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Harsh Times (2005)
Harsh Times (2005)
2005 | Crime, Drama
Writer and director (and sometimes producer) David Ayer debuted in the film industry writing films such as Training Day, The Fast and the Furious, and S.W.A.T. but he came into his own once he started directing and producing (as well as continuing to write) his own projects with End of Watch and Fury being two of his best. In the past couple years, Ayer has produced and directed two big budget films (Suicide Squad and Bright) in the past few years that received a negative critical reputation that audiences still seem to love (sequels for both are in development). The first film David Ayer produced, wrote, and directed that’s more in the vein of Training Day and End of Watch and is largely based on the individuals Ayer knew while living in South Central, Los Angeles is a little crime film called Harsh Times.

Jim Luther Davis (Christian Bale) seems like a normal guy that anyone could know. Now that he’s done his time as a soldier, it’s now his dream to become a cop in Los Angeles. Unfortunately though, Jim likes to spend most days drinking, smoking pot, and looking for ways to either get laid or kick the snot out of someone and his time as a soldier gets to him more than he lets on. He has nightmares every night and wakes up screaming with cold chills and is on the verge of downright insanity.

His best friend, Mike Alonzo (Freddy Rodriguez), has the intention of getting a job to make his wife happy but his drinking problem stands in the way of that. While Mike has his wife, Sylvia (Eva Longoria), Jim has his girlfriend, Marta (Tammy Trull), back in Mexico that he hopes to get across the border once he gets that dream job. One day, Jim gets a call from Homeland Security and Mike has an interview go surprisingly well at one of the best businesses in town; the two best friends think their lives are beginning to look up. However, Jim gets pushed too far and innocent people are suddenly caught in the crossfire.

Harsh Times plays out like a song that becomes a sleeper hit or one that eventually evolves into one of your favorites; events unfold rather slowly but they’re also building towards a big finale. Once the ball gets rolling, it’s inevitable to try and resist the mayhem that’s sure to ensue. Harsh Times may not be that appealing on the surface, but David Ayer has mastered the dynamic of two cops (one is usually Caucasian and the other is usually Hispanic or African American) set within a broken neighborhood. Watching Jim and Mike give into their vices and basically flush their dreams down the toilet by relishing the deteriorated reputation they’re known for is a riveting train wreck. Aside from Christian Bale’s outstanding performance, the real gem of the film lies within the last 20 minutes.

Ayer typically aims to shock or catch you off guard with the finales of his crime films, but there’s also a scene involving Jim that is unexpected. It’s an intriguing scene that is spontaneous in nature, but it puts what Jim went through as a soldier into perspective. Jim is completely unfazed by what he puts himself through, but Mike seems to be physically traumatized by the whole ordeal. It seems rather unimportant as it’s occurring, but it’s also the most memorable sequence once the credits roll. Before Don’t Breathe came along in 2016, this was the worst way any Hollywood film ever utilized a turkey baster.

For several years, Christian Bale was known for dramatically changing his appearance and using a different accent in every project he was a part of. Watching Harsh Times after seeing Batman Begins (both films were released in 2005) for the first time allows you to appreciate Bale’s performance even more. Imagine Batman or even Bruce Wayne trying to say with a straight face, “Yeah, homie. That’s how we roll in these streets, dawg.” It seems implausible and almost otherworldly; it’s a transition you never expected Bale to make. The transformation of the Jim Luther Davis character is incredible. The film’s editing when Jim is going through one of his episodes is an admirable nod to how unstable he is. Once the screen has that yellow tint to it, you know something detrimental is about to go down.

Harsh Times has a reputation for being slow and boring, but it’s worth a watch especially if you’re a fan of David Ayer films. The crime film may not appeal to everyone, but it probably has a lot more to offer than anyone gives it credit for. Christian Bale has a particularly strong performance in the film that deserves to behold and the intense finale should make up for any slow or dragging sequences. If you’re watching the film for the first time, try giving it a chance when you know you have a more patient mentality. You may be pleasantly surprised with Harsh Times.

Harsh Times is available to stream on YouTube, Google Play, and Vudu for $2.99 and iTunes for $3.99. It’s available on Amazon Prime for free if you have Showtime with Prime Video channels. The film is available on Amazon on DVD for $7.96 and Multi-Format Blu-ray for $13.49. The pre-owned DVD is currently $4.09 with free shipping while a brand new Multi-Format Blu-ray is $15.98 with free shipping on eBay.
  
Attack the Block (2011)
Attack the Block (2011)
2011 | Action, International
Remember, remember the fifth of November…because that’s when the film Attack the Block (from the producers of “Shaun of the Dead”) begins – on Guy Fawkes Night. If you want to know what that is, use a search engine like I did (there’s even a catchy poem for this British holiday, too).

Anyway, back to the film. It’s Guy Fawkes Night in London, with fireworks exploding throughout the city, a small gang of teens are looking to have a little fun. The gang has 5 people; the leader Moses (John Boyega), Jerome (Leeon Jones), Dennis (Franz Drameh), Biggz (Simon Howard) and Pest (Alex Esmail). During this “fun time” they mug Sam (Jodie Whitaker) a nurse returning home from work. During the course of the mugging an object falls from the sky striking a nearby car. While the gang is distracted, Sam runs off and calls the police. As Moses investigates what hit the car and what he can steal, something scratches his arm and escapes into the night. Moses is so furious, he and the rest of the gang give chase, eventually cornering and killing the creature.

They aren’t sure what the creature is but they know they can probably make money off of it, so they take it to Ron (Nick Frost), the friendly neighborhood drug dealer who lives in their apartment complex, for safe keeping. As the gang enjoys a “relaxing” smoke (don’t worry anti-tobacco people, they aren’t smoking cigarettes), Moses is approached by Hi-Hatz (Jumayn Hunter) the local drug kingpin that Ron works for. Hi-Hatz likes the tough, street-smart Moses and wants him to be one of his dealers, a job Moses considers an honor to be offered.

As Moses’ gang gaze out the apartment’s window at the fireworks exploding over South London they see more aliens landing. They soon discover that these aliens are bigger, stronger, tougher and way more violent than the first one they encountered and, even worse than that, these aliens are coming after them. The gang decides that they have to fight back and protect their block. During one encounter with the aliens, Pest becomes seriously injured and they end up tracking down Sam (the nurse they mugged at the beginning of the movie) for help. Once Sam is convinced that they are telling the truth about the invasion she joins them and eventually a sort of mutual respect forms between her and the members of the gang. Unfortunately while they are fighting off the invasion, Moses’s gang has a falling out with Hi-Hatz. So just to be clear, at a point in the film, Moses and his gang have the police, Hi-Hatz with his crew and aliens chasing after them. Will Moses and his merry men be victorious or will they fall prey to ‘those clamorous harbingers of blood and death’? Sorry, felt the need to quote Shakespeare.

The movie is highly enjoyable with its unique twist on the sci-fi genre blended with a healthy dose of humor, believable action and great anti-heroes. While the movie is a low budget film, the cast put on a big budget performance. The special effects were well done and not over the top like so many other sci-fi action movies I’ve seen. While the movie is a bit on the campy side (which I do enjoy) I do want to point out that with the exception of the alien-thing the film keeps things quite realistic. One negative thing about the film is that because of the British accent and slang I did not understand some of the dialogue (I’m sure the British say the same thing about our movies).

I will be honest, Nick Frost was the driving force behind me wanting to see this movie and I thoroughly enjoyed his scenes but he only has a few scenes. Jodie Whitaker did a very nice job of taking the audience on a journey of a character who, at the beginning is both mad at and afraid of those who had mugged her, but as the movie progresses those feelings are slowly replaced with mutual respect, understanding and friendship. Jumayn Hunter portrayed such a unique drug kingpin I was actually rooting for him (don’t worry law enforcement officials, I will still “Say ‘No’ to Drugs”). The rest of the supporting cast all did wonderful jobs as well but I want to talk about the actors that made up Moses’s Gang.

You wouldn’t know it by watching the movie but this is the first film for John Boyega, Leeon Jones, Simon Howard and Alex Esmail; the second movie for Franz Drameh. Even before knowing that, I already thought these five actors did an incredible job in the film but after finding that out I was really blown away. Their five characters are the core of the movie that takes us on this great adventure. However I do want to single out the lead John Boyega, as his character goes through a sort of rite of passage in the film. He does an amazing job with the range of emotion that is needed all the while keeping the character as real as a sci-fi film will allow. I will definitely keep an eye out for future films with these actors.
  
Werewolf: A Party Game for Devious People
Werewolf: A Party Game for Devious People
2018 | Party Game
Growing up, I lived on a cul-de-sac and the neighborhood was full of kids around my age. So if the weather was nice outside, chances were that we were all out together playing kickball, capture the flag, or some other fun games. In the summer however, our favorite activities were night games – ghost in the graveyard, kick the can, capture the flag (in the dark!), and werewolf. Fast forward many years into the future, and I find myself with a physical copy of Werewolf – a game that was taught to me under the starry skies of my youth. Does the game still hold its appeal for adults? Or is it a game that should stay in the past?

Disclaimer: We were provided with a copy of this game for the purposes for this review. What you see is a finalized production copy, and is what would be received in a retail copy. -L

Werewolf: A Party Game for Devious People (simply referred to as Werewolf from here on out), is a game of bluffing and deduction in which players are attempting to complete their objective, based on their secret roles. Werewolves are trying to outnumber the Villagers, and Villagers are trying to kill all the Werewolves. To setup for a game, assemble the deck of role cards. Each deck will always have 1 Moderator card, a number of Werewolf cards, and a number of Villager cards depended on the player count. For example, a 5-player game would have 1 Moderator, 1 Werewolf, and 3 Villagers. Each player is dealt one card and keeps their role a secret, except the Moderator. The game is now ready to begin.


Each round consists of a Night and Day phase, all facilitated by the Moderator. To start the Night phase, all players (except for the Moderator) will close their eyes. The Moderator prompts the Werewolf to awaken (open eyes) and silently point to a Villager to kill. The Werewolf then closes their eyes, and the Night phase ends. To start the Day phase, the Moderator will have all players open their eyes, and will reveal which player has been killed in the night. All remaining ‘living’ players now have a chance to discuss amongst themselves and try to figure out the identity of the Werewolf. Accused players have a chance to defend themselves, and may even throw the blame to other players. Once players reach a consensus, they will kill off the accused Werewolf. If the accused player was the Werewolf, then the Villagers win (in a 5-player game)! If the accused player was not the Werewolf, then a new round begins with a Night phase, and the Werewolf is one step closer to winning. The game ends when either the Villagers have killed the Werewolf, or the Werewolf equals or outnumbers the Villagers.
The above description is a generic rundown of the game. Many versions of Werewolf have additional roles/abilities to enhance the gameplay and add new elements to the strategy. This particular version of Werewolf does indeed include optional additional roles. Those roles are: Seer, Doctor, Drunk, Witch, and Alpha Werewolf. These optional roles grant players additional abilities/powers for use during play. For example, every Night phase, the Seer can silently ask the Moderator whether a single player is a Werewolf or not. That can definitely help in the Day phase when it is time to accuse people! The addition of these roles helps to enhance the strategic gameplay by offering more for players to do, rather than just blindly accuse and guess each round. Included in the tuck box are even some blank role cards for you to create your own roles/powers if you so choose.


The major downside to any version of Werewolf is that once a player has been killed off, if they were not the Werewolf, they are out of the game for good. So even if the game lasts for 20 more minutes, that player just has to sit there in silence.
Components. This particular Werewolf consists of a deck of role cards, rules, and a guide for the Moderator. The quality of the cards is nice, and they are easy to manipulate and are sturdy. The artwork is very minimalistic in this game, and it actually works pretty well since Werewolf really isn’t a component-based game. All in all, a good quality deck of cards.

Overall, this is just a normal game of Werewolf. Honestly, you don’t really even need any components to play – as long as everyone knows the rules and roles, you are good to go. Does having a deck of cards help? In some ways, yes. But it kind of just feels redundant to me, since I already knew how to play the game. If you’re wanting to introduce someone to the Werewolf-type game, this little deck of cards would be a good way to do it. Personally, this type of game appealed to me more as a child/teen, and it kind of falls flat to me now as an adult, thus my low score. I don’t see this game staying in my collection forever, but it had a decent run while it was here. Purple Phoenix Games gives it a calculated 4 / 12. If you’ve played any variation of Werewolf before, there’s really no need to check out this particular iteration.
  
Cytress
Cytress
2023 | Economic, Science Fiction
You ever play a game where you feel completely overwhelmed at first, but then slowly figure everything out just to fall in love with it? I really hadn’t… until Cytress. This thing is beastly, huge, and like 4 main games crammed into one experience and one box. I really wasn’t planning on letting on to my final thoughts so quickly, but here we are.

So like I mentioned, this game is an utter beast. I mean this lovingly, but for many different purposes. First, it will take some time to fully read the rulebook and understand everything mentioned within. Secondly, it will take way more time than you think to setup for the first game. Just stick with it – I promise it is worth it. Thirdly, players who are familiar with the game have a giant advantage over those who do not, so my immediate suggestion is to make a commitment to play with the same players as often as possible.

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


Typically in my reviews I like to explain the setup and paraphrase the rules to give a great idea of how the game looks and plays. This time, however, I just don’t think I can paraphrase the rules well enough to do anything justice. That said, I will provide a link to the designer explaining the game and provide photos and my final thoughts at the end as normal.

I should get back to normal format now.

Components. Just as a reminder, we were sent a preview copy of the game. That said, we were sent a box just FULL of components. There are about a billion cards of different types and sizes, translucent tracking cubes, tunnel/tube pieces, standees, boards, chits, and even DeLorean-looking ships. Everything in my box was really great quality, especially for a prototype preview copy. It is difficult to tell from the Kickstarter campaign page what the final game will look like (with final components and all), but even if it came to backers the same quality as what I was forwarded, I imagine backers would be decently satisfied.

Okay, I know I did not explain the game at all, but if you watched the video, you will understand why. Essentially, players are trying to score the most points and get their team into the floating city of Stratos. They accomplish this by building tall tubes on the main board. Influence in each subsection (or neighborhood I guess) on the main board allows players to build these tubes, and completing missions for different crime bosses allows influence over the different neighborhoods. Throughout the game players are able to leverage their resources at several locations, and even increase effectiveness of their characters through different means of leveling up. It’s a great combination of mechanics and design choices that Laura would more than likely give it a chef’s kiss.

I will always have extreme fondness for games that allow me to level up my character. Years and years of playing RPGs both digitally and tabletopally have fed my love of character development. Cytress allows me to indulge that part of my gaming preferences and really create characters that are interesting for me to play. I mean, if I am playing a character in a game, I would prefer to have some say in how they are built. Immediately Cytress scores big points from me for this factor alone.

Playing a game on different levels is also a really big enjoyment factor for me. I mean this as being able to concentrate my turns to specific but different areas of the board/game, but also that incredible 3D Stratos board creation is simply divine. I really appreciate when designers think in that third dimension and are able to create meaningful design choices to incorporate it (like in Everdell), instead of just throwing a random element for coolness factor. Playing my cards and pushing my cubes to climb ever higher is not only something I enjoy in games, but also in life… if that can be a metaphor for life.

I really could write for hours on what I love about Cytress, but I don’t want to beleaguer the point. This is a game that, if it sounds even remotely interesting to you, should be backed immediately. The campaign ends May 24 so you have some time still, but don’t wait. You certainly don’t want it to slip away. I have had such a blast with Cytress with all the play counts, and I cannot decide which I like best, so I won’t decide – it is great with all play counts! Purple Phoenix Games enthusiastically recommends Cytress to any and all lovers of games. The theme is amazing, presentation is through the roof (almost literally), and the gameplay is surprisingly interesting from a first-time designer. You can thank me for enticing you to back it when you see me at the next convention by buying me a delicious beverage. Then we can play a game of Cytress and school some randos.
  
Forest Fighters
Forest Fighters
2020 | Card Game
My back yard at my house is half lawn and the back half is woods. The woods are expansive and house many species of wildlife, some of which I care not to ever see. I have squirrels running through my yard and up my trees all the time. I have deer running freely through the neighborhood, and those dang raccoons to tear up my yard when it’s grub season. So when I heard about Forest Fighters being a game about squirrels and possibly fighting against raccoons I knew it had to be reviewed.

Forest Fighters pits players against each other, being rival squirrel clans preparing to gather acorns for the winter. Only one clan can succeed because there is but one oak tree in the entire forest from which acorns may be gathered. Players will be recruiting other animal species onto their side by way of deck building game mechanics and using gained cards to send to battle against their opponents.

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, separate the cards into their respective decks. Deal each player five Forager Squirrels, two Acorns, and three Blackberries. This creates the 10 card deck players will shuffle and begin the game playing. Players will also choose 12 other animal deck types to use for the game and display all the decks within reach of all players. Each player will then draw the top five cards from their shuffled deck to create their starting hand. The game may now begin!
On a turn a player will use all the cards from their hand to purchase new cards from the main display to be added to their discard pile, like every other deck building game out there. The cards have multiple uses, however, and up to two currency values. Most animals will be recruited using Food (like Blackberries and Honey), and Food cards can mostly be obtained by using Forage values. Example: the starter Forager Squirrel can be used as one Food, one Forage, or even one Attack.

Speaking of Attack, on a player’s turn, should they be done shopping for other cards, they may attempt to attack an opponent using animal cards in their hand. Players will add up the Attack value on the cards they wish to use and declare an opponent who will reveal cards whose Defense value meets or exceeds the Attack value. Should the attacker win they will be able to take possession of Blackberries and Honey cards in the loser’s hand, send an animal back to its stack, or take all the Acorn cards. Acorns are both VP and the determining factor in ending the game; once all Acorn cards have been purchased the game is over.


Each animal card recruited will also have a special ability that can be used during a turn, and some of them are quite powerful. Turns continue in this fashion until either all Acorns have been purchased or all players except one have been eliminated. A player is eliminated once they can no longer purchase cards and have no more animals in their deck.
Components. Let me tell you about the good and the okay. The rulebook is a small pamphlet style that has only five pages of rules. And honestly, if you have played deck builders before, could have only taken one page. I like that. There is just enough information to get the game going, but doesn’t explain every card’s abilities, or throw in three pages of game art. Similarly, if any questions arise with card abilities, the card dividers provide more text to help clear up the questions. The cards are all good quality, and there are a ton of them.

The okay part of the game is the art on the cards. It is not at all bad, but it could use a different art style to be a bit more attractive. The last little concern I have is the design of the box. The size, shape, color, and all that is fine. What I wish was different was having the title of the game on all sides. My shelves are organized in a way that I try to pack as much as I can into the space by orienting the boxes to be as small and deep as possible so that the smallest side of the box is showing. I cannot do that with Forest Fighters because the smallest sides have a few art slides and credits. Honestly, this isn’t quite as egregious as some games (I’m looking at you, Oceans), so it’s not a huge deal, but worth mentioning for me.

All in all the game is a solid deck-builder with that extra bit of attacking and stealing from opponents. I have never been a fan of Dominion as I find its themelessness boring and its mechanics antiquated. Now, I think I might be able to use Forest Fighters as a gateway deck builder that is more interesting, but still considered light for new gamers.

I am kind of sad that I missed the Kickstarter for this one because I would have liked to have splurged for the higher tier (those yummy extras), but I am happy to have added Forest Fighters to my collection. I believe it is a great entry into deck-building and if you are looking to find a similar game with a cute theme, an interesting new take on the genre, and can play up to five comfortably, then I recommend you give this one a try. I think you’ll like it. Just don’t ever use the raccoons against me or I will be attacking you every turn.
  
It's a Wonderful World
It's a Wonderful World
2019 | Card Game, Civilization, Economic, Science Fiction
When choosing board games to either play or purchase, how much importance should one put on box cover art? It is important to ME, but I lump that all in with the components and art/art style of the whole package. Why do I bring this up in the intro today? Well, I have to admit that I had really not had any interest in checking out It’s a Wonderful World until now because I judged the game by its cover, and the cover art told my brain that this would be some type of wargame. I am not entirely sure how I connected the two, but I did, and it turned me off right away. But! I was able to get this played at a local board game lounge, and boy was I wrong.

It’s a Wonderful World is a card drafting, economic, civilization building game with variable player powers (with a dash of campaign mode sprinkled on top). In it, players are attempting to build their civilization faster and better than their competitors. However, for this review, I will be playing the vanilla non-scenario solo mode.

DISCLAIMER: I was able to play this and several other games at The Table in Cookeville, TN. If you are ever in the neighborhood, check them out, and tell Nathaniel that I say hello.


To setup, put together the main board and place the round marker on Round 1. Lay out all the resources on their specific places upon the board and shuffle the deck of cards. Deal out eight stacks of five cards each and place them as mini-decks somewhere on the table. Choose a starting civilization (or just randomly choose one). The solo game is ready to play!
Typically, It’s a Wonderful World is a card drafting game, a la 7 Wonders, where players choose one card from the deck passed to them and pass it along to the next player until all cards have been drafted. In the solo mode, however, the player chooses one of the face-down mini-decks as their starting hand. Upon viewing the cards, the player may choose to place any or all of them in their Construction Area, or discard the cards for their Recycle Bonus (typically a type of resource), and/or discard two card from the mini-deck to draw five cards from the top of the main deck. From these drawn cards, the player may choose one to keep and discard all others. The kept card may be placed into the Construction Area or discarded for its Recycle Bonus resource.

Cards placed in the Construction Area require resources to be earned and placed on them in order to complete its build process. Each round the player will receive resources based on which cards have been built and placed above their starting civ card. Some cards, once completely built, will also offer more VP at game end, or supply a VP modifier.


After the first mini-deck has been played completely, the player will choose a second mini-deck and run through the same process. After this second mini-deck has been completed the round ends and play moves to the next round. Play continues in this fashion until all four rounds have been played (so all eight mini-decks). At game end the player counts up all their VP and compares it to the table in the rulebook to arrive at their final tier. My first game resulted in the rulebook calling me a Rooky. So be prepared to be humiliated by a rulebook.

Components. Aside from being bamboozled by the aggressive artwork on the cover, this is not a wargame. In fact, I very much like the artwork and the styling of this game. The cards are all laid out very well, and the iconography makes sense. The resource cubes are translucent colored (except the grayish white is opaque) and are fine quality. Overall the components are great and the art style has grown on me quite a bit.

I can see why so many people compare this to 7 Wonders. Essentially, the multiplayer game is quite similar. Card drafts (of 7 cards, no less) lead to needing resources in order to build, lead to being able to produce more resources to fuel other cards, and bonus points are awarded for having a nice card profile. Now, this being a solo review, I have to say that I much prefer It’s a Wonderful World to its forefather 7 Wonders because it comes packaged with a solo mode already in the box. This isn’t the only reason I prefer it, though. I find it easier to pick up and easier to teach to beginning gamers. Also, there is no card chaining, which seems to be a difficult concept for newer gamers to grasp initially. It’s a Wonderful World has nothing like this, and cards just work. 7 Wonders has been such a hit with my family, and I know they will greatly appreciate a more streamlined game experience with this one.

So here’s my recommendation with this one. If you are a fan of 7 Wonders but find it to be difficult to get others into it, check out It’s a Wonderful World. I feel that it is superior in many ways, and the solo mode is just icing. The solo mode gives me a great play experience, even though I typically am not a fan of games challenging you to beat your own high score. I will live with it here because the game is just so enjoyable. While 7 Wonders was my favorite game of all time for quite a while, it has since dropped out of my Top 10, and I think will be replaced entirely by It’s a Wonderful World. If your tastes are similar to mine, then do yourself a big favor and grab a copy of this one right away. It has several expansions out there, and I believe you will fall in love with drafting again. Now, where did I put my Wind Turbines…
  
Child's Play (2019)
Child's Play (2019)
2019 | Horror
After moving to a new city, young Andy Barclay receives a special present from his mother. A seemingly innocent Buddi doll that becomes his best friend. When the doll suddenly takes on a life of its own, Andy unites with other neighborhood children to stop the sinister toy from wreaking bloody havoc.

For months I’ve been hating on this reboot. Whilst I still don’t necessarily agree with the politics of how this film came to be. I left the theatre quite surprised at how much I enjoyed this movie. Child’s Play is reimagined for a modern generation. Whilst this film is an alternate timeline twist to the original it still manages to throw in that classic Chucky humor we all know and love. Here’s my Child’s Play 2019 review.

Lars Klevberg tells the story of Buddi, an artificial intelligence robot that can control your home appliances and become your best friend. He will play with you, interact with you like a real human being and you can do activities together. After a man is fired at the Buddi factory he reprograms one of the dolls to disobey its commands and the reign of Chucky begins when it falls into the hands of young Andy (Gabriel Bateman) given to him as a present by his mum Karen (Aubrey Plaza). What follows is a thoroughly enjoyable feature that flies by. Chucky’s murderous rage ramps up to artificial intelligence warfare with epic results.

Disregarding the original storyline of a serial killer whose soul inhabits a Good Guys doll the new Child’s Play tells a more chilling tale. The movie runs a very close to home social commentary about our reliance on technology and the implications that could follow. Buddi is your walking, talking Amazon Echo. Every home device is controlled at his fingertips from TV’s to telephones and even as far as automated cars. You can only imagine the terror that unfolds as Chucky learns to utilize his technological surroundings for evil.

Chucky starts off innocent enough. He’s programmed to be Andy’s best friend but what starts out as a unique interaction between boy and robot instantly changes when Chucky becomes sentient. Influenced by those around him and watching horror movies with Andy suddenly Buddi becomes more sinister in nature. Instead of a treasured companion, Chucky becomes possessive and will protect Andy by any means necessary. Quite the different approach from that of previous installments. Even when Chucky begins his reign of terror Andy is still loyal to him to some degree. Whilst he cannot understand why Chucky is doing the things he does there’s a loneliness about Andy’s character that almost seems to justify Chucky’s behavior. He doesn’t agree with it but at the same time, he has a friend, albeit a murderous little rampaging doll.

Child’s Play has some incredible humour mixed in throughout which allows the film to flow freely. Whilst Seed of Chucky and Bride of Chucky had free-speaking souls it’s harder to convey this type of humour within a robotic doll. Instead, the doll spills one-liners and is influenced by those around him leading to some comical results. Chucky’s infamous one-liners come to the fold and various facial expressions on the doll are hysterical.

The vocal work and comedic delivery from Mark Hamil is nothing short of wonderful. There is nothing this man cannot do. The force is strong with him even in a Chucky movie. Whilst more robotic in nature the way the lines are delivered with such dry-pan straight-faced edge is just brilliant. But once again we cannot compare this new Chucky to the sublime work of Brad Dourif. Brad is delivering dialogue as a human being whereas Mark is delivering lines as a robotic entity. They just cannot be compared and it would be a stupid comparison to make. All in all the voice work is great It’s just a shame I can’t take this ugly doll seriously for one second!

Whoever designed the Buddi doll in pre-production needs a serious talking to! I’m not quite sure what look they were going for with this but it certainly isn’t a good one. The film becomes even more of a comedy the more you look at it. The old dolls had that look of innocence in the originals, this one is just so damn weird. I can’t picture a production meeting where everyone in the room agreed that this is the final look of the doll without intense laughing involved. It’s like the production team are openly fucking with us. No one on this planet can take this doll seriously and for me, Child’s Play is way more of a comedy than it will ever be a horror movie.

For the most part, casting within Child’s Play is very strong. Gabriel Bateman (Andy) puts in a strong performance single-handedly carrying the film. Brian Tyree Henry (Mike) who plays a neighbor/detective is also a nice comedic relief within the feature. Ty Consiglio, Beatrice Kitsos and Carlease Burke also play strong supporting roles. Where casting failed for me however was Aubrey Plaza. I’ve seen Aubrey in comedies where her humor never really hits home in any roles she’s in.

Arrogant and annoying in many roles this cookie cutter casting has her playing the same role in every film she’s in. Playing Andy’s mum in this film doesn’t work for me whatsoever. There’s no conviction, no depth, no family dynamic feel of any sort. She almost plays an annoying older sister rather than a mother. Thankfully, she doesn’t play a key role as such to Andy’s arc and thus I can overlook her involvement as such. I think Aubrey should have played a sister role or similar, it would have played to her on-screen strengths.

When Chucky starts killing is when this movie comes into its own. It has nothing to compare it to previous Chucky films. Our new technologically manipulative little doll runs havoc on the millennial generation of mobile phone and gadget addicted humans. The death scenes are gory and for the most part, all have comedy elements to them. Whilst the kills are unimaginative it’s how Chucky delivers those kills that really add that star gore power to proceedings.

Endearing, gory and mostly hilarious. The contrast of tone in Child’s Play may even persuade the die-hard fans to enjoy this one. It shouldn’t really be compared to the originals in any way shape or form although it does have an 80’s flair to it. Child’s Play has taken a new direction but has stayed relevant to modern times and whilst it’s taking a different path than the upcoming TV series, it’s safe to say Chucky really is back!

Thanks for checking out my Child’s Play 2019 review. I hope you enjoy it as much as I did!

https://backtothemovies.com/childs-play-2019-review/
  
The Haunting of Hill House
The Haunting of Hill House
Shirley Jackson | 2009 | Fiction & Poetry, Horror
8
7.5 (29 Ratings)
Book Rating
Strong writing (1 more)
Good characters
Run-on sentences (1 more)
No explanations for paranormal activity
Contains spoilers, click to show
If you're looking for a scary story, 'The Haunting of Hill House' just doesn't add up.

The story is still worth reading because Jackson's story telling is something that is missing in literature today. The reader is introduced to characters that are different enough to be interesting; their development is just right that it leaves the reader satisfied. The story moves along well enough that the pace keeps us from getting bored. And each turn of the page keeps the reader guessing what is going to happen next- a must for any ghost story.

In 'The Haunting of Hill House,' Jackson mostly focuses on the character Eleanor - a woman who recently lost the sickly mother she had taken care of for years, to receiving an invitation for a paranormal experiment at the infamous Hill House. Eleanor also seems to be the main character affected by the house, not only having her name written on a wall, but also having her named called out by spirits during an automatic writing session with them.

Our first introduction to the Hill House happens as Eleanor arrives: "No Human eye can isolate the unhappy coincidence of line and place which suggests evil in the face of a house, and yet somehow a maniac juxtaposition, a badly turned angle, some chance meeting of roof and sky, turned Hill House into a place of despair, more frightening because the face of Hill House seemed awake, with a watchfulness from the blank windows and a touch of glee in the eyebrow of a cornice. Almost any house, caught unexpectedly or at an odd angle, can turn a deeply humorous look on a watching person; even a mischievous little chimney, or a dormer like a dimple, can catch up a beholder with a sense of fellowship; but a house arrogant and hating, never off guard, can only be evil. This house, which seemed somehow to have formed itself, flying together into its own powerful pattern under the hands of its builders, fitting itself into its own construction of lines and angles, reared its great head back against the sky without concession to humanity. It was a house without kindness, never meant to be lived in , not a fit place for people or for love or for hope. Exorcism cannot alter the countenance of a house; Hill House would stay as it was until it was destroyed."

We never see Hill House through any other character's eyes, and the viewpoints mostly come from Eleanor (a missed opportunity,I think). Everyone who arrives at the house feels uneasy about it: doors and curtains close on their own, unexplained banging noises down the hallways(only at night), the chattering and laughter of children, and with an oddly placed cold spot. Yet,to the reader's dismay, nothing is fully explained by the end of the story - no apparitions show up, no one seems harmed by anything unseen (although, the character, Luke, suddenly shows up with a bruised face that is never discussed), and the reader ends up wondering if this really is a product of mass psychosis. It almost seems like Jackson ended the story abruptly just to finish it(the book is only a little under 200 pages). She set up wonderful scenarios, but without explanations, we're left with a very empty feeling.

Nearing the end of the book, the doctor, John Montague, who has ran the entire experiment, has his wife,Mrs. Montague,arrive a few days later, who seems to know more about contacting spirits than he does: "The library? I think it might do; books are frequently very good carriers, you know. Materializations are often best produced in rooms where there are books. I cannot think of any time when materialization was in any way hampered by the presence of books." And with the arrival of Dr. Montague's wife, we get one of the major experiences in the entire book. Although her character is quite annoying- even seen through the eyes of other characters- she brings some of the most ghost story elements, one of which is her automatic writing sessions: "Planchette felt very strongly about a nun, John. Perhaps something of the sort- a dark, vague figure, even- has been seen in the neighborhood? Villagers terrified when staggering home late at night?" None of the characters, besides Mrs. Montague's companion, Arthur, believe her automatic writing sessions are real, even after Eleanor's name is brought up during one. As I stated before, without any explanations, the reader is even led to believe that nothing was meant to come of these sessions whatsoever.

The ghost story elements may not have been strong in the story, but the characters make up for them. They constantly question what they are experiencing and/or seeing, they question their surroundings, and they question each other -Jackson does an amazing job weaving paranoia into the story line.

One of the more shocking and unbelievable scenes is when Eleanor is suddenly not fearful of the house anymore: "And here I am, she thought. Here I am inside. It was not cold at all, but deliciously, fondly warm. It was light enough for her to see the iron stairway curving around and around up to the tower, and the little door at the top. Under her feet the stone floor moved caressingly, rubbing itself against the soles of her feet, and all around the soft air touched her, stirring her hair, drifting against her fingers, coming in a light breath across her mouth, and she danced in circles. No stone lions for me, she thought, no oleanders; I have broken the spell of Hill House and somehow come inside. I am home, she thought, and stopped in wonder at the thought. I am home, I am home, she thought; now to climb." It was as if Eleanor was a completely different person in just a few pages.

I do have a couple of problems with 'The Haunting of Hill House,' mostly centering around the use of run-on sentences and extra long paragraphs. The run-on sentences are a waste of time because Jackson seems to merely elaborate on something that could be easily explained or experienced with fewer words. The paragraphs, however, need to be broken up for scene transitioning purposes -when she transitions from one scene to the next, she can confuse the reader with them: one paragraph will have all the characters in the dining area, but in that same paragraph, just a few sentences down, Jackson has the characters suddenly in the parlor,drinking Brandy. Maybe the intention was to make the reader feel paranoid and uneasy like the characters in the book, but it was certainly not needed with the way of Jackson's style of writing.

With all that said, it's easy to see why this book is a popular classic. The writing is strong, using enough descriptions to put the reader in Hill House with all of its paranormal beings. And no matter who you are, you are able to find at least one of the lead characters as a favorite. I feel the book is a must-read for anyone interested in the paranormal, because Jackson brings out the occult interest that was going on around 1959 - when she published 'The Haunting of Hill House;' everything from cold spots to the use of a planchette for automatic writing.

I recommend this book, but if you're looking for scares, you must look elsewhere.
  
Dance of the Dead (2008)
Dance of the Dead (2008)
2008 | Action, Horror
3
5.3 (3 Ratings)
Movie Rating
Jimmy Dunn (Jared Kusnitz) never seems to take anything seriously. He likes to spend more time in detention than he does in class. So it’s no surprise that Lindsey (Greyson Chadwick), the girl Jimmy was going to take to prom, decides to not go with him after realizing that Jimmy has no ambition. To make matters worse, something weird is going on in the graveyard next to the nuclear power plant in town. The dead are walking and they’re headed to the prom. The town is now in the hands of the losers who couldn’t get dates to the prom. There goes the neighborhood and here comes the pain; that is something that is certainly meant in more ways than one.

This is the type of horror film you have the urge to turn off as soon as it starts. Written by Joe Ballarini (My Little Pony: The Movie) and directed by Gregg Bishop (the “Dante the Great” segment of V/H/S Viral), Dance of the Dead is a part of the eight films that made up Ghost House Underground; horror films from all over the world chosen by Sam Raimi and Rob Tapert supposedly representing a “fresh” perspective of the horror genre. The problem is that most people would seek out one of these films and then never bother with the rest because why would you torture yourself any further?

The first 20 or so minutes of the film revolve around high school melodrama and the prom. This is supposedly where you get accustomed to the film’s humor, but it’s mostly nothing more than high school kids being obnoxious and unbearable. The graveyard scene is where things get even worse. Zombies start rising from beyond the grave and decomposing hands start bursting through headstones since that makes more sense than soil. Emerging from the ground simply wasn’t enough either; these zombies explode from their graves with smoke and a loud crash. Moments later during the same sequence, there are zombies jumping several feet into the air out of the ground, landing on their feet, and running after these kids. If it sounds cool in the slightest, then this description isn’t doing this dumpster fire justice.

The zombies are all over the place in Dance of the Dead. They start off as the zombies that run similar to the zombies in Zack Snyder’s Dawn of the Dead remake. Later on in the film, they stumble around and are slow like George Romero’s zombies. Even later after that, the zombies are running again while some attempt to speak, say, “Brains!” and then get in a car and drive off. Someone had pointed out that the zombies in the film who are fresh out of the ground run while older ones move slower, which only makes this turd milkshake slightly less nutty. Dance of the Dead also can’t decide what zombie films to pay homage to either. Return of the Living Dead has a massive influence, but the film clearly pays tribute to Night of the Living Dead when the kids reach a house and decide to board up all the windows and take shelter. It seems like the one consistent aspect this film has is to be inconsistent.

Did you know zombies can be held at bay solely by the power of rocking out? Three stoners in a band (a guitarist, a bassist, and a drummer) inadvertently discover that their music stops zombies in their tracks. A bit later in the film during the prom, the gymnasium is full of zombies. There’s music playing and it shows three zombies on stage playing musical instruments; a guitar, a bass, and a drum set. Fast forward a little more and the three stoners are back again playing their stoner rock and the zombies are back to being frozen during their performance. There’s no consistency when it comes to what they play or how it affects zombies.

“In extreme circumstances, the assailants can be stopped by removing the head or destroying the brain.” Do you remember this quote from Shaun of the Dead? Try to keep it in mind, especially the, “removing the head,” part. A guy gets his head torn off by a zombie and you’d think he’d be dead, but this actually turns his decapitated head into a zombie. He comes back later on; his headless corpse carrying his decapitated head around. It’s one thing to try and reinvent a genre, but when you have so many reinventions along with homage out to wazoo you’re basically throwing cow pies at a brick wall and seeing what sticks.

Zombies shouldn’t make out with each other. Vampires shouldn’t sparkle and Warm Bodies isn’t canon. Two students turn into zombies and still end up in a giant make out session after they’ve turned. The kiss turns awkward as they start chewing on each other mid-kiss. They start taking bites out of each other while they’re still sucking face. This is the scariest aspect of the film considering that maybe most of us don’t want our eyeballs chewed out of our skulls during something so intimate.

When the special effects aren’t being a complete eyesore from being so cheap and ugly, the gore in Dance of the Dead is decent. Blood splattering everywhere is pretty common throughout the film. The acting isn’t completely terrible either. It absolutely isn’t good by any means. Dance of the Dead is basically Degrassi with zombies and everything lame you’re expecting to tag along with that reference. Lucas Till (X-Men: First Class, MacGyver) has a brief cameo as one of the rockers in the film and he's probably the only cast member you'll recognize.

The jumbled mass of homage and redefining of zombie lore in Dance of the Dead throws a monkey wrench in calling the film stereotypical and cliché, but it certainly feels that way. It seems like a rejected, alternate, first draft of a film you’ve already seen rather than a film that attempts to stand on its own two legs. It may be fun for fans of campy horror films, but its originality is borderline offensive since Dance of the Dead seems to just combine everything you know about zombies or purposely does the opposite at an attempt at being a different chomp of undead horror. Unfortunately though, Dance of the Dead is too overwhelmingly absurd for its own good as its gore feels like the drunken antics of a washed up clown rather than a competent horror film.

Dance of the Dead is available to stream on Amazon Prime, YouTube, and Google Play for $1.99, Vudu for $2.99, and iTunes for $5.99. The DVD is $7.72 on Amazon while the Blu-ray (which is Region 2 only) is $25.52 from a third party seller. The DVD is $7.49 in new condition and with free shipping on eBay or $4 with $2.99 shipping pre-owned. If you enjoy terrible things, the eight disc set of all the Ghost House Underground titles are available as a boxed set on Amazon for $179.74 and on eBay for $39.99 in brand new condition and with free shipping.
  
Mob Sitters
Mob Sitters
2019 | Bluff, Card Game, Humor, Mafia, Party Game
I feel like everyone at some point in their lives has been a babysitter. Either for younger (or maybe even older?) siblings, or for the entire neighborhood – it kind of seems like a rite of passage. I definitely had my share of babysitting gigs growing up, but none as exciting and high-energy as the one presented in Mob Sitters!

Disclaimer: This preview is based upon a preview copy of the game. The final components, rules, and gameplay may differ from those described in this review! -L

In Mob Sitters, you take on the role of a babysitter working for the mob. Just because crime pays the bills doesn’t mean these mobsters don’t have families! You’re no ordinary babysitter though, otherwise you wouldn’t be mixed up with the mob. You’ve got plans of your own – whether it’s stealing from your boss, ratting out your rivals to the cops, or actually just some innocent babysitting, there’s money to be made here!

Mob Sitters is played over six rounds in which you take turns playing cards (some hidden and some not), targeting or reacting to your opponents, and collecting that sweet sweet money. Let’s break it down. To start the game, each player receives a player mat and deck of cards for their chosen character. There will be 8 characters in the final game, but only 6 are present in the preview copy. The different characters do not have any special powers or abilities, they just have different artwork on their cards! Shuffle your decks, draw a hand of 6 cards, determine a starting player, and you’re ready to go.

Each player’s turn consists of 6 steps (Steps 1-3 are not applicable in round 1, and Steps 4-6 are not applicable in the final round). Step 1 is to earn money – any cards with a monetary value that are in your play area are moved to your Safe and will count towards end-game scoring. It is important to note that cards that earn you money (Steal and Job cards) must be played face-up into your play area. Step 2 is to reveal and resolve any Accusation cards in your play area that you want to. Accusation cards allow you to target an opponent’s Job/Steal card currently in play, in an attempt to discard it to their Cops/Boss piles, respectively, to count against that player in end-game scoring. The targeted player does not have to sit idly by and watch their money go down the drain, however. If the targeted player has a Reaction card face-down in their play area, they may reveal it to deflect the blame to yet another player! If you successfully deflect the blame, that money will not count against you, but will instead count against the next player blamed who is unable to react to and shift blame to someone else. To play a Reaction card, it must already be in your play area – you cannot play one directly from your hand! The next step, Step 3, is to discard any remaining face down cards in your play area. In Step 4, you choose 3 cards from your hand and play them into your play area. Job/Steal cards must be played face-up, but Accusation and Reaction cards can be played face-down. During Step 5, you resolve any face-up accusation cards you may have played in Step 4. The final step, Step 6, of your turn is to draw 3 cards, bringing your hand back up to 6 cards. Play then moves on to the next player, who then will perform their 6 steps, and so on. After 6 rounds, the game ends. Scoring varies depending on how many players there are, but ultimately the winner is the player with the most money in their safe!

I know that sounds like quite a lot going on, but believe me when I say the game plays pretty well (and pretty quickly) once you’ve gotten the hang of the turns. On paper, the sheer number of steps per turn seems excessive and like it would bog down the gameplay, but in actuality, the actions performed in each step are simple and fast. Perhaps if the number of steps were condensed from 6 down to maybe 3-4, the gameplay would seem a little less daunting. There is some slight ambiguity between the types of cards and into which stacks they go – the rules call cards Job and Steal cards, but the player mat refers to Boss and Cop cards. Fortunately the cards have symbols that correspond to the different stacks, so when in doubt, check the corner of the card!

Let’s talk components. This is first and foremost a card game, and the cards I received are of good quality! They shuffle well, and feel sturdy enough to withstand many plays. The art on the cards is pretty cute, the colors really pop, and there are some fun puns to be found on several Steal/Job cards. As for the player mats, this is only a preview copy of the game so I just printed them out (apologies for my lack of access to a color printer!), but their text is clear and helpful for remembering turn steps. The components may change throughout the Kickstarter campaign, but so far they’re off to a good start!

So how does it play? For the most part, Mob Sitters plays pretty quickly and is engaging for all players. There’s a good amount of strategy involved, as well as some luck and a whole lotta take that. All players receive identical decks of cards, which are then shuffled, so although you know what cards are available to your opponents, you never know what they currently have in their hand. You’ve got to be watchful of which cards your opponents play, to see if you can deduce which cards they have remaining. Are they taking the offensive approach and accusing everyone? Or are they being more subtle and taking a defensive stance, deflecting all accusations onto others? You have to decide when is the right time to play your cards to ensure that you aren’t targeted by too many opponents. Your strategy is ever-changing to adapt to the cards currently in your hand, and that’s what takes Mob Sitters to the next level for me.

Mob Sitters is a quick, easy, and fun game for any sized group. Hilarity ensues when accusations result in all players pointing fingers and trying to deflect blame. Although it can be played with 3, I think this game is better suited for 4+ players. With a smaller group, some of the aspects of ‘take that’ can feel personal and lead to tension between players. But a larger group can eliminate some of the animosity caused by always being targeted by the same person the entire game. Overall though, I enjoyed getting to play Mob Sitters! It has a unique theme and simple, yet strategic, gameplay that will keep all players on their toes. In my communications with the designer, I have learned that the retail version of the game will include “Hidden Agenda” cards to provide each player with a secret objective. There is also an expansion already in the works – The Heavy Mob Deck – that will add more cards and more complexity for experienced gamers!

If you enjoy games of hidden information, take that, and a little bit of bluffing, definitely check Mob Sitters out! It’s more than the standard party game, but still fits the categories of light, fast, and easy to learn games for all players. I look forward to following this upcoming campaign, and I definitely will be playing my copy again!