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Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.

Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.

To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.

All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.

Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.

Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.

Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
  
Lonely Undead
Lonely Undead
2021 | Adventure, Zombie / Survivalist
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.

Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.

Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.

When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.

Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).


In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.

That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.

In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.

I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.

CHOMP!
  
You Died, But a Necromancer Revived You
You Died, But a Necromancer Revived You
2019 | Action
Fast Paced Action (5 more)
Ever changing maps
Traps that make you think
Great art design
Great level design
Simple gameplay
So Frustrating!!!!! (0 more)
Let Me Die!
You Died but a Necromancer Revived You......but you'll wish you had just stayed dead as you face the same levels over and over and over again. Speed and Accuracy are mandatory.

This game is so simple with no other controls to worry about other than your movement using the analog stick, or the D-Pads. The skill to get through the levels however becomes increasingly more difficult, and rapidly more frustrating as you will die.....over and over and over again, only to either respawn at the first level, or if you play on easy mode, you just have to play that same floor again where you just died, but don't bother memorising the traps placements, cos this game doesn't let you off the hook that easily....the maps change even when your playing the same floor you just died on.

Part of you might think at first, I'll wait for the trap to go before I move, but oh no, once again speed and accuracy are key here, you have to time your runs right, get through the traps, try not to get shot, stabbed, squashed, or even more so....try not to run off the edge into a floor full of spikes....it's not as easy to avoid as you might think, one small step in the wrong direction of those floors and you're gone.

This game is addictive, but so utterly frustrating and I had a good laugh on my own the first 100 times I died but I can imagine that with 3 other players on the board in 4-Player Co-Op mode, it will leave you in stitches (hopefully not literally....leave that to your character to injure themselves).

Difficulty levels I have seen this far are simply Easy, or Normal. I don't know if a hard difficulty unlocks after complete the game, because honestly at the minute....I can't complete it. The levels where you face the Necromancer himself are super frustrating and very difficult to do without messing up again and again. However, don't thin easy level makes the traps etc any easier....all it does is simply keep you on the floor you died (unless its a boss battle). The difficulty level of the traps does not change and in Normal mode, if you die, you go right back to the beginning of the level, but luckily there are checkpoints along the way so you don't start from square one again.

Oh and did I mention that as time goes on, the floor eventually starts blowing up behind you, making you rush through to the end.

There are a variety of awesome 8-bit characters to choose from, which gives this whole game a great nostalgic vibe of playing retro games, but with so much added in that it stills feels modern and definitely a game you'll keep going back to. Especially for a game night with friends.

I highly recommend this game for anyone who's a fan of action packed arcade games with a retro feel.

Just try not to throw the remote.
  
Bananagrams
Bananagrams
2006 | Real-time, Word Game
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!

What if I told you that you could play an entire game of Scrabble in about 15 minutes? You wouldn’t believe me, would you? I wouldn’t have believed me either until I discovered Bananagrams. Ok, so it’s not technically Scrabble, but the gist is the same – place tiles and create words! The biggest difference is that there are no points and there is no board. You have a ‘hand’ of letter tiles that you must use to create your own personal crossword faster than your opponents! If anyone uses all of their tiles, all players must draw a new tile from the center of the table and adjust/add to their existing crossword to incorporate the new letter. Once all of the letter tiles are gone, the first player to complete their crossword is the winner!

As a solo game, you play Bananagrams the same way as you would in a group – use your tiles to create your crossword, and the game is over when all of the tiles are used. It’s still a race against the clock – you are just trying to beat your own best time instead of finishing before your opponents.

Some games really were not made to be played solo and, in my opinion, Bananagrams is one of those games. Most of the excitement of this game comes from racing your opponents to finish your crossword before they do. Playing solo just feels a little pointless to me – it’s not as exciting or nearly as fun. You are in complete control when playing solo because the game advances only when you allow it to. In a group game, the game is controlled by the fastest players, and that might not always be you. Yeah, you’re still supposed to be trying to beat your own best time when playing solo, but speed doesn’t feel as necessary because honestly, it isn’t.

The only positive reason I have for playing Bananagrams solo is that it just allows you to practice playing the game. It gives you time to test out different strategies that could then be used in a group game. You can practice creating new words to better utilize your current tiles, or find easy ways to modify your current crossword without losing time. Solo play is a good exercise for your brain. Using the skills you’ve practiced in solo play can help you better succeed in group play. And group play is where Bananagrams really shines.

Bananagrams is a fast and fun game that definitely requires more thought and strategy than its silly title would lead you to believe. However, this is a game I would recommend mainly for group play. Give it a shot solo if you want, but don’t be expecting it to be particularly exciting or fun. I do love to play Bananagrams, but only when I get to play with a group.

https://purplephoenixgames.wordpress.com/2019/02/21/solo-chronicles-bananagrams/
  
A Study in Charlotte (Charlotte Holmes, #1)
A Study in Charlotte (Charlotte Holmes, #1)
Brittany Cavallaro | 2016 | Mystery, Young Adult (YA)
8
8.2 (6 Ratings)
Book Rating
If you’re a fan of re-tellings then you will love A Study in Charlotte, a contemporary novel that follows the lives of a new generation of Sherlock and Holmes. Jamie Watson’s life is turned upside down when he is sent to a boarding school in Connecticut that just so happens to be close to his father’s house. The same man that got remarried and Jamie hasn’t spoken to in years. Despite his protests Jamie finds himself at this new school and longing for London. The one bright spot? Charlotte Holmes, whose accent makes him feel like home and won’t give him the time of day. As the only Holmes around his age, Jamie has been dreaming about Charlotte since he learned her name. He wonders what she looks like and imagines blonde hair, creating fantastic stories in his head of their crime solving adventure and friendship reminiscent of the original Sherlock and Holmes. His dreams aren’t exactly grounded in reality and it turns out that she has dark hair, but he’s not fazed. He manages to become friendly, if not friends with Holmes.

Charlotte and Jamie are wonderful, contemporary versions of their counterparts with familiar attributes while still being their own unique characters. Charlotte has a problem with narcotics, plays the violin and can usually be found with her beakers and test tubes (hopefully not blowing anything up). Jamie wants to be a writer, is a decent rugby player (despite what his scholarship might lead you to believe) and is braver than he thinks. Their best-friendship is appealing and realistic, despite Charlotte’s unique outlook on how to treat other human beings. You fall in love with the characters, whether you relate to Charlotte, Jamie, a little of both, or maybe one of the other supporting characters – you’ll find yourself enjoying this novel.

Each character even has a well thought out backstory that we learn more about throughout the course of the novel. What events and mistakes lead to Charlotte being sent to a boarding school in Connecticut when she should be in England? If a Moriarty and narcotics are involved, then you know it’s going to be intense – especially when the famous crime family isn’t particularly forgiving. Jamie’s story is less thrilling but no less important to his character. Not everyone is as they appear, some have secrets, some don’t always make the best choices, but it all drives the story forward. The book is full of poison, explosions, spying, chases and other staples of great mysteries.

The book has a lot of nods to classic Sherlock and Watson adventures and sometimes outright mentions them. As a huge Sherlock fan, from the classic novels of Sir Arthur Conan Doyle to the modern BBC creation – this book was perfection. I loved how it felt like a new story featuring some of my favourite characters and it kept you guessing until the end. The action and plot were well paced, allowing the story to unfold like a mystery should. Don’t worry, Moriarty’s were included in the writing of this story.

Highly recommended to young adult/teen fans of mystery, contemporary, or the classic Sherlock Holmes novels. I fell in love with this series and can’t wait to see where it goes from here.
  
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Anna Marie Green (7 KP) rated the Xbox One version of Monster Hunter World in Video Games

Jul 3, 2018 (Updated Jul 3, 2018)  
Monster Hunter World
Monster Hunter World
2018 | Action/Adventure
Fantastic Gameplay Possibilities (4 more)
Intelligent Monster AI
Climbing Difficulty
Good Community Management
It's Damn Good Fun (If you have $30, buy it.)
Feels Incomplete (2 more)
Experienced Players Lack Challenge
Mediocre Story
Monster Hunter, One Year Later
Monster Hunter: World was Capcom's fiest big success in the Western market. After years of cult status on the DS, they finally broke through to the world of consoles and had so much success that they dubbed MH:W their benchmark for future games.

But should they?

MH:W is, at its core, is a dungeon crawler designed to feel open-world within its own constraints. With beautiful environments such as the Coral Highlands and the toxic areas festering beneath the Rotten Vale, MHW looks and feels much more massive than the trodden paths you follow. Your first hunts feel thrilling as you take different paths to chase your limping prey, and a cycle of different weather, monsters, and endemic life keep you invested in immersion.

But after hunting a tempered Nergigante for the 20th time, things do begin to fall out of place. You experience the malaise of a Saitama-like hero. Have you become too strong?

Challenging fights become the norm. The occasional arch-tempered monster appears, but scaled damage isn't always the same thing as new difficulty.

In the handheld games, there were dozens of monsters with distinct abilities and variations. MH: Generations had 73 large monsters to hunt. You could even play as a palico.

But that variety just isn't in MH:W.

Granted, the game is an experiment and has provided some good content for no extra cost to the players, which is a feat of its own in comparison to all the other big game developers (EA, Microsoft, Square Enix, Bethesda). They also do an excellent job managing weekly challenges and encouraging community between players. Kulve Taroth hunts were a blast and the free meal in the Hub was an excellent bribe.

MH:W still needs more monsters and at least one new environment. Since its release in January 2018, only three monsters have been added to the game: Deviljho, Kulve Taroth, and Lunastra. Behemoth from Final Fantasy is also making an appearance this July. That's a monster every two months. Don't get me wrong here— that's a fair schedule for content release. Overwatch clocks in at about three months for every hero, so two months is a respectable jog for the quality of the quality of the game. Still, even Overwatch -with it's full player-controlled roster- can become a bit of a slog without those regular updates.

The easiest fix? Capcom needs to finally add in G-Ranks with weapon rarities 9 and 10, and the terrifying monsters to match. The other MH games have generally had these ranks, and the MH:W G updates have been teasing us in rumors since the release, yet we haven't seen any evidence of their existence. A massive content update containing new unique weapons trees, rarity 8 varieties of dead-end trees, armor transmogs, new endemic life and monsters, better armor designs, and more material choices... Capcom has incredible potential on their table that could rekindle gamers' interest in helping the Fifth solve the new mysteries of the New World.

Or, god forbid, suffer the gamers by making them by Monster Hunter: World 2 just to feel like they actually completed the first game.
  
CO
Call of Duty: Infinite Warfare - Sabotage
Shooter
Call of Duty: Infinite Warfare has released their first of four planned DLC Packs; Sabotage for the Xbox One and PC systems after being previously released for the PS4 platform.

Like previous DLC packs in the series; the set contains four new maps and a new Zombie/Alien gameplay mode.

The first map is Noir: which is a futuristic Brooklyn setting teaming with open streets and an open courtyard which makes for some really close quarters combat. The map is great for those who like a run and gun approach but there are plenty of windows and areas for snipers and surprise attacks.

 

The next map is Renaissance which is a beautiful recreation of a pastoral Venetian setting. Players will battle in courtyards, a church, and along canals which create many choke points for enemy forces to mount attacks.

The third map is Neon which is a Tron like map set in a computer simulation. Players and vehicles as well as parts of the map de-rez when destroyed. The map has long lines and balconies which make for great points for snipers and those looking to mount and ambush, but I really liked mounting counter attacks in the night club which allows players a way to cover large parts of the map without having to travel the dangerous streets.

The final map is Dominion which is a futuristic remake of the classic Modern Warfare 2 map Afghan. Players will battle in a map with a downed vehicle at the center. The map has plenty of ridges, observation areas, and halls to allow players to battle one another in multiple game styles.

For me the highlight of the pack is the second installment of the Zombie mode called Rave in the Redwoods. The game continues the story of the four actors pulled into horror movies to battle legions of undead. The previous map was set in an 80s theme park and this time out we get a 90s themed camping horror film as the setting. Players get to use weapons such as a golf club, a spiked baseball bat, a machete, and other melee weapons before they pick up some heavier firepower to go with their grenades. Like in previous versions, players will have to buy access to various areas, new weapons, ammunition and such. There are also puzzles to solve to unlock new and special weapons and traps as well as to make the game progress to a conclusion point. Should players not solve the needed puzzles, then they will face wave after wave of enemies. Writer/Director Kevin Smith is on hand and can be a playable character and those looking for a change of pace can bring on a neon lightshow at various points. For fun players can also battle Bigfoot, a psycho killer, and other threats but trust me, there is plenty of challenge to go around. The Afterlife arcade returns so players who die are given a chance to play various games to make their way back into the game. With four player co-op, you will want to take advantage of the Zip Lines to get around.

While the new maps are fun, they really do not offer anything radically different but do extend the life of the game. For me, the Zombie mode is what makes this a must own as it continues to be the best overall Zombie experience in any of the COD games.

http://sknr.net/2017/03/15/call-duty-infinite-warfare-sabotage-dlc/
  
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Matthew Krueger (10051 KP) rated Doctor Sleep (2019) in Movies

Nov 11, 2019 (Updated Nov 12, 2019)  
Doctor Sleep (2019)
Doctor Sleep (2019)
2019 | Horror
39 Years Later: Redrum aka Murder
Doctor Sleep- if you dont know is the sequel to the shining. I have been waiting for this movie to come out ever since it got announced. I read the book over two years again and i loved it. I didnt even know their was a sequel to the shining until i read the book. The book is phenomenal, it is acutally my first stephen king novel that i read and finshed, so to say at less, i was hyped and very anticpated, so what did i think. I thought it was good. I liked it alot.

Ewan McGregor was a perfect cast for Danny Torrance and Rebecca Ferguson was excellent as Rose The Hat and newcomer actress Kyliegh Curran was great as Abra Stone. Mike Flanagan was amazing choice for the dirctor. I liked his other movies that he directed and also loved The Haunting of Hill House which he created and directed.

The Recreated sences from the oringal film was intresting, i liked it not to bad. The hotel looks the same, old, crooked, haunted, scary, horrorfying and terrorfying. The replacements for Dick Hallorann, young Danny, Wendy and Llyod/Jack were intresting. I really liked the actress who played Wendy. As for Dick, i liked the actor who played him. As for young Danny he was good and Llyod/Jack the actor who played him was okay/bad, he just did a impression of Jack Nichoslon and looked like a young Jack Nicolson.

This is intresting, i just found this out: Danny Lloyd, who played Danny Torrance in The Shining, makes a cameo appearance as Bradley Trevor's father. Lloyd had been retired from acting for roughly 38 years, and was direct-messaged on Twitter by Flanagan to appear in the film. Producer Trevor Macy said of Lloyd's involvement, "[Lloyd] was excited to do [the cameo]. He hadn't acted since [the original]. He's a schoolteacher, and a very successful one at that, [who] like[s] making the world better. He came back for a day, and we were thrilled to have him." When pressed as to why the filmmakers did not extend the same offer to Jack Nicholson, Macy responded, "With Jack, I knew that they approached him for Ready Player One, and that he seems to be very serious about being retired. I had known that he was supportive [of the sequel] but retired." Flanagan admitted, "I didn't know how that would really work. Even if he were to come back, if he were appearing as a different character, I thought that would set people's hair on fire. He was absolutely a presence on set, though, whether he knew it or not."

So thats intresting. I would of loved to see Jack Nichloson come out of retirement and play old Jack Torrance.

Doctor Sleep was a great/excellent sequel to the shining and what Mike Flanagan did was perfect he toke elements from Stanley Kubrick's film and made it his own. The cast is great, the story is great, the hotel is great.

If you havent seen the shining than watch it and read it. If you havent seen this movie, than go watch it and read it.