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Ready Player One (2018)
Ready Player One (2018)
2018 | Sci-Fi
Entertaining film - but the book was better
I loved the book.

When that phrase is uttered, it doesn't necessarily mean that the film has a strike going against it. For every film that "the book was better" (MISS PEREGRINE and THE GIRL ON THE TRAIN, for instance), I can also point to films where they "did justice to the book" (like THE MARTIAN and the recent version of IT).

So...it was with some trepidation - and some excitement - that I checked into the virtual world of the Oasis and caught READY PLAYER ONE. Most of my excitement was because I was going see this Steven Spielberg opus on the big screen in 70mm. I was ready for an immersive, stunningly visual film experience.

And...I wasn't disappointed.

Set in a not-too-distant-future, dystopian world (is there any other?), READY PLAYER ONE is part WILLIE WONKA and part THE MATRIX. A brilliant game designer has died and has littered his virtual world - a world where most of the people on planet Earth go to escape the poverty and depravity of the "real world" - with clues and an "Easter Egg" (literally). The first one to find the hidden Easter Egg gains ownership of the Oasis. 5 years later, no one has found anything and it has turned into a battle between the evil Corporate conglomerate IOI that wants to commercialize the Oasis and the "gunters" (Grail hunters) that want to keep the Oasis "pure".

So, into this world, Spielberg brings us - and succeeds for the most part. The most stunning part of this film - and the reason I wanted to see this on the big screen and in 70mm - is that 80% of it takes place in the Oasis, the virtual reality world. The scenery, imagery and detail of this world are a marvel to behold. Since it is a virtual world, you can throw away the laws of physics - and that is a fun aspect of things (especially when you forget that your are in a virtual, and not a real, world).

The real fun of this story (both in the book and in the movie) is that most of the Oasis is filled with homages to 1980's Pop Culture (with some 60's, 70's and 90's thrown in), so you are treated to many fun "cameo" images on the screen (like the DeLorean from BACK TO THE FUTURE) - even if they are in the background. I won't give much away, but in one scene I spotted the "open the pod bay doors, HAL" pod from 2001:A SPACE ODYSSEY, just hanging out in the background without anyone referring to it. If you are any kind of pop culture "nerd" you will be in hog heaven with this aspect of the movie.

And that's a good thing because we spend, as I said, 80% of our time in this film in this virtual world - and it is well worth the trip. The other 20% is spent in the "real world" and the visuals, the imagery and, sadly, the characters are just not as exciting or interesting.

Take, for example, our 5 heroes - the "High Five" gunters. In the Oasis, their avatars are interesting to look at and to spend time with. Outside of the Oasis, the 5 actors who inhabit these characters are - to be honest - somewhat boring and lacking in screen presence and charisma.

I blame most of the lack of charisma on Spielberg, who - obviously - spent most of his attention (rightfully so) on the special effects and creating the world of the Oasis. He left the actors to "do their thing" and these 5 kids (or maybe I should say "young adults") just don't have the chops to pull it off. Someone who does - Ben Mendehlson as the Corporation's head and the main villain of this piece - eats scenery like it is snack chips. The only thing he didn't do in this film is twirl his mustache and tie the female lead to the train tracks. Add to that performance the usually obnoxious TJ Miller, as the main henchman who is up to his usual, obnoxious self here. I could have used a lot less of both of these characters.

What I could have used a lot more of is the brilliant Mark Rylance - superbly underplaying his role as the game's chief designer, who pops up in virtual flashbacks and commands the screen whenever he is on. His partner is played by the usually reliable Simon Pegg, who was "fine", but - if I'm being honest - I think is miscast in this film.

Is it a good film? I'd have to say yes - I enjoyed myself very much - and you will too. I did, though, walk out thinking about what a missed opportunity it was. The film could have been better.

The book, certainly, was better.

Letter Grade: B

7 (out of 10) stars and you can take that to the Bank(ofMarquis)
  
Samurai Spirit
Samurai Spirit
2014 | Animals, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

As a Samurai, you spend your life traveling across the land to help those in need. Most recently, you and a handful of other Samurai have been contracted by a small village to defend them against a clan of invading raiders. Only by working together, and by using your extensive training, will you succeed in keeping this village safe!

Samurai Spirit is a cooperative game of press-your-luck. Players take on the role of a Samurai, each with a unique power, and take turns drawing cards and fighting off the invaders or offering support to your fellow Samurai. Invaders can have recurring negative effects, so strategize wisely on how best to combat them and see how far you can push your luck each round. If you are able to survive through 3 rounds (waves) of invaders with at least one surviving farmstead and family, the Samurai are victorious and the village is saved! If any of the Samurai are killed, or the village has been completely destroyed by invaders, then the game is lost. As a solo game, Samurai Spirit plays essentially the same as in group play, with only 2 main differences – the solo player controls 2 Samurai instead of 1, and the support tokens from the unused Samurai are each available for use once during the game.

For such a neat theme, this game falls short for me. It seems simple enough, but there are areas of ambiguity in the rules that lead to some confusion. For starters, the text size is so small that I am not able to find any information at a quick glance! The text itself is not always clear either – like when, at the end of a round, the rules say to collect all cards used this round, does that include cards that have been discarded due to Samurai abilities? How about the cards of the Intruder stack that are presumably discarded after being revealed? The rulebook offers no clarification, and I honestly still don’t know the right answer.

The order/layout of the rules feels mismatched too – relevant information is not always grouped together, and I find myself flipping between several pages at a time trying to figure out one single thing. For example, in the ‘Fight’ action description, it says that if you reach your Kiai value exactly, you can activate your Kiai ability. You have to turn the page to a different section to see exactly what activating that ability means, and then you have to flip an additional 2 more pages to see what each individual Kiai ability is! Why not just put them all in one place? It would certainly be easier to understand if all relevant information was grouped together.

The prominent mechanic of Samurai Spirit is press-your-luck, and I would definitely say that this game is very luck-based. When setting up the game, the initial deck of cards is randomly selected and that can impact whether or not you are able to complete certain requirements each round – if there aren’t enough hat/farm/doll cards for each Samurai, you are guaranteed to incur a penalty at the end of every round. Actual gameplay is very luck-based too, and for me it feels like there are no good ways to strategize – your choices are all dependent on the luck of the draw. You can push your luck to draw more cards and use special abilities, but since you are suffering from recurring penalties each turn, it feels futile to keep going at a certain point.

For me, Samurai Spirit is repetitive and kind of boring – suffer penalty, draw card, and repeat until you eventually pass or the deck runs out. It’s like a too-complicated version of blackjack in which the deck is stacked against you. It’s such a bummer because the theme and artwork are neat, and the gameplay (in theory, at least) should be effective. But the actual execution is too reliant on luck to be successful.

I do quite a bit of solo gaming, but this game is never one that I willingly decide to play. I honestly only broke it out recently as a refresher for this review. Perhaps it is better at higher player counts, but since that is not where most of my gaming occurs, Samurai Spirit is a dud for me.

https://purplephoenixgames.wordpress.com/2019/02/06/solo-chronicles-samurai-spirit/
  
Lords of Scotland
Lords of Scotland
2010 | Card Game, Fighting, Medieval
Solid Decisions to be made (1 more)
Card have multiple uses and Values = Followers / Supporters / Actions
Pasted on Theme, is barely there and doesn't do anything to help it, it's mostly abstract. (0 more)
Enjoyable Card Game about Battling for the Throne... without a Throne.
I played this at game night a few nights ago and actually enjoyed it much more than I expected to. It's a small box and there's not much to the cards. But there's more to how you think about your actions, you only have 5 per round. Each round has valuable supporters you are trying to collect and you vie for the top selections among them. the art on the cards is good and doesn't interfere with the graphic design and the cards information which is key. I saw the older design which was a bit cleaner, but less pretty. Anyway, back to the game play, you start off with 5 cards and those are what you have to work with. Each turn you can draw a card, or play a card.... simple, but when you run out of cards you run out of options so there is a balancing act to it. But this makes turns relatively quick, which I love in larger player counts. There is some interesting intrigue with card being played up or down, up for the action, down for secrecy. Also the ability to swap out supporters by one clan or double up on pulling them with another makes for some interesting jostling, and a bit more take that..... It would be perfect at a Game of Thrones themed game with just a bit more depth.
  
The Name of the Wind
The Name of the Wind
Patrick Rothfuss | 2017 | Fiction & Poetry
8
9.2 (74 Ratings)
Book Rating
<i>The Name of the Wind</i> is a great start to a promising series. The world of Temerant feels rich and full and unpacking the histories it holds feels like it could go on forever. Sometimes I can get a bit weary of ubermensch protagonists, but Kvothe, despite being a virtuoso lute player, a prodigy arcanist, and a deft actor to boot, doesn't ever come off as invincible. He's relatable, likable, and awkward at times, in the most lovable way possible.
I don't consider myself a high fantasy fan. I generally tend to prefer a more grounded world, even just loosely, to the limitless possibilities of magic. But I <b>love</b> the way it's presented here. I love how physical Temerant's magic is. There's a tangibility to it. Not only does it require physical material, but it inflicts a physical toll on the caster. There are real consequences to it, and it relies more on quick thinking and an alchemy-like knowledge over spell memorization and gestures.

One of the only things I can hold against the author is how many times we, the reader, simply "can't understand." Never been poor? You can't understand. Not a musician? Can't understand. If you've never been in a dark cave, if you've never seen Denna, if you've never been on stage. It's a very lazy way to explain something. <i>Make us understand.</i> It's why we read. So we can reach outside of our own experiences. I can only hope he moves past his crutches in the next book because I'm really enjoying Kvothe's story.
  
The second 'Battlefront' tie-in novel (based on a series of games themselves based on a series of novels) which, I have to say, I found to be far more enjoyable than the previous ([b:Twilight Company|25455901|Twilight Company (Star Wars Battlefront, #1)|Alexander Freed|https://images.gr-assets.com/books/1440781979s/25455901.jpg|45222133]).

I don't know whether that because, this time around, the source online shooter game actually (and finally!) has a single-player campaign, meaning the author can actually concentrate on proper chatacters instead of the expendable cannon-fodder of the previous, or if it's because this time aroudn it's told from the point of view of the 'bad guys': that is, from the PoV from dyed-in-the-wool Imperials.

This picks up towards the end of the first Star Wars film (Episode IV, retroactively entitled 'A New Hope'),w ith the attack on the Death Star occuring in the opening pages of the novel and with the central character of Iden Versio actively participating in the defense of the Space Station, before crash-landing on the planet of Yavin IV and making her way back to Imperial Space (that bit told in passing).

This also ties into Rogue One, with an offshoot of Saw Garrera's violent Partisan group - naming themselves The Dreamers - providing the antagonists rather than The Rebellion, allowing the story and the characters to go undercover into that group without breaking with the commonly-held lore - lets face it, since Inferno Squad is meant to be the best of the best it would be hard to place them in Leia / Han's / Luke's path without somehow having to wave the explanation away!
  
Lost Light (Harry Bosch #9)
Lost Light (Harry Bosch #9)
Michael Connelly | 2003 | Crime, Fiction & Poetry
10
8.8 (6 Ratings)
Book Rating
Bosch Shines Light on a Cold Case
It's been several months since Harry Bosch retired from his job as a homicide detective in Los Angeles. He's attempting to adjust to life as a civilian, but he can't resist when another former cop mentions a cold case they'd both worked on. Angella Benton was strangled in the entrance to her apartment building. Just as Bosch was beginning to investigate, the heist of two million dollars from a movie set gave the case a bigger profile, and the robbery homicide division took it over. Four years later, the murder remains unsolved and the money has not been found. But Bosch has barely begun poking into it again before he is warned off. Is someone still interested in this case? Can Bosch solve it without his badge to open doors for him?

I enjoyed seeing Bosch working without his badge, overcoming the added obstacle of not having any official business looking into this case. While he may not be a cop, we still did get cameos by many of the series regulars, and it was great to check in with them. The characters are strong as always, with Bosch leading the pack. I was surprised to find that this book was narrated first person, something I always enjoy. I hadn't run across that in a Harry Bosch book yet. The case itself was gripping with plenty of twists and turns to keep us engaged up until the end. I listened to the audio version narrated by Len Cariou, who does a great job except for one character. Fortunately, that character isn't a major player in the action of the book.
  
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