 Million

Runtime: 1 Hour 30 Minutes

Tagline: A diamond in the rough.

Trivia: This film became the 14th (and the first animated movie) to gross more than $200,000,000.

 

Overall: One of the BEST Disney films of all time.

https://moviesreview101.com/2016/07/06/aladdin-1992/
  
Jimmy's Hall (2015)
Jimmy's Hall (2015)
2015 | Drama
8
8.0 (1 Ratings)
Movie Rating
It’s not to often that we folks in America have the opportunity to catch any movies from Ireland.

The few that do come along almost certainly rate high on the scale of exceptional movies that one would want to see. I myself can’t remember a ‘bad’ Irish film. Perhaps one of the reasons for that is the fact that this country has a solid history of countless Irish immigrants coming here and helping to build the foundations for America. Well, today’s film for your consideration doesn’t go back THAT far. It doesn’t even take place in America. However, the history of Irish immigrants (specifically one immigrant) does play a role. Only it involves an Irish immigrant how came to America and then several years later returned to Ireland only to be forcibly deported back to America. I know I know. That explanation makes it sound like a comedy and although the film has many lighthearted moments, I can assure you it’s NOT a comedy. In fact, it deals with an influential figure in one of the more politically turbulent periods in Ireland’s history just before the beginning of the Second World War.

 

‘Jimmy’s Hall’ is a 2014 Irish-British drama directed by English television and film director Kenneth ‘Ken’ Loach. The film focuses on the events leading up to the deportation from Ireland of Jimmy Gralton, who led a precursor to Ireland’s communist party in the county Leitrim.

 

Starring Barry Ward, Simone Kirby, and Irish character actor Jim Norton, the film opens in 1932. Jimmy (Ward) has just returned to his home to help his mother tend the family farm after spending 10 years in the United States in the midst of the Great Depression coinciding with the establishment of a new government in the aftermath of the Civil War between pro-British and anti-British forces.

 

Reluctant to anger his old enemies, the church and the landowners who forced him to leave Ireland, but eager to meet the needs of the people of Leitrim, Jimmy (Ward) decides to reopen the ‘Hall’, a center for young people where they can meet to study, talk, dance, play music, learn to read, debate issues of the day. Free to all and open to anyone who wishes to learn while respecting the views and opinions of others, the ‘Hall’ is an immediate success. Not everyone is pleased to see Jimmy resuming his old activities. In particular the church and local priest (Norton) who see Gralton as not only a ‘bad influence’, but also as a follower of Stalin who as history knows sent countless millions (including religious leaders) to their deaths.

 

Despite the complaints and at times violent reactions on the part of the supporters of the church and the landowners, Gralton tries desperately to make them realize he has absolutely no connection to Stalin and has no desire to bring down the church. Only to better the situation for everyone. Jimmy even invites the local priest to take a leadership role in the Hall’s committee. In the end though, the fears of the church and the state go unchanged. Jimmy is a communist and although he has no connection Stalin the church and the government see them as one in the same. The police take Jimmy into custody at his family’s farm and forcibly deport him back to America even so much as denying him on last chance to see his ailing mother.

 

In education systems there are books and films which are considered ‘required reading’ or in this case ‘required viewing’. This film should be required viewing. It is not just an excellent film about a historical Irish political figure or as I mentioned earlier a film about a turbulent point in Irish history. It’s an example of the greater ‘world conflict’ between what became the western bloc and the eastern bloc. Both sides in that grater conflict saw each other the same way the two sides in the Irish countryside of the 1930s saw each other. The ones that meant well and only wanted to better the situation for everyone including themselves inspired fear in those who had power and those who had the power inspired fear in those who meant well. This movie showed that not all political figures are evil … nor are all religious figures. It’s the individual or several individuals within those groups that are reluctant to change.

 

I would highly recommend this film. Regardless of the content it’s an excellent film. If this film is as good as most films made in Ireland, they definitely need to start exporting them on a grander scale. I’d give this film 4 out of 5 stars.

 

This is your friendly neighborhood photographer ‘The CameraMan’ and on behalf of my fellows at ‘Skewed & Reviewed’ I’d like to say thanks for reading and we’ll see you at the movies
  
To Kill a Mockingbird
To Kill a Mockingbird
Harper Lee | 1989 | Children, Fiction & Poetry
8
8.6 (96 Ratings)
Book Rating
Well, February is definitely the month for discovering classics I’ve missed! For some reason, I’d always classed To Kill a Mockingbird in amongst the Agatha Christie genre of murder mysteries – not that I’ve read those either – and didn’t know enough about it for it to have piqued my interest. Now I’ve read it though, I can see what all the fuss is about, and it’s not surprising that, despite being published in 1960, it was still the <a href="http://www.guardian.co.uk/news/datablog/2012/aug/09/best-selling-books-all-time-fifty-shades-grey-compare">65th best-selling book of all time</a> in 2012. Beware of spoilers!

The story is set in Maycomb, Alabama in the 1930s, and is written from the perspective of Jean Louise ‘Scout’ Finch, who is between six and eight years old as the story progresses. The start of the book does an effective job of introducing us to all the characters. Scout lives with her widowed father, Atticus, a lawyer, her brother Jem (who is 4 years older than her) and Calpurnia, a black woman who acts as a type of mother figure. A friend, Dill, also joins them in the summer. The three children are intrigued by Arthur ‘Boo’ Radley, who lives in the house on the corner but is never seen outside. I really enjoyed this part of the story; it set the scene brilliantly, as well as helping me reminisce about my own childhood. Even if there is no ‘haunted’ house, children will always make one – at least, my brother and I did! With the limitless amounts of imagination children have, there will always be adventures to be had and ‘monsters’ to escape from. There was one particular house, when we were around the same age as Jem and Scout, where they had a doorbell you pulled, like a cord. My brother Josh said it was a doorbell that made you scream every time you pulled it, so we obviously had great fun in pulling it, screaming, and running away. If by some fluke the person living there is reading this, I’m really sorry, but it still makes me laugh! There was also every Christmas, when we went carol singing. We had decided that the houses beyond the wood were richer than the others, and every year would link arms, lighting matches to try and find our way in the dark and telling ghost stories the whole time.

Once everything has been established, the book moves on to a case Atticus is defending. A black man, Tom, has been accused of raping Mayella Ewell, part of a trashy white family with very poor education and even less money. This is where the casual prejudice of the time is evident – Jem and Scout have to put up with people calling their family a “nigger-lover” (sorry if that language offends, it is a direct quote and I mean no harm); Atticus faces repercussions for his whole-hearted attempt to save Tom; and many of the Maycomb women look down on the black community. However, there’s still a touch of hope – the way Atticus defends Tom’s case makes everybody think, a great feat in the setting where black and white people are in completely different classes. In this part of the story, I really looked up to Atticus, in his seemingly-infinite wisdom.

In the final part of the story, Jem and Scout finally get to meet Boo Radley, and it is here that the title of the book becomes apparent. In the middle of the book, after Jem and Scout get air-rifles, it is said:

<blockquote>When he gave us our air-rifles Atticus wouldn’t teach us to shoot. Uncle Jack instructed us in the rudiments thereof; he said Atticus wasn’t interested in guns. Atticus said to Jem one day, “I’d rather you shoot at tin cans in the back yard, but I know you’ll go after birds. Shoot all the bluejays you want, if you can hit ‘em, but remember it’s a sin to kill a mockingbird.”

That was the only time I ever heard Atticus say it was a sin to do something, and I asked Miss Maudie about it.

“Your father’s right,” she said. “Mockingbirds don’t do one thing but make music for us to enjoy. They don’t eat up people’s gardens, don’t nest in corncribs, they don’t do one thing but sing their hearts out for us. That’s why it’s a sin to kill a mockingbird.”</blockquote>

Obviously, not knowing what was coming, I thought the story must eventually be about the children shooting a mockingbird. The last page of the book, though, I realised that it was a lot more subtle and symbolic than that. The mockingjay is Boo Radley, the man who gives when he can and causes no harm.

I really wish I’d read this story as a child, to see what sort of perspective I’d have had back then. Reading as an adult means that, while Scout was a brilliant perspective, I was almost reading as an outsider. I could see her maturing, slowly fitting the pieces together to start acting like an adult, but at the same time it was an undeniably adult reading. I really really enjoyed the book, but I have a feeling it’s one of those multi-faceted ones where you read something different every time. I can’t help thinking that reading it as a child would have been a lot more powerful.

This review is also on my <a href="http://awowords.wordpress.com">blog</a>; - if you liked it, please check it out!
  
Beauty and The Beast
Beauty and The Beast
6
6.0 (1 Ratings)
Book Rating
Princess Callindra of Tempath is in for some trouble when she runs aways from her mother’s castle and gets kidnapped by a vampire demon who will sell her into slavery. Her only hope out of there is with the help of a mysterious and hairy demon named Brigg, who is not in the least happy to be helping a human. He has hated humans ever since his father was cursed by a human woman, who turned all of them into hairy beasts for life. But he was drawn to this woman, as vexing as she could be. Every part of him was drawn to her and yearned to protect her and make her his. His inner demon was sure that she was his mate. But that was impossible, wasn’t it? How could he have a human for a mate?

I’m a huge sucker for Beauty and Beast stories, as you probably know if you’ve read some of my other reviews. Seriously. You can win some girls over with chocolate and others over with hugs and kisses, but nothing does it for me like an insecure love interest and a woman who’s his salvation because of her unconditional love. (Okay, maybe I’m a little high maintenance). So of course I loved this story! Brigg was wonderfully sweet and conflicted, even though he needs to stop listening to his idiot brother. Cally is a fantastic damsel in distress even though sometimes she just needs to think of the obvious and frickin’ tell someone she doesn’t want to go back home because her mother’s a bitch and she’s part demon. But you know, aside from that, the characters are great.

It’s totally understandable why Brigg dislikes humans. I mean, the only real exposure he had of them was from Cally’s mom, who cursed him and his brother to be hairy beasts instead of the handsome, practically human-looking demons they really were. Frankly, I’d be pissed too. I also understand his confusion when he falls himself falling for Cally when he thinks she’s completely human, and the daughter of a crazy witch/queen to boot. Nevertheless, he still protects her. He saves her from slavery, risking the wrath of her kidnapper to do it, and he keeps her safe. He does this even though he doesn’t think she could ever love him in return.

She was a vision, an image plucked right from his dreams. Maybe a time– before the curse– he had imagined such a beauty being his…. But he was no longer that young Rain demon, that young demon with smooth skin and a face as human as hers. He was a beast, an ugly monster who didn’t deserve the look of interest Cally was flashing right now.

What can I say? I love the insecurities. They are as sexy as hell when done right.

But even though his intentions are good, Brigg is not the smartest demon in the hellhole. As soon as his brother Torc enters the scene, it takes Brigg all of two minutes to decide that Cally has placed a spell on him to use him to get home. This would make sense, except by this point both Brigg and Cally were safe. In a palace. As the guests of a prince. Who was giving her a lift home. She would need to continue on with the spell and the act because…. ?

Like I said, not that fast of a thinker. But Cally isn’t much better. More than anything she wants to avoid her old home, with her abusive mother who was going to put her into an arranged marriage which would only end badly for Cally. Now she’s in an impenetrable palace that’s owned by Sam, who has been nothing but kind to her. He thinks he’s still being kind when he arranges for her ride home. And Cally doesn’t bother to tell him she doesn’t want to go home! Clearly, she’s just being melodramatic. She’s not that desperate.

She had thought about telling Sam, considered asking for his help, but she had been such a burden since Brigg rescued her, Call was frightened of rejection.



You think Sam’s rejection is going to be worse than having your horns filed off again before getting married to a prince that will likely torture you for the rest of your life when he finds out you’re a demon. Clearly, you don’t have your priorities straight.

But seriously, I loved the characters! I’m telling you, it’s Beauty and the Beast! My standards might be a tad low with this story arc.

There was a lot of confusing things in the plot as well. Like what era does this take place in? Cally rides home in a carriage and Brigg and Torc use swords. But Cally also wears t-shirts and jeans and she uses an electric torch, aka flashlight. It’s difficult enough to learn all of the nooks and crannies of the world the author built. There shouldn’t be confusion like flashlights with swords as well. Also, I felt like there was a lot of potential for a longer, more developed story. The whole thing felt very short to me. We never find out why Brigg’s father got cursed to begin with, and I’d love to know more about Brigg’s past, like how did he go crazy and get everyone to be afraid of him? That was never explained. Also, I know it’s unlikely, but I really wished there was some confirmation that Brigg and Cally are not brother and sister. After all, we know Cally’s mom has a past with Brigg’s father, Cally’s own father is MIA, and her horns are the same color as Brigg’s. Probably not anything, but just enough to make me wonder.

I don’t know. I liked this story enough to read it twice– that’s a huge compliment from me– but after reading it a second time and writing this review I’m wondering how good it really was. Maybe I just read it at the right time but didn’t like it as much. I don’t know. So three out of five stars on this one?
  
Stepsister
Stepsister
Jennifer Donnelly | 2019 | Young Adult (YA)
8
8.0 (6 Ratings)
Book Rating
Review by Disney Bookworm
I took a break from the Disney Twisted Tales collection to check out a new novel by the New York Times best-selling author Jennifer Donnelly and wow am I glad I did!
Judging purely by the title of the book: the cynical side of me expected this to be a retelling of the traditional fairy tale from the viewpoint of the “ugly stepsisters”. Perhaps with a remorseful twist and a concluding reconciliation. I could not have been more wrong.
This is possibly the first time I should have judged a book by its cover: the iconic glass slipper casting fragmented shards across the jacket should have certainly forewarned me that this will not be just another Cinderella story.
Unlike the twisted tales and the villain series, Step Sister is, as far as I know, not connected to the Disney enterprise at all. This makes it an edgier read by far but also allows the novel to lean as far away from the traditional fairy tale as it dares: smashing just a couple of stereotypes along the way.
Oh, and just a quick point: the novel opens on Isabelle and Octavia disfiguring their own feet, at the command of their mother, with the aim to fit into the glass slipper and marry the Prince. See what I mean- edgy right?

Stepsister is told from the viewpoint of Isabelle: a headstrong girl with an ambitious mother, an intelligent sister Octavia and a kind, sweet sister, Ella. Isabelle is a disappointment to her mother: a plain girl who prefers riding and fencing to corsets and suitors. A number of flashbacks to the girls’ childhood also suggests that Isabelle, Octavia and Ella were once very close, leading the reader to wonder how the relationship became the poisonous one we are so familiar with.
Unsurprisingly, their Maman’s plan to mutilate her way to the palace does not succeed and Ella takes her rightful place by the Prince’s side, claiming her ‘happily ever after’. But what is to become of the family she leaves behind? Maimed and outcast, Isabelle and Octavia struggle to carry on once their actions are brought to light and they are promptly labelled the “ugly stepsisters” by all around them.
Desolate and lost, Isabelle mistakenly believes that her life would improve if she were more attractive and makes a wish to the fairy queen Tanaquill, who promises to grant her desire when Isabelle finds the three missing parts of her heart.
Thus, begins Isabelle’s mission to reclaim her heart and turn her life around. The stepsister’s road of discovery is a bumpy one however, and is not made any easier by an old crone named Fate and a young man named Chance, both of whom seem to have an unhealthy obsession with her progress and a strange, almost friendly rivalry over the possession of Isabelle’s life map.

Jennifer Donnelly introduces us to a number of characters throughout Isabelle’s journey, all of whom are exquisite: Chance is an eccentric debonair with an entourage that may have just stepped out of The Greatest Showman; Octavia is every nerdy, sarcastic girl’s dream and even Fate is strangely likeable. It is truly impressive how Donnelly can make us feel like we know these people within the space of 470 pages.
I was also impressed with how different Jennifer Donnelly’s characters are from everything I have read before. Even Tanaquill is not the fairy godmother we all know and love. She isn’t even the slightly bonkers Helena Bonham-Carter version! There isn’t a bibbidi bobbidi boo in sight for this talon-fingered shapeshifter and she certainly does not grant wishes easily.
As a result, the reader does not quite trust the fairy queen: there is always an aspect of her that seems evil. Alas, this is another stroke of genius by Donnelly: the fairy queen doesn’t look like Tinkerbell or the Blue Fairy and so we don’t trust her- even when she is helping Isabelle and why is that? Because of her appearance? Well that makes us just as bad as those who persecute Isabelle!

Ella features very little in the novel. This is not wholly unexpected: it is not her story after all. She is frequently referred to and heavily present in Isabelle’s evolution but, out of all the characters, we know Ella the least. This is not to say that Donnelly presents Ella as a 2D character in order to prevent us from preferring her to our feistier protagonist: in fact, Ella slowly reveals a darker side to her own tale. Simply put, she does not have the depth and human rawness that Isabelle has. Isabelle appeals to the insecure teenager in us all: never believing that she is good enough, focusing on her flaws and judging herself based on the opinions of others.
 
When Isabelle finally finds the pieces of her heart and has to literally fight to achieve her happy ending, she automatically looks to one of the male characters to lead. After all, it has always been instilled into her that she is “just a girl”. However, Chance and his entourage have educated Isabelle as to the potential of her sex and it is through this inspiration that Isabelle and the reader realise that the answer has been there all along: the answer is Isabelle. All the childhood flashbacks of riding and fighting have been breadcrumbs for the reader: Isabelle is a warrior- her life is not mapped out by Fate or Chance anymore; she can decide her own path.

Step Sister holds up a gigantic mirror to the way we judge beauty and shows us what it really means to be a girl. Jennifer Donnelly proves that being strong, brave and, most importantly, true to yourself is what makes you beautiful. In fact, it is not until Isabelle accepts herself that she is described as beautiful and, by standing up for what she believes in, everyone achieves their own happy endings. As a mum of two young boys I really appreciated how Octavia’s love of science and math and Felix’s creativity and love of art directly contrasted with Maman’s old-fashioned desire to “marry off” her daughters. This story is no fairy tale: it is real, it is edgy and it is telling all generations that life is what you make it.
  
Niche
Niche
2009 | Abstract Strategy, Card Game, Educational, Puzzle
I have a gamer confession to make and I am not sure how it will be received. Perhaps it isn’t a gamer confession at all. I will let you be the judge. I am not a fan of Sudoku. There! I said it, and I stand by it. I find it tedious and far too intelligent a game for me. However, if someone would just dumb it down enough for me to get it, I may actually enjoy it. Oh wait, Andy Hopwood did that for me already? Hot dog!

Niche is a puzzly abstracty Sudoku-y card sheddy game for two to seven players that can be played in as few as 10 minutes. In it players attempt to shed their hand and score the most points by adding cards to established lines of cards. As with most of Andy Hopwood’s games, though, there is a twist.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup the dealer will shuffle the deck and, well, deal out seven cards to each player. The cards not dealt form a deck and from this deck a starter card is flipped to the table. Setup is complete and the game may now begin!
On a turn each player will need to perform three steps: Select, Place, Score. When Selecting a card from their hand the player will need to observe the last played card. This card will essentially inform the player of what CANNOT be played. For example (per the photo above), if a yellow triangle was just played, then the next card played can be NEITHER yellow nor a triangle. So from their hand the active player will select a group of cards that can be played this turn and choose one to add adjacently to the most recently played card.

The player then must Place their card such that they do not add the same card to the line that already exists within the line. For an example here (per the photo below), the most recently played card is a blue circle. In hand are two blue squares, a yellow square, and a red square. As the previous card is blue the only choices left are the yellow and red square. However, the card played previous to the blue circle was a yellow square, so that leaves our player with only one choice: the red square connected to the blue circle. Now, the player could actually use the yellow square, but would need to place it below the blue circle forming the beginning of a new line. I will explain why that is a less strategic play.

When players perform the third step in a turn, Scoring, they will count up all cards in the lines extended by their card, both vertically and horizontally. In our previous example the red square continues a line of two cards so their score for that placement is three. Should they place the yellow square below they will only score two as they have added onto only one card. Fans of Azul will be familiar with this scoring system. Players are expected to keep track of their own scores each turn.


Should a player not have any legal plays using cards in their hand they must pass, and await their next turn. Play continues in this manner of players performing these three steps in a turn until a player sheds their entire hand of cards. All other players will have one more chance to play one card to score points. Players add up all the points they have scored throughout the game and the player with the most points is the winner!
Components. This is a deck of cards in a tuckbox. The cards are all fine quality, and the iconography could not be much clearer. I have zero qualms with the components here.

Gameplay is super quick and puzzly, with a great weight for its type of game. This will not be a centerpiece title of the game night, but will offer filler style gameplay for gamers mulling about or waiting for the next game to begin. I enjoy the simplicity of the rules coupled with the puzzly and thinky nature of each turn. Obviously the name of the game is scoring points, so you want to add to an already-long line instead of having to begin a new off-shoot somewhere, but it is near impossible to anticipate what other players will place on their turns. Therefore, more strategic players will find either solace or frustration from the more tactical style of play here.

I do want to mention that this game was originally designed for an event benefiting The Foundation for Conductive Education in the UK. Quote taken from the BGG profile for Niche: “The game aims to promote and support The Foundation for Conductive Education. This method works with children and adults who have conditions such as Cerebral Palsy, Stroke, M.S. or Parkinsons, helping them to lead more independent lives.” I know this organization holds a special place in the designer’s heart and I just wanted to take a moment to give a shout-out to this amazing organization and this amazing person who created a game for the benefit of others. I applaud both entities, and hope for much success.

That said, Niche is a game that can be played with any type of gamer in almost any situation. It takes up little table space (at most nine cards in a line) and is rules-light. Purple Phoenix Games gives this one an extended 8 / 12. If you are a fan of Sudoku and would like to explore a little card game that gives this reviewer the same vibe (but infinitely more fun) then I urge you to grab a copy of Niche. Not only will you be purchasing a good little game, but your purchase also goes toward furthering an organization that is doing very important work in the UK. And if you would like to feel very smart, play Niche with me sometime and watch me struggle to play the right card.
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Injustice 2 in Video Games

Oct 17, 2017 (Updated Oct 3, 2018)  
Injustice 2
Injustice 2
2017 | Fighting
Technically sound (1 more)
Good online functionality
Naff character redesigns (1 more)
Lack of character motivations
Gods & Monsters
Quick disclaimer before I start the review, I am not a huge online gamer. Whilst playing through Injustice 2, I dabbled in a few online fights and played a few co op games with my better half, but for the most part, this is a review of the single player story portion of the game.

I was so pleasantly surprised when I played the first Injustice game. I am a big DC fan, but fighting games aren’t one of my preferred genres in gaming, yet this fighting game set in the DC universe blew me away. The story was intriguing, the characters were diverse and it was a unique taste on a beloved universe. Therefore, the sequel had a fair amount to live up to and while it is still a fun fighting game with a multitude of colourful characters, it doesn’t feel anywhere near as special as Gods Among Us did.

The setup this time around revolves around Brainiac descending upon the earth in search of Kal-El and Kara, the last two remaining Kryptonians and eliminating them. Since the events of the last game, Batman has been keeping Superman in a special prison that suppresses his powers and the world has remained relatively free of crime, however Brainaic’s arrival changes all this. From here onwards we have our superhero story, which sees epic battles occur and mortal enemies being forced to work together against a common evil.

Most importantly, the game is fun. Gameplay feels pretty tight, which is both a positive and a negative when compared to Gods Among Us. The controls feel more solid and purposeful, but also feel more restrictive and less forgiving since the last time. This makes button bashing a void method and forces you to learn intricate button sequences if you want to pull off a decent combo. Thankfully, the super-moves are really fun to watch and make you feel awesome when you manage to successfully pull them off.

 I’m going to delve deeper into the game’s story mode, so if you want to avoid spoilers, I would skip this paragraph. I was so looking forward to the story mode in this game, I loved the story mode in the first game and was relying on this one to deliver also, unfortunately I found it jarring and hard to swallow, even as a lifelong comic book fan. The story in Gods Among Us was controversial amongst DC fans, as it turned a number of iconic characters on their head, causing them to fight on the opposing side from what we are used to seeing. In that game though, I thought it worked, character motivations were clear and there was context given for the heroes and villains who switched sides. This time around, characters switch sides faster than a tennis ball at Wimbledon and half the time, there is no apparent reason for it. The most jarring moment came when Wonder Woman turned on Kara. In the mission that preceded it, Wonder Woman inhales Scarecrow’s toxin and through a hallucination and it is revealed that her worst fear is turning on her friends, yet in the mission immediately after this sequence, she turns on her friends in reality! With no apparent motive to do so other than she is unconditionally on Superman’s side, making no moral decisions for herself. It came across so awkwardly and felt lazy, it’s as if the writers totally forgot about the last scene that illustrated that the last thing that Wonder Woman wants to do is turn on her friends.

I did appreciate the graphics in the game. Netherealm have really stepped up their game since the first Injustice and there are some truly stunning moments throughout Injustice 2 and I don’t just mean the cut-scenes. The area transitions are gorgeous to look at, the super-moves are very visually impressive and the detailed locations where the fights take place are also effective. The multiple unique environmental hazards present in each environment add an extra layer of unpredictability and opportunity to the fights and they do a good job of helping a player on the back foot start a comeback against their opponent. Facial animations and voice acting across the stable of characters are also solid.

Although the game is technically sound and the graphics are good looking, I wasn’t a fan of the character design overall this time around. The last game updated a few character designs, but for the most part followed the traditional style that the characters are portrayed in. This time, a lot of the character’s costumes look goofy and come off looking like toy armour rather than something a superhero would realistically wear. Also the redesign of the Joker makes no sense. Not only did it look like they were trying too hard to make him look edgy, but in this universe, Joker was killed at the beginning of the first Injustice game and he didn’t look like that when he died. In this game he appears to Harley through one of Scarecrow’s hallucinations and looks similar to the Jared Leto version of the character, but why? As far as we know, he has never looked like that in this universe during the time he was alive and if you are going to redesign him, don’t base it on Leto’s Joker, (AKA the worst version of the character.)

The co-op is as much fun as you would expect and certain matchups are more interesting than others. As with the first Injustice, pulling off combos and super-moves on someone that is physically sitting next to you is a lot more satisfying than doing it to some AI or an online player thousands of miles away. There is nothing quite like the couch co-op experience when it comes to a fighting game. Injustice 2 is a lot of fun to play in a group as well, setting up a tournament and throwing in real life forfeits also makes things more interesting.

As for the online play, the few matches I did play ran pretty well, there were no sudden glitches present throughout my time, the lag time between the player pressing a button and the character executing the corresponding move wasn’t that noticeable and matchmaking was fairly quick.

In summary, other than some jarring moments in the story, unclear character motivations and some naff character redesigns, there is a fun fighting game here buried underneath all of the nonsense, it’s just a pity that you have to put up with all of these hindrances to get to it. If you are a fan of the first game, then sure, I would recommend you picking this up and playing through it, but if you aren’t familiar with the series and are looking to jump into it and are considering grabbing the latest entry, I would highly encourage you to avoid it. You would be much better served picking up the first game. It will be a great deal cheaper than the latest version, the character designs are better and it’s a lot simpler and more fun overall.
  
Pirate&#039;s Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
  
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Kyera (8 KP) rated Empire of Storms in Books

Feb 1, 2018  
Empire of Storms
Empire of Storms
Sarah J. Maas | 2016 | Children
10
9.4 (22 Ratings)
Book Rating
Re-Read Update:
This book destroyed me. I cheered when my baby, Abraxos, appeared (legitimately out loud cheered) and wanted to cry at those fateful words. If you've read this book, you know which ones I'm referring to and if not, I can't say because there would be spoilers. Despite the issues and shift in the characterization of some of our leads, this book takes you on an incredible emotional journey with highs that make you cheer (see above) and lows that bring you to tears (almost).

Despite the length of the book, I didn't feel as though the story lagged or the pacing was poor. Any free minute I had, I immediately turned to the book to continue where I left off. Even knowing what was going to happen, it managed to enthrall me.

One of the problems that I have with this book is its portrayal of relationships. There are aspects of it that are so swoon-worthy and make your heart hurt, but there are some that are not healthy. It's nice to see diverse portrayals of love and relationships, but my concern is that a young adult reader might see the territorial Fae nonsense in the book and not realize that it's an extreme. It might seem normalized. As I am not a teenager, I am aware of the intricacies and can roll my eyes at the "nonsense" without putting any weight on the idea. That may not be the same for teen readers.

There are aspects of the character development that seems off and others that, although regrettable, are completely valid. For example, Dorian has gone through an incredible amount of turmoil and emotional upheaval in the last two books. It's understandable that his personality would not quite be the same carefree, flirty scholar that we met in the first book who wished to stand up to his father but could never garner the courage to do so.

In a similar vein, we watch other characters develop into multi-faceted people and understand them more. Manon and Lysandra have become much more interesting characters as they were expanded upon, and at least for me have become some of my favourites. Despite the huge cast of fairly main characters, each is still given the time to shine and grow.

Finally, the world building continues in this book to an immense degree. A combination of the book's size and the various viewpoints has allowed Sarah J Maas to expand the world we have come to know. Erilea has been developed and we are able to see more pieces of Nehemia's homeland, Aelin's kingdom, and so much in between.

I still love this series and highly recommend it to young adult/teen readers who enjoy fantasy books.

Original Review:
These novels are so addicting, emotional and indescribable - but I'm going to try to do them justice. If you've not yet read up to Empire of Storms, please avoid this review as it has spoilers. I try to leave out the major plot points and just focus on the characters/world, but it's not free from them. Please read on only if you've read the series.

Our main cast of beloved and some tolerated, main/supporting characters grows throughout the series. Although we lose Nehemia, which I am still so sad about - we are introduced to the Fae. Their inclusion in the series brings the genre into high fantasy and makes it even more enjoyable. Prior to this series, I hadn't read many novels in which the supernatural creatures were the Fae but now I am obsessed. The world of the Fae isn't experienced or explained much, but I would love to see more of it. Their powers or abilities are so intriguing and well written. Just enough information is given that you can understand what is going on, then beautifully populate the world and battles in your mind.

Sarah J Maas makes you fall in love with each of the characters, whether you liked them when they were first introduced or not. One of the first perspective shifts we experience is when we are introduced to the bloodthirsty Manon Blackbeak. At first, you wish her scenes weren't there as they take away from time with our main characters but by the fifth novel she's one of the characters you're rooting for. Although she's a witch and over one hundred years old, she is given the ability to develop and change over the course of the novels. It takes time because she's learning that things she believed her entire life aren't true and don't need to affect how she views life.

Even characters that we were originally introduced to, like Lysandre are able to evolve and change over the course of the books. She and Celaena start off butting heads and competing, but that doesn't last. They join together and made a formidable pair (especially once magic is restored to the land). Lysandre grows into one of my favourite characters and her wholehearted commitment to the cause is inspiring.

Seeking more information about the Wyrdkeys, Celaena seeks knowledge from the Fae Queen Maeve. Unwilling to give her information away for nothing, Queen Maeve makes a deal that Celaena must train with and impress one of her trusted warriors, Rowan. Prince Rowan is able to manipulate ice and wind, whilst also transforming into a hawk. Her inner circle are sworn to her with a blood oath and a group of Fae warriors that include Rowan, Lorcan, Gavriel, Vaughen, Fenrys and Connall. Later on, this group is affectionately titled Rowan's cadre and some join our heroes on their journey.

Unsurprisingly, we discover that Celaena is actually the Princess (or Queen) of Terrasen and that revelation brings with it some people from her past. Her cousin, Aedion was forced for years to do the bidding of the King of Adarlan whilst secretly helping his people. He is a general and his legion of warriors called the Bane are loyal to him rather than the King. We also meet another person from Terrasen, the daughter of the woman who sacrificed herself to allow Aelin to escape as a child - Elide. She was mistreated by her Uncle for years, until Manon Blackbeak helped her escape. After only a few days, she crosses paths with Lorcan who is a member of Rowan's cadre and they begin to journey together.

Lorcan is not well liked by Rowan or Aelin when we first come across him in Rifthold. He is still bound to Queen Maeve and is seeking to find and destroy the Wyrdkeys. Throughout his journey across Erilea, he discovers that he has a soft spot for Elide and protects her. Some of the other cadre are viewed in a more favourable light by Aelin and her friends, as they attempt to delay their orders from Maeve to help on the quest.

Sarah J Maas writes the best pairings that fill your heart with so much feeling then she rips it out and stomps all over it. Rowan loves Aelin with his whole heart, every part, the good, the bad, the broken and beaten, the assassin, the Queen, the Fae and no one else has ever done that for her. Their love is true and enduring. Heartwrenching and pure. Even though they didn't start off on the best footing, after training her for a time and even breaking his blood oath to Maeve - Rowan is completely enamored. Plus, they're mates so there's nothing more important and bonding. Each relationship is authentic and pulls at your heartstrings.

Throughout the novels, you are able to experience more of the lands with Erilea from the dark, twisted towers of Morath to the Queen's home of Terrasen. They are welcome additions to our mental maps of the land and wonderfully illustrated through words.

This is one of my favourite series by far and is highly recommended to all - also specifically to young adult readers who enjoy well writen novels with developed characters, immersive world-building and fantasy.