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Bob Mann (459 KP) rated The Roads Not Taken (2020) in Movies
Sep 15, 2020
Javier Bardem and Elle Fanning act their socks off (1 more)
Robbie Ryan cinematography is Oscar worthy
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/.)
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/.)
Kayleigh (12 KP) rated Beautiful Creatures (Caster Chronicles, #1) in Books
Jan 2, 2019
I was made aware of this book when, at the cinema to see Les Miserables, I saw the trailer for the film adaptation. Apart from loving the song, which immediately went on my iPod when I got home (Seven Devils – Florence + the Machine), what I saw caught my attention enough to jot down the name and read the book.
Beautiful Creatures is set in the fictional town of Gatlin, South Carolina. Ethan Wate, from whose perspective the book is written, describes his town’s residents as either “stupid or stuck”, and can’t wait to leave, bored with the banality of his life. Fairly soon into the book, the reader is pulled into his dream, where we meet a girl smelling of lemons and rosemary, in need of help. A girl who, although he hasn’t yet met her, Ethan can’t live without.
The girl is Lena Duchannes (“Duchannes rhymes with rain”), with black hair, green eyes, and mysterious powers that see her surrounded by the pathetic fallacy. It’s often raining when Lena’s upset, and at one point there’s even a tornado. Lena’s a Caster, a broader term for a witch that, within her family, also includes a palimpsest, a siren and an incubus. The main premise of the story is that Lena’s family is cursed, and on the night of their sixteenth birthday each member of that family becomes ‘claimed’ as either a dark or light Caster. Lena keeps a count on her hand of how many days she has left until this night, but until she gets to that point, she’s tormented by a Carrie-esque group of Gatlin-born-and-raised girls, alongside much of the rest of the town.
I read quite a good blog post on this a few days ago, although, sorry, I can’t find it again for love nor money now! They pointed out that Ethan had a fair few feminine qualities (being very observant of Lena’s clothes, for example), but that if the story had been written from Lena’s perspective, it would have been 900 pages of teenage angst. I agree with that! It’s easy to see why she would be feeling so fraught though – it is made clear that she has no control over which way she will turn. If she is claimed as a Dark Caster, the book says, her personality will completely change, and she’ll no longer be able to see the family she has grown up with (apart from Ridley, I guess).
I did enjoy the story – it was fast paced, there was always enough going on to hold my attention, and there was a great twist at the end that I didn’t see coming. I really liked the fact that Lena craved normality, even though it was, ironically, the thing that Ethan hates about his town. As a teenager with medical/weight/my share of social issues, I could really relate to the idea that, despite whatever else she had going on, she just wanted to be able to do what everyone else does, no matter how boring or basic it may seem. That really resonated with me.
I was also really fascinated with the character of Ridley. She came strutting onto the scene and automatically made my jaw drop, as I think she was supposed to. Even when we’re told she’s a Dark Caster, her struggle with good and bad always seems to be lurking somewhere. <spoiler>I thought it really added grit to the book that she and Lena were best friends all through their childhood – you can really tell that Ridley still wants what’s best for Lena, even if that later translates to her trying to help Sarafine turn Lena towards the dark side. Then, later on, it’s obvious she has feelings for Link, and even the darkness within her can’t squash that. It’s an intriguing conflict!</spoiler>
However, I think this book will only ever be a guilty pleasure, and that’s because of the love thing. Now, I must admit, it’s not as bad as the Twilight film (which sickened me, and put me off reading the books), where Bella and Edward meet and she’s almost straight away “in love” with him. However, it’s still obvious almost from the beginning that by the end of the book, Lena and Ethan will have said those 3 overused, under-meant words – “I love you”. She’s 15, and he’s 16, by the way. <spoiler>The book manages to make it seem like their destiny by making their ancestors romantically linked, but I’m still not sure.</spoiler> I admit this may be because I’m slightly biased; I’ve never been in love, and didn’t actually have a boyfriend as a teenager. Maybe it is really easy to fall in love, I don’t know. To me though, being realistic is important – even in a fantasy book. As a reader, I need to be able to relate to the characters in some way, and it seemed like a cliche to make their feelings so intense, despite the events in the book.
Then, there’s the ending. While I really enjoyed the twist at the end, it was over too quickly. <spoiler>There was so much build up to meeting Sarafine, only for her to die (it seemed like) 10 minutes after she was first introduced. Plus, what happened to Ridley? Technically, Lena didn’t choose a side, so I do want to read further on in the series to see what happened to her – I’ll be really disappointed if she’s just forgotten about. As well as this, I want to know more about the name changes – why are they necessary, and do the new names fit them better somehow?</spoiler>
Well, if you’ve made it through my rambling, I’m impressed! I know I haven’t mentioned several important characters (Amma, for one), but I’ve covered most of the things I remember thinking about the book. Overall, I did like it and I reckon I'll see the film when it comes out on DVD, as well as reading more of the series, but I did see some parallels with Twilight, which isn't necessarily a good thing!
This review is also on my <a href="http://awowords.wordpress.com">blog</a> - if you liked it, please check it out!
Beautiful Creatures is set in the fictional town of Gatlin, South Carolina. Ethan Wate, from whose perspective the book is written, describes his town’s residents as either “stupid or stuck”, and can’t wait to leave, bored with the banality of his life. Fairly soon into the book, the reader is pulled into his dream, where we meet a girl smelling of lemons and rosemary, in need of help. A girl who, although he hasn’t yet met her, Ethan can’t live without.
The girl is Lena Duchannes (“Duchannes rhymes with rain”), with black hair, green eyes, and mysterious powers that see her surrounded by the pathetic fallacy. It’s often raining when Lena’s upset, and at one point there’s even a tornado. Lena’s a Caster, a broader term for a witch that, within her family, also includes a palimpsest, a siren and an incubus. The main premise of the story is that Lena’s family is cursed, and on the night of their sixteenth birthday each member of that family becomes ‘claimed’ as either a dark or light Caster. Lena keeps a count on her hand of how many days she has left until this night, but until she gets to that point, she’s tormented by a Carrie-esque group of Gatlin-born-and-raised girls, alongside much of the rest of the town.
I read quite a good blog post on this a few days ago, although, sorry, I can’t find it again for love nor money now! They pointed out that Ethan had a fair few feminine qualities (being very observant of Lena’s clothes, for example), but that if the story had been written from Lena’s perspective, it would have been 900 pages of teenage angst. I agree with that! It’s easy to see why she would be feeling so fraught though – it is made clear that she has no control over which way she will turn. If she is claimed as a Dark Caster, the book says, her personality will completely change, and she’ll no longer be able to see the family she has grown up with (apart from Ridley, I guess).
I did enjoy the story – it was fast paced, there was always enough going on to hold my attention, and there was a great twist at the end that I didn’t see coming. I really liked the fact that Lena craved normality, even though it was, ironically, the thing that Ethan hates about his town. As a teenager with medical/weight/my share of social issues, I could really relate to the idea that, despite whatever else she had going on, she just wanted to be able to do what everyone else does, no matter how boring or basic it may seem. That really resonated with me.
I was also really fascinated with the character of Ridley. She came strutting onto the scene and automatically made my jaw drop, as I think she was supposed to. Even when we’re told she’s a Dark Caster, her struggle with good and bad always seems to be lurking somewhere. <spoiler>I thought it really added grit to the book that she and Lena were best friends all through their childhood – you can really tell that Ridley still wants what’s best for Lena, even if that later translates to her trying to help Sarafine turn Lena towards the dark side. Then, later on, it’s obvious she has feelings for Link, and even the darkness within her can’t squash that. It’s an intriguing conflict!</spoiler>
However, I think this book will only ever be a guilty pleasure, and that’s because of the love thing. Now, I must admit, it’s not as bad as the Twilight film (which sickened me, and put me off reading the books), where Bella and Edward meet and she’s almost straight away “in love” with him. However, it’s still obvious almost from the beginning that by the end of the book, Lena and Ethan will have said those 3 overused, under-meant words – “I love you”. She’s 15, and he’s 16, by the way. <spoiler>The book manages to make it seem like their destiny by making their ancestors romantically linked, but I’m still not sure.</spoiler> I admit this may be because I’m slightly biased; I’ve never been in love, and didn’t actually have a boyfriend as a teenager. Maybe it is really easy to fall in love, I don’t know. To me though, being realistic is important – even in a fantasy book. As a reader, I need to be able to relate to the characters in some way, and it seemed like a cliche to make their feelings so intense, despite the events in the book.
Then, there’s the ending. While I really enjoyed the twist at the end, it was over too quickly. <spoiler>There was so much build up to meeting Sarafine, only for her to die (it seemed like) 10 minutes after she was first introduced. Plus, what happened to Ridley? Technically, Lena didn’t choose a side, so I do want to read further on in the series to see what happened to her – I’ll be really disappointed if she’s just forgotten about. As well as this, I want to know more about the name changes – why are they necessary, and do the new names fit them better somehow?</spoiler>
Well, if you’ve made it through my rambling, I’m impressed! I know I haven’t mentioned several important characters (Amma, for one), but I’ve covered most of the things I remember thinking about the book. Overall, I did like it and I reckon I'll see the film when it comes out on DVD, as well as reading more of the series, but I did see some parallels with Twilight, which isn't necessarily a good thing!
This review is also on my <a href="http://awowords.wordpress.com">blog</a> - if you liked it, please check it out!
Bob Mann (459 KP) rated Bad Boys for Life (2020) in Movies
Mar 9, 2020
Welcome to Miami - again!
Will Smith seems to have been having a lacklustre period in his career. His genie from "Aladdin" got a rather lukewarm reception. And his last movie - "Gemini Man" - billed as a big summer blockbuster - failed to impress. True it wasn't a commercial disaster (raking in at the time of writing about 150% of budget), but it's still a film on a plane for me that, even if I'm bored, I'll say "nah" to.
Perhaps it's for this reason that Smith reached for an old and reliable property to dust off for another outing.
And, do you know, it's not half bad.
I only recently saw this one, right at the end of its UK cinema run, because frankly it appealed to me like being hit round the head with a cold fish. Martin Lawrence is an actor who just grates on me enormously. I'm sure he's a lovely chap; kind to animals; donates to charity; etc - but I generally just don't find him funny. (Here though he has a killer line about condom use that made me chuckle.) It feels to me like he is on implausible ground here re-treading the role of aging detective Marcus Burnett. One look at Burnett lumbering along and you would think "well, he'd never pass the medical" for the on-street role he's portrayed doing. His buddy is detective Mike Lowrey (Will Smith), who has a sordid past that is set to catch up on him.
Since we start the story in Colombia, where Isabel Aretas (Kate Del Castillo), the witchy wife of a notorious deceased drug baron, is sprung from prison by her son Armando (Jacob Scipio) in what I admit is a clever and novel way. The Aretas family is bent on revenge - - and a key target in their sites is Lowrey.
Burnett is newly a grandparent and hell-bent on retirement. But with Lowrey and his associates with a target on their backs, will there be one last chance to "Ride Together, Die Together"?
Not seen the first two movies? Not to worry! There are movies, like LOTR, where if you've missed the first two movies in the series you will be left in serious "WTF" territory in trying to watch the third. This is not one of those movies. The story is entirely self-contained, and refers to events never seen prior to the first film in the series.
But whether the movie is for you will depend on your tolerance for loud and brash visuals and music with the knob turned up to 12. Directors Adil and Bilall (Adil El Arbi and Bilall Fallah - Belgian film school buddies best known for the critically acclaimed 2015 feature "Black") - don't do anything by halves.
There is a scene in "Lost Series 3" in which Sawyer, Kate, and Alex have to bust young Karl out of the mysterious room 23 where he is being tortured by having his eyes kept open while watching a collage of images continually smashed into his eyeballs. This movie feels a little like that after a while.
This is not by any means a criticism that it's poorly done. There is some truly stunning cinematography of the Miami skyline by Belgian cinematographer Robrecht Heyvaert, including a 'pull-back' drone shot from a conversation on the top of a building that is quite AWESOME! And there are more than enough "fast action - then slo-mo - then fast again" shots to keep music-video junkies happy!
The music score by Lorne Balfe is also pumping, adding a dynamism to the frantic action scenes that keeps you entertained.
The screenplay by Chris Bremner, Peter Craig and Joe Carnahan is assuredly familiar: it's not going to win any prizes for originality. We've seen the cartel/revenge plotline played out in multiple movies over the years. And we've also seen the "buddy cops with aging partner taking retirement" angle from the "Lethal Weapon" series. This just sticks them together.
Will Smith and Martin Lawrence wise-crack their way through the comedy well-enough, though for me it never reaches the heights of the pairing of Smith and Tommy Lee Jones from MiB (or indeed Mel Gibson and Danny Glover from Lethal Weapon). Elsewhere we have Vanessa Hudgens as a cute cop, still trying to break through from "Disneyfication" into mainstream flicks. For one horrible moment, when I saw her name on the cast, I thought she might be the love interest to Smith. But no. That honour goes to Mexican beauty Paola Nuñez who, with only a 10 year age gap, becomes a less gag-worthy pairing. She plays a female leadership role (every 20's film now needs one) as the head of a new crime division.
Also good value is Joe Pantoliano reprising his role as Captain Howard - Lowrie's exasperated boss. Playing it by the numbers, every film like this has to have one!
Where the plot does add some interest is in a surprising scene mid-film and a twist that I didn't see coming. But this twist felt - in the context of the release date or the film - like a mistake (a "Spoiler Section" in my review on the One Mann's Movies web site discusses this).
All of this happens of course against a backdrop of a body count of bad guys being killed in ever more graphic and gory ways, while the good guys generally dodge every bullet, grenade and crashing helicopter heading their way.
It's that time of year when films are released to die. Where studios drop their movies that are never going to trouble the Academy and are not deemed worthy of summer or even late spring release. But they should have had more faith in this one, for it's not half bad. True, you may need a couple of paracetamols afterwards, but if your corneas and ear-drums can stand the pace, its not short on entertainment value.
(For the full graphical review, check out the One Mann's Movies link here - https://bob-the-movie-man.com/2020/03/08/one-manns-movies-film-review-bad-boys-for-life-2020/ ).
Perhaps it's for this reason that Smith reached for an old and reliable property to dust off for another outing.
And, do you know, it's not half bad.
I only recently saw this one, right at the end of its UK cinema run, because frankly it appealed to me like being hit round the head with a cold fish. Martin Lawrence is an actor who just grates on me enormously. I'm sure he's a lovely chap; kind to animals; donates to charity; etc - but I generally just don't find him funny. (Here though he has a killer line about condom use that made me chuckle.) It feels to me like he is on implausible ground here re-treading the role of aging detective Marcus Burnett. One look at Burnett lumbering along and you would think "well, he'd never pass the medical" for the on-street role he's portrayed doing. His buddy is detective Mike Lowrey (Will Smith), who has a sordid past that is set to catch up on him.
Since we start the story in Colombia, where Isabel Aretas (Kate Del Castillo), the witchy wife of a notorious deceased drug baron, is sprung from prison by her son Armando (Jacob Scipio) in what I admit is a clever and novel way. The Aretas family is bent on revenge - - and a key target in their sites is Lowrey.
Burnett is newly a grandparent and hell-bent on retirement. But with Lowrey and his associates with a target on their backs, will there be one last chance to "Ride Together, Die Together"?
Not seen the first two movies? Not to worry! There are movies, like LOTR, where if you've missed the first two movies in the series you will be left in serious "WTF" territory in trying to watch the third. This is not one of those movies. The story is entirely self-contained, and refers to events never seen prior to the first film in the series.
But whether the movie is for you will depend on your tolerance for loud and brash visuals and music with the knob turned up to 12. Directors Adil and Bilall (Adil El Arbi and Bilall Fallah - Belgian film school buddies best known for the critically acclaimed 2015 feature "Black") - don't do anything by halves.
There is a scene in "Lost Series 3" in which Sawyer, Kate, and Alex have to bust young Karl out of the mysterious room 23 where he is being tortured by having his eyes kept open while watching a collage of images continually smashed into his eyeballs. This movie feels a little like that after a while.
This is not by any means a criticism that it's poorly done. There is some truly stunning cinematography of the Miami skyline by Belgian cinematographer Robrecht Heyvaert, including a 'pull-back' drone shot from a conversation on the top of a building that is quite AWESOME! And there are more than enough "fast action - then slo-mo - then fast again" shots to keep music-video junkies happy!
The music score by Lorne Balfe is also pumping, adding a dynamism to the frantic action scenes that keeps you entertained.
The screenplay by Chris Bremner, Peter Craig and Joe Carnahan is assuredly familiar: it's not going to win any prizes for originality. We've seen the cartel/revenge plotline played out in multiple movies over the years. And we've also seen the "buddy cops with aging partner taking retirement" angle from the "Lethal Weapon" series. This just sticks them together.
Will Smith and Martin Lawrence wise-crack their way through the comedy well-enough, though for me it never reaches the heights of the pairing of Smith and Tommy Lee Jones from MiB (or indeed Mel Gibson and Danny Glover from Lethal Weapon). Elsewhere we have Vanessa Hudgens as a cute cop, still trying to break through from "Disneyfication" into mainstream flicks. For one horrible moment, when I saw her name on the cast, I thought she might be the love interest to Smith. But no. That honour goes to Mexican beauty Paola Nuñez who, with only a 10 year age gap, becomes a less gag-worthy pairing. She plays a female leadership role (every 20's film now needs one) as the head of a new crime division.
Also good value is Joe Pantoliano reprising his role as Captain Howard - Lowrie's exasperated boss. Playing it by the numbers, every film like this has to have one!
Where the plot does add some interest is in a surprising scene mid-film and a twist that I didn't see coming. But this twist felt - in the context of the release date or the film - like a mistake (a "Spoiler Section" in my review on the One Mann's Movies web site discusses this).
All of this happens of course against a backdrop of a body count of bad guys being killed in ever more graphic and gory ways, while the good guys generally dodge every bullet, grenade and crashing helicopter heading their way.
It's that time of year when films are released to die. Where studios drop their movies that are never going to trouble the Academy and are not deemed worthy of summer or even late spring release. But they should have had more faith in this one, for it's not half bad. True, you may need a couple of paracetamols afterwards, but if your corneas and ear-drums can stand the pace, its not short on entertainment value.
(For the full graphical review, check out the One Mann's Movies link here - https://bob-the-movie-man.com/2020/03/08/one-manns-movies-film-review-bad-boys-for-life-2020/ ).
Purple Phoenix Games (2266 KP) rated The Druid Master in Tabletop Games
Jun 2, 2021
When it comes to fantasy worlds, I often think of powerful parties going on epic adventures – fighting monsters, delving through dungeons, and saving the world! But what about when the adventure is over and the party comes home? What do they do in their day-to-day lives? Well, The Druid Master helps give us a glimpse into the regular life of a Druid. Being the local healer might not always be glamorous, but hey, it’s a living!
Disclaimer: We were provided a PnP of The Druid Master for the purposes of this preview. The artwork and design of the cards is not yet finalized, so what you see pictured below is not necessarily what the production copies will look like. It is also important to note that although the game is about natural medicines/remedies, it does not replace professional medical advice and treatments. -L
In The Druid Master, players will take on the roles of (you guessed it) Druids who have mastered the ancient arts of healing, through use of plants, herbs, and other natural elements. Ailing patients will come to you (and your rivals) for help, so you must work quickly to concoct the most effective remedy to heal them back to normal! To setup for a game, each player receives a Player Screen, 1 Effect card, and 7 Plant cards. The remaining Effect and Plant cards are shuffled to form draw decks, and the Event deck is placed nearby as well. Place the deck of Patient cards facedown within reach of all players, and set the Cure tokens to the side. The game is now ready to begin!
Over the course of 8 rounds, players will be using Plant and Effect cards to best help the ailing Patient for each given round. Once the 8th and final Patient card has been resolved, points will be counted to determine the ultimate Druid Master! To start a round, an Event card will be revealed. These Events will alter the round in some way, putting your strategic thinking to the test. For example, an Event card might limit the number of cards you can play this round. After the Event is resolved, the Patient card will be revealed for all players to see. The Patient will have a list of symptoms/ailments, with a percentage corresponding to the severity of the issue. Each player will then secretly select 1-3 Plant cards from their hand to be used to heal the Patient. The different Plant cards offer remedies for the various symptoms/ailments, and also list a corresponding percentage as to how much it will help. Effect cards can also be used during this phase of the game to obtain bonuses/negatively affect opponents. Use them wisely!
Once everyone is ready, all Plant cards will be revealed, and players will determine who has best cured the Patient. Compare the percentages on your Plant cards against those of the Patient – if you have failed to completely cure a symptom, take a Cure token that represents the missing percentages from your played cure. When all Plant cards have been checked, the player that was able to Cure the Patient completely (was able to match all Patient percentages with their played Plant cards) is the winner of the round. They will take the Patient card for end-game scoring. If nobody completely Cured the Patient, the player who accumulated the least number of Cure tokens (thus curing the most Patient percentages of the group) wins the round and collects the Patient card. All Plant and Effect cards used this round are discarded, and each player will draw 2 new Plant cards for the next round. Play continues in this fashion until the 8th Patient has been Cured. Players will count up their points earned from Cured Patients, and the player with the highest score is named the winning Druid Master!
I should say right off the bat that I’m not really a person who is into natural medicine. But my personal preferences do not stop me from playing and enjoying The Druid Master. If you think about it, natural medicine is very thematically appropriate for fantasy worlds, so it makes sense in this setting. Ok, so what about the gameplay? It is very straight-forward, which lends itself to fast teaching, learning, and playing. Ultimately, you are trying to match your Plant cards as best you can to the Patient card in play. And since you can only play a maximum of 3 cards each round, you really have to consider your options. If you aren’t able to completely Cure the Patient, can you play your Plant cards in such a way that you will collect the fewest Cure tokens? It’s all about how you strategize. Another thing that I really like about the gameplay is that all Plant cards are selected secretly and revealed simultaneously. So nobody is at an advantage by being able to see that an opponent was not 100% successful. It adds a little element of risk and hidden information to the game that makes it more engaging.
As I mentioned earlier, this is a PnP version of the game, so these components are not what will be received in a production copy. Also, the card layouts and artwork are not completely finalized either. But going on what I have, I do like the simplicity of the components. The symbolism is clear, the percentages are easy to read, and the text/pictures are informational as well. Once this game is printed on real cards and with cardboard tokens, I know it will be a decent quality production.
So overall, how does The Druid Master fare? I’d say fairly well. The rules and gameplay are straight-forward, it is fast and easy to teach and play, and it keeps all players engaged throughout the entire game. This is certainly not the most complicated or heavy game in existence, but it does offer hints of strategy that will keep the gameplay fresh and players invested. If you are looking for a nice little filler-type game set in a fantasy realm, I would recommend checking out The Druid Master. It is coming to Kickstarter soon, so be on the lookout!
Disclaimer: We were provided a PnP of The Druid Master for the purposes of this preview. The artwork and design of the cards is not yet finalized, so what you see pictured below is not necessarily what the production copies will look like. It is also important to note that although the game is about natural medicines/remedies, it does not replace professional medical advice and treatments. -L
In The Druid Master, players will take on the roles of (you guessed it) Druids who have mastered the ancient arts of healing, through use of plants, herbs, and other natural elements. Ailing patients will come to you (and your rivals) for help, so you must work quickly to concoct the most effective remedy to heal them back to normal! To setup for a game, each player receives a Player Screen, 1 Effect card, and 7 Plant cards. The remaining Effect and Plant cards are shuffled to form draw decks, and the Event deck is placed nearby as well. Place the deck of Patient cards facedown within reach of all players, and set the Cure tokens to the side. The game is now ready to begin!
Over the course of 8 rounds, players will be using Plant and Effect cards to best help the ailing Patient for each given round. Once the 8th and final Patient card has been resolved, points will be counted to determine the ultimate Druid Master! To start a round, an Event card will be revealed. These Events will alter the round in some way, putting your strategic thinking to the test. For example, an Event card might limit the number of cards you can play this round. After the Event is resolved, the Patient card will be revealed for all players to see. The Patient will have a list of symptoms/ailments, with a percentage corresponding to the severity of the issue. Each player will then secretly select 1-3 Plant cards from their hand to be used to heal the Patient. The different Plant cards offer remedies for the various symptoms/ailments, and also list a corresponding percentage as to how much it will help. Effect cards can also be used during this phase of the game to obtain bonuses/negatively affect opponents. Use them wisely!
Once everyone is ready, all Plant cards will be revealed, and players will determine who has best cured the Patient. Compare the percentages on your Plant cards against those of the Patient – if you have failed to completely cure a symptom, take a Cure token that represents the missing percentages from your played cure. When all Plant cards have been checked, the player that was able to Cure the Patient completely (was able to match all Patient percentages with their played Plant cards) is the winner of the round. They will take the Patient card for end-game scoring. If nobody completely Cured the Patient, the player who accumulated the least number of Cure tokens (thus curing the most Patient percentages of the group) wins the round and collects the Patient card. All Plant and Effect cards used this round are discarded, and each player will draw 2 new Plant cards for the next round. Play continues in this fashion until the 8th Patient has been Cured. Players will count up their points earned from Cured Patients, and the player with the highest score is named the winning Druid Master!
I should say right off the bat that I’m not really a person who is into natural medicine. But my personal preferences do not stop me from playing and enjoying The Druid Master. If you think about it, natural medicine is very thematically appropriate for fantasy worlds, so it makes sense in this setting. Ok, so what about the gameplay? It is very straight-forward, which lends itself to fast teaching, learning, and playing. Ultimately, you are trying to match your Plant cards as best you can to the Patient card in play. And since you can only play a maximum of 3 cards each round, you really have to consider your options. If you aren’t able to completely Cure the Patient, can you play your Plant cards in such a way that you will collect the fewest Cure tokens? It’s all about how you strategize. Another thing that I really like about the gameplay is that all Plant cards are selected secretly and revealed simultaneously. So nobody is at an advantage by being able to see that an opponent was not 100% successful. It adds a little element of risk and hidden information to the game that makes it more engaging.
As I mentioned earlier, this is a PnP version of the game, so these components are not what will be received in a production copy. Also, the card layouts and artwork are not completely finalized either. But going on what I have, I do like the simplicity of the components. The symbolism is clear, the percentages are easy to read, and the text/pictures are informational as well. Once this game is printed on real cards and with cardboard tokens, I know it will be a decent quality production.
So overall, how does The Druid Master fare? I’d say fairly well. The rules and gameplay are straight-forward, it is fast and easy to teach and play, and it keeps all players engaged throughout the entire game. This is certainly not the most complicated or heavy game in existence, but it does offer hints of strategy that will keep the gameplay fresh and players invested. If you are looking for a nice little filler-type game set in a fantasy realm, I would recommend checking out The Druid Master. It is coming to Kickstarter soon, so be on the lookout!
Paul Kellett (118 KP) rated Fallen Land: A Post Apocalyptic Board Game in Tabletop Games
May 9, 2019
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.
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.
Kirk Bage (1775 KP) rated Coco (2017) in Movies
Mar 3, 2020 (Updated Mar 3, 2020)
As part of my project to compile a coffee table book called 21st Century cinema: 200 Unmissable Films, I have found it interesting, but not surprising, that almost 10% of the list since the year 2000 are animated features. It is an art form that Pixar and Disney especially, but many smaller studios, are excelling in, because of technological advances, and the free range of realising an imaginative vision. The trouble often is that they aren’t my first port of call anymore now I don’t have a kid around to watch them with. So it takes me some time to catch up on the good ones these days.
Also, for every good one there are several really lame ones, designed to get families into cinemas and take their money without much concession to a good script. It only takes the bad experience of a couple of those to put you off the genre as an adult. It can be hard to remember that some are made only with 6 year olds in mind. Frozen, for example. They have their place, and the phenomenon of which ones kids are drawn to is a different study altogether. For the purposes of my list, I am looking for the ones that can entertain young and older audiences at the same time. And, to date, no one has done that better than Pixar.
The benchmark, for me, remains Monsters Inc, The Incredibles and the Toy Story series. The latter especially, have a great knack of pleasing all generations. The key is always the writing. Animation styles and techniques can impress the eye, but it is always the theme, the relationships and the words that make an animated film enduring. Music also plays a big part; as does the level of humour. Both incredibly intangible arts that you can’t just buy.
I watched Coco on a Sunday morning – the perfect time to watch an animated film, by law! Chances are you will be a little hungover (I was) and susceptible to the inevitable sentimentality you are about to experience. The first thing that struck me was the colours! Embracing a Latin American cultural canvas, I don’t think I have ever seen such a vivid rainbow attacking my senses. From the naked flames of the candles, to the warm tones of the sunlight and the almost neon glow on display around the dead and the world of the afterlife, it was a visual treat I can honestly say I have never experienced before.
Oh, yes, Coco is about dying, if you didn’t know! And to say more about the genius of their approach to it, would be classed as a spoiler! The action takes place on Diá de Muertos (the day of the dead), when family members can revisit their loved ones, as long as they have been remembered. Our hero, young Miguel, loves music. But his family have banned him from listening to, or playing, it because of the shame surrounding a long dead ancestor. The magic of the day leads him to the underworld of the dead, to find out the truth and save the day.
Of course, once there, he meets all sorts of strange characters, and is lead on a fateful journey with lots of unexpected twists. Again, we won’t go into who, or why for the sake of spoilers. Suffice to say, the ideas, emotion and sense of righteousness flow, stirred up in the mix of constant moments of humour, some that land, some that don’t quite, at a pace fitting, and demanded, by young audiences. The ultimate aim being to reveal the truth behind the family story and to allow the dead to be remembered for their real worth.
On the negatives first: it is all pitched at quite a young audience, in the same way one of Pixar’s less successful films, Cars, is. Which means a lot of the humour lacks the sophistication needed to make it a classic. Also, for a film about the love and joy of music, the songs are only OK, and not especially memorable, although the Oscar winning main theme “Remember Me” serves its purpose very well in the climax. There are also one or two dips in the pacing of scenes that break the spell; surely the cornerstone rule of animated films: don’t drop the ball! Something both Wall-E and Up do at points, spoiling the overall impression of something so glorious in their best moments.
The power of Grandmas
To be more positive, we have to acknowledge the very, very high bar that Pixar set themselves. From an animation point of view, if this film had been released in 2001, we’d be in raptures about it! It is beautiful to look at! And the attention to detail is extraordinary, allowing for many re-watches, just to see the things they have put in there to largely amuse themselves. As a vision of an idea brought to life it is a consummate success! It is, essentially, so likeable. And at its heart, once again, right on the money.
It isn’t called Miguel. It isn’t called The Day of the Dead. It is called Coco. And by the end, you realise why that is important. Death is sad. Dementia is also an awful, awful thing. The strength of Coco is taking these difficult subjects and shining a meaningful light on them, that not only comments intelligently on them, but breaks the heart with the truth of it all. It takes a while to get there with this one, but the pay-off is sublime, yet again! Remember me, a simple sentiment that goes a long, long way!
As a side note, there is a controversial, but massively effective medical technique being utilised in the real world, with alzheimers sufferers, that uses music to trigger memory. It’s application and results are astonishing, for their ability to bring people “back to life”. Which, naturally, moved me immensely. To think the best moment of Coco isn’t just wish fulfilment in a sentimental world, but a real thing that can be done!
Sentimentality aside, Coco is a good film, in every sense of the word. As a parent, I would revel in the opportunity to show this to a child, for the positive conversations it might invoke. The aspects of cinema magic needed to make it an experience worth having are all there. To fault it is only to be unnecessarily picky. Better to go on the journey and enjoy it for what it is. Which, increasingly, is my mantra for watching anything. Who would not hope that someone chooses to celebrate life, with the thought “Remember Me”?
Also, for every good one there are several really lame ones, designed to get families into cinemas and take their money without much concession to a good script. It only takes the bad experience of a couple of those to put you off the genre as an adult. It can be hard to remember that some are made only with 6 year olds in mind. Frozen, for example. They have their place, and the phenomenon of which ones kids are drawn to is a different study altogether. For the purposes of my list, I am looking for the ones that can entertain young and older audiences at the same time. And, to date, no one has done that better than Pixar.
The benchmark, for me, remains Monsters Inc, The Incredibles and the Toy Story series. The latter especially, have a great knack of pleasing all generations. The key is always the writing. Animation styles and techniques can impress the eye, but it is always the theme, the relationships and the words that make an animated film enduring. Music also plays a big part; as does the level of humour. Both incredibly intangible arts that you can’t just buy.
I watched Coco on a Sunday morning – the perfect time to watch an animated film, by law! Chances are you will be a little hungover (I was) and susceptible to the inevitable sentimentality you are about to experience. The first thing that struck me was the colours! Embracing a Latin American cultural canvas, I don’t think I have ever seen such a vivid rainbow attacking my senses. From the naked flames of the candles, to the warm tones of the sunlight and the almost neon glow on display around the dead and the world of the afterlife, it was a visual treat I can honestly say I have never experienced before.
Oh, yes, Coco is about dying, if you didn’t know! And to say more about the genius of their approach to it, would be classed as a spoiler! The action takes place on Diá de Muertos (the day of the dead), when family members can revisit their loved ones, as long as they have been remembered. Our hero, young Miguel, loves music. But his family have banned him from listening to, or playing, it because of the shame surrounding a long dead ancestor. The magic of the day leads him to the underworld of the dead, to find out the truth and save the day.
Of course, once there, he meets all sorts of strange characters, and is lead on a fateful journey with lots of unexpected twists. Again, we won’t go into who, or why for the sake of spoilers. Suffice to say, the ideas, emotion and sense of righteousness flow, stirred up in the mix of constant moments of humour, some that land, some that don’t quite, at a pace fitting, and demanded, by young audiences. The ultimate aim being to reveal the truth behind the family story and to allow the dead to be remembered for their real worth.
On the negatives first: it is all pitched at quite a young audience, in the same way one of Pixar’s less successful films, Cars, is. Which means a lot of the humour lacks the sophistication needed to make it a classic. Also, for a film about the love and joy of music, the songs are only OK, and not especially memorable, although the Oscar winning main theme “Remember Me” serves its purpose very well in the climax. There are also one or two dips in the pacing of scenes that break the spell; surely the cornerstone rule of animated films: don’t drop the ball! Something both Wall-E and Up do at points, spoiling the overall impression of something so glorious in their best moments.
The power of Grandmas
To be more positive, we have to acknowledge the very, very high bar that Pixar set themselves. From an animation point of view, if this film had been released in 2001, we’d be in raptures about it! It is beautiful to look at! And the attention to detail is extraordinary, allowing for many re-watches, just to see the things they have put in there to largely amuse themselves. As a vision of an idea brought to life it is a consummate success! It is, essentially, so likeable. And at its heart, once again, right on the money.
It isn’t called Miguel. It isn’t called The Day of the Dead. It is called Coco. And by the end, you realise why that is important. Death is sad. Dementia is also an awful, awful thing. The strength of Coco is taking these difficult subjects and shining a meaningful light on them, that not only comments intelligently on them, but breaks the heart with the truth of it all. It takes a while to get there with this one, but the pay-off is sublime, yet again! Remember me, a simple sentiment that goes a long, long way!
As a side note, there is a controversial, but massively effective medical technique being utilised in the real world, with alzheimers sufferers, that uses music to trigger memory. It’s application and results are astonishing, for their ability to bring people “back to life”. Which, naturally, moved me immensely. To think the best moment of Coco isn’t just wish fulfilment in a sentimental world, but a real thing that can be done!
Sentimentality aside, Coco is a good film, in every sense of the word. As a parent, I would revel in the opportunity to show this to a child, for the positive conversations it might invoke. The aspects of cinema magic needed to make it an experience worth having are all there. To fault it is only to be unnecessarily picky. Better to go on the journey and enjoy it for what it is. Which, increasingly, is my mantra for watching anything. Who would not hope that someone chooses to celebrate life, with the thought “Remember Me”?
Purple Phoenix Games (2266 KP) rated Faza in Tabletop Games
Oct 28, 2020
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
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