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Bill & Hillary : So This Is That Thing Called Love
Darwin Porter and Danforth Prince
Book
On the campus of Yale University, in 1970, an "odd couple," Hillary Rodham and Bill ("Bubba")...

Kirk Bage (1775 KP) rated The Lighthouse (2019) in Movies
Jan 22, 2021
Robert Eggers made a striking introduction for himself in 2015 with the moody and disconcerting The Witch, bringing a future star to the world’s attention in Anya Taylor-Joy in the process. You could argue after seeing his sophomore effort, The Lighthouse, that in terms of creating deliberately nauseating landscapes his work is the third cog in the arthouse revival of intellectual “horror”, after Ari Aster (Hereditary / Midsommar) and Jordan Peele (Get Out / Us). The group actually sits quite well together, as there is an obvious social commentary by metaphor crossover going on here, as well as just a little bit of “crazy”.
The point of difference up front with Eggars seems to be an earthiness. He likes dirt, and straw and rain and holes in the ground, and a sense of temperature in a scene (usually very cold). He also loves to frame an image and hold it there simply for the bizarre beauty of it, much as David Lynch has done unapologetically and without explanation his whole career.
As perfect as Tayor-Joy was in The Witch for her innocent otherworldly qualities, so Willem Dafoe is also as a craggy, sweaty-toothed old man of the sea in this. Whatever else you take, or don’t take from The Lighthouse, it is hard to deny the absolute cinematic purity of Dafoe’s face! It alone will guarantee this film’s cult status (and his) forever. And I do mean forever; the very best images of this film are worthy to be frozen, framed and wondered at alongside the most enduring black and white iconography in the entire history of the art form. And most often the best images involve Dafoe.
He is just so damn interesting to look at, all the time, no matter what. His range as an actor over the years just gets more and more impressive the more you think about it. He is capable of being heartbreakingly vulnerable and tender, but can also be terrifying on demand. His streak of dark humour can not be underestimated either – consider the genius of his introduction here, where the simple touch of his pipe being upside down tells you everything you need to know about this man and where this film is going.
Except, we don’t know where it is going. Ever. It is a very odd experience in terms of a satisfying narrative. It never seems to settle or fit into a genre comfortably, which is fine if all elements sublimate magically, but I don’t think they quite do. Is it a horror, a comedy, a psychological thriller, a study of loneliness and isolation, a metaphor for… something? The closest I can get is to say it is as if Lynch remade Young Frankenstein with just Igor and Dr Frankenstein, at a lighthouse, but forgot to make it funny or cohere into a real story. Of course, the things that I am reaching for as shortcomings may be exactly what others see as strengths. There is something to be said for being taken on a journey you can’t define or easily explain.
Quite often on this journey we are teased and fed details that seem to go nowhere, and avenues that may have proved interesting to explore are closed with a bang, in favour of another drinking scene and another fight – which are great the first few times, but become repetitive to a baffling degree later on. Mythology and dreams of the sea are played with, but also not fully approached; we are only given brief flashes of Mermaids and Krakens, nightmares and visions only, before returning to the mundanity and drudgery of the job of a lighthouse keeper. You are often left wondering who is going more mad, the men in the film or you watching it. I definitely recommend the best way to watch this is a little or a lot drunk, very late at night… it demands it, somehow.
It is difficult for all these reasons to say with any true certainty then, after just one viewing, if I think it is any good… I don’t know yet, I will have to watch it again some time to find out, is my best answer. For sure the photography is 100% first rate and instantly unforgettable – Jarin Blaschke was deservedly Oscar nominated for the extremely fine work – and the design and feel of the whole thing is quite masterful. I really want to like it more than I do, and perhaps if I was still in my wide-eyed twenties I would be enthusing about it endlessly, but now… I can see a touch of the Emperor’s new clothes about it, so am cautious of praising it too much.
One other element that is impressive, however, that I have yet to touch on, is the continued rise of Mr Robert Pattinson as an actor of serious note. As I have already touched on recently in other reviews, I did not see this coming, that it would be him that I was naming as one of the most promising talents of his age group working in film today! But you just can’t deny his versatility and understanding of genre and character. He puts in another very solid effort here, full of interesting choices and nuance; he is certainly an exciting prospect for the decade ahead.
In summary. See it. Unless you absolutely hate things that don’t tie the strings up nice and neatly, and decide for yourself. Some people will hate it, and I get that. It is a film-lovers film, for sure. Mesmerising and Meticulous, as one critic put it. Admire it for the craft involved, and experience it with an open mind. Just don’t go in expecting traditional horror, or traditional drama, or traditional comedy, or even traditional surrealism… The Lighthouse, for all it’s debatable flaws is unique! I suggest you let it be that way by not over-reaching to define it.
The point of difference up front with Eggars seems to be an earthiness. He likes dirt, and straw and rain and holes in the ground, and a sense of temperature in a scene (usually very cold). He also loves to frame an image and hold it there simply for the bizarre beauty of it, much as David Lynch has done unapologetically and without explanation his whole career.
As perfect as Tayor-Joy was in The Witch for her innocent otherworldly qualities, so Willem Dafoe is also as a craggy, sweaty-toothed old man of the sea in this. Whatever else you take, or don’t take from The Lighthouse, it is hard to deny the absolute cinematic purity of Dafoe’s face! It alone will guarantee this film’s cult status (and his) forever. And I do mean forever; the very best images of this film are worthy to be frozen, framed and wondered at alongside the most enduring black and white iconography in the entire history of the art form. And most often the best images involve Dafoe.
He is just so damn interesting to look at, all the time, no matter what. His range as an actor over the years just gets more and more impressive the more you think about it. He is capable of being heartbreakingly vulnerable and tender, but can also be terrifying on demand. His streak of dark humour can not be underestimated either – consider the genius of his introduction here, where the simple touch of his pipe being upside down tells you everything you need to know about this man and where this film is going.
Except, we don’t know where it is going. Ever. It is a very odd experience in terms of a satisfying narrative. It never seems to settle or fit into a genre comfortably, which is fine if all elements sublimate magically, but I don’t think they quite do. Is it a horror, a comedy, a psychological thriller, a study of loneliness and isolation, a metaphor for… something? The closest I can get is to say it is as if Lynch remade Young Frankenstein with just Igor and Dr Frankenstein, at a lighthouse, but forgot to make it funny or cohere into a real story. Of course, the things that I am reaching for as shortcomings may be exactly what others see as strengths. There is something to be said for being taken on a journey you can’t define or easily explain.
Quite often on this journey we are teased and fed details that seem to go nowhere, and avenues that may have proved interesting to explore are closed with a bang, in favour of another drinking scene and another fight – which are great the first few times, but become repetitive to a baffling degree later on. Mythology and dreams of the sea are played with, but also not fully approached; we are only given brief flashes of Mermaids and Krakens, nightmares and visions only, before returning to the mundanity and drudgery of the job of a lighthouse keeper. You are often left wondering who is going more mad, the men in the film or you watching it. I definitely recommend the best way to watch this is a little or a lot drunk, very late at night… it demands it, somehow.
It is difficult for all these reasons to say with any true certainty then, after just one viewing, if I think it is any good… I don’t know yet, I will have to watch it again some time to find out, is my best answer. For sure the photography is 100% first rate and instantly unforgettable – Jarin Blaschke was deservedly Oscar nominated for the extremely fine work – and the design and feel of the whole thing is quite masterful. I really want to like it more than I do, and perhaps if I was still in my wide-eyed twenties I would be enthusing about it endlessly, but now… I can see a touch of the Emperor’s new clothes about it, so am cautious of praising it too much.
One other element that is impressive, however, that I have yet to touch on, is the continued rise of Mr Robert Pattinson as an actor of serious note. As I have already touched on recently in other reviews, I did not see this coming, that it would be him that I was naming as one of the most promising talents of his age group working in film today! But you just can’t deny his versatility and understanding of genre and character. He puts in another very solid effort here, full of interesting choices and nuance; he is certainly an exciting prospect for the decade ahead.
In summary. See it. Unless you absolutely hate things that don’t tie the strings up nice and neatly, and decide for yourself. Some people will hate it, and I get that. It is a film-lovers film, for sure. Mesmerising and Meticulous, as one critic put it. Admire it for the craft involved, and experience it with an open mind. Just don’t go in expecting traditional horror, or traditional drama, or traditional comedy, or even traditional surrealism… The Lighthouse, for all it’s debatable flaws is unique! I suggest you let it be that way by not over-reaching to define it.

Purple Phoenix Games (2266 KP) rated Colosseum in Tabletop Games
Aug 16, 2021
Ancient Romans, lend me your d20s! Okay, that was never a saying, but it could have been. For our review today we are checking out Colosseum (the newest TMG edition), and as I have zero experience as an arena manager, or a Gladiator, or even a professional Comedian, this is the closest I will get to any of those professions. Colosseum is regarded as one of Wolfgang Kramer’s (and Marcus Lubke) best games ever. But how did we fare with it?
In Colosseum players are Impresarios (basically an arena manager – I had to look it up) attempting to program the greatest shows of the age in their own arenas. The game will last for five rounds and the winner will be the player who put on the greatest show and attracted the highest amount of attendees.
To setup follow the directions in the rulebook. In fact, I have a disclaimer: I will certainly NOT be explaining all the rules here nor each component’s purpose. There are simply too many of each to cover. I will try to give the feeling of the game and how it flows.
The game lasts five rounds and each round consists of five different phases. The first phase is Investing. It is during this phase where players will be able to purchase Event Programs to be put on in a later phase, or expanding their personal arena, or purchasing upgrades that give different bonuses throughout the game.
The next phase is Acquiring Event Asset Tokens. These tokens are needed to successfully pull off an Event Program. They consist of cardboard chits representing lions, gladiators, gates, decorations, etc. Players will be bidding for an offering of three of these resources around the table until each player has had a chance to be the auctioneer.
After players have gathered their resource tokens they may Trade Event Asset Tokens. This is pretty self-explanatory, but trades may only happen between the current active player and other players, even though each player will have a chance to be the active player involved in trades.
The fourth phase is Producing an Event and really is the crux of the game. This is when players will be rolling dice to move the nobleeples around the board to land them on the player’s arena and score bonus VP, and using their collected Event Asset Tokens from the previous phases, or even previous rounds, to assign to the program for maximum VP. However, programs may still be put on without the necessary tokens needed, but at a severe cut in VP scored. So there is a balance of using all tokens versus using only some of what is required.
Finally, players will participate in the Closing Ceremonies when players will be awarded podiums for placing in the lead position for attendees earned, and performing round cleanup duties. This phase is not played on the final round of the game.
Of course this is extremely pared down, but explains the overall flow of the game. Play continues over five rounds, but here’s the kicker – to determine the winner of the game players will not be totaling their scores after every round, but rather only increasing their placement on the score track according to their most-attended program. So if Randall scored 10, 17, 33, 45, and 44 over five rounds, his ending score would be 45 VP as his most-attended round was 45 spectators.
Components. Colosseum has amazing components. Tasty Minstrel Games really went all out on this remaster. The art is updated from the original version and is much better-looking. The components seem very deluxe – I mean the coins alone are very impressive, as they are heavy metal embossed coins. The wooden components are all great (except the Emperor’s Loge which looks like it could be a throne but in the rulebook they show it being an upside-down throne). Even the little nobleeples are nice looking and fun to move around the board. I am quite impressed by the components presented in this box. Fair warning – it is tough to get all those components back in the box without planning it out first.
A little backstory with this game and me. My first experience in a hobby game store had the owner approaching me and suggesting three games for my first purchase and induction into the board game collector’s club: Dominion (snooze), Colosseum (would have been WAY too much game for us at the time), and Munchkin (which I happily bought right away). That said, I do not think this is appropriate at all to be used as a gateway game ever. There’s a lot going on, a lot of rules that can be forgotten, or just straight up misunderstanding of rules minutia. So while I am glad I passed on it in 2012 when I started my journey, I am also glad I was able to grab a copy of the new version and give it a shot.
I enjoyed my plays of Colosseum quite a bit. I employed several different strategies going into each game and now have a good idea of how I would like to play going forward. Many things are left to chance in the game, and that may appeal to a certain crowd. For me, I do not at all mind a little chance or luck in my games so it is welcome to stay in my collection. I never actually played the original edition so I cannot compare very well, but I am impressed by this title and it will certainly be seeing more table time. It is also the only game I own by Kramer, and that makes me a little sad. I need to check out more from him for sure.
If you are looking for something a little heavier than what we typically review, enjoy an Ancient Roman theme, and you want to feel a little proud of your own wits when winning board games, check out Colosseum. Purple Phoenix Games gives it a lion-hearted 8 / 12. I hope my 4-year-old will want to play it in 10 years…
In Colosseum players are Impresarios (basically an arena manager – I had to look it up) attempting to program the greatest shows of the age in their own arenas. The game will last for five rounds and the winner will be the player who put on the greatest show and attracted the highest amount of attendees.
To setup follow the directions in the rulebook. In fact, I have a disclaimer: I will certainly NOT be explaining all the rules here nor each component’s purpose. There are simply too many of each to cover. I will try to give the feeling of the game and how it flows.
The game lasts five rounds and each round consists of five different phases. The first phase is Investing. It is during this phase where players will be able to purchase Event Programs to be put on in a later phase, or expanding their personal arena, or purchasing upgrades that give different bonuses throughout the game.
The next phase is Acquiring Event Asset Tokens. These tokens are needed to successfully pull off an Event Program. They consist of cardboard chits representing lions, gladiators, gates, decorations, etc. Players will be bidding for an offering of three of these resources around the table until each player has had a chance to be the auctioneer.
After players have gathered their resource tokens they may Trade Event Asset Tokens. This is pretty self-explanatory, but trades may only happen between the current active player and other players, even though each player will have a chance to be the active player involved in trades.
The fourth phase is Producing an Event and really is the crux of the game. This is when players will be rolling dice to move the nobleeples around the board to land them on the player’s arena and score bonus VP, and using their collected Event Asset Tokens from the previous phases, or even previous rounds, to assign to the program for maximum VP. However, programs may still be put on without the necessary tokens needed, but at a severe cut in VP scored. So there is a balance of using all tokens versus using only some of what is required.
Finally, players will participate in the Closing Ceremonies when players will be awarded podiums for placing in the lead position for attendees earned, and performing round cleanup duties. This phase is not played on the final round of the game.
Of course this is extremely pared down, but explains the overall flow of the game. Play continues over five rounds, but here’s the kicker – to determine the winner of the game players will not be totaling their scores after every round, but rather only increasing their placement on the score track according to their most-attended program. So if Randall scored 10, 17, 33, 45, and 44 over five rounds, his ending score would be 45 VP as his most-attended round was 45 spectators.
Components. Colosseum has amazing components. Tasty Minstrel Games really went all out on this remaster. The art is updated from the original version and is much better-looking. The components seem very deluxe – I mean the coins alone are very impressive, as they are heavy metal embossed coins. The wooden components are all great (except the Emperor’s Loge which looks like it could be a throne but in the rulebook they show it being an upside-down throne). Even the little nobleeples are nice looking and fun to move around the board. I am quite impressed by the components presented in this box. Fair warning – it is tough to get all those components back in the box without planning it out first.
A little backstory with this game and me. My first experience in a hobby game store had the owner approaching me and suggesting three games for my first purchase and induction into the board game collector’s club: Dominion (snooze), Colosseum (would have been WAY too much game for us at the time), and Munchkin (which I happily bought right away). That said, I do not think this is appropriate at all to be used as a gateway game ever. There’s a lot going on, a lot of rules that can be forgotten, or just straight up misunderstanding of rules minutia. So while I am glad I passed on it in 2012 when I started my journey, I am also glad I was able to grab a copy of the new version and give it a shot.
I enjoyed my plays of Colosseum quite a bit. I employed several different strategies going into each game and now have a good idea of how I would like to play going forward. Many things are left to chance in the game, and that may appeal to a certain crowd. For me, I do not at all mind a little chance or luck in my games so it is welcome to stay in my collection. I never actually played the original edition so I cannot compare very well, but I am impressed by this title and it will certainly be seeing more table time. It is also the only game I own by Kramer, and that makes me a little sad. I need to check out more from him for sure.
If you are looking for something a little heavier than what we typically review, enjoy an Ancient Roman theme, and you want to feel a little proud of your own wits when winning board games, check out Colosseum. Purple Phoenix Games gives it a lion-hearted 8 / 12. I hope my 4-year-old will want to play it in 10 years…

Hadley (567 KP) rated The Walking Dead Rise of the Governor (Book #1) in Books
May 27, 2019
Characters (1 more)
Story telling
Too many author afterthoughts (1 more)
Overusage of scientific words for the brain
I love the Walking Dead. And,personally, I love any book that has a great apocalyptic world in it, and even more so if it has some pretty good characters in it, too.
Cue Brian and Philip Blake: in The Walking Dead's 'The Rise of the Governor,' we meet two brothers who barely have anything in common; Brian is a laid back, music-loving hippie, while Philip is a hard-headed, tough guy. In the story, we follow both brothers along with two of Philip's best buddies and his daughter, Penny. The focus is on the brothers almost the entire time, and quickly, the reader finds out that, surprisingly, Brian is the oldest of the pair, but yet, Philip is the one making all of the decisions. As we continue on, the dynamic between the brothers becomes clear - we start to understand that Brian has always been the cautious one of the family, while Philip quickly learned to be a fearless leader from an early age, making this odd dynamic seem right.
Most importantly, what the two have in common is their love for Penny. If you have ever watched the TV show, The Walking Dead, then you will recognize the little girl and the tragic fate that became her. But, we never knew the backstory of how Penny was turned into a zombie, which is one of the few reasons this book series was made. Penny spends much of the time as a background character, but her part plays a very important role on the development of the man we know becomes 'the Governor.' She reacts as most children would be expected to if the world were ever to suffer from a zombie apocalypse- she withdraws, barely speaking and hardly eats. When one of Philip's longtime friends gets bit by a zombie, Penny reacts with a cool casualness that seems troubling from early on. On another note, if it wasn't for her uncle, Brian, Penny would have probably died much earlier in the book, but because of his father-like protectiveness of her, she is kept alive until the end of the book. But when it does happen, I don't think I could blame Philip for keeping his daughter as a zombie-type of pet.
During the book, 'Rise of the Governor,' the group with the Blake brothers travel to Atlanta, Georgia in hopes of finding a refugee camp to hunker down at, but instead, they find that Atlanta has practically been turned over to the walkers. It's here that they fortunately meet a trio that is held up in an apartment building- this trio is the Chalmers family, which consists of David and his two grown daughters, April and Tara. The transition between the group fighting their way through the hordes in Atlanta to meeting the Chalmers family is done perfectly to the point that is it very believable that this could actually happen in real life.
One of the few problems I did have with this book were the authors' afterthoughts: too many times throughout the book, characters would suddenly show up with a new weapon or item that the authors would literally backtrack to explain how they found it, when it could have been easily shown while the character was in the area of where it was found.
Much of the story, appropriately, shows our main group of characters killing zombies with an array of weapons and such, but Kirkman - or co-writer, Bonansinga- seem to like to show off their knowledge of the brain a little too much:
"The business end of Philip's pickaxe lands squarely in the monster's head, cracking the coconutlike shell of the old man's skull, piercing the dense, fibrous membrane of the dura mater and sinking into the gelatinous parietal lobe. " The use of scientific terms just seems like an egotistical move, one that could have been avoided if they weren't used throughout the book.
In the middle of the book, there is an odd thing that happens which the reader may connect to the story or may not, when David Chalmers is meeting his end (Chalmers was suffering from advanced lung cancer before the group meets him), gives almost a prophetic speech on his death bed. We can either take this as he was speaking about who Philip was going to become or he was talking about the apocalypse as a whole, but the reader is never really told and the dying words are never discussed among any of the characters:
" 'The devil has plans for us.'... The voice that comes out of David Chalmers is low and gravelly, an engine dieseling: 'The day of reckoning is drawing near... the Deceiver walks among us.' "
Eventually, the group is forcefully thrown out of the Chalmers' apartment building due to a horrible mistake between Philip and April. To not give too much away, here is the part where Tara tells them to go away: " He whirls around and comes face-to-face with Tara Chalmers, who holds the Ruger pistol, the muzzle raised and aimed directly at Philip. "
The story continues on with the Blake brothers, Penny and Philip's friend, Nick, as they try to find shelter once again in the dead congested Atlanta. Early on, we learn that Philip has a bad temper, and as the book continues, his temper becomes more volatile and more important to the characters and the reader. Philip's personality changes are understandable in the story, but Kirkman/Bonansinga suddenly make Brian unafraid of his brother at a point where Philip's anger is almost at its worse; this isn't believable to the readers, especially because a few pages later, Brian changes back to being scared to even speak to his brother.
Overall, the story isn't about the zombies or Penny's tragic death, but rather about Brian and Philip; how the family dynamic plays out when everything is at it's worst. Also, when you read the story, there is a point where it seems that Brian is more of a father to Penny than Philip ever was, showing also the Uncle and Niece dynamics- something that will make complete sense near the end of the book. Whether you like The Walking Dead or not, the book is well done, but I believe it would only appeal to those who like survival type stories.
Cue Brian and Philip Blake: in The Walking Dead's 'The Rise of the Governor,' we meet two brothers who barely have anything in common; Brian is a laid back, music-loving hippie, while Philip is a hard-headed, tough guy. In the story, we follow both brothers along with two of Philip's best buddies and his daughter, Penny. The focus is on the brothers almost the entire time, and quickly, the reader finds out that, surprisingly, Brian is the oldest of the pair, but yet, Philip is the one making all of the decisions. As we continue on, the dynamic between the brothers becomes clear - we start to understand that Brian has always been the cautious one of the family, while Philip quickly learned to be a fearless leader from an early age, making this odd dynamic seem right.
Most importantly, what the two have in common is their love for Penny. If you have ever watched the TV show, The Walking Dead, then you will recognize the little girl and the tragic fate that became her. But, we never knew the backstory of how Penny was turned into a zombie, which is one of the few reasons this book series was made. Penny spends much of the time as a background character, but her part plays a very important role on the development of the man we know becomes 'the Governor.' She reacts as most children would be expected to if the world were ever to suffer from a zombie apocalypse- she withdraws, barely speaking and hardly eats. When one of Philip's longtime friends gets bit by a zombie, Penny reacts with a cool casualness that seems troubling from early on. On another note, if it wasn't for her uncle, Brian, Penny would have probably died much earlier in the book, but because of his father-like protectiveness of her, she is kept alive until the end of the book. But when it does happen, I don't think I could blame Philip for keeping his daughter as a zombie-type of pet.
During the book, 'Rise of the Governor,' the group with the Blake brothers travel to Atlanta, Georgia in hopes of finding a refugee camp to hunker down at, but instead, they find that Atlanta has practically been turned over to the walkers. It's here that they fortunately meet a trio that is held up in an apartment building- this trio is the Chalmers family, which consists of David and his two grown daughters, April and Tara. The transition between the group fighting their way through the hordes in Atlanta to meeting the Chalmers family is done perfectly to the point that is it very believable that this could actually happen in real life.
One of the few problems I did have with this book were the authors' afterthoughts: too many times throughout the book, characters would suddenly show up with a new weapon or item that the authors would literally backtrack to explain how they found it, when it could have been easily shown while the character was in the area of where it was found.
Much of the story, appropriately, shows our main group of characters killing zombies with an array of weapons and such, but Kirkman - or co-writer, Bonansinga- seem to like to show off their knowledge of the brain a little too much:
"The business end of Philip's pickaxe lands squarely in the monster's head, cracking the coconutlike shell of the old man's skull, piercing the dense, fibrous membrane of the dura mater and sinking into the gelatinous parietal lobe. " The use of scientific terms just seems like an egotistical move, one that could have been avoided if they weren't used throughout the book.
In the middle of the book, there is an odd thing that happens which the reader may connect to the story or may not, when David Chalmers is meeting his end (Chalmers was suffering from advanced lung cancer before the group meets him), gives almost a prophetic speech on his death bed. We can either take this as he was speaking about who Philip was going to become or he was talking about the apocalypse as a whole, but the reader is never really told and the dying words are never discussed among any of the characters:
" 'The devil has plans for us.'... The voice that comes out of David Chalmers is low and gravelly, an engine dieseling: 'The day of reckoning is drawing near... the Deceiver walks among us.' "
Eventually, the group is forcefully thrown out of the Chalmers' apartment building due to a horrible mistake between Philip and April. To not give too much away, here is the part where Tara tells them to go away: " He whirls around and comes face-to-face with Tara Chalmers, who holds the Ruger pistol, the muzzle raised and aimed directly at Philip. "
The story continues on with the Blake brothers, Penny and Philip's friend, Nick, as they try to find shelter once again in the dead congested Atlanta. Early on, we learn that Philip has a bad temper, and as the book continues, his temper becomes more volatile and more important to the characters and the reader. Philip's personality changes are understandable in the story, but Kirkman/Bonansinga suddenly make Brian unafraid of his brother at a point where Philip's anger is almost at its worse; this isn't believable to the readers, especially because a few pages later, Brian changes back to being scared to even speak to his brother.
Overall, the story isn't about the zombies or Penny's tragic death, but rather about Brian and Philip; how the family dynamic plays out when everything is at it's worst. Also, when you read the story, there is a point where it seems that Brian is more of a father to Penny than Philip ever was, showing also the Uncle and Niece dynamics- something that will make complete sense near the end of the book. Whether you like The Walking Dead or not, the book is well done, but I believe it would only appeal to those who like survival type stories.

honingwords (32 KP) rated No Good Reason in Books
Jul 5, 2018
Cari Hunter is most definitely as top notch a writer as you are going to find in crime/thriller writing.
Cari Hunter’s Dark Peak crime series, starting with No Good Reason, was recommended to me by a Lesfic author. I reckon you have to be pretty good for your peers to claim you are ‘top notch’ and after reading four of her books in quick succession I can guarantee that Cari is most definitely as top notch a writer as you are going to find in crime/thriller writing.
Let me admit to you that I generally find crime novels too much hard work to follow. I like my books to be romances, and the sexier the better. I’m surprised as all get out to find I love Cari’s thrilling ride through these Police stroke Hospital novels. Especially as there is almost no juicy sex to lubricate the grit. The infrequency of sex scenes is because the main characters, Sanne and Meg, aren’t officially a couple. Or maybe they are. It’s entirely possible everyone knows they are, except themselves.
The story isn't necessarily about their sexual tension, but it was always in the back of my mind that they would see sense in the end and I patiently waited them out.
I have found in the last few years that there are many padded-out books on the market by well-respected authors, where you can skip through whole pages at a time without losing any real sense of the plot. Not so with No Good Reason which kept me riveted through each paragraph and exquisite word right from the tense prologue.
Cari definitely makes every single word count and I felt engaged in the story and with her main characters within the first few pages.
I’d already read Snowbound, which was a fantastic debut novel, but the characters in No Good Reason are one smidge more sophisticatedly written.
Sanne and Meg go back a very long time, from before their first kiss at the age of twelve, and they know each other better than they know themselves. They have generated a world around them where they are each others’ support and comfort. They are BFFs, they are Friends With Benefits, but somehow Cari has written them as even more than these things. They are each others’ absolute other halves.
These two girls have aches and bruises, and tears and emotions, and genuine exhaustion from their ridiculously long work hours.
They do things like accidentally drop perishable shopping on the floor, but eat it anyway; burn their tea; and turn the shower off when the toilet flushes for fear of being scalded.
I love details like these. I love that they can have a discussion about putting the bins out and HobNobs can fall in their tea the same as they do for you and me, without making the whole book boring and mundane. It simply endears the characters to me all the more.
They made me smile a lot. Meg prefers ham and quaver butties, for goodness sake, what’s not to love?
It doesn’t take long for Cari to completely draw you into their world in Northern England, around the Manchester area, and mainly in the Peak District which is where Cari lives and I feel like I have travelled the hills and crunched the snow and tramped through the same streets as she has now.
This area has its own accent, Northern English, and it is noticeable that she uses phrases and words particular to there. I can’t remember which words I picked up on first, probably some dialogue, but you quickly become used to the fact this is not written by an American. It’s refreshing to have only regional UK main characters: no Londoners; no Americans.
Don’t let the idea of a local accent and local characters put you off, there is nothing in the book you wouldn’t understand, it is still all ‘plain English’ and if you come across a word you can’t decipher I will more than happily translate for you!
Other than the almost-a-romance-but-so-much-more between the two girls there is also this whole other kidnapping / crime malarkey going on. Sanne is a little too personally involved in the case right from the beginning, being caught up in the initial rescue of the victim. She and her police partner, the sensitive, caring, supportive, gorgeously written Nelson, are embroiled in working the case together. Needless to say they spend a lot of time visiting Meg in her role as A&E Doctor in the local hospital for one reason or another. Nelson is a beautiful soul and just the kind of partner Sanne needs, but that writers seldom allow their straight characters to be, especially in Police fiction.
The kidnapping plot is fast paced and exciting. The characters on both sides of the investigation were all believable and there was an audible ‘Huh!’ out of me with the final twist at the end. I really didn’t see that coming. Such a simple way to pull the whole plot together. Chilling!
Cari has a remarkable flair for descriptive writing and she pays particular attention to details like sounds and how things feel against skin. You are left in no doubt every time a character is sore, almost feeling the pain and peeling off the scabs with them.
Sometimes you have to reread a passage to understand the gist of what an author means, or furrow your brow over a combination of words because they just don’t make sense or even belong together, but with Cari Hunter the only thing I can point out to her is ‘Try feeding goldfinches niger seeds instead of nuts.’ That’s it. No other tweaking or corrections required. Nothing. Cari Hunter writes sheer perfection.
My favourite line in the book is the first one I stopped at, blinked appreciatively and re-read.
“Sanne ran her fingertips across the gritstone, letting it wear away her skin like an over-keen emery board.”
From that point on I knew I was going to love not only the book, but also Cari’s style and I wasn’t disappointed with further chapters.
I have a simple test for new authors, to find out how much I like them. The test is ‘how sick has this author made me?’ By that I mean - how long did they keep me awake reading when I ought to have been asleep for work the next day. If I am awake too long it makes me sick for several days after - it shouldn’t be something I am proud of but
Let me admit to you that I generally find crime novels too much hard work to follow. I like my books to be romances, and the sexier the better. I’m surprised as all get out to find I love Cari’s thrilling ride through these Police stroke Hospital novels. Especially as there is almost no juicy sex to lubricate the grit. The infrequency of sex scenes is because the main characters, Sanne and Meg, aren’t officially a couple. Or maybe they are. It’s entirely possible everyone knows they are, except themselves.
The story isn't necessarily about their sexual tension, but it was always in the back of my mind that they would see sense in the end and I patiently waited them out.
I have found in the last few years that there are many padded-out books on the market by well-respected authors, where you can skip through whole pages at a time without losing any real sense of the plot. Not so with No Good Reason which kept me riveted through each paragraph and exquisite word right from the tense prologue.
Cari definitely makes every single word count and I felt engaged in the story and with her main characters within the first few pages.
I’d already read Snowbound, which was a fantastic debut novel, but the characters in No Good Reason are one smidge more sophisticatedly written.
Sanne and Meg go back a very long time, from before their first kiss at the age of twelve, and they know each other better than they know themselves. They have generated a world around them where they are each others’ support and comfort. They are BFFs, they are Friends With Benefits, but somehow Cari has written them as even more than these things. They are each others’ absolute other halves.
These two girls have aches and bruises, and tears and emotions, and genuine exhaustion from their ridiculously long work hours.
They do things like accidentally drop perishable shopping on the floor, but eat it anyway; burn their tea; and turn the shower off when the toilet flushes for fear of being scalded.
I love details like these. I love that they can have a discussion about putting the bins out and HobNobs can fall in their tea the same as they do for you and me, without making the whole book boring and mundane. It simply endears the characters to me all the more.
They made me smile a lot. Meg prefers ham and quaver butties, for goodness sake, what’s not to love?
It doesn’t take long for Cari to completely draw you into their world in Northern England, around the Manchester area, and mainly in the Peak District which is where Cari lives and I feel like I have travelled the hills and crunched the snow and tramped through the same streets as she has now.
This area has its own accent, Northern English, and it is noticeable that she uses phrases and words particular to there. I can’t remember which words I picked up on first, probably some dialogue, but you quickly become used to the fact this is not written by an American. It’s refreshing to have only regional UK main characters: no Londoners; no Americans.
Don’t let the idea of a local accent and local characters put you off, there is nothing in the book you wouldn’t understand, it is still all ‘plain English’ and if you come across a word you can’t decipher I will more than happily translate for you!
Other than the almost-a-romance-but-so-much-more between the two girls there is also this whole other kidnapping / crime malarkey going on. Sanne is a little too personally involved in the case right from the beginning, being caught up in the initial rescue of the victim. She and her police partner, the sensitive, caring, supportive, gorgeously written Nelson, are embroiled in working the case together. Needless to say they spend a lot of time visiting Meg in her role as A&E Doctor in the local hospital for one reason or another. Nelson is a beautiful soul and just the kind of partner Sanne needs, but that writers seldom allow their straight characters to be, especially in Police fiction.
The kidnapping plot is fast paced and exciting. The characters on both sides of the investigation were all believable and there was an audible ‘Huh!’ out of me with the final twist at the end. I really didn’t see that coming. Such a simple way to pull the whole plot together. Chilling!
Cari has a remarkable flair for descriptive writing and she pays particular attention to details like sounds and how things feel against skin. You are left in no doubt every time a character is sore, almost feeling the pain and peeling off the scabs with them.
Sometimes you have to reread a passage to understand the gist of what an author means, or furrow your brow over a combination of words because they just don’t make sense or even belong together, but with Cari Hunter the only thing I can point out to her is ‘Try feeding goldfinches niger seeds instead of nuts.’ That’s it. No other tweaking or corrections required. Nothing. Cari Hunter writes sheer perfection.
My favourite line in the book is the first one I stopped at, blinked appreciatively and re-read.
“Sanne ran her fingertips across the gritstone, letting it wear away her skin like an over-keen emery board.”
From that point on I knew I was going to love not only the book, but also Cari’s style and I wasn’t disappointed with further chapters.
I have a simple test for new authors, to find out how much I like them. The test is ‘how sick has this author made me?’ By that I mean - how long did they keep me awake reading when I ought to have been asleep for work the next day. If I am awake too long it makes me sick for several days after - it shouldn’t be something I am proud of but

Bob Mann (459 KP) rated Wonder Woman (2017) in Movies
Sep 29, 2021
“What first attracted you Dr Mann to the movie with the scantily-clad Amazonians?”
Amazonians deliver! And how. The much anticipated new Wonder Woman movie is with us, and for once the film lives up to the wall-to-wall marketing hype.
With a heavy dose of mythology, Diana is growing up as the cossetted daughter of Hippolyta (Connie Nielsen, “Gladiator”), the Queen of the Amazons, on the hidden paradise island of Themyscira. Trained up as a warrior by Hippolyta’s sister, General Antiope (Robin Wright of “House of Cards”), Diana is clearly something special. Her ego is reinforced by the knowledge that she was made of clay with life breathed into her by the God Zeus. It’s enough to turn a girl’s head!
It’s 1917 and the man-free paradise is shaken up when an American spy by the name of Steve Trevor (Chris Pine, “Star Trek: Beyond“) crash-lands in the waters off Themyscira. (And yes… you didn’t mishear me… this film genuinely features a hero with both the names “Steve” and ‘Trevor”). Prince Eric – no, sorry, wrong film – is saved and awakened on the beach by Diana as the others arrive. “Thank God!”, say the Amazonians. “At last, someone to process the 200 year backlog of washing and ironing”!
But Steve (an “above average specimen”, LOL) is not long for paradise as he needs to return to the war with the results of his spy-work: a chemistry book stolen from the gorgeously deformed Dr Maru (Elena Anaya), gas-developer for the evil General Ludendorff (Danny Huston). Seeing Ludendorff to be her God-like nemesis Ares, Diana returns with Steve to the WW1 battlefields with the intent of killing the God of War and so ending the ‘war to end all wars’.
Much ‘fish out of water’ fun is had with Diana meeting civilised London society, although perhaps this section of the film doesn’t quite live up to its full potential: having ice cream for the first time, without any sign of surprise, all she can come up with is an amusing but rather lame “You must be very proud”.
But where the film really accelerates into awesomeness is when Diana reaches ‘The Front’. She emerges from the trenches like some shimmering vision of hotness, to set male and lesbian hearts a flutter. Its the most memorable trench-exit since the finale of “Black Adder 4”, and the subsequent scenes of Diana single-handedly facing the German guns is for me one of the most compelling and enjoyable scenes in any recent DC or Marvel movie.
Holding all this together is the ex-Israeli army-trainer Gal Gadot in the title role. And man oh man, what a Gal! Statuesque, athletic but also sweet, charming and emotionally fragile she completely owns this role from beginning to end. Gadot made a memorable entry in the otherwise poor “Batman v Superman: Dawn of Justice” (#marthagate #neverforget #neverforgive) but nothing prepares you for just how great she is in this outing. In fact, I’ll go as far as saying that this film, although having a UK 12 certificate, is a film of immense danger to heterosexual teenagers of any age (#humor):
All boys will be cast into a lifetime of misery, never able to find a woman that can possibly live up to the impossibly perfect vision of Diana Prince, tearing up the German army with fists and whip!;
All girls WILL BECOME LESBIANS AFTER WATCHING THIS FILM!
Parents: you have been warned! 🙂
Chris Pine – the thinking women’s Chris Pratt – once again proves himself as a talented actor who manages to successfully morph to inhabit the role he plays. Much as he did in the excellent “Hell or High Water“, not once did I equate him to be James Tiberius Kirk after the first 5 minutes.
Effective in supporting roles are David Thewlis (“Harry Potter”) as a ‘helpful’ army bod and an almost unrecognisable Lucy Davis (“The Office”) as Etta, Steve’s comedic secretary. Steve’s rather unlikely sidekicks of Sameer (Said Taghmaoui, “American Hustle“), Charlie (Ewen Bremner, “Trainspotting”) and ‘The Chief’ (Eugene Brave Rock “The Revenant“) all rather fade into the woodwork by comparison.
I saw the film in 3D (“careful now… you could take an eye out with those things”) and very good it was too. Aside from some rather unnecessary Amazonian arrows, its never feels overdone, and elements of it were extremely effective.
Another star of the show is the superb Wonder Woman theme by Hans Zimmer, here rolled out by the film’s composer Rupert Gregson-Williams (“Hacksaw Ridge“). Unfortunately, the rest of the soundtrack is not particularly memorable.
The film shifts into more traditional yawn-worthy ‘superhero finale’ mode in the last twenty minutes, which is a bit of a shame. It’s also really curious that for such a sexually charged film there is an almost complete absence of ‘lurrve’ on show. The one love scene coquettishly fades to a view of the outside window. Was this to protect the film’s family friendly rating (probably) or that the director didn’t want to show her heroine in a remotely submissive position (possibly)? More frustratingly, the morning after there is no mention of it at all! (“Move along, nothing to see here”). I at least wanted some sort of recognition that a human/God liaison had taken place: Steve grimacing a bit when he sits down; or Diana on the blower to Themyscira saying “Yes, you were right Mum. 5 minutes in, and it just snapped clean off!”
I know my friend David Moody (of markanddave vblog fame, and a big DC/Marvel fan) was generally disappointed with the film. Conversely, Amy Andrews from the ever-excellent Oh That Film Blog loved it. I’m with Amy on this one, and greatly enjoyed it as a well-constructed action rollercoaster. The nearly two and a half hours sped by. By the way (and I took one for the team here) there is no “monkey” at the end of the film’s credit to hang on for.
Patty Jenkins (“Monster”) directs and knows the audience she is aiming to please. One can only imagine the empowering impact this film will have on young girls, crossing their wrists to ‘THAT’ music and, in their imagination, casting terrorists into the hell that they should be consigned to. In this week of yet more Isis atrocity in London, Wonder Woman is a role-model we could all stand and salute: “I believe in love” too.
With a heavy dose of mythology, Diana is growing up as the cossetted daughter of Hippolyta (Connie Nielsen, “Gladiator”), the Queen of the Amazons, on the hidden paradise island of Themyscira. Trained up as a warrior by Hippolyta’s sister, General Antiope (Robin Wright of “House of Cards”), Diana is clearly something special. Her ego is reinforced by the knowledge that she was made of clay with life breathed into her by the God Zeus. It’s enough to turn a girl’s head!
It’s 1917 and the man-free paradise is shaken up when an American spy by the name of Steve Trevor (Chris Pine, “Star Trek: Beyond“) crash-lands in the waters off Themyscira. (And yes… you didn’t mishear me… this film genuinely features a hero with both the names “Steve” and ‘Trevor”). Prince Eric – no, sorry, wrong film – is saved and awakened on the beach by Diana as the others arrive. “Thank God!”, say the Amazonians. “At last, someone to process the 200 year backlog of washing and ironing”!
But Steve (an “above average specimen”, LOL) is not long for paradise as he needs to return to the war with the results of his spy-work: a chemistry book stolen from the gorgeously deformed Dr Maru (Elena Anaya), gas-developer for the evil General Ludendorff (Danny Huston). Seeing Ludendorff to be her God-like nemesis Ares, Diana returns with Steve to the WW1 battlefields with the intent of killing the God of War and so ending the ‘war to end all wars’.
Much ‘fish out of water’ fun is had with Diana meeting civilised London society, although perhaps this section of the film doesn’t quite live up to its full potential: having ice cream for the first time, without any sign of surprise, all she can come up with is an amusing but rather lame “You must be very proud”.
But where the film really accelerates into awesomeness is when Diana reaches ‘The Front’. She emerges from the trenches like some shimmering vision of hotness, to set male and lesbian hearts a flutter. Its the most memorable trench-exit since the finale of “Black Adder 4”, and the subsequent scenes of Diana single-handedly facing the German guns is for me one of the most compelling and enjoyable scenes in any recent DC or Marvel movie.
Holding all this together is the ex-Israeli army-trainer Gal Gadot in the title role. And man oh man, what a Gal! Statuesque, athletic but also sweet, charming and emotionally fragile she completely owns this role from beginning to end. Gadot made a memorable entry in the otherwise poor “Batman v Superman: Dawn of Justice” (#marthagate #neverforget #neverforgive) but nothing prepares you for just how great she is in this outing. In fact, I’ll go as far as saying that this film, although having a UK 12 certificate, is a film of immense danger to heterosexual teenagers of any age (#humor):
All boys will be cast into a lifetime of misery, never able to find a woman that can possibly live up to the impossibly perfect vision of Diana Prince, tearing up the German army with fists and whip!;
All girls WILL BECOME LESBIANS AFTER WATCHING THIS FILM!
Parents: you have been warned! 🙂
Chris Pine – the thinking women’s Chris Pratt – once again proves himself as a talented actor who manages to successfully morph to inhabit the role he plays. Much as he did in the excellent “Hell or High Water“, not once did I equate him to be James Tiberius Kirk after the first 5 minutes.
Effective in supporting roles are David Thewlis (“Harry Potter”) as a ‘helpful’ army bod and an almost unrecognisable Lucy Davis (“The Office”) as Etta, Steve’s comedic secretary. Steve’s rather unlikely sidekicks of Sameer (Said Taghmaoui, “American Hustle“), Charlie (Ewen Bremner, “Trainspotting”) and ‘The Chief’ (Eugene Brave Rock “The Revenant“) all rather fade into the woodwork by comparison.
I saw the film in 3D (“careful now… you could take an eye out with those things”) and very good it was too. Aside from some rather unnecessary Amazonian arrows, its never feels overdone, and elements of it were extremely effective.
Another star of the show is the superb Wonder Woman theme by Hans Zimmer, here rolled out by the film’s composer Rupert Gregson-Williams (“Hacksaw Ridge“). Unfortunately, the rest of the soundtrack is not particularly memorable.
The film shifts into more traditional yawn-worthy ‘superhero finale’ mode in the last twenty minutes, which is a bit of a shame. It’s also really curious that for such a sexually charged film there is an almost complete absence of ‘lurrve’ on show. The one love scene coquettishly fades to a view of the outside window. Was this to protect the film’s family friendly rating (probably) or that the director didn’t want to show her heroine in a remotely submissive position (possibly)? More frustratingly, the morning after there is no mention of it at all! (“Move along, nothing to see here”). I at least wanted some sort of recognition that a human/God liaison had taken place: Steve grimacing a bit when he sits down; or Diana on the blower to Themyscira saying “Yes, you were right Mum. 5 minutes in, and it just snapped clean off!”
I know my friend David Moody (of markanddave vblog fame, and a big DC/Marvel fan) was generally disappointed with the film. Conversely, Amy Andrews from the ever-excellent Oh That Film Blog loved it. I’m with Amy on this one, and greatly enjoyed it as a well-constructed action rollercoaster. The nearly two and a half hours sped by. By the way (and I took one for the team here) there is no “monkey” at the end of the film’s credit to hang on for.
Patty Jenkins (“Monster”) directs and knows the audience she is aiming to please. One can only imagine the empowering impact this film will have on young girls, crossing their wrists to ‘THAT’ music and, in their imagination, casting terrorists into the hell that they should be consigned to. In this week of yet more Isis atrocity in London, Wonder Woman is a role-model we could all stand and salute: “I believe in love” too.

Mothergamer (1577 KP) rated The Last of Us in Video Games
Apr 3, 2019
I have been slowly but surely going through my backlog of games, so I chose The Last Of Us Remastered to play next because I have been curious about it and many of my friends have been telling me I needed to play this game. To them I say you were right. I did need to play this game because it wasn't just fun to play; it was phenomenal story telling. When a game's story has me getting choked up about something within the first few minutes, I know it's going to be a heck of a ride and be great.
I couldn't help, but like Joel. This is a character that has been through something that is so devastating to him and yet somehow he's kept going on and had to do things that are not necessarily good, but that he felt had to be done in order to keep surviving especially since the world as everyone knows it has ended and a post-apocalyptic world is the new normal.
Is Joel a good person? No, not really. He's not really a terrible person either. His partner Tess was interesting also and she's another character that's not really good or evil. The Last Of Us really showcases that this world isn't really that black and white; there are varying shades of grey and not everyone is completely good or bad and that many of the people are just trying to survive any way they can.
It wasn't long before the story progressed to meeting Ellie. I loved Ellie. She was this mouthy 14 year old kid, but you come to realize that a lot of why she's like that is because she's scared of losing those she cares about and having to parent herself. In spite of that, Ellie always managed to dig down deep and find the courage to do what needed to be done and I admired and respected that level of strength in her. The interaction between Ellie and Joel at first was rather terse, but I understood that was normal especially for Joel because he just wanted to finish the mission and not get attached.
I really got into it because the game was that good for me. The combat controls are great; not clunky at all. Sometimes I would get nailed by an infected and have to start over from that point (I really HATE the Clickers and Bloaters, they're terrifying), but I didn't really mind because I was enjoying the story and wanted to know what happened next. There are human factions as well such as military, the Fireflies, and Hunters. This is definitely a game for adults because of how dark the story can be at certain points and because of the harsh violence.
Infected are scary!
The environments in the game are beautifully done. I found myself stopping and just looking at everything often. From riding a horse in the woods to an abandoned college campus with a herd of giraffes, all of it looks great and really stands out. The music in the game is perfectly done as well with some hauntingly beautiful melodies that add to the emotions of moments in the story.
Horse riding in the woods
Even an abandoned campus can be pretty
There were points in the story where I got pretty emotional because I came to care about the characters. I had to remind myself it was just a game, but it was difficult especially when it came to the characters of Henry and Sam. I actually had to walk away for a few minutes because I was so saddened by what happened to them especially with Sam because he and Ellie were close to the same age and they had bonded and became friends.
The big thing that stood out for me is the relationship between Joel and Ellie. I loved how it slowly progressed from Joel being reluctant about getting to know Ellie to during some slower moments like navigating an area to look for supplies there would be a bit of talking between them back and forth about different things such as what a type of video game was like or that an ice cream truck was a real thing. I also found myself chuckling at some of the awful puns that Ellie would read from her book of puns.
As I got further in the game I recognized that Joel is a very angry and desperate man, but when it came to Ellie he could have these moments of kindness and really seemed to look out for her. The story isn't in your face about it and it becomes this gradual evolution of Joel treating her like a daughter and her coming to trust him while they both support each other in a situation that is pretty dangerous and exhausting on many levels. It's poignant and the emotions from both characters is so incredible that it draws you into the story fully which shows how fantastic the voice acting was in this.
Joel and Ellie watching some giraffes.
When I got to the ending of the game, it made me think about a lot. It made me ask questions like could I do what Joel had done? Was the leader of the Fireflies right about sacrificing a few for the many? It brought up a lot of ideas about the choices that people have to make in this world and not all of them are easy; much of it involves hard choices. I liked the ending, but it definitely wasn't a sunshine happy ending because that's not the kind of game The Last of Us is.
I played the Left Behind DLC also and I thought it was interesting to get a chance to see what Ellie was like before she met Joel. It also shows you some moments that are pivotal in the main story line that focus on Ellie which are also great. I liked the interaction between her and Riley because it brings some lightheartedness to the game with them just being kids and having fun, forgetting about the dark things going on in their world for a moment. It also shows some great emotional moments between Ellie and Riley that don't feel forced and seem to happen quite naturally. Of course the cheerful stuff only lasts for so long and then it's back to some very sad things happening. The final conversation between Ellie and Riley just before Left Behind ends had me choking back some tears because it was this heartfelt moment between two characters that truly cared for and loved each other.
Ellie and Riley having fun in a photo booth.
This is exactly why I loved The Last Of Us. It is hands down one of the best games I've ever played because of how intelligent the writing for this was creating a game that is perfectly story driven with some very memorable characters; characters that you find yourself caring about a great deal. The exploration of the various relationships are wonderfully executed making for a fantastic gaming and story experience. The game play is excellent and it shows that a lot of thought was put into getting things just right. The Last Of Us is a game title that I am thrilled to have in my gaming collection and it's absolutely worth playing.
I couldn't help, but like Joel. This is a character that has been through something that is so devastating to him and yet somehow he's kept going on and had to do things that are not necessarily good, but that he felt had to be done in order to keep surviving especially since the world as everyone knows it has ended and a post-apocalyptic world is the new normal.
Is Joel a good person? No, not really. He's not really a terrible person either. His partner Tess was interesting also and she's another character that's not really good or evil. The Last Of Us really showcases that this world isn't really that black and white; there are varying shades of grey and not everyone is completely good or bad and that many of the people are just trying to survive any way they can.
It wasn't long before the story progressed to meeting Ellie. I loved Ellie. She was this mouthy 14 year old kid, but you come to realize that a lot of why she's like that is because she's scared of losing those she cares about and having to parent herself. In spite of that, Ellie always managed to dig down deep and find the courage to do what needed to be done and I admired and respected that level of strength in her. The interaction between Ellie and Joel at first was rather terse, but I understood that was normal especially for Joel because he just wanted to finish the mission and not get attached.
I really got into it because the game was that good for me. The combat controls are great; not clunky at all. Sometimes I would get nailed by an infected and have to start over from that point (I really HATE the Clickers and Bloaters, they're terrifying), but I didn't really mind because I was enjoying the story and wanted to know what happened next. There are human factions as well such as military, the Fireflies, and Hunters. This is definitely a game for adults because of how dark the story can be at certain points and because of the harsh violence.
Infected are scary!
The environments in the game are beautifully done. I found myself stopping and just looking at everything often. From riding a horse in the woods to an abandoned college campus with a herd of giraffes, all of it looks great and really stands out. The music in the game is perfectly done as well with some hauntingly beautiful melodies that add to the emotions of moments in the story.
Horse riding in the woods
Even an abandoned campus can be pretty
There were points in the story where I got pretty emotional because I came to care about the characters. I had to remind myself it was just a game, but it was difficult especially when it came to the characters of Henry and Sam. I actually had to walk away for a few minutes because I was so saddened by what happened to them especially with Sam because he and Ellie were close to the same age and they had bonded and became friends.
The big thing that stood out for me is the relationship between Joel and Ellie. I loved how it slowly progressed from Joel being reluctant about getting to know Ellie to during some slower moments like navigating an area to look for supplies there would be a bit of talking between them back and forth about different things such as what a type of video game was like or that an ice cream truck was a real thing. I also found myself chuckling at some of the awful puns that Ellie would read from her book of puns.
As I got further in the game I recognized that Joel is a very angry and desperate man, but when it came to Ellie he could have these moments of kindness and really seemed to look out for her. The story isn't in your face about it and it becomes this gradual evolution of Joel treating her like a daughter and her coming to trust him while they both support each other in a situation that is pretty dangerous and exhausting on many levels. It's poignant and the emotions from both characters is so incredible that it draws you into the story fully which shows how fantastic the voice acting was in this.
Joel and Ellie watching some giraffes.
When I got to the ending of the game, it made me think about a lot. It made me ask questions like could I do what Joel had done? Was the leader of the Fireflies right about sacrificing a few for the many? It brought up a lot of ideas about the choices that people have to make in this world and not all of them are easy; much of it involves hard choices. I liked the ending, but it definitely wasn't a sunshine happy ending because that's not the kind of game The Last of Us is.
I played the Left Behind DLC also and I thought it was interesting to get a chance to see what Ellie was like before she met Joel. It also shows you some moments that are pivotal in the main story line that focus on Ellie which are also great. I liked the interaction between her and Riley because it brings some lightheartedness to the game with them just being kids and having fun, forgetting about the dark things going on in their world for a moment. It also shows some great emotional moments between Ellie and Riley that don't feel forced and seem to happen quite naturally. Of course the cheerful stuff only lasts for so long and then it's back to some very sad things happening. The final conversation between Ellie and Riley just before Left Behind ends had me choking back some tears because it was this heartfelt moment between two characters that truly cared for and loved each other.
Ellie and Riley having fun in a photo booth.
This is exactly why I loved The Last Of Us. It is hands down one of the best games I've ever played because of how intelligent the writing for this was creating a game that is perfectly story driven with some very memorable characters; characters that you find yourself caring about a great deal. The exploration of the various relationships are wonderfully executed making for a fantastic gaming and story experience. The game play is excellent and it shows that a lot of thought was put into getting things just right. The Last Of Us is a game title that I am thrilled to have in my gaming collection and it's absolutely worth playing.

Mothergamer (1577 KP) rated Dragon Quest XI: Echoes of an Elusive Age in Video Games
Apr 3, 2019
I have loved the Dragon Quest games since I was a kid and have played many of them. I was quite thrilled that a new Dragon Quest game was coming out so as soon as I got my hands on Dragon Quest XI: Echoes Of An Elusive Age, I started playing immediately. Right from the start the game starts off with a fantastic introduction with music played by the Tokyo Symphonic Orchestra and beautiful scenes from the game. The story starts with an interesting beginning showing the hero who is known as the Luminary a hero of light who is the only one that can fight the powers of darkness and a villain known as Mordegon.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.

Bob Mann (459 KP) rated Tenet (2020) in Movies
Aug 28, 2020
Spectacular action set pieces done "in camera" (1 more)
Branagh and Debecki, both superb
Sound mix makes dialogue unintelligible (1 more)
In the words of Huey Lewis, "You're too darn loud"
Only Nolan and Schrödinger’s cat knows what’s going on.
Tenet is the long awaited new movie from Christopher Nolan. The movie that's set to reboot the multiplexes post-Covid. It's a manic, extremely loud, extremely baffling sci-fi cum spy rollercoaster that will please a lot of Nolan fan-boys but which left me with very mixed views.
How to write a spoiler-free plot summary? John David Washington (Denzel's lad) plays "The Protagonist" - a crack-CIA field operative who is an unstoppable one-man army in the style of Hobbs or Shaw. Recruited into an even more shadowy organisation, he's on the trail of an international arms dealer, Andrei Sator (Kenneth Branagh in full villain mode). Sator is bullying his estranged wife Kat (Elizabeth Debicki) over custody of their son (and the film unusually has a BBFC warning about "Domestic Abuse"). Our hero jets the world to try to prevent a very particular kind of Armageddon while also keeping the vulnerable and attractive Kat alive.
This is cinema at its biggest and boldest. Nolan has taken a cinema 'splurge' gun, filled it with money, set it on rapid fire, removed the safety and let rip at the screen. Given that Nolan is famous for doing all of his 'effects' for real and 'in camera', some of what you see performed is almost unbelievable. You thought crashing a train through rush-hour traffic in "Inception" was crazy? You ain't seen nothing yet with the airport scene! And for lovers of Chinooks (I must admit I am one and rush out of the house to see one if I hear it coming!) there is positively Chinook-p*rn on offer in the film's ridiculously huge finale.
The 'inversion' aspects of the story also lends itself to some fight scenes - one in particular in an airport 'freeport' - which are both bizarre to watch and, I imagine, technically extremely challenging to pull off. In this regard John David Washington is an acrobatic and talented stunt performer in his own right, and must have trained for months for this role.
Nolan's crew also certainly racked up their air miles pre-lockdown, since the locations range far and wide across the world. The locations encompassed Denmark, Estonia, India, Italy, Norway, the United Kingdom, and United States. Hoyte Van Hoytema's cinematography is lush in introducing these, especially the beautiful Italian coast scenes. Although I did miss the David Arnold strings that would typically introduce these in a Bond movie: it felt like that was missing.
The 'timey-wimey' aspects of the plot are also intriguing and very cleverly done. There are numerous points at which you think "Oh, that's a sloppy continuity error" or "Shame the production design team missed that cracked wing mirror". Then later in the movie, you get at least a dozen "Aha!" moments. Some of them (no spoilers) are jaw-droppingly spectacular.
Perhaps the best twist is hidden in the final line of the movie. I only processed it on the way home.
And so to the first of my significant gripes with Tenet. The sound mix in the movie is all over the place. I'd go stronger than that... it's truly awful (expletive deleted)! Nolan often implements Shakespeare's trick of having characters in the play provide exposition of the plot to aid comprehension. But unfortunately, all of this exposition dialogue was largely incomprehensible. This was due to:
- the ear-splitting volume of the sound: 2020 movie audiences are going to be suffering from 'Tenetis'! (that joke © David Moody, 2020);
- the dialogue is poorly mixed with the thumping music by Ludwig Göransson (Wot? No Hans Zimmer?);
- a large proportion of the dialogue was through masks of varying description (#covid-appropriate). Aaron Taylor-Johnson was particularly unintelligible to my ears.
Overall, watching this with subtitles at a special showing might be advisable!
OK, so I only have a PhD in Physics... but at times I was completely lost as to the intricacies of the plot. It made "Inception" look like "The Tiger Who Came to Tea". There was an obvious 'McGuffin' in "Inception" - - ("These 'dream levels'... how exactly are they architected??".... "Don't worry... they'll never notice". And we didn't!) In "Tenet" there are McGuffins nested in McGuffins. So much of this is casually waved away as "future stuff... you're not qualified" that it feels vaguely condescending to the audience. At one point Kat says "I don't understand what's going on" - darn right luv.
There are also gaps in the storyline that jar. The word "Tenet"? What does it mean. Is it just a password? I'm none the wiser.
The manic pace of Tenet and the constant din means that the movie gallops along like a series of disconnected (albeit brilliant) action set pieces. For me, it has none of the emotional heart of the Cobb's marriage problems from "Inception" or the father/daughter separation of "Interstellar". In fact, you barely care for anyone in the movie, perhaps with the exception of Kat.
It's a talented cast. As mentioned above, John David Washington is muscular and athletic in the role. It's a big load for the actor to carry in such a tent-pole movie, given his only significant starring role before was in the excellent BlacKkKlansman. But he carries it off well. A worthy successor to Gerard Butler and Jason Statham for action roles in the next 10 years.
This is also a great performance by Robert Pattinson, in his most high-profile film in a long time, playing the vaguely alcoholic and Carré-esque support guy. Pattinson's Potter co-star Clemence Poésy also pops up - rather more un-glam that usual - as the scientist plot-expositor early in the movie.
Nolan's regular Michael Caine also pops up. although the 87-year old legend is starting to show his age: His speech was obviously affected at the time of filming (though nice try Mr Nolan in trying to disguise that with a mouth full of food!). But in my book, any amount of Caine in a movie is a plus. He also gets to deliver the best killer line in the film about snobbery!
However, it's Kenneth Branagh and Elizabeth Debicki that really stand out. They were both fabulous, especially when they were bouncing off each other in their marital battle royale.
So, given this was my most anticipated movie of the year, it's a bit of a curate's egg for me. A mixture of being awe-struck at times and slightly disappointed at others. It's a movie which needs a second watch, so I'm heading back today to give my ear drums another bashing! And this is one where I reserve the right to revisit my rating after that second watch... it's not likely to go down... but it might go up.
(For the full graphical review, check out One Mann's Movies here - https://bob-the-movie-man.com/2020/08/28/tenet-only-nolan-and-schrodingers-cat-knows-whats-going-on/ .)
How to write a spoiler-free plot summary? John David Washington (Denzel's lad) plays "The Protagonist" - a crack-CIA field operative who is an unstoppable one-man army in the style of Hobbs or Shaw. Recruited into an even more shadowy organisation, he's on the trail of an international arms dealer, Andrei Sator (Kenneth Branagh in full villain mode). Sator is bullying his estranged wife Kat (Elizabeth Debicki) over custody of their son (and the film unusually has a BBFC warning about "Domestic Abuse"). Our hero jets the world to try to prevent a very particular kind of Armageddon while also keeping the vulnerable and attractive Kat alive.
This is cinema at its biggest and boldest. Nolan has taken a cinema 'splurge' gun, filled it with money, set it on rapid fire, removed the safety and let rip at the screen. Given that Nolan is famous for doing all of his 'effects' for real and 'in camera', some of what you see performed is almost unbelievable. You thought crashing a train through rush-hour traffic in "Inception" was crazy? You ain't seen nothing yet with the airport scene! And for lovers of Chinooks (I must admit I am one and rush out of the house to see one if I hear it coming!) there is positively Chinook-p*rn on offer in the film's ridiculously huge finale.
The 'inversion' aspects of the story also lends itself to some fight scenes - one in particular in an airport 'freeport' - which are both bizarre to watch and, I imagine, technically extremely challenging to pull off. In this regard John David Washington is an acrobatic and talented stunt performer in his own right, and must have trained for months for this role.
Nolan's crew also certainly racked up their air miles pre-lockdown, since the locations range far and wide across the world. The locations encompassed Denmark, Estonia, India, Italy, Norway, the United Kingdom, and United States. Hoyte Van Hoytema's cinematography is lush in introducing these, especially the beautiful Italian coast scenes. Although I did miss the David Arnold strings that would typically introduce these in a Bond movie: it felt like that was missing.
The 'timey-wimey' aspects of the plot are also intriguing and very cleverly done. There are numerous points at which you think "Oh, that's a sloppy continuity error" or "Shame the production design team missed that cracked wing mirror". Then later in the movie, you get at least a dozen "Aha!" moments. Some of them (no spoilers) are jaw-droppingly spectacular.
Perhaps the best twist is hidden in the final line of the movie. I only processed it on the way home.
And so to the first of my significant gripes with Tenet. The sound mix in the movie is all over the place. I'd go stronger than that... it's truly awful (expletive deleted)! Nolan often implements Shakespeare's trick of having characters in the play provide exposition of the plot to aid comprehension. But unfortunately, all of this exposition dialogue was largely incomprehensible. This was due to:
- the ear-splitting volume of the sound: 2020 movie audiences are going to be suffering from 'Tenetis'! (that joke © David Moody, 2020);
- the dialogue is poorly mixed with the thumping music by Ludwig Göransson (Wot? No Hans Zimmer?);
- a large proportion of the dialogue was through masks of varying description (#covid-appropriate). Aaron Taylor-Johnson was particularly unintelligible to my ears.
Overall, watching this with subtitles at a special showing might be advisable!
OK, so I only have a PhD in Physics... but at times I was completely lost as to the intricacies of the plot. It made "Inception" look like "The Tiger Who Came to Tea". There was an obvious 'McGuffin' in "Inception" - - ("These 'dream levels'... how exactly are they architected??".... "Don't worry... they'll never notice". And we didn't!) In "Tenet" there are McGuffins nested in McGuffins. So much of this is casually waved away as "future stuff... you're not qualified" that it feels vaguely condescending to the audience. At one point Kat says "I don't understand what's going on" - darn right luv.
There are also gaps in the storyline that jar. The word "Tenet"? What does it mean. Is it just a password? I'm none the wiser.
The manic pace of Tenet and the constant din means that the movie gallops along like a series of disconnected (albeit brilliant) action set pieces. For me, it has none of the emotional heart of the Cobb's marriage problems from "Inception" or the father/daughter separation of "Interstellar". In fact, you barely care for anyone in the movie, perhaps with the exception of Kat.
It's a talented cast. As mentioned above, John David Washington is muscular and athletic in the role. It's a big load for the actor to carry in such a tent-pole movie, given his only significant starring role before was in the excellent BlacKkKlansman. But he carries it off well. A worthy successor to Gerard Butler and Jason Statham for action roles in the next 10 years.
This is also a great performance by Robert Pattinson, in his most high-profile film in a long time, playing the vaguely alcoholic and Carré-esque support guy. Pattinson's Potter co-star Clemence Poésy also pops up - rather more un-glam that usual - as the scientist plot-expositor early in the movie.
Nolan's regular Michael Caine also pops up. although the 87-year old legend is starting to show his age: His speech was obviously affected at the time of filming (though nice try Mr Nolan in trying to disguise that with a mouth full of food!). But in my book, any amount of Caine in a movie is a plus. He also gets to deliver the best killer line in the film about snobbery!
However, it's Kenneth Branagh and Elizabeth Debicki that really stand out. They were both fabulous, especially when they were bouncing off each other in their marital battle royale.
So, given this was my most anticipated movie of the year, it's a bit of a curate's egg for me. A mixture of being awe-struck at times and slightly disappointed at others. It's a movie which needs a second watch, so I'm heading back today to give my ear drums another bashing! And this is one where I reserve the right to revisit my rating after that second watch... it's not likely to go down... but it might go up.
(For the full graphical review, check out One Mann's Movies here - https://bob-the-movie-man.com/2020/08/28/tenet-only-nolan-and-schrodingers-cat-knows-whats-going-on/ .)

Daniel Boyd (1066 KP) rated the PlayStation 4 version of Red Dead Redemption 2 in Video Games
Oct 30, 2018 (Updated Nov 20, 2018)
Slow West
I have decided to do something totally different for my Red Dead 2 review; instead of just reviewing it as a whole once I am finished with it, I am going to start my review just now and then continually add to it the further through it I progress. There are a few reasons for this, firstly because this game is huge and is probably too vast to sum up in just a few paragraphs once I have completed the story. Secondly, because we would all be waiting weeks for me to review it; I am not going to be done with this thing anytime soon. Third is because it's something new, a break from my traditional structure of writing reviews. Finally, because I feel that my opinion on this game is going to change based on the different things that I experience during my playthrough, along with my score of the game. There will also most likely be spoilers as we move on through the game, so maybe just read up to where you have also played to. Once I have completed the game, I may write a summary of my thoughts at the bottom of this review, or I might just scrap this and write a whole new review from scratch, we shall see.
So far, I think I have played between 3 - 4 hours of the game and already I have been through a range of emotions. The game opened in a very cinematic fashion and I was on-board right away. The shots used and atmosphere that was present was very reminiscent of The Hateful 8. Then you get to a small group of shacks and are forced to play through the first few story missions consecutively, which act as tutorials for a lot of the games systems. This part is pretty laborious, but thankfully just as I was starting to get bored, you progress to Chapter 2 and the game opens up.
I must admit, I didn't enjoy the first few hours I spent wandering through the game's world. Arthur moves so damn slowly and every task takes an age to complete, in fact every part of the game seems slow. Horse riding to a location takes forever, the few moments of gunplay are sparse and the aiming controls are anything but smooth. Other than that, the time is spent chopping wood or doing other chores. The word CHORE, is actually adequate to describe the gameplay up to this point.
To break up this slow pace, I decided to go exploring and do some outlaw activities. The problem is that this game's witness/bounty system is ridiculous. You can't so much as lift a finger in the Valentine town centre without the lawmen hunting you and your bounty climbing higher and higher. I'm talking anything from accidently bumping someone with your horse to walking beside another citizen for too long - it is ridiculously harsh and Rockstar seem to favour 'realism,' over fun with this mechanic. So, because I am getting so much grief from the lawmen in Valentine and racking up a bounty way higher than I can afford at this early stage, I decide to go off the beaten path and look for loners to rob. The problem here is, even if you meticulously look around the area to make sure that the coast is clear and then rob your victim, someone out of the blue will appear, halfway across the map and run toward the nearest town to report you. So, naturally you hunt down that witness and kill them, then another witness sees this occur and start running to report you and the cycle continues until someone inevitably reports or shoots you. It's as if Rockstar don't want you to have fun and play the outlaw in their game about playing as an outlaw.
Reading back on what I've read so far, I feel like I have bashed this game pretty hard. As an aspiring game developer myself, I have an idea of what goes into a project like this and what Rockstar have achieved in that sense is truly astonishing and inspiring. The lighting work along with the cinematic camera and near photo-realistic graphics make this game a visual beauty. The world also feels genuinely alive, the voice acting is brilliant and the small touches and intricate level of detail present is insane. Presentation wise, this game is flawless.
Okay, at this point I am about 5 or 6 hours into the game. I am still on chapter 2 and have only done a couple more story missions, but I have done a good bit of exploring too. So far, I have experienced 2 bugs. One was when a story mission required me to get on a horse to take and sell at the Valentine stable and the horse was invisible during the cutscene and non-existent when it switched to gameplay. A quick restart solved this, but still the bug was present during a main story mission.
The other happened during a random stranger encounter. I was riding through an open area full of lumberjacks cutting down trees and one of the trees fell on a guy's leg. I got off my horse and ran over to help, but while doing so, I saw a bunch of bounty hunter symbols appear on the mini map. I ignored them and pressed the button prompt to help lift the tree, but while doing so, the bounty hunters appeared and fired their guns in the air. The rest of the men fled and I was left standing beside the guy that was trapped under the tree, unable to move or do anything. As I stood and spammed every button trying to make Arthur move, the bounty hunters just surrounded me and pointed their guns towards me, but none of them shot. We were left in this awkward standoff for a few minutes before I eventually gave up and had to restart. This second bug is probably the more egregious of the two I've had so far, as I now have no way of knowing if I am going to be able to get that random encounter again.
This is annoying as the random encounters are by far the best part of this game so far. I don't want to spoil too many of them here, but they range from exciting to terrifying to just plain sad and all of them are brilliant.
As I settle into Arthur as a character, I realise more and more how much I prefer and miss playing as John. John was cool where Arthur is goofy. John was smooth where Arthur is wooden. Don't get me wrong, Arthur is well written and acted, but I really think he would play better as a side character rather than a protagonist. Plus the way I play him totally contradicts his whole attitude. I'm playing him as a ruthless killer who shoots entire groups of people on sight and he is still a lovable, goofy rogue in cutscenes.
I have played a few more hours over the last few nights, I must be around 10 hours in now, (although there doesn't seem to be any way of checking that for sure.) I am still on Chapter 2 in terms of the story, but I have been doing a lot of exploring and have found/bought a decent amount of better gear and weapons for Arthur. It also turns out that there is some fast travel in this game, if you upgrade Dutch's tent via the camp ledger and then upgrade your own, (costs about $500 all in,) you can fast travel from the camp to any major location that you have previously visited. Unfortunately while I was fast travelling last night to a location, I experience the first occurrence of pop-in that I have seen so far in the game. I understand that this game is extremely vast and there is a great deal to load in, but when every other aspect of the game is so polished in terms of presentation, it stuck out like a sore thumb.
In terms of exploration, I have probably spent less than half of my 10 hours in the game so far doing story missions and instead spent the majority of my time just riding/walking around and taking in the sights, or speaking to strangers, or violently robbing and killing them at gunpoint whenever the notion takes me. Strawberry is a cool little town, it is quite similar to Valentine in terms of the size and the available shops etc. St Denis is another story. Located at the south-east corner of the map, it is a huge, bustling city with an overwhelming amount to take in. Without spoiling too much, it will also open up a few more opportunities for Arthur once you get there.
I have played a lot more of the game since I last updated this, I'd guess I am closer to 20 hours playtime than 10 at this point. I have finally progressed to Chapter 3, the gang has moved camp to near another small town called Rhodes, which has lots to see and do considering it's small size. That is one thing that Rockstar have undoubtedly nailed in this game, making these towns truly feel alive and like they continue to exist even when you are not riding through them. I'd go as far as to say that this open world feels more alive than any other one that I have spent time in.
The story missions up until this point are touch and go. Some are really fun and exciting and some are monotonous and boring and feel more like busywork than progress. I much prefer the side missions up to this point. The debt collecting missions and the bounty missions are satisfying and feel worthwhile. The robbery side missions that you do with certain gang members are also a nice, more engaging change from the slower pace of the story.
In terms of the game's characters, I am just as much of as a fan of John Marston as I was in the last game and I must admit that spending more time with Arthur has made him grow on me slightly. As for the rest of the gang though, it's a mixed bag. I like Sean, Charles, Javier and Lenny, but the rest are just annoying and a chore to be around. One major disappointment regarding the characters for me, is that I thought that this game was going to make me sympathise with Dutch and see things from his perspective, the way that MGS 3 did for Big Boss, but no. Apparently he was always an unlikable dick.
So far, I think I have played between 3 - 4 hours of the game and already I have been through a range of emotions. The game opened in a very cinematic fashion and I was on-board right away. The shots used and atmosphere that was present was very reminiscent of The Hateful 8. Then you get to a small group of shacks and are forced to play through the first few story missions consecutively, which act as tutorials for a lot of the games systems. This part is pretty laborious, but thankfully just as I was starting to get bored, you progress to Chapter 2 and the game opens up.
I must admit, I didn't enjoy the first few hours I spent wandering through the game's world. Arthur moves so damn slowly and every task takes an age to complete, in fact every part of the game seems slow. Horse riding to a location takes forever, the few moments of gunplay are sparse and the aiming controls are anything but smooth. Other than that, the time is spent chopping wood or doing other chores. The word CHORE, is actually adequate to describe the gameplay up to this point.
To break up this slow pace, I decided to go exploring and do some outlaw activities. The problem is that this game's witness/bounty system is ridiculous. You can't so much as lift a finger in the Valentine town centre without the lawmen hunting you and your bounty climbing higher and higher. I'm talking anything from accidently bumping someone with your horse to walking beside another citizen for too long - it is ridiculously harsh and Rockstar seem to favour 'realism,' over fun with this mechanic. So, because I am getting so much grief from the lawmen in Valentine and racking up a bounty way higher than I can afford at this early stage, I decide to go off the beaten path and look for loners to rob. The problem here is, even if you meticulously look around the area to make sure that the coast is clear and then rob your victim, someone out of the blue will appear, halfway across the map and run toward the nearest town to report you. So, naturally you hunt down that witness and kill them, then another witness sees this occur and start running to report you and the cycle continues until someone inevitably reports or shoots you. It's as if Rockstar don't want you to have fun and play the outlaw in their game about playing as an outlaw.
Reading back on what I've read so far, I feel like I have bashed this game pretty hard. As an aspiring game developer myself, I have an idea of what goes into a project like this and what Rockstar have achieved in that sense is truly astonishing and inspiring. The lighting work along with the cinematic camera and near photo-realistic graphics make this game a visual beauty. The world also feels genuinely alive, the voice acting is brilliant and the small touches and intricate level of detail present is insane. Presentation wise, this game is flawless.
Okay, at this point I am about 5 or 6 hours into the game. I am still on chapter 2 and have only done a couple more story missions, but I have done a good bit of exploring too. So far, I have experienced 2 bugs. One was when a story mission required me to get on a horse to take and sell at the Valentine stable and the horse was invisible during the cutscene and non-existent when it switched to gameplay. A quick restart solved this, but still the bug was present during a main story mission.
The other happened during a random stranger encounter. I was riding through an open area full of lumberjacks cutting down trees and one of the trees fell on a guy's leg. I got off my horse and ran over to help, but while doing so, I saw a bunch of bounty hunter symbols appear on the mini map. I ignored them and pressed the button prompt to help lift the tree, but while doing so, the bounty hunters appeared and fired their guns in the air. The rest of the men fled and I was left standing beside the guy that was trapped under the tree, unable to move or do anything. As I stood and spammed every button trying to make Arthur move, the bounty hunters just surrounded me and pointed their guns towards me, but none of them shot. We were left in this awkward standoff for a few minutes before I eventually gave up and had to restart. This second bug is probably the more egregious of the two I've had so far, as I now have no way of knowing if I am going to be able to get that random encounter again.
This is annoying as the random encounters are by far the best part of this game so far. I don't want to spoil too many of them here, but they range from exciting to terrifying to just plain sad and all of them are brilliant.
As I settle into Arthur as a character, I realise more and more how much I prefer and miss playing as John. John was cool where Arthur is goofy. John was smooth where Arthur is wooden. Don't get me wrong, Arthur is well written and acted, but I really think he would play better as a side character rather than a protagonist. Plus the way I play him totally contradicts his whole attitude. I'm playing him as a ruthless killer who shoots entire groups of people on sight and he is still a lovable, goofy rogue in cutscenes.
I have played a few more hours over the last few nights, I must be around 10 hours in now, (although there doesn't seem to be any way of checking that for sure.) I am still on Chapter 2 in terms of the story, but I have been doing a lot of exploring and have found/bought a decent amount of better gear and weapons for Arthur. It also turns out that there is some fast travel in this game, if you upgrade Dutch's tent via the camp ledger and then upgrade your own, (costs about $500 all in,) you can fast travel from the camp to any major location that you have previously visited. Unfortunately while I was fast travelling last night to a location, I experience the first occurrence of pop-in that I have seen so far in the game. I understand that this game is extremely vast and there is a great deal to load in, but when every other aspect of the game is so polished in terms of presentation, it stuck out like a sore thumb.
In terms of exploration, I have probably spent less than half of my 10 hours in the game so far doing story missions and instead spent the majority of my time just riding/walking around and taking in the sights, or speaking to strangers, or violently robbing and killing them at gunpoint whenever the notion takes me. Strawberry is a cool little town, it is quite similar to Valentine in terms of the size and the available shops etc. St Denis is another story. Located at the south-east corner of the map, it is a huge, bustling city with an overwhelming amount to take in. Without spoiling too much, it will also open up a few more opportunities for Arthur once you get there.
I have played a lot more of the game since I last updated this, I'd guess I am closer to 20 hours playtime than 10 at this point. I have finally progressed to Chapter 3, the gang has moved camp to near another small town called Rhodes, which has lots to see and do considering it's small size. That is one thing that Rockstar have undoubtedly nailed in this game, making these towns truly feel alive and like they continue to exist even when you are not riding through them. I'd go as far as to say that this open world feels more alive than any other one that I have spent time in.
The story missions up until this point are touch and go. Some are really fun and exciting and some are monotonous and boring and feel more like busywork than progress. I much prefer the side missions up to this point. The debt collecting missions and the bounty missions are satisfying and feel worthwhile. The robbery side missions that you do with certain gang members are also a nice, more engaging change from the slower pace of the story.
In terms of the game's characters, I am just as much of as a fan of John Marston as I was in the last game and I must admit that spending more time with Arthur has made him grow on me slightly. As for the rest of the gang though, it's a mixed bag. I like Sean, Charles, Javier and Lenny, but the rest are just annoying and a chore to be around. One major disappointment regarding the characters for me, is that I thought that this game was going to make me sympathise with Dutch and see things from his perspective, the way that MGS 3 did for Big Boss, but no. Apparently he was always an unlikable dick.