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Gareth von Kallenbach (980 KP) rated Night Swim (2024) in Movies
Jan 5, 2024
The first major release of 2024 has arrived in the form of “Night Swim” and the Blumhouse production looks to follow on the success of “M3gan” and
their other recent hit “Five Nights at Freddy’s”.
The movie stars Wyatt Russell and Kerry Condon as Ray and Eve Walter; a married couple trying to raise their two children and deal with Ray’s M.S.
diagnosis. Ray is a former Major League Baseball player and holds out hope that he can overcome his situation and make a return to his profession even if those around him do not.
A life on the road has caused Ray to miss many events such as the birth of their daughter as well as be distant from their son. A new job at a prestigious school offers Eve a chance to have the needed insurance for Ray and work to do while she completes her degree.
The family opt to purchase a home with a pool versus renting as the ability to finally have some stability and use the pool for therapy is a welcome combination. This is enhanced by the discovery that the pool is
actually filled by a natural water source which Ray believes is healing him and rapidly putting him on the road to recovery.
Things are not as they seem as the pool holds some dark and deadly secrets that go back for decades and the family soon finds themselves dealing
with forces beyond their control as they desperately try to survive.
The film has an interesting premise though at times I did think about various other films and some of the shock moments failed to get me as they did others in the audience but I am not one who startles easily.
The cast was strong but at times I found myself not caring as much for the outcomes of certain characters as I was more concerned with the overall
explanation behind the supernatural elements of the film.
Despite this, it was an enjoyable watch that provided something a bit different than the usual monster or psycho on the loose horror film and Co-Writer/ Director Bryce McGuire has adapted his short film well into a
film which provides just enough of what the core audience wants to make it an effective horror entry.
3 stars out of 5
their other recent hit “Five Nights at Freddy’s”.
The movie stars Wyatt Russell and Kerry Condon as Ray and Eve Walter; a married couple trying to raise their two children and deal with Ray’s M.S.
diagnosis. Ray is a former Major League Baseball player and holds out hope that he can overcome his situation and make a return to his profession even if those around him do not.
A life on the road has caused Ray to miss many events such as the birth of their daughter as well as be distant from their son. A new job at a prestigious school offers Eve a chance to have the needed insurance for Ray and work to do while she completes her degree.
The family opt to purchase a home with a pool versus renting as the ability to finally have some stability and use the pool for therapy is a welcome combination. This is enhanced by the discovery that the pool is
actually filled by a natural water source which Ray believes is healing him and rapidly putting him on the road to recovery.
Things are not as they seem as the pool holds some dark and deadly secrets that go back for decades and the family soon finds themselves dealing
with forces beyond their control as they desperately try to survive.
The film has an interesting premise though at times I did think about various other films and some of the shock moments failed to get me as they did others in the audience but I am not one who startles easily.
The cast was strong but at times I found myself not caring as much for the outcomes of certain characters as I was more concerned with the overall
explanation behind the supernatural elements of the film.
Despite this, it was an enjoyable watch that provided something a bit different than the usual monster or psycho on the loose horror film and Co-Writer/ Director Bryce McGuire has adapted his short film well into a
film which provides just enough of what the core audience wants to make it an effective horror entry.
3 stars out of 5
Purple Phoenix Games (2266 KP) rated The Grimm Forest in Tabletop Games
Apr 9, 2021
I am so psyched to be reviewing another board game based on fairytale lore. The Brothers Grimm material is such an enchanting (eh? eh?) theme and games can be taken in so many wonderful directions. Though I have never actually read any of the Grimm’s Fairy Tales (I know, I know), I have seen most of the movies based on the stories. I also know that the source material happens to be way darker than what Disney puts out, so when I heard we would be receiving The Grimm Forest to review, and not having really researched it much beforehand, I had a feeling it would be darker fare. But how dark does it go? Let’s find out.
The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.
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, place the Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.
After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.
The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.
The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.
Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.
Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.
I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.
So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.
The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.
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, place the Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.
After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.
The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.
The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.
Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.
Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.
I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.
So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.
Purple Phoenix Games (2266 KP) rated Xenohunters in Tabletop Games
Mar 22, 2021
What do you find absolutely terrifying? A great many things are on my list, and one of them happens to be the main theme for Xenohunters – heroes attempting to blow up a space station that has been overrun by hostile alien threats, but said aliens are adept at sneaking and can rise up just before you and deliver a deadly blow. I know I can’t be the only one shuddering at THAT thought. So when my friends over at Half-Monster Games contacted me about previewing their new game I knew I was in for one crazy ride.
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
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 consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
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 consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
Bob Mann (459 KP) rated A Monster Calls (2016) in Movies
Sep 29, 2021
“I’ll. Be. Right. Here.”
The worst thing about this movie is its title. The second worst thing about this movie is its trailer. Both will either a) put people off seeing it (it succeeded in that with my wife for example) or b) make people conclude it is a ‘nice holiday film to take the kids to’, which is also an horrendous mistake!
This is a crying shame because it is a riveting drama and a superb piece of film-making by the Spaniard J. A. Bayona (“The Impossible”) that may well catapult it already into my top 10 films of 2017. But it is not, I would suggest, a film that is remotely suitable for kids under 10 to see, dealing as it does with terminal illness, bullying and impending doom. For this is a dark (read pitch black) but hauntingly beautiful film.
Lewis MacDougall, in only his second film (after last year’s “Peter Pan”) plays Conor – a young but talented and sensitive artist growing up as a 12 year old in the North of England with his single mum (Felicity Jones). She is suffering from an aggressive form of cancer and is forever medically grasping for a new hope (D’ya see what I did there?). Young Conor believes fervently that each new treatment will be ‘the one’ but the building tension, the lack of sleep and his recurrent nightmares are destroying him mentally and physically. As if this wasn’t enough, his distracted nature is leading to him being seriously bullied at school and there is the added stress of having to live in his grandmother’s pristine and teen-unfriendly house when his mother is hospitalised.
Towering over the nearby graveyard on the hill is an ancient yew tree and Conor is visited after midnight by this “monster” (voiced by Liam Neeson). Is he dreaming, or is it real? The tree dispatches wisdom in the form of three ‘tales’, with the proviso that Conor tell the tree the fourth tale which “must be the truth”.
A tale of grief, guilt and a search for closure, this is a harrowing but rewarding journey for the viewer.
The film is technically outstanding on so many levels:
the art design is superb, with the gorgeous ‘tale animations’ being highly reminiscent of the beautiful ones in “Harry Potter and the Deathly Hallows, Part 1”;
the use of sound is brilliant, with sudden silence being used as a weapon with which to assault the senses in one key sequence;
the cinematography by Oscar Faura (“The Imitation Game”) is faultless, capturing both the dreary reality in a Northern winter with the comparative warmth of the strange dream-like sequences;
the music by Fernando Velázquez is used effectively and intelligently to reflect the sombre mood;
the special effects team led by Pau Costa (“The Revenant”, “The Impossible”) shines not just with Neesen’s monster, but with the incorporation of the root and branch effects into the ‘normal’ surroundings.
As the BFG illustrated, having a whole film carried by a young actor is a bit of an ask, but here Lewis MacDougall achieves just that like a seasoned pro. His performance is nothing short of staggering and – although a brave move by the Academy – it would be great to see him nominated for a BAFTA acting award for this.
Confirming her position in the acting top-flight is Felicity Jones, heart-wrenching in her role of the declining mum, and Sigourney Weaver is also excellent as the po-faced but grief-stricken grandmother. Liam Neeson probably didn’t add much by getting dressed up in the mo-cap suit for the tree scenes, but his voice is just perfect as the wise old sage.
The only criticism of what is an absorbing and intelligent script (by Patrick Ness, who also wrote the graphical novel) is the introduction of Conor’s Dad, played by Toby Kebbell (Dr Doom from “The Fantastic 4”), who is literally flown in from LA on a flying visit but whose role is a little superfluous to the plot.
This is exactly what “The BFG” should have been but wasn’t. It draws on a number of potential influences including “Mary Poppins”/”Saving Mr Banks” and “ET”. Wise, clever and a thing of beauty from beginning to end, this is a treat for movie-goers and a highly recommended watch. However, if you have lost someone to “the Big C” be aware that this film could be highly traumatic for you….. or highly cathartic: as I’m not a psychiatrist, I’m really not that sure! Also, if you are of the blubbing kind, take LOTS of tissues: the film features the best use of a digital clock since “Groundhog Day” and if you are not reduced to tears by that scene you are certifiably not human.
This is a crying shame because it is a riveting drama and a superb piece of film-making by the Spaniard J. A. Bayona (“The Impossible”) that may well catapult it already into my top 10 films of 2017. But it is not, I would suggest, a film that is remotely suitable for kids under 10 to see, dealing as it does with terminal illness, bullying and impending doom. For this is a dark (read pitch black) but hauntingly beautiful film.
Lewis MacDougall, in only his second film (after last year’s “Peter Pan”) plays Conor – a young but talented and sensitive artist growing up as a 12 year old in the North of England with his single mum (Felicity Jones). She is suffering from an aggressive form of cancer and is forever medically grasping for a new hope (D’ya see what I did there?). Young Conor believes fervently that each new treatment will be ‘the one’ but the building tension, the lack of sleep and his recurrent nightmares are destroying him mentally and physically. As if this wasn’t enough, his distracted nature is leading to him being seriously bullied at school and there is the added stress of having to live in his grandmother’s pristine and teen-unfriendly house when his mother is hospitalised.
Towering over the nearby graveyard on the hill is an ancient yew tree and Conor is visited after midnight by this “monster” (voiced by Liam Neeson). Is he dreaming, or is it real? The tree dispatches wisdom in the form of three ‘tales’, with the proviso that Conor tell the tree the fourth tale which “must be the truth”.
A tale of grief, guilt and a search for closure, this is a harrowing but rewarding journey for the viewer.
The film is technically outstanding on so many levels:
the art design is superb, with the gorgeous ‘tale animations’ being highly reminiscent of the beautiful ones in “Harry Potter and the Deathly Hallows, Part 1”;
the use of sound is brilliant, with sudden silence being used as a weapon with which to assault the senses in one key sequence;
the cinematography by Oscar Faura (“The Imitation Game”) is faultless, capturing both the dreary reality in a Northern winter with the comparative warmth of the strange dream-like sequences;
the music by Fernando Velázquez is used effectively and intelligently to reflect the sombre mood;
the special effects team led by Pau Costa (“The Revenant”, “The Impossible”) shines not just with Neesen’s monster, but with the incorporation of the root and branch effects into the ‘normal’ surroundings.
As the BFG illustrated, having a whole film carried by a young actor is a bit of an ask, but here Lewis MacDougall achieves just that like a seasoned pro. His performance is nothing short of staggering and – although a brave move by the Academy – it would be great to see him nominated for a BAFTA acting award for this.
Confirming her position in the acting top-flight is Felicity Jones, heart-wrenching in her role of the declining mum, and Sigourney Weaver is also excellent as the po-faced but grief-stricken grandmother. Liam Neeson probably didn’t add much by getting dressed up in the mo-cap suit for the tree scenes, but his voice is just perfect as the wise old sage.
The only criticism of what is an absorbing and intelligent script (by Patrick Ness, who also wrote the graphical novel) is the introduction of Conor’s Dad, played by Toby Kebbell (Dr Doom from “The Fantastic 4”), who is literally flown in from LA on a flying visit but whose role is a little superfluous to the plot.
This is exactly what “The BFG” should have been but wasn’t. It draws on a number of potential influences including “Mary Poppins”/”Saving Mr Banks” and “ET”. Wise, clever and a thing of beauty from beginning to end, this is a treat for movie-goers and a highly recommended watch. However, if you have lost someone to “the Big C” be aware that this film could be highly traumatic for you….. or highly cathartic: as I’m not a psychiatrist, I’m really not that sure! Also, if you are of the blubbing kind, take LOTS of tissues: the film features the best use of a digital clock since “Groundhog Day” and if you are not reduced to tears by that scene you are certifiably not human.
Chris Sawin (602 KP) rated Hotel Transylvania 4 (2021) in Movies
Jan 22, 2022
The transformation sequences. (1 more)
The 2D animated end credits
Genndy Tartakovsky not directing (2 more)
Humor exchanged for annoying behavior
Feels almost like a soft reboot for a final film.
A Monstrous Monstrosity
Hotel Transylvania: Tranformania is the final film in the Hotel Transylvania franchise. With Genndy Tartakavsky no longer directing (he co-writes and executive produces this time around) and Adam Sandler and Kevin James not returning (Brian Hull and Brad Abrell now voice Dracula and Frankenstein), Transformania takes an awkward step back from the previous three films.
Despite some character designs (Bela in the second film, the Kraken in the third) and some tremendous end credit animations that are done in a very recognizable Tartakavsky style (think Dexter’s Lab or Powerpuff Girls), the films are mediocre at best and yet became a billion dollar franchise.
Hull and Abrell do a decent job matching their voices to the Drac and Frank characters. You may not have noticed the characters were voiced by someone else if you hadn’t known beforehand. However, the animation looks noticeably different. Maybe new directors Jennifer Kluska and Derek Drymon are to credit for that. Kluska was a storyboard artist on Hotel Transylvania 2 and 3 while Drymon was an executive producer of Adventure Time and was a storyboard artist on The Spongebob Squarepants Movie.
The film was also moved around several times thanks to COVID and the pandemic. Sony Pictures Releasing eventually nixed the film’s theatrical run and sold distribution rights to Amazon Studios. This is the only Hotel Transylvania film to be released directly to a streaming platform.
Considering that this is the fourth film, Transformania basically rewrites several characters to an extent that it ignores key details from other films. Johnny is now akin to Homer Simpson since he is dumber than he has ever been here. He had a stoner or frat boy with a heart of gold kind of vibe about him originally. He was very mellow by nature, but had seen a good chunk of the world and knew more than his behavior let on. He had stories even though he was young and he was likeable. Transformania turns him into a dumb and unfunny dork that is borderline offensive due to how annoying he is.
Dracula has lost whatever made him somewhat charming in the previous three films, as well. In Transformania, he’s looking to settle down with Ericka and retire from running the hotel. The intention is to give the hotel to Mavis and Johnny, but all of a sudden Dracula hates Johnny. The first three films are built around how close Johnny and Dracula become. Now Dracula just finds Johnny unbearable.
After establishing in the second film that Dennis is part vampire and has powers, that concept is totally erased in Transformania. Dracula hypnotizes Dennis in the beginning of the film and he remains that way for the bulk of the film without ever utilizing any sort of power or doing anything remotely relevant.
Instead of downright telling Johnny that he can’t stand him, Dracula lies and says that he can’t leave the hotel in the hands of a human; it can only be inherited by monsters. Johnny then discusses the matter with Abraham Van Helsing who uses his Monsterfication Ray to turn Johnny into a giant lizard-like monster. But the ray can also turn monsters into humans. Once Dracula discovers what Johnny has done, he attempts to turn Johnny back before Mavis finds out. The plan backfires and Dracula gets hit with the ray and is turned human. His friends Wayne, Griffin, Murray, and Frankenstein are also turned human. If a cure isn’t found, the results may be permanent.
The highlight of the film is the transformation sequences since they are noticeably inspired by the horror film genre; specifically An American Werewolf in London. The end credits sequence is also done in a similar style to the first three films, so that sequence is fairly entertaining as well.
Transformania otherwise feels like a downgrade all around and the bar wasn’t all the high to begin with. As expected, there is a dancing sequence that may or may not be something you look forward to. None of the gags come off as humorous as every character mostly seems to be aiming to be more obnoxious than the other. The “fun” lies within seeing the monster characters as humans. The most notable is Griffin who has been totally invisible until now.
Hotel Transylvania: Transformania had a lot of obstacles relating to its release and after viewing the film you can understand why. It’s a lukewarm sendoff that mostly feels like a lethargic attempt to recapture its former glory. It’s built around an entertaining concept that it doesn’t fully capitalize on. It ultimately obliterates character traits for trite gags and cliché punch lines.
Despite some character designs (Bela in the second film, the Kraken in the third) and some tremendous end credit animations that are done in a very recognizable Tartakavsky style (think Dexter’s Lab or Powerpuff Girls), the films are mediocre at best and yet became a billion dollar franchise.
Hull and Abrell do a decent job matching their voices to the Drac and Frank characters. You may not have noticed the characters were voiced by someone else if you hadn’t known beforehand. However, the animation looks noticeably different. Maybe new directors Jennifer Kluska and Derek Drymon are to credit for that. Kluska was a storyboard artist on Hotel Transylvania 2 and 3 while Drymon was an executive producer of Adventure Time and was a storyboard artist on The Spongebob Squarepants Movie.
The film was also moved around several times thanks to COVID and the pandemic. Sony Pictures Releasing eventually nixed the film’s theatrical run and sold distribution rights to Amazon Studios. This is the only Hotel Transylvania film to be released directly to a streaming platform.
Considering that this is the fourth film, Transformania basically rewrites several characters to an extent that it ignores key details from other films. Johnny is now akin to Homer Simpson since he is dumber than he has ever been here. He had a stoner or frat boy with a heart of gold kind of vibe about him originally. He was very mellow by nature, but had seen a good chunk of the world and knew more than his behavior let on. He had stories even though he was young and he was likeable. Transformania turns him into a dumb and unfunny dork that is borderline offensive due to how annoying he is.
Dracula has lost whatever made him somewhat charming in the previous three films, as well. In Transformania, he’s looking to settle down with Ericka and retire from running the hotel. The intention is to give the hotel to Mavis and Johnny, but all of a sudden Dracula hates Johnny. The first three films are built around how close Johnny and Dracula become. Now Dracula just finds Johnny unbearable.
After establishing in the second film that Dennis is part vampire and has powers, that concept is totally erased in Transformania. Dracula hypnotizes Dennis in the beginning of the film and he remains that way for the bulk of the film without ever utilizing any sort of power or doing anything remotely relevant.
Instead of downright telling Johnny that he can’t stand him, Dracula lies and says that he can’t leave the hotel in the hands of a human; it can only be inherited by monsters. Johnny then discusses the matter with Abraham Van Helsing who uses his Monsterfication Ray to turn Johnny into a giant lizard-like monster. But the ray can also turn monsters into humans. Once Dracula discovers what Johnny has done, he attempts to turn Johnny back before Mavis finds out. The plan backfires and Dracula gets hit with the ray and is turned human. His friends Wayne, Griffin, Murray, and Frankenstein are also turned human. If a cure isn’t found, the results may be permanent.
The highlight of the film is the transformation sequences since they are noticeably inspired by the horror film genre; specifically An American Werewolf in London. The end credits sequence is also done in a similar style to the first three films, so that sequence is fairly entertaining as well.
Transformania otherwise feels like a downgrade all around and the bar wasn’t all the high to begin with. As expected, there is a dancing sequence that may or may not be something you look forward to. None of the gags come off as humorous as every character mostly seems to be aiming to be more obnoxious than the other. The “fun” lies within seeing the monster characters as humans. The most notable is Griffin who has been totally invisible until now.
Hotel Transylvania: Transformania had a lot of obstacles relating to its release and after viewing the film you can understand why. It’s a lukewarm sendoff that mostly feels like a lethargic attempt to recapture its former glory. It’s built around an entertaining concept that it doesn’t fully capitalize on. It ultimately obliterates character traits for trite gags and cliché punch lines.
Kristy H (1252 KP) rated Somebody's Daughter in Books
Apr 4, 2019
So this is a very timely book--as it seems like sexting and its repercussions is everywhere right now--and its horrifying to see how quickly one bad decision can affect the course of so many kids' lives. Unfortunately, this one fell flat for me. I actually really liked Zoe--and even her twin, though she wasn't as prominently featured--but the book was told from Emma's perspective, and she drove me crazy.
It's made clear from the beginning that Zoe's incident parallels something Emma herself did as a teen or young woman. But, of course, we can't just be told what that is. Heaven forbid. Instead, there are constant allusions to whatever happened, or Emma mentioning it (to herself, since it's a secret) and agonizing whether she should tell Zoe or her husband, or blah blah blah. We go over half the book before finding out what really happened and by then I was way too annoyed to care.
Not to mention, Emma's husband, Bobby, is a total jerk. The guy turns on his teenage daughter when she needs him and then spends the majority of the book being a total a** to his wife and kids. I had zero sympathy for him and honestly wished either Emma or the kids would just kick him to the curb. Most of the book is Bobby sniping at Emma (or his fifteen-year-old daughter, who has just been through a huge trauma!), or Emma endlessly worrying about Bobby and the state of things. Ugh. Rinse and repeat. I found myself sort of skimming waiting to see if more was going to happen. (It really didn't.)
It's a shame, because there was real potential with Zoe's character, and the message of the book--about the dangers of sexting--is a good one, I think.
“There’s a monster out there,” she says. “It can be anyone pushing a button and ruining my life. I can’t see them, but they’re out there, and I’m terrified.”
Alas, the book was just too melodramatic and repetitive for me. I couldn't handle how long it took to reveal Emma's past, especially after all the build-up to said revelation. The rehashed bickering between Emma and Bobby is just way too much (and I couldn't stand Bobby whatsoever). I felt so bad for those poor kids. And, of course, to end it all, we have a predictable ending that you could see coming a mile away. I should have abandoned this one, but I kept holding out hope it would surprise me. It did not. 2 stars.
It's made clear from the beginning that Zoe's incident parallels something Emma herself did as a teen or young woman. But, of course, we can't just be told what that is. Heaven forbid. Instead, there are constant allusions to whatever happened, or Emma mentioning it (to herself, since it's a secret) and agonizing whether she should tell Zoe or her husband, or blah blah blah. We go over half the book before finding out what really happened and by then I was way too annoyed to care.
Not to mention, Emma's husband, Bobby, is a total jerk. The guy turns on his teenage daughter when she needs him and then spends the majority of the book being a total a** to his wife and kids. I had zero sympathy for him and honestly wished either Emma or the kids would just kick him to the curb. Most of the book is Bobby sniping at Emma (or his fifteen-year-old daughter, who has just been through a huge trauma!), or Emma endlessly worrying about Bobby and the state of things. Ugh. Rinse and repeat. I found myself sort of skimming waiting to see if more was going to happen. (It really didn't.)
It's a shame, because there was real potential with Zoe's character, and the message of the book--about the dangers of sexting--is a good one, I think.
“There’s a monster out there,” she says. “It can be anyone pushing a button and ruining my life. I can’t see them, but they’re out there, and I’m terrified.”
Alas, the book was just too melodramatic and repetitive for me. I couldn't handle how long it took to reveal Emma's past, especially after all the build-up to said revelation. The rehashed bickering between Emma and Bobby is just way too much (and I couldn't stand Bobby whatsoever). I felt so bad for those poor kids. And, of course, to end it all, we have a predictable ending that you could see coming a mile away. I should have abandoned this one, but I kept holding out hope it would surprise me. It did not. 2 stars.
Steven Sklansky (231 KP) rated The Happytime Murders (2017) in Movies
Aug 23, 2018
Funny for a Puppet Movie
I did not go in to this movie with the highest of hopes but I came out with a big smile on my face. There were a lot of people that told me not to go to this movie, but I never listen to anyone and this is a good reason why. I try not to judge a movie by the trailer for the the big reason they never tell the whole story and you have to trust the person making the trailer. So I went anyway.
I am really glad I did because it was really funny from start to finish. I thought they would put in to much toilet humor and they didn't. What they did put in was well placed and fit the story line great. It was also kind of great seeing a different side to brutal murders. Without blood and guts they were able to be more creative with the killing and give you something very different.
I do have to give props to the puppeteers. At the end of the movie they showed some clips of behind the scenes and some of the things they had to do to get the shots looked difficult. Also how they shot the interactions with human puppet were done fantastic, It really did not look like CGI was used at all even though there was a lot.
Brian Henson did a great job writing the script. The use of humans vs puppets was done very well. It almost reminded me of a Who Framed Roger Rabbit type of movie. I almost thought at the end the killer was going to be a puppet in a human body. Wouldn't that have been a twist.
Buddy cop movies have always been a favorite of mine from Lethal Weapon to Bad Boys. This movie was right up there. I would say the best but it had its moments. I did think Melissa McCarthy wasn't going to be the choice, but she worked out. He type of humor did have place in this movie, although in some places it was over the top. All the puppet cast was really good. You mostly had human puppets but there were some animals thrown in the mix. I do with there were more monster puppets like Oscar the Grouch or Elmo. That would have been great.
Overall I think it is worth a watch if you like puppets and murder mysteries and don't mind the occasional sex joke. Until next time, enjoy the show.
I am really glad I did because it was really funny from start to finish. I thought they would put in to much toilet humor and they didn't. What they did put in was well placed and fit the story line great. It was also kind of great seeing a different side to brutal murders. Without blood and guts they were able to be more creative with the killing and give you something very different.
I do have to give props to the puppeteers. At the end of the movie they showed some clips of behind the scenes and some of the things they had to do to get the shots looked difficult. Also how they shot the interactions with human puppet were done fantastic, It really did not look like CGI was used at all even though there was a lot.
Brian Henson did a great job writing the script. The use of humans vs puppets was done very well. It almost reminded me of a Who Framed Roger Rabbit type of movie. I almost thought at the end the killer was going to be a puppet in a human body. Wouldn't that have been a twist.
Buddy cop movies have always been a favorite of mine from Lethal Weapon to Bad Boys. This movie was right up there. I would say the best but it had its moments. I did think Melissa McCarthy wasn't going to be the choice, but she worked out. He type of humor did have place in this movie, although in some places it was over the top. All the puppet cast was really good. You mostly had human puppets but there were some animals thrown in the mix. I do with there were more monster puppets like Oscar the Grouch or Elmo. That would have been great.
Overall I think it is worth a watch if you like puppets and murder mysteries and don't mind the occasional sex joke. Until next time, enjoy the show.
Gareth von Kallenbach (980 KP) rated Call of Duty: Infinite Warfare - Absolultion in Video Games
Jun 19, 2019
The third of a planned four content packs for Call of Duty: Infinite Warfare has arrived with Absolution. The collection was first available for the Playstation 4 system and was released for the Xbox One and PC platforms about five weeks later and contains the usual offerings of four new maps and a new chapter for the Zombie mode of the game.
The maps are as follows…
Ember
This is a remake of the classic map “Resistance” From the castle lined landscape to the close-quarters fighting in rooms like gallows or a torture area this is a great map for those looking to run and gun.
Bermuda
This is a fun map based on a Shanty Town fishing village. There are locales ranging from a Fish Market to a Lighthouse and the mix of colors and action make this one really enjoyable.
Permafrost
This is a frozen landscape set in the ruins of a city. The map has several open areas where players can attack from above thanks to holes in the roof and streets. The debris strewn map offers plenty of cover but also numerous places for enemies to attack from all angles.
Fore
This is a large map that is so much fun to play. Set in a mini-golf course, players can run into the arcade, putting areas, and props to attack the enemy. There is plenty of cover and also terrain that is uneven giving a new and diverse set of challenges to players.
While the new maps are lots of fun, the main draw of the collection was the latest chapter in the Zombie mode where four aspiring actors are drawn into actual horror films by a demented Director.
The previous chapters have given us an 80s theme park, a 90s Summer Camp, and a 70s Disco Infused Martial Arts setting. This time out, Attack of the Radioactive things lets players play with and interact with Elvira in a 1950s Atomic Monster setting. The mode starts in Black and White before moving to color and even allows for a red tint Chroma mode.
Of course waves of Zombies and other terrors await and players must run and fight to survive.
This has been another winning collection for Infinite Warfare. While it does not offer anything radically new or different, it does offer plenty of fun and will increase your enjoyment of the game.
I am looking forward to seeing the final pack, around October ahead of the new Call of Duty: World War 2.
http://sknr.net/2017/08/13/call-duty-infinite-warfare-absolution-dlc/
The maps are as follows…
Ember
This is a remake of the classic map “Resistance” From the castle lined landscape to the close-quarters fighting in rooms like gallows or a torture area this is a great map for those looking to run and gun.
Bermuda
This is a fun map based on a Shanty Town fishing village. There are locales ranging from a Fish Market to a Lighthouse and the mix of colors and action make this one really enjoyable.
Permafrost
This is a frozen landscape set in the ruins of a city. The map has several open areas where players can attack from above thanks to holes in the roof and streets. The debris strewn map offers plenty of cover but also numerous places for enemies to attack from all angles.
Fore
This is a large map that is so much fun to play. Set in a mini-golf course, players can run into the arcade, putting areas, and props to attack the enemy. There is plenty of cover and also terrain that is uneven giving a new and diverse set of challenges to players.
While the new maps are lots of fun, the main draw of the collection was the latest chapter in the Zombie mode where four aspiring actors are drawn into actual horror films by a demented Director.
The previous chapters have given us an 80s theme park, a 90s Summer Camp, and a 70s Disco Infused Martial Arts setting. This time out, Attack of the Radioactive things lets players play with and interact with Elvira in a 1950s Atomic Monster setting. The mode starts in Black and White before moving to color and even allows for a red tint Chroma mode.
Of course waves of Zombies and other terrors await and players must run and fight to survive.
This has been another winning collection for Infinite Warfare. While it does not offer anything radically new or different, it does offer plenty of fun and will increase your enjoyment of the game.
I am looking forward to seeing the final pack, around October ahead of the new Call of Duty: World War 2.
http://sknr.net/2017/08/13/call-duty-infinite-warfare-absolution-dlc/
Acanthea Grimscythe (300 KP) rated 100 Fathoms Below in Books
Jan 31, 2019
Contains spoilers, click to show
I love books that take place under the sea–particularly horror books. If you’ve read my review on Something’s Alive on the Titanic, you probably already know that. (It’s a great book by the way, and its author is Robert Serling–brother to Rod Serling.) It’s only natural that I selected 100 Fathoms Below when I read its nautical, and eerie, description.
And here’s where my spoiler comes in, because I’m about to go on a mini-rant. The synopsis hints at a mysterious, evil monster hunting the crew of the ship, but it does not say what that creature is. Therefore, I feel that revealing this is a book about vampires is, in fact, a spoiler–contrary to popular belief of other reviewers. It’s pretty obvious early on, with the first hint coming in at 8%, however if I’d known this was a vampire book before I chose it, I wouldn’t have taken the time to read it. The key word there is BEFORE. Because I had it spoiled by a straight up summary of the prologue on Goodreads, coupled with a pretty hearty description about the… well, vampires. So, now that you know that overly used trope is here, let’s take a moment to discuss what Kent and Kaufmann do right, shall we?
The vampires in 100 Fathoms Below are good ol’ classic boys, in the sense that they’re bloodthirsty and want nothing more than to maim and breed more of their kind. They aren’t romanticized, either–and that’s a great thing. In fact, they’re written well enough that, despite having been spoiled by a fellow reviewer, I enjoyed the book enough to finish it. Mostly because I wanted to see how things ended.
Something else Kent and Kaufmann excel at is creating a connection between the readers and characters. I found myself sharing the hopes and dreams of many of the figures we meet. That made some of the deaths a lot more difficult on me.
The plot is quick, making it an easy read; however, the sense of intrigue isn’t really there. The whole discovering a prototype Soviet submarine takes the back burner with an occasional mention and even when it does come back into play toward the end of the book, there’s not exactly any excitement or fear of them being caught. I found that to be a bit disappointing.
Overall, it’s an entertaining read, but I probably wouldn’t take the time to re-read it. I’d like to thank NetGalley and Blackstone Publishing for providing me with a free copy of this book in exchange for an honest review.
And here’s where my spoiler comes in, because I’m about to go on a mini-rant. The synopsis hints at a mysterious, evil monster hunting the crew of the ship, but it does not say what that creature is. Therefore, I feel that revealing this is a book about vampires is, in fact, a spoiler–contrary to popular belief of other reviewers. It’s pretty obvious early on, with the first hint coming in at 8%, however if I’d known this was a vampire book before I chose it, I wouldn’t have taken the time to read it. The key word there is BEFORE. Because I had it spoiled by a straight up summary of the prologue on Goodreads, coupled with a pretty hearty description about the… well, vampires. So, now that you know that overly used trope is here, let’s take a moment to discuss what Kent and Kaufmann do right, shall we?
The vampires in 100 Fathoms Below are good ol’ classic boys, in the sense that they’re bloodthirsty and want nothing more than to maim and breed more of their kind. They aren’t romanticized, either–and that’s a great thing. In fact, they’re written well enough that, despite having been spoiled by a fellow reviewer, I enjoyed the book enough to finish it. Mostly because I wanted to see how things ended.
Something else Kent and Kaufmann excel at is creating a connection between the readers and characters. I found myself sharing the hopes and dreams of many of the figures we meet. That made some of the deaths a lot more difficult on me.
The plot is quick, making it an easy read; however, the sense of intrigue isn’t really there. The whole discovering a prototype Soviet submarine takes the back burner with an occasional mention and even when it does come back into play toward the end of the book, there’s not exactly any excitement or fear of them being caught. I found that to be a bit disappointing.
Overall, it’s an entertaining read, but I probably wouldn’t take the time to re-read it. I’d like to thank NetGalley and Blackstone Publishing for providing me with a free copy of this book in exchange for an honest review.
Phil Leader (619 KP) rated The Loch Ness Legacy (Tyler Locke #4) in Books
Nov 20, 2019
When Tyler Locke foils an attack on a summit of Middle Eastern leaders at the Eiffel Tower he suspects there is more going on than meets the eye. He is soon proved correct as delegates at the summit start to die of a mysterious disease and an old enemy breaks out of prison bent on revenge. In a race for survival Locke and his friends must find out the truth and prevent all out war.
This book immediately gripped me. I have picked up many adventure thriller type books from many authors and few have impressed me. However Boyd Morrison manages to avoid the usual pitfalls. His characters are likeable and share realistic dialogue and act according to their motivations - even the main villain who is just ever so slightly over the top but still manages to be realistic as a character.
The action scenes - and there are plenty featuring more chases and fight scenes than a whole franchise of movies - are extremely well handled. People tire during fight scenes, nobody is a crack shot with a gun, injuries are realistic.
The plot cracks along as Locke and his team uncover the secrets one at a time. There are clues to solve and the whole time they are racing to beat the terrorists who always seem to be one step ahead.
I feel I must make special mention of the dialogue of the English and Scottish characters. A lot of American authors tend to assume everyone in the UK is either a 'cor blimey guv'nor' cockney or an 'I say old chap' aristocrat and so to my ears the dialogue always sounds phoney. Morrison does not fall into this trap and that really did enhance the immersion in the story.
Yes ultimately this is a hunt for the Loch Ness Monster but really that's just a McGuffin to drive the plot, and an ingenious one at that. I'm not aware of anyone else using Nessie in this kind of book and Morrison handles it well.
Overall a terrific book, well worth a read and would make a terrific holiday book. I've already got the first Tyle Locke novel lined up to read and am looking forward to it immensely. Morrison has immediately become on of my favourite authors. I noticed that he is credited as co-writer on the latest Clive Cussler Oregon Files book (Piranha) and will need to read that too, I suspect that he will inject some energy into the franchise and is a good choice as this book reads like one of Cussler's first novels - in fact I'd say even better.
This book immediately gripped me. I have picked up many adventure thriller type books from many authors and few have impressed me. However Boyd Morrison manages to avoid the usual pitfalls. His characters are likeable and share realistic dialogue and act according to their motivations - even the main villain who is just ever so slightly over the top but still manages to be realistic as a character.
The action scenes - and there are plenty featuring more chases and fight scenes than a whole franchise of movies - are extremely well handled. People tire during fight scenes, nobody is a crack shot with a gun, injuries are realistic.
The plot cracks along as Locke and his team uncover the secrets one at a time. There are clues to solve and the whole time they are racing to beat the terrorists who always seem to be one step ahead.
I feel I must make special mention of the dialogue of the English and Scottish characters. A lot of American authors tend to assume everyone in the UK is either a 'cor blimey guv'nor' cockney or an 'I say old chap' aristocrat and so to my ears the dialogue always sounds phoney. Morrison does not fall into this trap and that really did enhance the immersion in the story.
Yes ultimately this is a hunt for the Loch Ness Monster but really that's just a McGuffin to drive the plot, and an ingenious one at that. I'm not aware of anyone else using Nessie in this kind of book and Morrison handles it well.
Overall a terrific book, well worth a read and would make a terrific holiday book. I've already got the first Tyle Locke novel lined up to read and am looking forward to it immensely. Morrison has immediately become on of my favourite authors. I noticed that he is credited as co-writer on the latest Clive Cussler Oregon Files book (Piranha) and will need to read that too, I suspect that he will inject some energy into the franchise and is a good choice as this book reads like one of Cussler's first novels - in fact I'd say even better.