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Emma @ The Movies (1786 KP) rated Willy's Wonderland (2021) in Movies
Jul 18, 2021
Oh come on... you know I'm watching Nic Cage go full rage at some killer robots!
A stranger runs into bad luck as he nears a small town in the middle of nowhere. Luckily a local mechanic comes across him stranded and offers him assistance. But the bad luck isn't over. With no way to pay for his new tyres, he has to agree to some light cleaning work in the abandoned town attraction. What could possibly go wrong when you're locked in a family restaurant overnight with some large, menacing looking, animatronics?
What's not to love about this particular breed of film? Horror that is so over the top with daftness and unintentional/intentional humour really does hit the spot.
Is this storyline sensible? Absolutely not. If you pick at any thread this will very quickly fall apart... but we're here for the nonsense. You don't come to a Nic Cage film these days for anything else. And much like shark films, I have an independent scoring system to deem the quality of his offerings.
The dynamics between all of the characters is hilarious. Cage with... everyone... is stranger (as expected), and the others all have stereotypical elements to them that bounce back and forth well. Though none of them are quite as obvious as you'd see in spoof horrors though. Beth Grant is always fun to have in things, and she's got the sinister thing down quite well, definitely a great pick for this role.
Our animatronic actors have the perfect creepy movements, combine this with the oversized costumes and the somewhat magical elements to their activities, and you get some fantastic nightmare fuel.
Though I have to query who designed such a terrible layout for a family restaurant, I can't help but marvel at all the different rooms scattered around the building. A fantastic maze of terror waiting for anyone who enters, and each one with its retro-ramshackle look is a delight to see. Throw in the oversized entertainment and the look is great.
At just 88 minutes in length it's a nice easy watch, and you'll definitely have enough to keep you... intrigued? I found myself shouting at the screen with "why", "how" and "what" type questions, and that just added to my enjoyment. A masterpiece.
Originally posted on: https://emmaatthemovies.blogspot.com/2021/07/willys-wonderland-movie-review.html
A stranger runs into bad luck as he nears a small town in the middle of nowhere. Luckily a local mechanic comes across him stranded and offers him assistance. But the bad luck isn't over. With no way to pay for his new tyres, he has to agree to some light cleaning work in the abandoned town attraction. What could possibly go wrong when you're locked in a family restaurant overnight with some large, menacing looking, animatronics?
What's not to love about this particular breed of film? Horror that is so over the top with daftness and unintentional/intentional humour really does hit the spot.
Is this storyline sensible? Absolutely not. If you pick at any thread this will very quickly fall apart... but we're here for the nonsense. You don't come to a Nic Cage film these days for anything else. And much like shark films, I have an independent scoring system to deem the quality of his offerings.
The dynamics between all of the characters is hilarious. Cage with... everyone... is stranger (as expected), and the others all have stereotypical elements to them that bounce back and forth well. Though none of them are quite as obvious as you'd see in spoof horrors though. Beth Grant is always fun to have in things, and she's got the sinister thing down quite well, definitely a great pick for this role.
Our animatronic actors have the perfect creepy movements, combine this with the oversized costumes and the somewhat magical elements to their activities, and you get some fantastic nightmare fuel.
Though I have to query who designed such a terrible layout for a family restaurant, I can't help but marvel at all the different rooms scattered around the building. A fantastic maze of terror waiting for anyone who enters, and each one with its retro-ramshackle look is a delight to see. Throw in the oversized entertainment and the look is great.
At just 88 minutes in length it's a nice easy watch, and you'll definitely have enough to keep you... intrigued? I found myself shouting at the screen with "why", "how" and "what" type questions, and that just added to my enjoyment. A masterpiece.
Originally posted on: https://emmaatthemovies.blogspot.com/2021/07/willys-wonderland-movie-review.html

Ross (3284 KP) rated Rogue: Untouched in Books
May 11, 2021
Great X-person origin story+
Anyone who has seen the first X-men film will be aware of Rogue's backstory to an extent - an unfortunate teenage snog leaving a boy in a coma and resulting in her spending all her time isolated from touching others and spending her allowance on gloves.
In that film, Rogue is played by the wonderful Anna Paquin, who also starred as Sookie Stackhouse in True Blood. It both helped and confused me that in this book Rogue is waiting tables in a smalltown diner, blurring the lines between Rogue and Sookie for me. I kept expecting a vampire to walk through the diner doors. Instead, we are treated to the superb cajun Gambit, my favourite character from the early 90s cartoon series. He helps Rogue (Anna Marie) to discover that she has some mutant powers and how they could be used.
At the same time, Rogue meets two mysterious ladies who are seeking new students for their academy and encourage her to take a chance and give up her waiting career.
Rogue then finds herself embroiled in Gambit's past exploits with a mutant slave trader and has to quickly learn to use her powers (and those of the mutants around her) to escape their capture.
The book flows well, with plenty of character development for Rogue and a satisfying cast of familiar and new (to me at least!) mutants along the way - including one late reveal that I'm sure all readers will see coming a mile off.
While the book never dragged and the pace was great, I did struggle to get through this book as quickly as I had hoped. This is more down to things going on outwith my reading schedule (stupidly listening to 500 albums, marking professional exams and the kids' school holidays). However, while I can't quite put my finger on anything specific, the book didn't quite drag me back in for a sneaky 10 minutes during the day.
I did enjoy this book, as with some of the other Marvel novels issued recently, and would recommend it to anyone looking for something a bit super-hero-y but in a novel.
I received a free advance copy of this book from the publishers and netgalley in exchange for an honest review.
In that film, Rogue is played by the wonderful Anna Paquin, who also starred as Sookie Stackhouse in True Blood. It both helped and confused me that in this book Rogue is waiting tables in a smalltown diner, blurring the lines between Rogue and Sookie for me. I kept expecting a vampire to walk through the diner doors. Instead, we are treated to the superb cajun Gambit, my favourite character from the early 90s cartoon series. He helps Rogue (Anna Marie) to discover that she has some mutant powers and how they could be used.
At the same time, Rogue meets two mysterious ladies who are seeking new students for their academy and encourage her to take a chance and give up her waiting career.
Rogue then finds herself embroiled in Gambit's past exploits with a mutant slave trader and has to quickly learn to use her powers (and those of the mutants around her) to escape their capture.
The book flows well, with plenty of character development for Rogue and a satisfying cast of familiar and new (to me at least!) mutants along the way - including one late reveal that I'm sure all readers will see coming a mile off.
While the book never dragged and the pace was great, I did struggle to get through this book as quickly as I had hoped. This is more down to things going on outwith my reading schedule (stupidly listening to 500 albums, marking professional exams and the kids' school holidays). However, while I can't quite put my finger on anything specific, the book didn't quite drag me back in for a sneaky 10 minutes during the day.
I did enjoy this book, as with some of the other Marvel novels issued recently, and would recommend it to anyone looking for something a bit super-hero-y but in a novel.
I received a free advance copy of this book from the publishers and netgalley in exchange for an honest review.

Joe Goodhart (27 KP) rated Black Hammer, Vol. 1: Secret Origins in Books
Nov 30, 2020
I just wanted to preface this with this: I was recommended BH Vol 1 by a co-worker (as well as a Good Reads user). At the time, I was reading something else, but filed it away mentally for later. Two sales on Comixology, and I pass on both. However, a recent Dark Horse sale spoke to me, and I bought Vols 1 (as well as 2), and Issue #12 (which is not included in the two tpbs).
The series pays more than enough clever homage to the Silver Age heroes. Barbalien bears more than a passing resemblance to J'onn J'onz in the DC Universe, while Golden Gail shares notable similarities to Shazam, or Captain Marvel, also from DC. However, despite the similarities, Jeff Lemire's intent is purely nostalgia and respect, nothing resembling fan service by any means!
Despite aspects of the series that clearly apply to the superhero genre, this series anything but a typical superhero book. Instead, we are presented with a dark (and I mean DARK, like you'll want a milkshake or some Insomnia Cookies after you are finished reading it) tale that is very much about the people who embody the heroes in the series. There are a lot of human struggles and internal issues, all dealt with in a well-written manner, the end result of a series created out of love for the comic heroes of old.
Jeff Lemire is swiftly becoming one of my favorite writers. I got sucked in with his recent new series, GIDEON FALLS, and then now this. I know everyone else has been a fan for the longest time, but regardless, I consider myself a fan now, too! :)
As praise as I am throwing Lemire's way, I also need to throw some to Dean Ormston, the series' A-MAZ-INGLY talented artist! His art suited Lemire's ideas and concepts, rendering them in a way that further supported the tribute to the Silver Age that this clearly was. I glad Ormston remained the artist, as it helped to maintain continuity without breaking the mood.
In closing, I just want to say a big thank you to Baxter for the recommendation and thank you to Comixology and Dark Horse for the sale! My new found love of this series is now forever owned to you both, as well as Msrs. Lemire and Ormston! THANK YOU!!
The series pays more than enough clever homage to the Silver Age heroes. Barbalien bears more than a passing resemblance to J'onn J'onz in the DC Universe, while Golden Gail shares notable similarities to Shazam, or Captain Marvel, also from DC. However, despite the similarities, Jeff Lemire's intent is purely nostalgia and respect, nothing resembling fan service by any means!
Despite aspects of the series that clearly apply to the superhero genre, this series anything but a typical superhero book. Instead, we are presented with a dark (and I mean DARK, like you'll want a milkshake or some Insomnia Cookies after you are finished reading it) tale that is very much about the people who embody the heroes in the series. There are a lot of human struggles and internal issues, all dealt with in a well-written manner, the end result of a series created out of love for the comic heroes of old.
Jeff Lemire is swiftly becoming one of my favorite writers. I got sucked in with his recent new series, GIDEON FALLS, and then now this. I know everyone else has been a fan for the longest time, but regardless, I consider myself a fan now, too! :)
As praise as I am throwing Lemire's way, I also need to throw some to Dean Ormston, the series' A-MAZ-INGLY talented artist! His art suited Lemire's ideas and concepts, rendering them in a way that further supported the tribute to the Silver Age that this clearly was. I glad Ormston remained the artist, as it helped to maintain continuity without breaking the mood.
In closing, I just want to say a big thank you to Baxter for the recommendation and thank you to Comixology and Dark Horse for the sale! My new found love of this series is now forever owned to you both, as well as Msrs. Lemire and Ormston! THANK YOU!!

Joe Goodhart (27 KP) rated Dark Nights: Metal in Books
Nov 30, 2020
So, here's how I am gonna open this review.. With a kinda-sorta-but-not-reeeaaallly Spoiler: it's got a scene with <i>frikkin' Batman</i> riding a <b>DINOSAUR</b> (a T-Rex or Allosaurus)! Look, even you are one of those self-proclaimed haters of all things METAL-related, it's <u>the @#$% BATMAN on a #$@ing DINOSAUR</u>! If that ain't enough to get you excited, well, then, go watch an episode of SAVED BY THE BELL! instead, because that's more your speed!
DARK NIGHTS: METAL (as well as the prequel pieces, THE FORGE and THE CASTING) was one hell of an entertaining ride! It was clear that Scott Snyder had a great appreciation for the events of old, offering us a leaner event than Marvel has in the last five years! Sure, there was some hiccups along the way, and that is nearly truly for anything piece of literature. However, the hiccups were not enough to take away from the love and care that Snyder and Capullo put into this decidely scary (in an EVENT HORIZON or HELLRAISER-kinda way) yet highly interesting!
This was a tale spun out of FINAL CRISIS and 52, with ties as far back as CRISIS ON INFINITE EARTH! Yet, it also showed some of the intricacies at play since Dr. Manhattan's "tinkering" (Man, I hope DOOMSDAY CLOCK gets finished before I die)! Yes, sometimes as the adventure unfolds, there may be a moment here or there where you'll be like, "Um, that's just not something that'd happen!". Well, duh, it's a comic book, silly! If you can hit [PAUSE] on the UberCriticalComicFan sub-routine in your brain, you might find that this is actually pretty damned good stuff! You can clearly see the love and attention put into this by both the writer and the artist alike!
Speaking of which..
Greg Capullo was a great choice to partner up with Snyder for this! His art is tight, yet creepy and foreboding! There were several moments throughout where I was just like, "Holy cow!". It honestly felt like a good DC movie (not like BATMAN V. SUPERMAN)!
Look, at the end of the day, here's what you've got: one hell of a good hero story, something any non-Trump supporters could use right about now! It's just Good vs. Evil, plain and simple! If that ain't the basis for a good story, then, heck, I don't know what is!
DARK NIGHTS: METAL (as well as the prequel pieces, THE FORGE and THE CASTING) was one hell of an entertaining ride! It was clear that Scott Snyder had a great appreciation for the events of old, offering us a leaner event than Marvel has in the last five years! Sure, there was some hiccups along the way, and that is nearly truly for anything piece of literature. However, the hiccups were not enough to take away from the love and care that Snyder and Capullo put into this decidely scary (in an EVENT HORIZON or HELLRAISER-kinda way) yet highly interesting!
This was a tale spun out of FINAL CRISIS and 52, with ties as far back as CRISIS ON INFINITE EARTH! Yet, it also showed some of the intricacies at play since Dr. Manhattan's "tinkering" (Man, I hope DOOMSDAY CLOCK gets finished before I die)! Yes, sometimes as the adventure unfolds, there may be a moment here or there where you'll be like, "Um, that's just not something that'd happen!". Well, duh, it's a comic book, silly! If you can hit [PAUSE] on the UberCriticalComicFan sub-routine in your brain, you might find that this is actually pretty damned good stuff! You can clearly see the love and attention put into this by both the writer and the artist alike!
Speaking of which..
Greg Capullo was a great choice to partner up with Snyder for this! His art is tight, yet creepy and foreboding! There were several moments throughout where I was just like, "Holy cow!". It honestly felt like a good DC movie (not like BATMAN V. SUPERMAN)!
Look, at the end of the day, here's what you've got: one hell of a good hero story, something any non-Trump supporters could use right about now! It's just Good vs. Evil, plain and simple! If that ain't the basis for a good story, then, heck, I don't know what is!

Greenlights
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The Ride of a Lifetime
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The CEO of Disney, one of Time’s most influential people of 2019, shares the ideas and values he...

LeftSideCut (3776 KP) rated Doctor Strange in the Multiverse of Madness (2022) in Movies
May 11, 2022
I've taken a few days since seeing Multiverse of Madness to try and digest it as a whole, and decide how I felt about it. It's certainly wild, and leaves a hefty impression. My initial reservations stem from a couple of elements. Firstly, due to the nature of the multiverse, there are some big set pieces and character moments that feel a bit inconsequential. I hope that future projects might reveist these moments and the subsequent fallout from them, but I've got a sneaky feeling that might not happen. Secondly, there's a massive plot point that drives the entire movie that feels a little unearned, even if the execution packs a hell of a punch.
Overall though, I feel that these are minor detriments to what is a spectacular, and comic-book-as-fuck MCU entry, an entry that carries a unique signature, thanks in no small part to its director. It's no secret that I'm a big ol' Sam Raimi fan, and the entirety of MoM feels like a film straight from his mind. Sure, it has the standard Marvel Studios template, but his style shines through with little effort. There are definitely some moments that feel like a gateway horror flick, and even a bit of splatter that you might not expect from an MCU movie. There's even a few Evil Dead references chucked in for good measure.
It terms of wider connections, there's a lot goinh on here. The narrative does a lot to establish Dr Strange as a major player going forward, and introduces a great deep cut from the comics in America Chavez, another character that would fit right in with a Young Avenger film that is surely not too far off. It's also the first theater release to really feel impacted by the Disney+ shows, essentially acting as not just a sequel to Doctor Strange and No Way Home, but to WandaVision as well. On that note, Elizabeth Olsen all but steals the show here, and it's quite glorious. Elsewhere, the multiverse ensures that there are some crazy set pieces, and some fun cameos that will surely have fans talking and speculating for quite some time.
If nothing else, MoM is an incredibly fun Sam Raimi film, and a solid entry into the wider MCU, and I'm happy with that result.
Overall though, I feel that these are minor detriments to what is a spectacular, and comic-book-as-fuck MCU entry, an entry that carries a unique signature, thanks in no small part to its director. It's no secret that I'm a big ol' Sam Raimi fan, and the entirety of MoM feels like a film straight from his mind. Sure, it has the standard Marvel Studios template, but his style shines through with little effort. There are definitely some moments that feel like a gateway horror flick, and even a bit of splatter that you might not expect from an MCU movie. There's even a few Evil Dead references chucked in for good measure.
It terms of wider connections, there's a lot goinh on here. The narrative does a lot to establish Dr Strange as a major player going forward, and introduces a great deep cut from the comics in America Chavez, another character that would fit right in with a Young Avenger film that is surely not too far off. It's also the first theater release to really feel impacted by the Disney+ shows, essentially acting as not just a sequel to Doctor Strange and No Way Home, but to WandaVision as well. On that note, Elizabeth Olsen all but steals the show here, and it's quite glorious. Elsewhere, the multiverse ensures that there are some crazy set pieces, and some fun cameos that will surely have fans talking and speculating for quite some time.
If nothing else, MoM is an incredibly fun Sam Raimi film, and a solid entry into the wider MCU, and I'm happy with that result.

Purple Phoenix Games (2266 KP) rated VENOM Assault in Tabletop Games
Jan 25, 2021
What would you say if I told you I completely expected a game I received to fall completely flat for me but instead may actually unseat a revered similar game from my Top 10 list of games? That would be surprising, right? Well such is life, and such is this game. I do believe that VENOM Assault may knock off one of my favorite games: Legendary: A Marvel Deck-Building Game. That’s really saying something from me, so let me discuss a bit about why I state this.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.

Daniel Boyd (1066 KP) rated Thor: Ragnarok (2017) in Movies
Oct 30, 2017 (Updated Oct 30, 2017)
Amazing visuals (2 more)
Witty dialogue
Surprise appearances
Inconsistent tone (2 more)
Anti climax
Wasted villain
The Worst Avenger's Best Movie
Contains spoilers, click to show
After seeing Thor: Ragnarok, I feel like the filmmakers were so paranoid about not churning out another formulaic, checklist of a Marvel movie that they chucked a whole bunch of disparate ideas into this mixing pot of a film and hoped that some of it would work. To some extent they were right; some of it does work, but some of it really doesn't. The stuff that doesn't work would probably work okay in a separate movie, but here it just provides a lack of cohesion and brings a jolting change of tone to many of the film's scenes.
Let me elaborate on what I mean and there will be spoilers from this point on. This movie should have been at least three different movies:
There should have been a movie about Hela's return to Asgard, showing her recruiting Skurge and raising her army of the dead and showing Thor and Loki being forced to put their differences aside and having to work together to defeat their more powerful, evil sister.
There should have been another movie about Thor ending up on Sakaar and having to battle Hulk and other competitors and eventually starting an uprising against the Grandmaster.
Then there should have been a third movie about Ragnarok and striving to prevent that event from occurring and defeating Surtur.
The plot elements of Ragnarok could have been split into three movies and it would mean that certain characters wouldn't have been wasted and that the big events that take place would have had more weight and gravitas to them, instead of just being brushed off in favour of getting to the next punch-line.
For example, Odin dies in this film and Thor and Loki deal with it and move on in a matter of seconds. There are no emotional repercussions whatsoever. Another example is the Warriors Three appearing in a single scene, having no dialogue and being killed in a matter of seconds of being onscreen. They attempt a character arc with Skurge, but again Karl Urban is onscreen for such a small amount of time that no resolution is felt following his sacrifice at the end of the movie. As soon as Cate Blanchett starts to show some potential as a memorable Marvel villain, the movie cuts away to yet another scene of Hulk and Thor bantering on Sakaar. Idris Elba is wasted too, having barely any dialogue and a very dull subplot. Jeff Goldblum is used purely as a gimmick and again is wasted by not having anywhere near enough screen time. I normally like seeing Tessa Thompson in things, but even she phoned it in here, with her accent taking on multiple different tones and dialects from scene to scene. Then, at the end of the movie, it is like the filmmakers suddenly remembered, 'oh that's right we need to conclude that Ragnarok subplot that we started at the beginning of the movie.' You know the FU***NG TITLE OF THE MOVIE. And so that gets tacked on at the end to sort of bring a conclusion to all of the other multiple subplots and lazily wrap up the movie.
The sheer amount of ideas that they attempted to incorporate here, makes so many elements of the movie's plot feel underdeveloped and although most of these separate parts could have worked if they were split up and fleshed out, here they all just end up falling flat by the end of the movie making the film feel anti-climatic as a whole.
Don't get me wrong, there is also a lot here that works too. I thought the cameos from Matt Damon, Luke Hemsworth and Sam Neill was awesome. I liked the Doctor Strange appearance. I like how they had Thor lose his eye and I especially like how they managed to keep that out of all of the trailer and marketing. The trailers did ruin some things though, if we didn't already know that Mjolnir was going to get destroyed through seeing the trailers, it would have had more of an impact and all the talk about the vicious rival that Thor would have to face in the gladiator ring would have been way more effective if we didn't already know that it was going to be the Hulk.
Let's end things on a high note, the visuals were spectacular and this movie is worth going to see in theatres just for this alone. The CGI was incredible and the soundtrack was pretty great too. Overall this is a fun movie, but if like me you have been invested in these characters for the last five years, to see some of them go out with a whimper and some long term story arcs come to a disappointing conclusion, is unsatisfying to say the least.
Let me elaborate on what I mean and there will be spoilers from this point on. This movie should have been at least three different movies:
There should have been a movie about Hela's return to Asgard, showing her recruiting Skurge and raising her army of the dead and showing Thor and Loki being forced to put their differences aside and having to work together to defeat their more powerful, evil sister.
There should have been another movie about Thor ending up on Sakaar and having to battle Hulk and other competitors and eventually starting an uprising against the Grandmaster.
Then there should have been a third movie about Ragnarok and striving to prevent that event from occurring and defeating Surtur.
The plot elements of Ragnarok could have been split into three movies and it would mean that certain characters wouldn't have been wasted and that the big events that take place would have had more weight and gravitas to them, instead of just being brushed off in favour of getting to the next punch-line.
For example, Odin dies in this film and Thor and Loki deal with it and move on in a matter of seconds. There are no emotional repercussions whatsoever. Another example is the Warriors Three appearing in a single scene, having no dialogue and being killed in a matter of seconds of being onscreen. They attempt a character arc with Skurge, but again Karl Urban is onscreen for such a small amount of time that no resolution is felt following his sacrifice at the end of the movie. As soon as Cate Blanchett starts to show some potential as a memorable Marvel villain, the movie cuts away to yet another scene of Hulk and Thor bantering on Sakaar. Idris Elba is wasted too, having barely any dialogue and a very dull subplot. Jeff Goldblum is used purely as a gimmick and again is wasted by not having anywhere near enough screen time. I normally like seeing Tessa Thompson in things, but even she phoned it in here, with her accent taking on multiple different tones and dialects from scene to scene. Then, at the end of the movie, it is like the filmmakers suddenly remembered, 'oh that's right we need to conclude that Ragnarok subplot that we started at the beginning of the movie.' You know the FU***NG TITLE OF THE MOVIE. And so that gets tacked on at the end to sort of bring a conclusion to all of the other multiple subplots and lazily wrap up the movie.
The sheer amount of ideas that they attempted to incorporate here, makes so many elements of the movie's plot feel underdeveloped and although most of these separate parts could have worked if they were split up and fleshed out, here they all just end up falling flat by the end of the movie making the film feel anti-climatic as a whole.
Don't get me wrong, there is also a lot here that works too. I thought the cameos from Matt Damon, Luke Hemsworth and Sam Neill was awesome. I liked the Doctor Strange appearance. I like how they had Thor lose his eye and I especially like how they managed to keep that out of all of the trailer and marketing. The trailers did ruin some things though, if we didn't already know that Mjolnir was going to get destroyed through seeing the trailers, it would have had more of an impact and all the talk about the vicious rival that Thor would have to face in the gladiator ring would have been way more effective if we didn't already know that it was going to be the Hulk.
Let's end things on a high note, the visuals were spectacular and this movie is worth going to see in theatres just for this alone. The CGI was incredible and the soundtrack was pretty great too. Overall this is a fun movie, but if like me you have been invested in these characters for the last five years, to see some of them go out with a whimper and some long term story arcs come to a disappointing conclusion, is unsatisfying to say the least.

Ryan Hill (152 KP) rated Black Panther (2018) in Movies
May 11, 2019
"Bury me in the ocean with my ancestors who jumped from the ships, 'cause they knew death was better than bondage"
Full of life, joy, sorrow, and hilarity; Ryan Coogler's Black Panther just has a vibrancy you rarely find in the superhero scene, let alone blockbusters. Enriched with a deep, abiding love for African culture and Afrofuturism; the movie just feels purposeful. Important. Meaningful. Context matters here, as Black Panther will become one of very few films populated by African Americans not dealing with slavery or black history to thrive financially. And that cast is phenomenal. Boseman's soft-spoken panther-of-few-words is the rare MCUer to opt for a moment of silence rather than a snarky comment. Michael B Jordan brings an unmistakable swagger to the perpetually weak slate of Marvel villains, conveying a crushingly sad and challenging story that could just as easily be regarded as the true hero of the film. Letitia Wright as the genius tech maestro was a blast, a character who could give Tony Stark a run for his money both technologically and charismatically. And these are just three of Coogler's creations; drawn from a slate of inspired, unique and wonderfully represented roles for black actors...many of whom will deservingly use this as a career springboard of sorts.
I remember years ago I read a book about the cultural significance of various comic book locales, and the Wakanda entry struck me as uniquely sad and inspiring. Wakanda, a place busting with innovation, tradition, and pride...hidden from the world. Sort of an alternate-timeline Africa which wasn't poisoned irreparably by colonialism and all its horrors. There's a sad duality obvious in this Wakanda, that being for it to exist, it must be hidden. Must be quietly nurtured, developed and treasured. It's an apt metaphor in relation to black pride, culture, and history; something constantly being reworked, reshaped and reimagined to put a sordid past (and present) in the rear-view mirror by those who perpetrate it, knowingly or not. This idea, that for something to thrive it must be isolated, is at the heart of Black Panther. You can understand why T'Challa, and generations before him, sacrificed anything to preserve the myth of Wakanda. But you can also understand Killmonger's feeling of betrayal. The profound moral objections inherent in a small community turning it's back on a larger suffering population in the name of self-preservation. There's no heroes and villains when Black Panther is at it's best, just two sides to a terrifying moral question *loaded* with historical weight.
Because Killmonger isn't really a villain. The best illustration of this is the contrasting "dream" sequences, in which T'Challa shares a promise with his father within a transcendentally beautiful African landscape, and Killmonger is confronted by all his pain, suffering and moral rigidity in the vast concrete jungle of Oakland, in the tiny apartment where his father was murdered for trying to make a difference. They both wake up with tears in their eyes, some from pain and some from catharsis. Coogler marks the chasm between T'Challa's and Killmonger's pasts so perfectly, and illustrates exactly why they feel the way they do with such wisdom. Black Panther so clearly empathizes with Killmonger and understands where his pain was born, and the horrors that nurtured it.
And so there's no hero and no villain to this movie. Just two men in nearly identical black panther suits, clashing over how Wakanda ought to venture into a new era. Nobility and passion, conservation and sacrifice, incremental change against a vengeful redistribution of power and oppression. Both men are correct in their aspirations, being "right" here doesn't matter. it's tough for a good man to be king. Killmonger made T'Challa the hero he is, by instilling in him a mission, a perceived duty to turn around, face an oppressed people and finally lend a hand. But more than that, there's something miraculous here. An apology from a good man. A recognition of a sin even when it's perpetrator was, until now, helpless to prevent it. A declaration that not contributing to hate and prejudice doesn't equate to actively working to prevent it. A plea for a humble brand of superheroism, for countless ghosts of the past to be heard and change to erupt in their name. Divides to be bridged, chasms to be crossed and wrongs to be righted.
Black Panther has a complex, meaningful and profoundly challenging thematic framework; offering a fresh dissection of what it means to grapple with the sins of those who came before. Sure, there are some technical issues along the way, the machinations of Marvel storytelling are evident and errors could be found; but if you understand that superhero stories were meant to ask these sorts of questions and push boundaries since their inception; Black Panther is a dream.
I remember years ago I read a book about the cultural significance of various comic book locales, and the Wakanda entry struck me as uniquely sad and inspiring. Wakanda, a place busting with innovation, tradition, and pride...hidden from the world. Sort of an alternate-timeline Africa which wasn't poisoned irreparably by colonialism and all its horrors. There's a sad duality obvious in this Wakanda, that being for it to exist, it must be hidden. Must be quietly nurtured, developed and treasured. It's an apt metaphor in relation to black pride, culture, and history; something constantly being reworked, reshaped and reimagined to put a sordid past (and present) in the rear-view mirror by those who perpetrate it, knowingly or not. This idea, that for something to thrive it must be isolated, is at the heart of Black Panther. You can understand why T'Challa, and generations before him, sacrificed anything to preserve the myth of Wakanda. But you can also understand Killmonger's feeling of betrayal. The profound moral objections inherent in a small community turning it's back on a larger suffering population in the name of self-preservation. There's no heroes and villains when Black Panther is at it's best, just two sides to a terrifying moral question *loaded* with historical weight.
Because Killmonger isn't really a villain. The best illustration of this is the contrasting "dream" sequences, in which T'Challa shares a promise with his father within a transcendentally beautiful African landscape, and Killmonger is confronted by all his pain, suffering and moral rigidity in the vast concrete jungle of Oakland, in the tiny apartment where his father was murdered for trying to make a difference. They both wake up with tears in their eyes, some from pain and some from catharsis. Coogler marks the chasm between T'Challa's and Killmonger's pasts so perfectly, and illustrates exactly why they feel the way they do with such wisdom. Black Panther so clearly empathizes with Killmonger and understands where his pain was born, and the horrors that nurtured it.
And so there's no hero and no villain to this movie. Just two men in nearly identical black panther suits, clashing over how Wakanda ought to venture into a new era. Nobility and passion, conservation and sacrifice, incremental change against a vengeful redistribution of power and oppression. Both men are correct in their aspirations, being "right" here doesn't matter. it's tough for a good man to be king. Killmonger made T'Challa the hero he is, by instilling in him a mission, a perceived duty to turn around, face an oppressed people and finally lend a hand. But more than that, there's something miraculous here. An apology from a good man. A recognition of a sin even when it's perpetrator was, until now, helpless to prevent it. A declaration that not contributing to hate and prejudice doesn't equate to actively working to prevent it. A plea for a humble brand of superheroism, for countless ghosts of the past to be heard and change to erupt in their name. Divides to be bridged, chasms to be crossed and wrongs to be righted.
Black Panther has a complex, meaningful and profoundly challenging thematic framework; offering a fresh dissection of what it means to grapple with the sins of those who came before. Sure, there are some technical issues along the way, the machinations of Marvel storytelling are evident and errors could be found; but if you understand that superhero stories were meant to ask these sorts of questions and push boundaries since their inception; Black Panther is a dream.