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Aroma
Aroma
2020 | Game System
Hello. My name is Travis and I have a big nose. It has always been big, and I used to tell people that it is so because I could smell so much better than everyone else. For a while this was partly true. However, as I age I find that I am less and less amazing than I thought I was when I was younger. Enter a game that revolves around actually using this schnoz and its wonderful ability and I thought I would have it in the bag! I was wrong. Again.

Aroma is a board game that originates from an essential oil company wishing to produce a board game utilizing its oils. Designer Odd Hackwelder then crafted a board game utilizing said essential oils that can be played four different ways. That’s right, Aroma is a game with four different play modes. Most of the modes revolve around the ability to guess the correct scent to score points. For this review I will be referencing rules for the Revolve mode with four players.

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 Revolve each player will choose one of the themed player boards and bits from the following: Citrus, Trees, Plants, Floral. They will lay the boards touching in the middle of the table and their oil trays with essential oil bottles in front of them. Each player will also receive the wooden player token and scent tokens in their color. Place the wooden player tokens on the point tracker zero space and the game is setup to begin!
Revolve is played in rounds where each player will choose one of their oil vials from their tray, place its matching scent token face-down on their board and pass it to the player on their left simultaneously. The players then take the vials just given to them, smell the oils inside and try to guess its content scent by choosing the appropriate scent token and placing it face-down on the board in front of them as well. Play continues in this fashion until all players have smelled the vials from all players and made their guesses.


Players then flip over their scent tokens to compare what was given to them throughout the round and they will score points based on how many were guessed correctly. The players then choose a different vial and the process starts anew. The game ends at the end of the fourth round and the player with the most correct guesses is the winner!
Components. This game has pretty amazing components. The oil trays with the little oil bottles are great, but a little flimsy. The boards and scent tokens are thick, and the wooden player pieces are nice and medium-sized. The overall look of the game is very clean and colorful, reminiscent of the art style in T.I.M.E Stories, but with more colors and smells. Aside from the flimsy cardboard used in the oil trays, the rest of the components are top notch. I do have one gripe: the oil bottles themselves sometimes take quite a bit of effort to get the smell going. We tried manually rolling with our fingers, and the suggested technique of rolling on a sheet of paper (we used a paper napkin). The best way was to just drench oneself in essential oil by manually rolling the ball with one’s finger.

As a game Aroma’s Revolve is interesting and invokes feelings not normally used to describe board games. I have not played another game like it, nor one that I can remember using my sense of smell at all. For this point alone I feel attracted to Aroma. However, smelling all the scents over and over can sometimes get a little overwhelming for me. I KNOW what a lemon smells like, but when you pass around a vial and I sniff it, I feel like I am smelling lemon. When the card is revealed and it is actually grapefruit I just smelled I become frustrated. I guess I never realized how closely many things smell to other items in the same family. I like to reminisce about the first time I ever smelled pine, or its unmistakable scent down in my wood shop. But the pine scent in Aroma doesn’t really smell like pine to me. Maybe my snout is aging faster than I thought, but I am really no good at picking out some of these scents.

I have also played the Survive mode with just my wife and of course she always beats me. Survive is the only mode that is designed for two players, and I wish there were more. Getting together during the lockdown is difficult, and I game mostly with my wife. That said, on the rare occasion I got to play games with another couple in our quarantine pod I wanted to break Aroma out and try a different mode. Revolve is good, and Survive is good too, but I would prefer both with the full compliment of players.

If you are looking for something completely different for your collection, Aroma is it. I don’t know if it will make many gamers’ Top 10 lists, but it is so interesting to use the sense of smell in a board game that I think it is almost essential (see what I did there?). I mean that Aroma currently has no competition in the same space, so it will not be replaced by another similar game for quite some time, I’m sure. And what guest wouldn’t be impressed by playing a board game that includes 20 vials of essential oil? How novel is that, anyway? Purple Phoenix Games gives this one a lovely-sniffed 8 / 12. Do be warned: Aroma may accidentally perfume some other games it is stored near, but the scent is pleasant. At least I THINK it is. Now I’m doubting my ability to smell anything correctly.
  
Sir Apropos of Nothing
Sir Apropos of Nothing
Peter David | 2001 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Shelf Life – Sir Apropos of Nothing Skewers the Hero’s Journey
Contains spoilers, click to show
Fantasy and satire are two of my favorite genres in any medium, but especially so in books. Satirical fantasy, then, holds a special place on my shelves. I grew up on Sir Terry Pratchett’s Discworld series, and desire to imitate him and his style is what led me in middle school to begin writing in earnest, for fun, and for myself rather than just for my teachers and their assignments.

So when I picked up Sir Apropos of Nothing, I did so based on the title pun and the back-of-the-book synopsis that promised “a berserk phoenix, murderous unicorns, mutated harpies, homicidal warrior kings, and – most problematic of all – a princess who may or may not be a psychotic arsonist.” I expected another lighthearted riff on the familiar archetypes. Murderous unicorns? Unicorns are not typically described as such! Oh teehee, how unexpectedly humorous!

Sir Apropos of Nothing is a satirical fantasy, just like it promised, though at times it’s hard to tell how much of the story is played for laughs and how much is played straight. See, the thing about satire that’s easy to forget at times is that it’s not synonymous with buffoonery. Make no mistake – Apropos is a funny book, full of witty dialogue and groan-inducing puns. It’s a book that takes great delight in lampshading traditional fantasy tropes and archetypes, as well as the entirety of Joseph Campbell’s Hero’s Journey idea. But it is not always a silly lampshade; sometimes a cliche or trope is pointed out to have its inherit ridiculousness laughed at, and sometimes it is pointed out because it is causing real and lasting pain or damage, either to the society in which it is set or, more often, to the titular Apropos himself and his ever-degrading esteem of both the people around him and himself.

The tone, at first, is hard to pin down. The story starts in media res with the main character being caught by a knight while in mid-coitus with that knight’s wife and escalates from there. The second chapter opens with a fourth wall-breaking narrative admission by Apropos himself that this was done with the express purpose of catching your attention, and now we’re going back to cover Apropos’s childhood, which ends up being equal parts dark, tragic, punny, and conveniently trope-filled – all of which Apropos, as narrator, approaches with the same resigned, blasé outlook.

If this sounds a bit jarring, well, it kind of is. Early on, I wasn’t sure what to think of where the story was trying to go or what I was expected to feel about it. After the first turn from cliché to dark and visceral to light and punny, all within a few pages, I caught myself thinking, “Crap, is this book gonna try and mix goofy jokes with serious drama and thoughtful moral quandary?”

The answer is yes. And it pulls it off fantastically.

This is due in large part to the interesting depths of the antihero, Apropos, who seems to be so named purely for the joke in the title. In Apropos we see a deep sense of justice and rightness that is entirely eclipsed by an even deeper cynicism and an unshakeable instinct for self-preservation. His life is objectively terrible, but rather than brood and lament, he adjusts. He keeps his head down when he can, weathers abuse when he can’t, and learns to deal with the constant shit storm, all the while bottling his growing anger and resentment at a world that would allow such amounts of suffering and hypocrisy to go unchecked. The fact that he himself becomes a selfish, hypocritical, and generally awful person is not lost on him, and the result is a flawed, unheroic, pathetic coward of a protagonist, a magnificently multifaceted bastard who doesn’t spare even himself from his vast and withering contempt.

And it’s a blast. It really is. Apropos is refreshingly pragmatic and unabashedly pessimistic, a welcome change from the typical righteous-yet-humble heroes of traditional fantasy, or even the loveable and untalented everyman in over his head of traditional fantasy spoofs. Despite a portentous birthmark (on his ass, no less) and beginnings that are not “humble” so much as “poverty of the dirtiest kind,” Apropos is everything a hero should not be short of outright evil.

And this, as it turns out, is entirely the point. This is where the satire, funny or otherwise, really shines through. This is the crux that elevates Sir Apropos of Nothing from a generically self-aware fantasy story to an original and memorable subversion of storytelling as a whole.

Without giving too much away, there comes a point in the plot where Apropos realizes that the events surrounding his miserable life are part of a heroic tale that has been preordained by Fate and is now being epically written out by Destiny. And despite his birthmark, his tragic past, and his mother’s constant reassurances that he has some sort of great destiny hovering over him, he is not the hero. He is only a minor character. A walk-on role on the hero’s stage. A brief pit-stop along the hero’s journey. An NPC whose dreams, desires, and continued existence are so far below importance to the story as to be utterly negligible.

And once this finally clicks with him, he violently, brazenly rebels against it. He gives an emphatic middle finger to Fate’s ideas and sets about making Destiny sit up and take notice of him again. He momentarily and violently overcomes his own abject cowardice just long enough to find a way to completely wreck the traditional heroic ballad in which he lives, all on the basis that, dammit, the world owes him more than this, and nobody should be so miserably cursed as to live their entire life as a foil character.

At this point in my own reading, I didn’t know whether to cheer him on or worry about the repercussions of his actions, because he doesn’t suddenly become heroic when this happens. He’s exactly as much of a selfish, lying bastard as before, and however bad you feel for him, you can completely understand why he was never cast for this role in the first place. Add to this the complete disregard of the author for following what seems to be the obvious progression of events in favor of twists that take you completely by surprise, but still make complete sense and arise organically from the story itself, and you eventually give up thinking that you have any sense of where the story’s going or how any event is going to play out. From beginning to end, it feeds you familiar ideas and then completely subverts them, introduces clichés and then proceeds to tear them apart, and you laugh and pity and feel something the entire way through.

In short, Sir Apropos of Nothing is a book that will keep you turning page after page – not necessarily because of the gripping drama (although it has that) or because of any breezy humor (although it has that too), or because the narration itself oozes suspense (although it often does), but because, with the rapid infusion of new and creative ideas and the hidden depths of character constantly bubbling to the surface in everyone involved, you honestly never know what’s going to happen next. If you like fantasy and can stand to have your expectations messed with, Apropos is certainly apropos.
  
The City of Kings
The City of Kings
2018 | Adventure, Exploration, Fantasy, Fighting, Puzzle
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.

Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.

The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.

The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.

The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.

Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.

You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.

All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.

Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.

You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.

This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.

Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.

On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.

I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.

The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.

Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.

Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.

This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
  
Company of Heroes 2
Company of Heroes 2
Strategy
Fans of the real-time strategy World War II epic Company of Heroes were delighted when a full sequel to the game was announced. There was a bit of trepidation when publisher THQ was forced to sell off much of their assets to rival companies due to bankruptcy issues. Thankfully for the fans of the game and developer Relic Sega stepped in and acquire the franchise as well is provided to developers additional time to polish the game beyond its initial scheduled release.

For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.

This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.

As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.

Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.

Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.

Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.

The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.

I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .

The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.

This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.

Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.

http://sknr.net/2013/07/29/company-of-heroes-2/
  
Cloud Atlas (2012)
Cloud Atlas (2012)
2012 | Drama, Sci-Fi
While I am not familiar with the novel, I was not excited to review the film adaptation of David Mitchell’s Cloud Atlas. Though the Screenplay was written and directed by the Wachowskis (The Matrix) and Tom Tykwer (Run Lola Run) I did not know exactly what I was getting into. The trailer shows it as an epic sci-fi film crossing the time and lives of several stories and how everything and everyone is connected. Needless to say my curiosity was piqued. But I was nervous because I knew it would take a grand effort to keep this epic and ambitious project from falling flat. And well, I can honestly say that I am not quite sure if the combined effort succeeded.

Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.

The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.

The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.

Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.

Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.

The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.

When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.

However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.

Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.
  
Gift of Tulips
Gift of Tulips
2021 | Card Game
Admittedly, I have never attended a tulip festival. Nor a Renaissance faire. Nor many other festivals that are niche and awesome. I would love to attend one in the future, but I cannot see myself traveling all the way to Amsterdam for the great Tulip Festival. Luckily, I no longer need to, as Gift of Tulips has arrived to my doorstep! But someone please invite me to a Ren Faire when we are able to commune once again.

Gift of Tulips is a game of choices. In it players are attendees at the festival attempting to gather the most beautiful bouquet of flowers for themselves as well as gifting some to friends. The winner of the game is the player who can best decide which tulips should be kept, which should be gifted, and which should be donated to the secret festival.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup refer to the rulebook to adjust the deck of tulip cards per number of players. Shuffle this deck and place aside for now. Each player receives a scoring card, reference card, favorite color player cube, and two tulip cards from the deck. Per number of players set the appropriate Festival Cards on the table from 1st Place through 4th Place. Draw two cards from the deck and place the highest-numbered card under the 1st Place Festival Card and the lower valued tulip card under 2nd Place. Each player then looks at their dealt cards and decides which they would like to keep to start their personal bouquet and which they wish to donate face-down to the secret festival stack. The game is now ready to begin!
On a turn the active player will draw one card from the deck and then perform one action. Next they will draw a second card and perform a different action (not the same action as the first). The available actions are keeping a tulip for the bouquet, gifting the tulip to a friend, or adding a card to either the festival or the secret festival stack.

Keeping a tulip for the player’s bouquet is simply that: place the card face-up in front of the player and score immediate points depending on the tulip type’s position in the festival. This is also important when scoring for gifting. As tulips are added to their types in the festival, their placement in the festival can change. So while a purple tulip, for example, begins the game as the highest numbered tulip in the 1st position, another tulip type, orange maybe, may possibly overtake the 1st position cards by having a larger total value in tulips. When this happens, the newly-increased-in-rank tulip stack pushes the next highest into the lower position. Each position’s festival card will contain icons that award points for when that type of tulip is kept, given, and when majority of cards is owned at endgame.

Similarly, when a player opts to gift a tulip for an action, they simply choose an opponent (well, friend) and give them the card. By referencing the tulip type’s current position in the festival the player may score immediate points.

Lastly the player may choose to donate their tulip to the festival (face-up under the Festival Cards or face-down into the secret festival stack). By donating to the festival proper they will add the card to the appropriate type stack and adjust the total value and position within the festival. Should the player wish to add the card to the secret festival stack, they simply add it face-down.


Once all cards have been drawn and played from the deck the game is over and final scoring may begin. Firstly the secret festival cards are to be shuffled and five from this deck will be added to the festival proper to fine-tune some value adjustments (so that is why players may want to add to the secret festival during play). Once the five cards have been added players will address each tulip type by placement in the festival. The tulip type under the 1st Place card will score majority points to the player with the majority of that type of card (not value, but number of flowers). Similarly, the player with the second most of that type will score the second majority and so on through 4th Place. The player with the most points at the end of the game has won and will now owe the other players a bouquet of real flowers. Well, maybe not that last part.
Components. Again, this is a prototype copy of the game so components may be different as a result of a successful Kickstarter campaign. That said, this is a bunch of cards and some token markers (cubes in the prototype). The cards all feature incredible botanical artwork that is simply beautiful to behold. The card backs and Festival Cards all feature a lovely delftware pattern from the Netherlands. The artwork on this game is amazing and really colorful, like so many from Weird Giraffe Games.

But do I enjoy the gameplay? Absolutely. It reminds my wife and me of a great little game called Biblios where players are choosing where to allocate cards, and are not allowed to simply gobble them for themselves. Being able to adjust the market, if you will, is also a mechanic that I truly enjoy. A static market is fine, but those kinds of games are a little easier to abuse. Constantly shifting markets is where it’s at.

Being able to gift your opponents higher cards for those immediate points is new and clever, but you have to always be keeping track of the number of cards given per type. Obviously shuffling all your blue tulips to the same person may result in that person holding majority at endgame. But then again, there are ways to adjust the market to counter that. It is just so fun to think about and play.

I also am in love with the art. I mentioned this in my components review but I simply love the way this game looks. Art and theme go a long way with me, and this one certainly has both in spades.

So if you are a fan of beautiful games with a quick teach and light to medium gameplay, I urge you to check this out. The art and theme are strong, the gameplay is super solid and fun, and you feel great donating so many lovely flowers at the end of the game. If you are looking for that gorgeous game to complete your collection, or you need a game to fill that empty Netherlands slot in your collection, please consider backing Gift of Tulips. When you have a game that uses both orange and purple as main colors you KNOW it’s going to be great!
  
Artemis Fowl (2020)
Artemis Fowl (2020)
2020 | Action, Adventure, Family, Fantasy
Disney: "We're making a film of Artemis Fowl!"
Me: *wildly switches from happiness to devastation about the possibilities*

Artemis Fowl's father, Artemis Fowl Snr., has gone missing, the media is portraying him as a criminal and calling for answers. Shocked and confused by what's happening Artemis Jnr. receives a phone call from his father's kidnapper and must hand over an item to secure his release. But he's no idea what the item is, or where, he's about to learn a great deal about fantastical things in a very short space of time and meet an odd selection of new friends.

So... I'm going to break this down into two parts, the first bit will be just about the film and the second will be me ranting about the film in conjunction with the book... *calm thoughts* Let us begin.

From the very beginning I was thrown, the opening in no way seems like a family film and I was wondering if by avoiding reading about it all beforehand that I'd got the wrong idea about what to expect.

With such a good cast backing up our newcomers I had medium hopes for what was going to hit our screens...

Ferdia Shaw takes on the part of Artemis Fowl Jnr., putting aside the comparison between the two versions until later, the performance isn't bad but it's quite forgettable. The same sadly goes for Lara McDonnell as Holly Short. Neither one has much of a presence on screen and I think that's mostly to do with the fact that Artemis and Holly are both rather bland in the whole story.

There's something oddly appealing about Josh Gad as Mulch but I'm not sure that giving him such a large role as narrator worked. It's never really clear why he's given that role and the scene's where we cut back to him talking are given a strange noir look that doesn't match with the rest of the film. Even so, I'm willing to concede that he's my favourite character as he has just enough humour to carry it.

Judi Dench as Commander Root was a little bit of a challenge to see. Root is a gruff but caring character, the trouble come in the fact that the change comes quite unnaturally at times.

One of the main failings is that there are times when the script feels poor, the dialogue is a little forced and doesn't fit with the characters, couple that with a variety of scenes that don't fit with the style of everything else and the fact that some pieces could be removed without really affecting anything around it and I'm left less than inspired by the film.

I did like the look of Haven City, the animation of the overhead view looked really promising. As we got into the city though I couldn't help but think it looked a little cheap and the aesthetic wasn't great. Effects, in general, were not good if I'm honest, particularly when you get to the siege on Fowl manor, when the siege is ending it comes with some chaos that is a perfect example of this coupled with another example of how the story glosses over an explanation of what's happening that could have offered some extra development for characters. (Specifically in this instance, Foley, who was woefully underused. He might not have been as majestic as a Brosnan centaur but he deserved better than the film gave him.)

By the end a lot of things get resolved seemingly by fairy magic because it's not clear how any of it happens. Potentially it's something that I wouldn't have noticed as there's a certain amount of this kind of wrapping up that you can forgive, but by this point I was so frustrated by everything that I was spotting everything.

I'm aware I'm waffling more than I intended so let me "briefly" mention things regarding the book...

The film is, in my opinion, only vaguely based on the book. It has kept ideas and pieces of story while removing and adding characters to varying degrees. Notably Artemis' mother is gone and his father is there instead. Removing mum makes Juliet's inclusion surplus to requirements, I can understand wanting to keep her for a young female character for viewers to identify with, but the role she ends up with is bland and in no way lives up to the book's version. The blandness also extends to her brother, Butler, and that's partly because of the major change they made...

Artemis. He is barely recognisable in comparison. He's a jeans-wearing, surfing, tween? He's much more casual than the original and this fluffier version doesn't have the same edge that book Artemis does. In their revamp they have changed his story and I very quickly felt like it could have been a sequel to the books, Artemis Snr. felt more like the Artemis from the books grown up and he was teaching his son about all the things he learnt. Part of the thing I enjoyed about the books is that Artemis was always an anti-hero of sorts, he was very difficult to like at times because of his actions, film Artemis is a little bit jumbled in this respect as they give him a very clear reason for the things he does so when he tries to show that tough side it doesn't have any impact.

There are a lot of differences, but I will leave that analysis for someone who is much more thorough at scouring the books and film than I am. I'll be keeping my eye out for other reviews with the comparisons in, if you spot any then please leave a link in the comments below.

When it came to scoring this I thought about it on two levels.

As a film from such a big company I was quite shocked by the quality of script and effects, there was a baddie that didn't really participate in anything and there were scenes and characters which weren't needed... and to finish it off in such an obvious set up for a sequel... I was done. I had marked it down for a generous score of 2 stars, that's normally my "I didn't like it but I can see why other people might" score, but I can't quite see what would appeal to people in it if I'm honest.

As an adaptation of the book I was too frustrated by the changes they made to Artemis, they essentially changed the fundamentals of the character and that had a knock-on effect to other characters as well. No one came out unscathed, but even though Mulch was heavily adapted I was glad that some of his humour was still there. Scoring on this basis I would have given it 1 star, but again, that felt generous to me.

In the end I will always score something on my enjoyment, in this instance it seems fair to even out the two scores. They've taken a great book and removed most of its personality, the final product was not exciting to watch and I don't think I could bring myself to watch a sequel.

Originally posted on: https://emmaatthemovies.blogspot.com/2020/06/artemis-fowl-movie-review.html
  
Spy Club
Spy Club
2018 | Card Game, Deduction, Murder & Mystery
You guys have heard of “Where in the World is Carmen Sandiego?” The globetrotting super-spy who is hard to pin down? Well imagine what she may have been like as a young person. I bet she had her own spy club. And now we have a game to play to emulate what it may have been like in such a club. **This game has nothing to do with Carmen Sandiego.


Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!

A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.


Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.

After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.

Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.


Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.

There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!

I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.

I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.
  
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Kirk Bage (1775 KP) rated The Umbrella Academy in TV

Sep 19, 2020 (Updated Jan 22, 2021)  
The Umbrella Academy
The Umbrella Academy
2018 | Action, Fantasy
I came to this gloriously colourful, energetic and super smart comic book adaptation in August (when Netflix advertised season 2), at a time of lockdown where I really needed something cheerful and fun to keep me going. It worked so well I watched both full seasons twice over, back to back, and key episodes 3 times! A rare thing indeed for me and a TV show.

Since then the rigours of isolation have set me back with a really long backlog for The Wasteland – currently I have a list of over 40 cultural artifacts I want to talk about and share with you- but, I am very glad to be talking about this one today, as even though it wasn’t that long ago, it evokes such fond happy memories of becoming just a little bit obsessed by something. A phenomenon that only seems to happen when you go into something with low to medium expectations and come out feeling like you have found a diamond in the rough.

The concept of 7 children with mysterious powers being adopted and raised by a shady and strict, umbrella wielding, father has been around a few years in the form of several graphic novels, penned by My Chemical Romance frontman Gerard Way. You can feel the vibe of something slightly emo and arty coming through – just cool enough but also self conscious; melancholy and dark in places but also lots of sardonic fun. But, unlike the books, which often look stark and minimal, the world created by show runner and director Steve Blackman is vivid and full to the brim with things to overwhelm the senses.

For the last few years, and especially of late, the Superhero genre has been so oversaturated that it is almost impossible to come up with anything original, but The Umbrella Academy together with Amazon’s The Boys, definitely manage to do that. It has enough mystique to be intriguingly confusing for the first few episodes, as we piece together the Hargreaves’ past that has led to the current situation, and discover the dynamic tension that exists between the adopted siblings. Oh, and there is a talking chimpanzee butler / guardian called Pogo, that feels like CGI gimmickery for a while, before growing into something truly wonderful.

The first thing you notice about this set of misfits, as they reassemble for their father’s funeral after years of bitterness and estrangement, is that they are all a little bit broken and uncomfortable in their own skins – their powers as individuals are all a bit, well frankly underwhelming, and their personalities are not exactly attractive in every case. Season one is all about re-establishing connections and working through identity crises. In many ways it is a coming of age story, as circumstances lead to them needing to grow up fast and join together to achieve true power. It works both on the surface and as a deeper allegory.

As each main character is introduced you inevitably get drawn into ranking them from most to least favourite, and the trick of it is how much those feelings shift as the story progresses. Everyone loves Klaus, the twitchy junkie who can see dead people, his completely non heroic yet hilariously stoned outlook gives him many of the best lines and most fun scenes. I changed allegiance several times with the others, but Klaus, played by the charismatic Irish actor Robert Sheehan, always remained my favourite, because of his hippie rockstar vibe. Although it’s hard not to have a soft spot for Number 5, the time travelling schoolboy that has been missing for years and re-emerges as a middle aged man still trapped in the boys’ body. Aiden Gillen is superb in conveying that he is older whilst always looking like a teenager, and in many ways he is the true pivot and anchor of the story.

I suppose before the show aired it was Ellen Page that was the “star” draw amongst the young and mostly unknown cast of “heroes”. As Vanya, the only Hargreaves child never to demonstrate a power, and held aside by their controlling father, she is the outsider and most insecure of the bunch. You sense her storyline is going to be crucial to the whole shebang, and so it turns out, but her fame as an actress of note never overshadows the show as a whole – it feels instantly like a group effort, and in that sense a true family, the deeper you get into it.

I could go on explaining each character and the details of the intricate plot forever, but I would never do it justice. The only way to see what the fuss is about is to watch it. Anything else would just sound like mad confusion to the uninitiated. All I can say is that it does an incredible job of unfolding its charms and secrets piece by piece. So much so that by the climax of season two I am still not entirely sure we have all the information necessary to know what is going on in a complete sense; there are several questions and mysteries still to be unearthed, and I like that very much.

I have recommended this show to anyone I know who enjoys something entertaining that has substance yet doesn’t take itself too seriously – so that is everyone then! I think it’s allure is that very thing: it manages to hit a zeitgeist of perfect balance between a smart script and plotline with many cliffhangers, and enough disposable moments of fun, to be exactly what the modern Netflix viewer is looking for. Super easy to watch with one eye or with both, depending on what mood you are in.

There is also the style of the thing – a veritable candy box of colours and neat visual tricks, mixed in with some of the best musical montage sequences I have ever seen. I understand from several interviews that Steve Blackman specifically wrote certain scenes around the feel of a piece of music he wanted to include. That is a clever way of building a cult following: find songs that both tell a story and appeal to the cool kids, then use them as mini music video segments that punctuate the heavier elements of storytelling. It’s not a new trick, but the song choices here are so good that it has rarely been done this well before.

It all works especially well as we move into season two and an historical context that brings up a lot of pertinent issues for some of the siblings regarding race, sexuality and other freedoms of identity that can be taken for granted in the modern era. I don’t want to spoil too much of that here, but suffice to say as a hook to pin the themes on it is a genius touch that makes season two a huge leap forward on something that was already pretty decent in season one. All the characters become more rounded and relatable, even the so called bad guys – an increasingly eccentric bunch of creations that leave you in no doubt this is a comic book world not to be confused with reality.

At time of writing, a third season has still not being given the greenlight. Considering the massive cliffhanger we are left with at the end of season two, and how big the cult following seems to be by now, it would be an absolute crime not to allow it to continue. The only reason I can see it wouldn’t is that the stories of the source material are now exhausted, and anywhere they go from here will need to be truly original. However, there is so much scope to do almost anything from here that I don’t see it as any kind of issue.

If you haven’t seen it, I urge you whole-heartedly to give it a go. There really is something in there to please everyone, except perhaps the most serious minded of realists. Even then, they’d be hard pressed not to raise a smile or tap a toe at some of the best musical moments of emo hero mayhem.
  
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Kirk Bage (1775 KP) rated The Mandalorian in TV

Jan 22, 2021 (Updated Jan 22, 2021)  
The Mandalorian
The Mandalorian
2019 | Sci-Fi
Being a child of Star Wars, born in ’73, whose first memory of a cinema was A New Hope in ’77, of course the entire franchise is still close to my heart. I am no superfan, however. I do not need to remember every name of every character, or know the obscure names of planets to enjoy it. I remember that deeply competitive nature back in the playground – how important it was to prove Star Wars was yours by knowing more than any other kid! Fortunately I managed to let that go shortly after The Return of the Jedi. Ok, maybe 1995.

The Mandalorian is definitely for all Star Wars fans, but it is mostly for the kids that never grew up and need those details of “the canonical Star Wars” universe in their lives. And there are plenty of them. It is a geek’s wet dream! With chat rooms and fan sites going wild in debate and argument over the smallest of Easter eggs and hints to connections across the medium. As if this is a lost historical document that sheds light on the truth of many characters and events, that until now were shrouded in darkness and speculation only.

I find that phenomenon weird and a little creepy, but I do appreciate where it comes from. For me, I am merely glad it isn’t crap. It is nice to be in the Star Wars universe without holding your face in your hands for shame of lazy storytelling and moments that shit on the spirit of the original trilogy. The first thing that pleased me about The Mandolorian is how close it is in feel to the old school trilogy. In fact it surprised me, because, despite the very modern effects and full budget of Disney behind it, it feels very old fashioned, like a TV show from around 1986, maybe. And I wonder how they have achieved that every time I watch it. It has an intangible magic about it.

In fact, the feel of the show as a whole is often a little cheap, shockingly – the posters and toys and all associated media is as glossy and crisp as all money can afford, creating an image of the show that isn’t actually what the show is. In reality it is a cross between old spaghetti westerns, with The Mandalorian cast as The Man With No Name, and episodes of The A-Team or Knightrider. I kinda like it; very nostalgic, and a smart move by Jon Favreau and the other show-runners. It appeals to middle aged audiences and new alike, because it is a knowing hybrid of all things cool and nerdy!

Design-wise, the look of The Mandalorian himself is perfect fan bait and very cool. The music goes a long way to drawing you in – Ludwig Göransson, known for his work on Black Panther and Tenet, has hit on a career defining theme that blends Clint Eastwood and Star Wars in perfect harmony. I can’t imagine the show working half as well without that theme music! The spaceships and detail of every alien and weapon and costume is meticulous (if at times a little wobbly or cheap looking), and the wider feel of background and tertiary characters is pretty damn good.

But, let’s face it… The Mandalorian is the success it has been predominantly for one reason. I could give him his real name, but if you haven’t finished it yet that would count as a huge spoiler, so I will refer to him as The Child. The temptation to use the phrase Baby Yoda is hard to resist, and has been a cultural phenomenon that only comes along once or twice in a decade, but on this I agree with the fans: it is inaccurate and misleading. The Child is fine. It’ll do until you learn his true moniker.

In season one, where the build up of story, character and mystery is superb, we see very little of The Child at first. But we cannot take our eyes off him for every second he is on screen. The whole concept is so beyond cute and incredibly strong as a hook for a Star Wars story it is almost impossible not to squeal out loud at everything he does. Who is he? Why is he? What is he capable of? How will he fit in to the longterm idea for the story? So exciting, and total genius to keep everyone watching.

It isn’t all about The Child on his own though. It is about the unlikely symbiotic bond, like father and son, that develops between the tiny, vulnerable and childlike focal point, and the increasingly confident and loyal antihero, who will stop at nothing to protect his ward, as he struggles to find his own place in the universe. After a very short time, we care more about this relationship than 90% of all romances in all of TV history.

Through danger, mayhem and a touch of comedy, we grow to adore the two of them together, and can’t bear to think of them being apart. Some trick when you realise The Child is as much a mini-muppet style prosthetic as it is added CGI for expression and detail. Perhaps another callback to our 80s sensibilities, when we accepted ETs and Gremlins and all of the residents of Mos Eisley’s cantina as real without hesitation. It doesn’t have to look real, is the point, as long as it fits the story, is cool and is fun! Which The Child totally is – for entertainment value they have got the tone of the show so right.

What doesn’t hold up that strongly to critical scrutiny though is quite a lot of the scripts, the repetitive nature of the context of many episodes and missions the duo find themselves on, the mismatch quality of the guest directors abilities, and quite a lot of the dodgy acting by supporting characters. It’s as if at some production meeting at one early point they all said, look it’s Star Wars, we make the aliens and the spaceships and the weapons look good and we can’t fail… plus we have The Child and Boba Fett’s (yes, I know) armour, we can’t fail!

The basic storyline is enough to hook it on, just about, it is the detail that sometimes feels weak and lazy. But don’t worry, any minute something cool to look at and a big fight will happen, so we’re all good! I’m sure Pedro Pascal (the actor under the armour) can’t believe his luck! He is one of the biggest stars in TV all of a sudden, for basically doing a fairly monotone voice-over performance of some seriously dodgy dialogue. That is the magic of Star Wars.

So, I came to season one late, having no access at that time to Disney plus. In fact, I watched all of season one in a day the day before the launch of season two, so the switch to a new episode to look forward to suited me well. It gave me something to look forward to on a Friday between Halloween and Christmas. Trouble was that, although still having fun with the exploits of The Kid, I was starting to weary of the plotlines, and put my viewing on hold after S2E4 in favour of the far superior scripting of His Dark Materials on BBC.

I must have needed the hiatus, because when I came back to mop it up and finish season two a few days ago I realised that I had in fact missed it. It also helped that episode 5 onwards is when the season gets really good again. Rosario Dawson as Ashoka Tano (known well by fans of The Clone Wars) was a truly great addition that the show much needed by that point.

I had no trouble after that in bingeing to the end. You could feel a climax and a revelation coming, and although the character of Moff Gideon (Giancarlo Esposito) crumbled disappointly away into nothing much, the last 15 minutes of the final episode had me slack jawed in fan wonderment. I felt 9 years old again, and I loved it! I had been amazingly lucky not to stumble upon spoilers, I guess. Amazing ending, and all faults forgiven for that unforgettable moment and feel. Wonderful stuff!

To say any more, again, is to spoil. So, let’s just talk about it privately, or, you know, in about a year when season 3 is over and it is old news. Hmmm, season 3…? I wonder where they will take that now…? Actually, properly exciting, in a back in the playground kind of way.