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The Terminator (1984)
The Terminator (1984)
1984 | Action, Sci-Fi
A classic
Film #12 on the 100 Movies Bucket List: The Terminator

The Terminator is a sci-fi classic and is responsible not only for helping propel Arnold Schwarzenegger and James Cameron to the household names they are now, but also for creating a movie franchise that is still going nearly 40 years later. Although admittedly the majority of the sequels are better off never spoken about again.

Released in 1984 and bringing director James Cameron into recognition, The Terminator follows a cyborg assassin (Arnold Schwarzenegger) who is sent back in time to kill Sarah Connor (Linda Hamilton), to prevent her son John Connor from saving humanity in the future. Also sent back in time to try and save Sarah is human soldier Kyle Reese (Michael Biehn).

This is a story that must be familiar to most, having spawned a further 5 sequels (and counting) in the past 30+ years. And as sci-fi stories go, this is a damn good one – time travel, murder, even romance – it has it all. It’s been a long time since I’ve seen this, and watching it back now I never realised how 80s it was. Aside from the memorable title music from Brad Fiedel, the rest of the score and soundtrack screams 80s and with the clothing and hairstyles, it’d be difficult to miss when this was released. There are a lot of horror aspects and tones to this original too that makes it a lot darker and sometimes scary, which is not something we see in any of the sequels. The gore, especially the wonderfully icky scene when the T-800 patches himself up in the bathroom mirror, is great and another aspect sadly lacking from the sequels. Admittedly some of the effects and props in this do look a little dated (the T-800 point of view and the animatronic Arnie are noticeably dodgy), but considering this was made in 1984 it’s actually incredibly impressive. The final scenes with the metal skeleton of the T-800 are especially noteworthy.

This is the film that made Linda Hamilton into the kick ass heroine we know and love, Arnie into the cyborg we love and hate (depending on which film you’re watching), and made the name John Connor into something that is completely unforgettable. With limited lines and a requirement to look menacing and imposing, this film is perfect for Arnold Schwarzenegger. He isn’t required to do much and personally I think his role as the T-800 in any of the Terminator films are undoubtedly his best performances to date. And with supporting performances from the likes of future Aliens alum Lance Henriksen, Michael Biehn and a blink and you’ll miss him Bill Paxton, the cast is faultless. And let’s be honest, who didn’t have a crush on Michael Biehn after watching this?

What I like the most about The Terminator is its simplicity. It might be a sci-fi, but it’s relatively low budget with a small cast of main characters and a large amount of practical effects and action scenes. It has a fairly B movie look about it, and coming from the James Cameron we know now, something this simple is actually very refreshing. While I like a lot of Cameron’s work (who doesn’t love Aliens?), his more recent efforts are a little too over the top and overwhelming. This is nothing of the sort.

The Terminator is absolutely a classic and deserving of its place on this list. I will admit that I still think the first sequel T2 is superior, especially as it doesn’t have the outdated and overwhelmingly 80s feel that makes this original slightly flawed.
  
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A Deadly Education: Lesson One of the Scholomance
A Deadly Education: Lesson One of the Scholomance
Naomi Novik | 2020 | Paranormal, Science Fiction/Fantasy, Young Adult (YA)
6
6.6 (5 Ratings)
Book Rating
Worldbuilding (2 more)
Magic
Coming of Age
Some descriptions lacking (2 more)
Confused on Series Plot
Good first book but not a stand alone story
A Deadly Slice of Life/Coming of Age Magic School
Magic School. Wizards. Teenage Angst. A lot of reasons I signed up for the giveaway of this novel and glad I got a copy.

For those who want the quick recommendation, if you enjoy wizard teens and magic schools, you will enjoy this book. Outside of that category, it is a decent fantasy novel that is worth a read, but no need to go and get right away.

First and foremost, books like "A Deadly Education" have the unfortunate hurdle of separating itself from the magic school genre alpha that is Harry Potter, to which I believe Naomi Novik did really well. Whenever I read such stories, I can't help compare to the Potter series, but the world that Novik builds is such a stark contrast that I quickly forgot about Hogwarts and Muggles and traded in for the Scholomance and mundanes.

The world that Novik builds is dark and untrusting. Inside the school, there are maleficera, or 'mals,' that try to consume the students' mana at every turn. This puts the place on edge, making almost every character paranoid to open anything or even go anywhere without at least one other person with them, usually at a cost. This darker side is refreshing, especially because the magic in Novik's world is hard magic as opposed to the soft magic of other series. To those who don't know the difference, soft magic is that magic just exists and spells come without consequence. Hard, on the other hand, has limits and comes from a source and takes skills and finesse to learn and use them. Any author who takes it upon themselves to make the magic in their world hard magic gives themselves a challenge, something that Novik clears easily.

The other part of the world that is dangerous are the mals that attack students. There are a lot of them, so much to the point there should be a separate book that could be referenced to know what they are fighting. Although your imagination can run wild, some of the descriptions, or lack there of, leave you to fill in a lot of blanks. I'm still not sure if they are shadows and/or goo with various metal attached or part of their bodies. The variety is so immense that you don't encounter the same thing twice it seems. When reading the encounters, it was hard to picture the exact nature of the fight in my mind. However, the sense of danger was ever present throughout the whole book.

The story itself is coming of age, or more so coming of friendship, mixed with a slice of life feel. Although there is a starting event, Orion saving Galadriel for the second time, there is not an overarching plot for the story. It is just to survive and possibly make an alliance for graduation. This is not my cup of tea when it comes to stories as I enjoy seeing a defined goal or enemy that leads to a finale or into the next book of the series. This story does not have that, which seems to lack an overall plot other that "just survive." Even the climax of this story felt a little out of the blue in terms of action, and then is superseded by a social bombshell and cliffhanger for the next in the series.

To wrap and reiterate, I enjoy the world that this story takes place. It is inventive and unique to standout against others within the magic school genre. There was some plot lacking, but is still enjoyable for not quite knowing what is coming around the next corning. This a clearly the first book of series which is not the strongest as its own installment, but definitely has me waiting for the next in the line.
  
Bellum Magica
Bellum Magica
2021 | Adventure, Fantasy, Fighting, Medieval
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?

Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.

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, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.

Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.

When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.


After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!

I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.

That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.

It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
  
Supernatural  - Season 1
Supernatural - Season 1
2005 | Drama
Great Character development (2 more)
Brilliant take on the myths/legends lore
Somewhat educational
Sometimes you'd think Sam and Dean would know better (0 more)
Saving People, Hunting Things, The Family Business...
Supernatural Season One first aired in 2005, and I was only 10 years old when I first watched it with my Dad. I didn't sleep for right for ages and didn't look in a mirror for a long time. However, now when I watch it, this show still has the horror factor but my brain has grown accustomed to the genre so it doesn't necessarily frighten me these days but it is very creepy.

The first thing I loved about this show was that the lore's it followed were real from the legend of Bloody Mary, to the Woman in White and even a Wendigo. I knew about these legends but this show taught me more about what people believed about them and how they came to be, so this show is somewhat educational as well as being a great action horror drama show.

SPOILERS AHEAD!



So in Season One we are introduced to a family who witness the death of their mother/wife as she bursts into a fiery explosion on the ceiling of baby Sam's nursery room. Fast forward years later and Sam's in college/university and has left his past behind him until his brother Dean shows up to tell him their Dad has gone missing after a 'Hunting' trip.

This is where we learn that Sam, Dean and their Father, were actual in the life of Hunters who hunt down demons, ghosts/spirits, and monsters.

This show takes you one a journey with Sam and Dean saving lives from all sorts of strange and horrifying evil beings, who don't always turn out to be an evil being, just tortured or maybe even a being trying to warn them of a greater evil.

The effects are on par with a lot of big budget movies, even better than some of the most recent box office hits and in 2005, that says a lot about how the show can only get better with age. And it has!

Writer Eric Kripke truly did create something spectacular and to say that it's still running to this day, with a whole 12 seasons finished and a 13th season coming soon, it's hard to believe that it can still stay fresh and entertaining with this genre, but when you watch this show I guarantee you'll be entertained as there are dozens of pop culture references in every episode from X- Files to Lord of the Rings and many more, and with soundtracks that include rock and metal bands such as AC/DC it's hard to wrap your head around just how awesome this show is.

Many episodes are either named after movies ("Children Shouldn't Play with Dead Things", "The Usual Suspects", "I Know What You Did Last Summer") or classic rock songs ("In My Time of Dying", "Born Under a Bad Sign", "What is and What Should Never Be", "Sympathy For The Devil", "When The Levee Breaks"). - Copied from IMDB

The on screen chemistry between characters is brilliant and more often than not, even in serious situations, it can become hilarious with cheesy one liners or pop culture references used with perfect timing to lighten the mood of the show.

Sam and Dean (portrayed by Jared Padalecki and Jensen Ackles) have some of the best character development that I've seen in a show, and sometimes throughout the different series' the formula of arguing, falling out, and coming back to one another, can become somewhat tedious and repetitive making you scream at the TV saying "WHY!? YOU KNOW YOU'RE JUST GOING TO REALIZE YOU NEED EACH OTHER!" but if you think about it, that's how brothers would be in this situation. Having to spend every day with your brother on the road fighting the unthinkable, it would be stressful and tensions would run high, but you'd soon realize that after everything you've been through, who else could you feel comfortable around?

If you're into the paranormal or want to start learning more about different paranormal legends then this is the show for you.

TIP: For further entertainment, watch the bloopers. Some of the most hilarious clips I have ever seen from a show ;)
  
Handbook of Paranormal Powers
Handbook of Paranormal Powers
Brian Haughton | 2010 | Paranormal
7
6.5 (2 Ratings)
Book Rating
History lesson (0 more)
Written by a skeptic (0 more)
I have always believed in the paranormal, but I am careful not to take everything at face value. When I picked up this book, I unfortunately took it at its face value, thinking that it was about how people developed these paranormal abilities and the things that they achieved with them.

But this book seems to have been written by a skeptic that disguised it as a book from a believer in the paranormal, which to say is a pretty clever way to sell a book when the belief in the paranormal is at an all time high. The author spends much of the book detailing people who have exhibited paranormal abilities just to quickly tear them down. I will say that Brian Haughton did a wonderful job on researching for this book, bringing up not only the history of paranormal abilities, but also self proclaimed psychics that readers may not have even heard of, such as Florence Cook, who had her abilities tested by none other than William Crookes( the discoverer of the element thallium).

Haughton's 'Handbook of Paranormal Powers' should have been titled something else, mostly because it's a history lesson in ESP and also, obviously, from the point-of-view of a skeptic. Yet, it doesn't lack for reading by believers; one such part I found interesting was a part on dowsing- the supernatural ability to find hidden objects, substances, geographic features, or sometimes even people- which you may have seen someone doing by holding two rods to find underground water. This part was about when dowsing became popular in the seventeenth-century France, and was being considered 'evil': ". . .with the dowser Baroness de Beausoleil and her husband, a mining expert, journeying across Europe and allegedly locating ore deposits of iron, gold, and silver. The couple established a thriving mineral company, but when their methods of locating metal ores became known they were accused of practicing the 'black arts' and imprisoned for the rest of their lives. " Readers learn that it wasn't until the nineteenth century, with the rise of spiritualism, that dowsing was no longer considered 'evil.'

Another one that interested me concerned the comedian Andy Kaufman, and his pursuit to rid himself of a rare lung cancer with psychic healing: "In March 1984, US comedian Andy Kaufman traveled to the Philippines for a six- week course of psychic surgery after being diagnosed with a rare lung cancer. The surgeon, Jun Labo, performed the operation, and claimed that he had removed large cancerous tumors from Kaufman's body. On May 16, 1984, Kaufman died from renal failure as a consequence of a metastatic lung cancer. "

I hate, but also love this book, not because Haughton backs up all of the skeptic claims with scientific research and tests, but because he claimed this to be a handbook or paranormal powers. If you glance at the cover, just below the title is: 'discover the secrets of mind readers, mediums, and more' - this can be taken that it's written by someone who believes in the paranormal, as well as someone who may have had personal experiences with the unknown, but with that said, I did learn a lot about the history of paranormal powers as well as people I had never heard of.

To prove the skepticism in Haughton's writing, we can turn to page 173, where he writes about how to test whether or not a self-proclaimed psychic surgeon is real. But even before this page and throughout this book, Haughton explains someone doing an extraordinary thing only to quickly explain away why it was fake to begin with. The 'Handbook of Paranormal Powers' reads a lot like a college thesis, that I found myself getting bored with the matter-of-fact tone. Some readers may enjoy reading essay-type books, but for me, it becomes repetitive enough that I don't remember much of the information I had just read.

Also, readers may come away with the feeling that Haughton doesn't care about the slight chance that some paranormal powers may be real, but instead he'd rather read about the scientific facts. I would only recommend this book to people who want to do a light reading on paranormal history, meaning mostly what made headlines in the news. For believers, I would suggest you go elsewhere.