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Heated Beat
Heated Beat
Garrett Leigh | 2016 | Essays
10
10.0 (1 Ratings)
Book Rating
wonderful books/narration!
Independent reviewer for Archaeolibrarian, I was gifted the audio version of this book.

My Mate Jack (book 1)
Don't you just love a friends to lovers book? With lots of misunderstandings and mix-ups along the way? Nothing else, just these two friends, one with a crush on his straight best friend? Made even better by some awesome narration??

This book right here!

Will has been in love with Jack forever, but Jack likes girls and Will doesn't. When Jack asks Will about kissing, then about having sex with men, Will allows Jack to get close. Then Jack goes to Ibiza and Will goes to uni and things are said, done, implied and the fall out is massive.

I want to be a bit picky here, cos, you know, I can, its my review but the only thing that would have made this book any better was if Jack had much more of a say. Apart from the epilogue, Jack doesn't get a say and I wanted him to, I so DESPERATELY wanted him to. I needed to know what was going through HIS mind when he kisses Jack, when they do what they do before they go their ways, and I don't get it. Had he been given a bigger say, I would be raving about this book! Oh, don't get me wrong, I LOVED this as it was but Jack? He would have been the icing on a pretty special cake.

Dan Calley narrates. Mr Calley is fast becoming a favourite. His voice carries a very British accent, and his reading voice is deep and even. His voices are amazing, and he hits the accents to a tee. He gets across all of Will's feelings about Jack. His reactions to what they do, to what comes after and to what he does when Jack fianlly, FINALLY, tells Will what he really wants. Or rather Who.

It's not a very long read/listen (108 pages/3 hours) but it packs a powerful punch. I didn't quite manage to listen to it in one go, cos that darn dayjob got in the way, but I very nearly did.

Apart from not getting enough of Jack, I cannot fault the book nor the narration so...

5 full and shiny stars for the book AND the narration.


~~same worded review will appear elsewhere~

Lucky Man (book 2)
This is book 2 in the Heated Beat series, and while it's not NECESSARY to read/listen to book one, My Mate Jack, I think you SHOULD, cos , you know, I said so! Jack and Will pop up a lot, since Jack lives with Finn, but it's not needed to have their story before this one. But you know, THAT book was a 5 star listen too!

Danny has drooled over Finn on stage for some time. Meeting him, going home with him, gave him the best night of his life. But Finn has a secret and Danny has a stressful job. Can they make it work?

This is a much darker, dirtier, deadly listen than book one, but I loved it just as much, maybe a tad more.

There is powerful and instant chemistry between Finn and Danny, and it carries right through the book. Its hot and steamy, but equally, deeply emotional, for both Finn and Danny. Finn's health issues, and what that meant in his previous relationships, are his primary concern. Danny is dealing with a murderer who has been on a spree across the country.

Danny reaction to Finn's health issues were not what Finn was expecting, but still, Danny struggled with Finn a couple of times, especially when he had an episode (is that the correct term? ) but Danny rode it out, and did his best to understand. Some serious research into Finn's condition has been done for this book, I'm not saying what that is, because spoilers, but the level of research into treatments and how people suffering this condition cope shows here.

I LOVED that this book is set in Nottingham. As a Nottingham gal, I got all the places that were mentioned, and loved that the shortened, locally used names for places like The Queens Medical Centre (big hospital!) are used. Loved the references to local towns, and how far they are away from Nottingham and the correct distances/times are used. Proper made my day!

I did get the murderer all wrong. I had a fairly close to Finn character pegged as the bad guy, but that all went belly up on me, so well played!

Both Finn and Danny have a say here, and I am SOOOOOOOOOOOOOOOOOOOOOOOOOO glad they do! I think this one, especially, would have suffered had we not got them both, so thank you Garrett Leigh, for making my day twice in this book!

Dan Calley narrates again, and again, he knocks it out the park!

His voices for Will and Jack are spot on from book to book, but Danny and Finn's voices are perfect too. He gets over all of Danny's concern about the relationship, given that he isn't out at work. He gets over all of his concern about Finn when he has an episode, and how he deals with the aftermath. Calley gets over all of Finn's insecurities, and what's going on in his brain. I felt for Finn, listening to him have internal conversations with himself about Danny and his feelings for Danny, and where their relationship was going.

Mr Calley NAILS it, he really does.

5 full and shiny stars for the book AND narration

**same worded review will appear elsewhere**
  
The Roads Not Taken (2020)
The Roads Not Taken (2020)
2020 | Drama
7
7.0 (2 Ratings)
Movie Rating
Javier Bardem and Elle Fanning act their socks off (1 more)
Robbie Ryan cinematography is Oscar worthy
Molly is a bit two-dimensional (0 more)
Pain and not a lot of Glory.
If you like your movies action packed you are going to dislike this movie. If you like light and uplifting stories you are going to positively loathe this one! For everyone else, "The Roads Not Taken" is a very thought-provoking piece of film-making from writer/director Sally Potter that I have a lot of respect for. Even more so, since I learned that the film is based on the director's time caring for her now deceased brother Nic, diagnosed with early onset dementia in 2010.

It's not a promising premise. "The Roads Not Taken" concerns a New Yorker with dementia being taking to the dentist and the opticians. Gripped yet? Nope... didn't think so. But stay with me here.

Elle Fanning plays Molly, daughter of the almost catatonic Leo (Javier Bardem) who is receiving a lot of support to stay in his own home. As his daughter assists him on his trip to his medical appointments, he is only about 10% 'there'. Glassy-eyed and almost incomprehensible, his utterances are often taken to refer to his present experiences. But actually, he's 90% somewhere else, revisiting two key episodes in his past life and reacting in the real world to what's happening in his dreams.

As he relives 'the roads not taken' we can piece together the elements of a life that's lived and - perhaps - lay out some elements that might have contributed to his mental decline in later life.

Before we plunge into the doom and gloom of the story, there was one moment of levity for me in the opening titles. I commented in my review of "The Farewell" that the company 'dog-tags' at the start of the film reminded me of a famous Family Guy comic moment. But this is kindergarten level compared to this movie. I assume Sally Potter must have tapped her complete phone contacts list to raise the funding for this one! Since I counted FOURTEEN different production companies referenced! Is this a record?

As you enter later life, it's common for many of us to suffer a significant source of stress. Sometimes - if you're lucky - four sources of stress. The reason? You stop worrying about your kids as much and start worrying about your aged parents and in-laws. Like heating up a frog in water, it's often imperceptible how much stress you are actually carrying with that until the last of the relatives 'shuffles off this mortal coil'. Within the grief, there's also a source of guilty relief in there somewhere. Such is the maelstrom that young Molly is in - with knobs on - given the disability of Leo. As a professional in her 20's, she is also having the juggle this responsibility with progressing her career.

It's a bit early in this turbulent year to talk of Oscar nominations. But for me, there are three standout performances in this movie:

1) Javier Bardem: what an acting masterclass! As with Daniel Day-Lewis's win in 1990 for "My Left Foot", the Academy loves a disability-based performance. I haven't seen much Oscar-buzz about this performance, but I'd personally throw his hat into the ring, for at least my long-list;

2) Elle Fanning: this young lady has been in movies since the age of 2, but rose to stardom with "Super 8". She's building a formidable filmography behind her. Here she matches Bardem shot-for-shot in the acting stakes: a caring daughter being emotionally torn apart; always needing to be in two places at the same time (as nicely positioned by the cryptic ending). A first Oscar-nomination perhaps?

3) Robbie Ryan: with an Oscar-nom previously for "The Favourite", could another one follow for this? For this is a beautiful film to look at, despite its downbeat story. There are some drop-dead gorgeous shots. One in particular is where a sun-lit Fanning has a "Marilyn Monroe subway skirt moment" at a window (with her hair being blown, I should add). Glorious. And all of the Mexican/Greek scenes (all Spain I believe) are deliciously lit and coloured.

"The Roads Not Taken" is an intelligent watch for sure, and reminiscent to me of Almodovar's "Pain and Glory": another artist's life lived again in flashback. If anything, this one is more unstructured in setting out a box of jigsaw pieces that you need to piece together through the unreliable narrator's random memories. ("Ooh, look - here's a bit with Laura Linney on it... ah, that goes there"; "So that's who Selma Hayek is"; etc.) But, as with a jigsaw, staying the course and putting the last pieces in is a very satisfying experience.

There's also a really feelgood scene in a taxi rank that restores your faith in the underlying goodness of people.... and a rant by a "Trump-voter" that gives you quite the opposite view!

Where I found some frustration was in the lack of backstory for Molly. She seems to be painted rather two-dimensionally. Yes - young with job, but of her personal life we see nothing. Adding another dimension (a young family for example) would have added yet another set of stresses to the mix. Leo's flashbacks are also focused on just two time periods. More wide-ranging reminiscences might have broadened the drama.

But I personally found "The Roads Not Taken" intensely moving. I'm not sure I could say I "enjoyed" it, but it is a worthy watch and has left me with thought-provoking images to chew on.

(For the full graphical review, please check out the One Mann's Movies here https://bob-the-movie-man.com/2020/09/15/the-roads-not-taken-2020-pain-and-very-little-glory/.)
  
Darkest Night (First edition)
Darkest Night (First edition)
2012 | Adventure, Fantasy, Horror
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.

Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.

DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L

I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.

Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.

This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.

https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
  
Call of Duty: Ghosts - Devastation
Call of Duty: Ghosts - Devastation
Shooter
The second of four planned content packs for Call of Duty: Ghosts has arrived and offers more than a way to tide fans over until the release the next pack and highly anticipated release of Call of Duty: Advanced Warfare in November. Following the established formula of previous releases, the new collection offers four new maps, a new weapon, and a new episode for the alien themed Extinction gameplay mode.

 

The following maps are included in the collection.

 

Behemoth

This is set in a large excavation tool in Columbia where stairs, narrow corridors, and fast action are the order of business. Think of a cross between an oil rig and excavation machine and you have an idea what’s in store.

The upper levels of the map provide plenty of fast action and the interior locales get plenty of opportunity for close quarter combat. Running on the main deck may make you a favorite of snipers, but there are plenty of opportunities for players to duck out of harms way if they’re willing to jump over a ledge.

I have to say that this is my favorite of the new maps because I just really enjoyed the run and gun style of playing and this one suits me perfectly.

COD Ghosts Devastation_Behemoth Environment

Ruins

Set in Mexico, this map combines a jungle locale with plenty of temples. At first it was very frustrating as due to the excessive amounts of foliage and varying terrain levels, it was a campers paradise. I lost count of how many times I was spawn camped at the beginning of my play sessions but I soon developed instincts as to where opponents preferred to set up and hide. There is plenty of opportunity for fast and intense combat here as long as you’re willing to put up with the numerous snipers and campers that will letter the map.

When a player reaches a certain level of kill streak, they will become The Predator from the film series and this allows them to hunt opposing players using the heat vision of character as well as his wrist blades and plasma cannon. Should a player be lucky enough to take down this creature, he often gets the final laugh courtesy of his self-destruct mechanism which complete with sound effects from the film has devastating results.

COD Ghosts Devastation_Predator vs the Volcano

 

 

Unearthed

Set in a classified location this is often the most frustrating of the new maps for me. It is like a combination of Dome and a couple of other maps from previous games which forces combat to flow along and excavation site. There are some impressive things such as automatic doors and underground areas to fight within. However the central hub and elevated catwalk also lead to lots of sniping and camping. I had been spawn camped on this map more than any of the other maps combined but if you’re willing to lob a few grenades into the central hub, you can often be rewarded with some very impressive kill streaks.

COD Ghosts Devastation_Unearthed Environment

 

Collision

This New York based map is cluttered and dangerous as it is set aboard a crashed freighter that is mingled with the bridge and has all manner of vehicles and cargo containers aboard. Sniping is common here but the multilevel map and numerous interiors allow for a nice mix of gameplay styles. I remember recent session where I completed the final kills for our team by jumping down upon three passing enemies firing as I jumped. I have also racked up some very enjoyable kill streaks on this map that resulted in rocket strikes being called in. The detail level is good from the standing water in the lower sections of the ship to the cargo netting and containers that letter the upper levels. Seeing the wrecked New York City taxis was a nice touch as well as some of the more personal details in the crew quarter areas of the ship.

COD Ghosts Devastation_Collision Environment

 

The new weapon is called the Ripper and I found it to be a very interesting mix of submachine gun an assault rifle as it escaped will changing between the two on-the-fly. It is very high rates of fire which will rip opponent to shreds in short order hence how the weapon got its name. The high rate of fire though does go through your ammunition quickly so short bursts or plenty of time to reload is always recommend.

 

The final part of the collection is the Mayday episode of the alien themed Extinction. For players work with one another to infiltrate and clear a locale that is been overrun by the alien menace. Players purchase weapons upgrades based on the amount of enemies they dispatch and will also earn skill points based on their performance. Said skill points will let them do things such is offer ammunition upgrades to teammates and bring in electronics ranging from Sentry guns and other advanced weaponry. My first time through we made excellent progress as we seem to be well synced to take out the aliens and guard our drill that was required for advancement into the game.

This was short-lived as after several successful encounters we came across a group that had our number and dispatch us in quick succession which left no one to revive the fallen members. While it is a bit frustrating batch when this happens you must replay the entire session over the graphics and gameplay are definitely a very nice touch and I’m very happy to see that they have moved this to an episodic format because the narrative and back story bring a whole new level of enjoyment.

 

While not perfect, the collection is to me more enjoyable than many that maps the game shipped with at launch and therefore one that I can easily recommend. Those looking for the best value will want to purchase a season pass is that will get you all for the map packs at the discounted price which is certainly a is better than paying the going rate to get them à la carte.

http://sknr.net/2014/05/20/call-duty-ghosts-devastation-dlc/
  
Whiplash (2014)
Whiplash (2014)
2014 | Drama
Whiplash makes for a painfully tense and terrifying learning experience that is nothing short of cinematic brilliance. It'll have you on the edge of your seat, with your heart still pounding even after it's over.
I believe that there’s a desire in all of us to achieve greatness. A deep, internal yearning for importance, respect, and acceptance. We want to be remembered and we want to fulfill a sense of purpose in our lives. For Andrew Nieman (Miles Teller), the central character in the 2014 Best Picture nominated film Whiplash, that desire is to be one of the all-time great jazz drummers. Of course, he knows that accomplishing such a goal will require a firmly fixed focus, an uncompromising dedication, and endless hours of practice. What he surely wasn’t expecting was to run into a teacher like Terence Fletcher (J.K. Simmons), who will stop at nothing in order to push his students to strive to be their very best. Whiplash makes for a painfully tense and terrifying learning experience that is nothing short of cinematic brilliance.

Andrew is a first-year student at the prestigious Shaffer Conservatory of Music in New York where the presence of their great head music conductor, Terence Fletcher, looms over everyone. Fletcher is well-known, respected, and feared. More importantly, he is their ticket to success as musicians. Landing a spot in his band is a coveted high honor. Earning his respect is even greater. Though under Fletcher’s guidance, success doesn’t come easy. He rules over the school like a maniacal dictator and he demands absolute perfection from his students. After all, he has a highly revered reputation to preserve, and he’s not about to let anyone jeopardize it. Andrew finds himself lucky enough to be chosen to rehearse with Fletcher’s band, but he’s soon tested, humiliated, abused, and pushed to the limit by his short-tempered instructor.

Already something of a loner, Andrew delves even deeper within due to pressure from his teacher, turning his passion for music into an unhealthy obsession. He cuts off contact with others and devotes himself entirely to practicing. With fingers bloodied from extensive drumming, he simply bandages them up and keeps at it. Not only is his music playing taking control of his life, but it’s also clearly taking a toll on his mental health. Even more troubling for Andrew is that no matter how hard he tries, Fletcher is never satisfied, and he torments his students until they get things right, even if it means practicing all night. Resentment and tension rapidly rise for Andrew as he approaches his breaking point, resulting in the film’s unforgettably tense conclusion.

Whiplash is no walk in the park. It will have you sitting on the edge of your seat in suspense and terror, with your heart still pounding even after it’s over. It’s an emotional horror for young Andrew who is put through Hell by his mad musical conductor. I was legitimately in fear for his life and sanity. While the movie has given me a greater respect for musicians, and jazz bands in particular, it sure makes me feel glad that I was never in band!

Whiplash is remarkable in its design and execution. The film’s cinematography shows a wonderfully adept eye for camera angles, and gives this low-budget film a distinguished look. The director revels in the closeness of the scene, putting us right alongside Andrew as he comes face-to-face with the ever-menacing Fletcher. It’s unbelievably tense and uncomfortable to watch while he’s being verbally and physically assaulted right before your eyes. The film’s Oscar-winning editing finds the right tempo with knowing when to cut and when to linger. It also expertly accompanies the music with its barrage of clear, fast-paced shots. Of course, Whiplash is also very respectful to its music sources, and it does an amazing job in showcasing the outrageous musical talent on display.

The performances from Miles Teller and J.K. Simmons are sensational. It is estimated that roughly forty percent of the drumming you see by Andrew in Whiplash was actually performed by Teller. Considering the ridiculous amount of skill involved in these jazz band classics, that statistic should not be understated in the least. Teller puts on an incredible display and pours his heart into this movie. He carries the film, appearing in every single scene, and makes for a believable transition of character under the strict discipline of Fletcher. Even more extraordinary is J.K. Simmons, who won the Oscar for Best Supporting Actor with this performance. Simmons injects his character with an intense ferocity that demands your attention. He terrorizes his musicians while conducting with an iron fist. Yet there’s far more to his character than just being a bully. While I disagreed with his abusive methods, I couldn’t argue against his intended result. His character’s extreme conduct will no doubt take things too far for some viewers, but despite all of his anger, I still found Fletcher to be remarkably fascinating. In the end, as deserving of hatred as he may be, I couldn’t help but feel some level of respect for him, and I think that really speaks to the quality of the film.

Whiplash is an emotionally stirring masterpiece that questions how much is too much when it comes to pushing someone to be their best. It also explores the emotional and psychological harm that can result from that level of pressure and abuse. The movie is bolstered by two tense and energetic performances from Miles and Simmons, who are deserving of all of their praise and accolades. You don’t have to be a fan of jazz music to enjoy this phenomenal film. I found the music to be intoxicating, but the real strength of the movie is the teacher and student dynamic between Andrew and Fletcher. With a diabolically delightful and brilliant ending, these two characters have achieved an esteemed level of movie greatness that make Whiplash a must-see!
  
Star Wars: Episode IX - The Rise of Skywalker (2019)
Star Wars: Episode IX - The Rise of Skywalker (2019)
2019 | Action, Adventure, Fantasy
It took me over a month to get around to seeing this last night at the cinema. Not because I didn’t want to see the end of the new trilogy and say goodbye to it in style, but because I feared it just wouldn’t be very good. Put simply, it isn’t very good. Some parts, in fact, are downright awful. But it isn’t terrible either. I can’t say I hated it – I had fun; I enjoyed it for what it was, and some small moments in isolation were very well done indeed. However…

The first thing that struck me was the pace and editing style, which seemed at last to fully embrace a Disney theme park ethos of let’s get to it and keep it moving. No notion of setting mood and re-establishing character, but rather a sense of we have a lot to fit in here so let’s get it out of the way as quickly as possible. It didn’t feel to me like it was allowed to sit at any point and just be brooding, or meaningful in any way. Which may work for the short attention spans of your average 9 year old, but for older fans who have literally waited 42 years to see an ending, it felt rushed, trivial and far too flippant.

The spectacle was very much there still. The landscape of alien worlds, creatures, droids and other necessary weirdness is all there in spades! It just feels like you would need to go back and press the pause button to see it all. And before we know what is happening (or why), Palpatine is back in business and everyone is looking for some lame GPS green triangle thingy. Forget almost everything in the story that has led to this point, this is an adventure that exists in a vacuum of space, and you either shrug and go with it, or get very annoyed. I chose the shrug.

Before we really settle into what is going on, we start to see the power of The Force flowing through Rey in ways it has never done before… she can heal, she virtually flies, and she can even teleport objects to a different physical place at will. She has become more like Neo from The Matrix than anything Skywalker. More like a Marvel superhero than anything grounded in an ancient mysticism that acts subtly at moments of great need. What that does is immediately lower the stakes, because if anything is possible, and therefore probable, there is no threat of failure. And if this movie lacks anything essential it is threat.

That said, the reanimation of Emperor Palpatine was nicely creepy, at least in a visual and vocal sense. And the journey of the excellent Adam Driver as Ben Solo / Kylo Ren remained the most interesting and satisfying thing about the whole reboot. I found myself just wanting to focus on him more and more, and felt frustrated when, typically, his key progression moments were over too soon or given away too cheaply from a dramatic context.

I have mixed feelings also about the level of mirroring and call-backs to moments from previous films. Some really worked, but many fell flat. It began to feel like a greatest hits checklist, which, of course, was a criticism of JJ Abrams’ directing style in The Force Awakens, too. He has been so much more concerned with giving fans sugary little treats, as opposed to cooking up a satisfying meal that nourishes in it’s own right – indicative of a 21st century audience that often demands its pudding before it has finished its greens.

Look, I enjoy a nostalgia trip as much as the next uber-geek, but I do also like my fantasy sci-fi to be based on an idea of weight and gravitas. Eschew that aspect and the climax is going to fall a little flat… which, I think it did. Our empathy for Rey, and in fact all of the new gang, is simply not as strong as it should have been. Daisy Ridley does a decent job, and I don’t blame her at all – I have no problem with any of the supporting cast either, but what a shame too many of them almost fade away into mere scene dressing by the end.

Very telling then, that my favourite bit by far was a 15 minute giggling fit brought on by that one, already infamous detail, when tiny weirdo Babu Frik completely misses the mood of the room and screeches his “Hey Heeeeeey!” Only to pop up again later with an equally hilarious repeat. Probably the funniest moment in any Star Wars film, bar none. Worth the ticket price alone, and I am still having regular flashbacks that leave me in fits of laughter!

So, that’s it is it? Over and done with? Well, they certainly wrapped it up in a bow, coming full circle in fairly satisfying style. With just a cheeky hint that the roots of a continuation at some point are buried within shallow reach. No doubt, amateur writers everywhere have already had a pop at what happens next. The Force is balanced, the prophecy fulfilled, but it wouldn’t take much to tip the galaxy back into turmoil, as soon as Disney fancies another few billion in ticket sales.

Personally, I don’t want to be cynical about a franchise that has been a part of me since I was 3 years old, and been such a good friend. However, I am perfectly fine with having it remain as a source for backstories and origin tales. The main saga is over, so let’s leave it alone. Episodes IV – VI will always remain the best; they won’t go anywhere. So any shortcomings can be easily solved… just watch The Empire Strikes Back again, not worrying about anything else, but revelling in just how perfect it is, and how lucky we are that it is there for us.
  
Hunting Sasquatch
Hunting Sasquatch
2017 | Dice Game, Party Game
Sasquatch. Nessie. La Chupacabra. The Jersey Devil. These are all examples of what is called “Cryptids.” These cryptids are mostly fairytale creatures, and have not been substantiated yet, but many a fool have hunted them nonetheless. You are one of those fools. Your target? Information on Sasquatch. Yeah, you might find other clues to fellow cryptids along the way, but you really need that sweet sweet clear photo to be crowned King Fool!

Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.

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. 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 shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.

The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.

Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).

If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).


The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.

The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.

I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.

I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.
  
GoodFellas (1990)
GoodFellas (1990)
1990 | Crime, Drama, Thriller
Cast (3 more)
Sets
Script
Directing
Masterpiece
Contains spoilers, click to show
At the weekend, I was lucky enough to go and see one of my favourite films ever made on the big screen; Goodfellas. I thoroughly enjoyed the experience of seeing the movie in an actual cinema, but it has been a few years since I have last seen it and seeing it after seeing some of Scorsese’s more recent efforts, I actually saw the story in a different light.

Here me out here; Goodfellas is a religious story.

I know what you are thinking, “But Scorsese has already made religious movies with The Last Temptation of Christ and Silence. Goodfellas is about gangsters and murder and the only brief mention of religion in the movie is the fact that Karen is Jewish and Henry wears a cross.” Well none of that is strictly untrue, but there were just several points of the movie that I just couldn’t help but feel an implied religious undertone.

The first of which is in the opening scene of the movie, when Henry, Tommy and Jimmy open the boot of the car to finish off Billy Batts. The bright red tail light shines harshly on Henry’s face as he watches a man die and delivers his iconic voiceover: “As far back as I can remember, I’ve always wanted to be a gangster.” Here we are being introduced to a man who is capable of literally staring death in the face and metaphorically staring into the jaws of hell without even flinching.

From this point on, Henry is our guide into this forbidden underworld. He treats us the viewers as total newcomers to this chaotic landscape as he attempts to sell to us how great it is to live this way. It’s akin to Virgil guiding Dante through the various circles of hell in the Divine Comedy. This idea of Henry being a guide into hell is most explicit in the scene of his and Karen’s first real date at the Copacabana nightclub. In this scene we are treated to a glorious tracking shot that follows the couple all the way from their car to their seat directly in front of the stage. The first major direction we are taken is down. We descend down a staircase into a hallway painted red, in fact if you pay attention to the background in this entire sequence, there is almost always at least one red object onscreen. All the way to the table, Henry is greeted by various sinners as the ‘Then He Kissed Me,’ plays in the background; a song of seduction and lust.

Another example of this is the famous scene where Henry introduces us to various gangsters such as Jimmy Two Times through voiceover. Once again, the environment is littered with red light and dark shadowed areas as we are being introduced to a batch of sinners, thieves and murderers.

After Tommy’s death, the period of seduction in the movie is over. From this point on, we are seeing the intense fall of Henry’s world. It is just as chaotic as the first half of the movie, but now Henry and his friends are no longer in charge of the chaos and slowly they are beginning to lose control of everything that was once theirs. All of a sudden the momentum that has carried the movie and Henry’s life up until this point is brought to a halt, most obviously manifested in the scene of Henry driving far too fast despite being unaware of wait awaits him ahead and having to slam on his breaks and come to a screeching stop mere inches away from crashing. What direction is he looking just prior to this? He’s looking up for the chopper that he suspects has been following him, however he is also looking in the direction of Heaven, looking for a threat of something bigger than him that threatens to put a stop to his sinful lifestyle.

In the movie’s epilogue, once Henry gives up Jimmy and Paulie to the FBI, we see him in an entirely different environment. He’s dressed different, the weather is different and he describes how he is now just a nobody like everyone else as if that to him is a fate worse that death. Almost as if, he is in Limbo. No longer is he amongst the sinners in a world of gratification and sin, but instead he is in a ‘safe,’ environment where he can’t do anything even remotely illegal or morally questionable because he is being monitored by people just waiting for him to slip up. Then the very last shot we see is Tommy shooting at the audience. This is not only a very neat bookend as both the opening scene and final scene of the movie see Tommy committing a violent act, but it signifies that elements of Henry’s old life still follow him and he will spend the rest of his days looking over his shoulder for demons from his old life, like Tommy waiting to snuff him out.

Maybe I’m reaching slightly with this, but I feel like at least a few of these choices were intentionally put in by Scorsese. Especially the opening scene showing the murder of Billy Batts and the tracking shot as we are taken into the Copacabana. After watching recently watching Silence and The Irishman, it is clear that faith and mortality are both things that heavily weigh on Scorsese’s mind, so I don’t think that it is too much of a stretch to say that it was probably something that was at least in the back of his mind in 1990.

Regardless, this movie is a masterpiece and is still great no matter how many times you have seen it previously. It feels so authentic and genuine through the direction and presentation and the fantastic performances given by the respective cast members allow the characters to feel so real and deep. There is a reason that this is still considered as one of the seminal gangster movies. 10/10
  
Pokémon: Let's Go, Pikachu!
Pokémon: Let's Go, Pikachu!
2018 | Action, Action/Adventure, Fighting
The original 151 Pokémon (5 more)
Not just a remake of yellow
Graphics
Gameplay mechanics
Nostalgic but also very fresh
Being able to see what you're running into
A little too easy (1 more)
Sometimes miss the battles between wild pokemon
Fun, adorable and nostalgic
So I got Lets Go Pikachu, and withing 30-40 minutes, I had completed it, Elite four and all, but I had so much fun!

This game was first introduced to me by a friend who told me it was a refreshed version of Pokémon Yellow, but with Eevee as a starter if you got Pokémon Let's Go Eevee. However this game is so much more than a modern day reboot.

Mechanics wise, they've brought in the catching system from the popular mobile app Pokémon Go, with the player having to use the joy cons, the Pokéball Plus or the switch as a whole, to catch Pokémon by throwing a Pokéball with a chance to get 1 of 3 catch ratings (Nice, Great, or Excellent) if you can throw the ball through a ring that shrinks repeatedly. At first I wasn't sure if I was going to enjoy this because I suck at this on the app, but it's something that grew on me because the switch version of this mechanic is easier to achieve, and when the player uses the whole handheld format of the switch (joy cons still attached to the sides, holding the whole body of the console) it's a lot easier to catch the Pokémon that move around a lot from side to side, other than the player having to try and throw curve balls which can sometimes ache your arms if your building up a catch combo.

I do however miss battling Pokémon in the wild sometimes, to me the old mechanics had this sense of achievement that (as cruel as it sounds, but come on this is Pokémon we're on about) you were able to beat that high level Pokémon in a battle and have therefore not just got lucky with throwing a Pokéball in the hopes that it stays in. Saying that though, you do have to battle the legendaries, Mewtwo and the two sleeping Snorlax's before you can catch them, which is a nice addition they kept in.

On the other hand though, your entire 6 Pokémon party gets experience from catching and battling, which makes it so much easier to level up your entire party without having to send out a weak Pokémon and bring it back or finding the XP share stone from the scientist guy later in the game. I can now judge which Pokémon I need to send out for the particular battle, and feel comfortable in the knowledge that I can keep my strong Pokémon on the battlefield whilst my other Pokémon share in the levelling up.
Some people have complained that they prefer the grind and think that this makes it far too easy, and I can see what they mean, but at the same time, grinding would take 10x longer due to the previous wild encounter mechanics I just spoke of. No more battling wild Pokémon means that grinding now requires a lot more money and Pokéballs.

I do think this game can be too easy at times, your companion Pokémon (the one you receive from the start, either Pikachu or Eevee) is incredibly Over Powered! I was able to defeat near enough every gym with just my starter, because even though the types weren't weak to electric or fighting, if you level up your Pikachu and are say 5-10 levels higher than the gym Pokémon, I was able to kill most of the Pokémon in one hit and a lot of the Gym battles before you reach the leader, only seem to have one Pokémon nowadays, and this isn't because you can't leave and go heal 'cos you can still do that. I thought battling Misty's Gym was a breeze because my Pikachu was two/three levels higher, and everything died in one shot. So I can see why some people complained it was too easy to complete this game. For anything that wasn't effected by electricity, I used double stomp, which in later battles usually took one hit as well, but as your progressing it can take two-four hits depending on the Pokémon your battling.

To argue with the difficulty level though, I would say that if you've never played a Pokémon game, or at least the original Pokémon games, or maybe you want to introduce someone to Pokémon young or old, this is actually a great starting place. The easy difficulty makes it enjoyable and less frustrating, the designs of characters and Pokémon are fantastic, the story is just about the same but you no longer have items that your Pokémon hold like XP Share, or Everstone. (You just have to press B everytime a Pokémon levels up if you don't want it to evolve).

It's a great introduction to Pokémon with added bonuses. You can actually get the Alolan forms of some Pokémon in the game, as there are NPC's around the map that want to trade you for your Kanto versions such as Geodude, Sandslash, Meowth (Eevee exclusive), Vulpix (Eevee exclusive), Exeggutor and a few others. So it's even more fun to hunt for Pokémon in all shapes and sizes and types.

As usual, there are some Pokémon that are exclusive to one version of the game, which is annoying because the only Pokémon I now need for my Pokédex is Pinsir who just happens to be a Let's Go Eevee exclusive, so make sure that like me, you have friends with the opposite game so you can trade, OR, if you have certain game exclusive Pokémon on Pokémon Go, you can send them across to the Go Park in Fuschia City and catch them there. They'll stay in the box you sent them too and even if they flee while you're trying to catch them, fear not, they can't run away if you sent them over. They will stay in the box and you can just try again instantly. I however do not have Pinsir in Pokémon Go but luckily my friend has a spare ?

Overall this game is so much adorable fun, whether it's catching them all, or battling the trainer's and gyms to be the very best, or even just kicking back and having a little play with your companion, you can be sure that with these new mechanics, including a new system that makes shiny Pokémon easier to find/catch, you'll find plenty to do even after you've completed the game.
  
Fallen Land: A Post Apocalyptic Board Game
Fallen Land: A Post Apocalyptic Board Game
2017 | Action, Card Game, Dice Game, Exploration, Zombie / Survivalist
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.

On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.

After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.

The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.

The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.

The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.

While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.

So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.

You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.

You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.

Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.

Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.

On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.

There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.

This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.

All in all a great so experience and a fantastic, brutal multiplayer game.