Search

Search only in certain items:

Assassin's Creed: The Official Movie Novelization
Assassin's Creed: The Official Movie Novelization
Christie Golden | 2017 | Fiction & Poetry, Film & TV, History & Politics
10
10.0 (1 Ratings)
Book Rating
Descriptive Writing brings out so much more information (6 more)
Characters and settings remain true in the adaptation
(Special Edition) Short stories to give more information and characters to the film
Action sequences are beautifully written
(Special Edition) Behind the Scenes stuff
(Special Edition) Beautiful Concept Art
(Special Edition) An overview of the Spanish Inquistion and the historical accuracy of the film
Leaves more questions that will hopefully be answered in the sequels (0 more)
Bringing forth what the movie could not
So, as you all know this film, and this franchise, are my favourites, so my opinion is somewhat bias, but please understand that I know that the movie is in no way perfect or close to perfect of what it could have been, but I love what they have done.

With that said, I turned my attention to the novel, and pre-ordered the special edition because I knew it would make a great addition to my collection of Assassin's Creed novels, and I wanted everything I could possibly get from the novel. I love all the behind the scenes features on a DVD/Blu Ray and when I heard that this book contained some BHS content I wanted it so badly that I made sure I got the special edition despite the addition to the price.

The adaptation of the Film to the novel, is incredible. When Movies are adapted from Books, there will always be the person with you that says "The Book is always better". Sometimes, in the vice versa of this situation, when books are adapted from films, it doesn't always add anything more to make the film's plot better, or give you anything else to think about. This book is something else entirely.

In the movie we are introduced to so many characters, and so many sub plots that just can't be explored in the film itself, because it would be what I and others like to call, a cluster fuck. There would far too much going on, and people already seemed confused by the simple plot of the film, that the addition of these subplots would have given them a headache and everything they needed to see to enjoy the movie would be lost even further, as people would walk out of the cinemas saying "What the heck did I just watch?". Books allow the writer and the reader the freedom to explore these subplots and open up our experience to these other characters such as Moussa, Emir, Nathan, and Lin. If you don't even know these names, that's because the film didn't get the opportunity to express to you the importance of these names, whilst introducing them in a way that you only really remember them as, 'The other assassins in the facility who organize the breakout of Abstergo finale'.

However these characters each have their own Assassin ancestors, at least two of which are heavily connected to the video games. Lin's ancestor, is Shao Jun, the protagonist who you play as in Assassin's Creed Chronicles: China. Emir's ancestor, is a Turkish Assassin named Yusuf, the same Yusuf who you befriend in Assassin's Creed: Revelations, whilst playing as an older Ezio Auditore in his final video game to end the Ezio Trilogy. In the movie's special features, there is a deleted scene in which Cal is able to see these ancestors, during the common room scene as he is trying to eat his steak. However it was taken out due to it not making much sense for him to be able to see other people ancestors via the bleeding effect. The novel on the other hand, doesn't need this scene, and instead the reader is treated to the thoughts and a little backstory to each of these modern day assassins, and how they had felt after being introduced to their ancestors, and how they connected to them through their own lives.

We learn even more about the films central characters as well, mainly Aguilar, Sofia and Callum Lynch, and the novel adaptation gives us a new view on their relationship as a whole. Sofia feels emotions she has never felt with other patients. Callum has a lot running through his mind that just can't be spoken or portrayed in the film. Aguilar's relationship to his fellow Assassin Maria is opened up to us, with us learning that they had been very intimate, and that despite never truly portraying their love for one another, the two assassins knew what the other was thinking and they moved and thought in unison with one another, which makes the final memory sequence, that much more heart breaking, and powerful.

The book grants us access to everything, and this is what makes it such a thrilling read. From start to finish I just wanted to read on and on, despite how heavy my eyes felt at night, tucked up in bed. It grips you and pulls you into the exciting journey of the beautifully written emotional rollercoster. Christie Golden, known for her own literary work and for her work on other franchise based novels, including Star Wars, World of Warcraft and Star Trek, has done a fantastic job at expanded the movie into a new experience, which even I wasn't expecting, and I've watched the film twice in the cinema and about 7 times since the day of it's digital release, March 10, 2017. I really do love this book and everything it has to offer.

My only bad point, which is personal to me, as I have theories about certain points of this movie, and I was hoping it would help answer some of my theories. However, whilst it expanded on them a little, giving more evidence to support one of my theories, it simply left more questions than answers. That is no fault of the writer or her work, but simply to my own inquisitive mind. The book overall has no faults in my opinion.

If you enjoyed the movie, you'll love the book more. If you didn't enjoy the movie, give the book a try. It might surprise you.
  
Dying Light
Dying Light
2015 | Action/Adventure
Awkward parkour (2 more)
Terrible story
Disappointing loot
Mutton dressed as lamb
This game came out in January last year, so it’s now more than a year old, but honestly it feels much older than that. I can remember when this came out to glowing reviews and I was pleased, because I was a big fan of Techland’s first open world, first person zombie game, Dead Island. Plus this looked really cool as it added free running and a transformation of zombies. I bought the game in about September last year, but I have only recently gotten around to actually playing it, so I figured I’d give my thoughts on the game so far. To be honest I am very disappointed, after the glowing reviews and audience praise I was expecting a game that was a lot better than this. I honestly think I may prefer the original Dead Island to Dying Light and although I may be looking at Dead Island through rose tinted glasses, it was only a couple of years ago that I played it, so I’m not so sure.

The big gimmick in this game is the free running. I went into the game expecting Dead Island meets Mirror’s Edge, but instead I got something more akin to Shadow Fall or Far Cry’s janky free running. The player character honestly feels so heavy and clunky and there is no coherent flow to the free running at all. The other gimmick is the idea of ‘drops,’ which are basically supply drops that are dropped in various locations throughout the map. The controller will vibrate, the blue icon will appear on the map and you haul ass across the environment towards it, in the awkward parkour motion that you are forced to endure throughout the game. The first couple of drops are difficult when you don’t yet really know what you are doing, but after a while you know what to expect and as soon as you feel the controller rumble and the icon appear on the mini map you know to just run as fast as possible towards the icon and everything will be straightforward. Also, while I am aware that players don’t tend to love this game for it’s immersive story, what story they attempt is garbage delivered by poor voice acting, in addition it makes absolutely no sense that you are just some random guy that the people from The Tower find out on the street and within spending a day or two with them they declare you to be the best free runner in the whole tower, it is all just far too convenient. The game also attempts to force you to change your play style at night, some of the zombies transform into hulking, hard to kill beasts with super speed, but their field of vision also appears on the map, so as long as you can avoid that, everything will be hunky dory and even if you do get seen you can just run away for a bit and climb onto a ledge and they will soon forget about you. I actually think that the virals that attack you during the day are more dangerous as they don’t have a specific field of view and are faster than the night time virals. Now while all these minor gripes do add up to my dislike of the game, the biggest let down in this game is it’s loot system. The loot in Dead Island was so good and when you had a great weapon, you knew it was great because it was so effective and felt so good to use in combat, there was just a charm to the weapons you could find in that game. The loot in Dying Light is much more generic and the effectiveness of the weapons has been neutered. The game starts you off with flimsy blunt weapons, which is expected, then you either find or save up your money and buy a sweet new axe or machete, you think that this is going to help you take out everything so much easier, but there isn’t much more of an effect, like maybe instead of dying after 18 hits a guy will die after 15, but that still doesn’t exactly feel effective to me. Also, the weapons degrade quickly, but that doesn’t matter because there is a good amount of weapons to buy and find, but since they have all been nerfed anyway it renders the whole process totally pointless, the loot system is really redundant and has no impact at all on the game. Also the guns are overpowered as all hell. The big guys with the heavy weapons will take you around fifty smacks with a hammer to bring down, but if you have a pistol and jump over a three foot wall, they can’t follow you and so they just stand still, so you just pop two or three caps into their skull and they go down in a couple of seconds. I also dislike how the damage you inflict on an enemy is the same no matter where on the body that you hit them. You can whack a guy repeatedly in the head or the legs and he will fall down in the same amount of time either way.

Overall, this game tries to be the next gen version of Dead Island, but what it delivers is a game that looks and feels like it came out at the same time as its predecessor and in a lot of ways it is even less intuitive than the first game. I know that I keep comparing this game to Dead Island, but I honestly believe that if you are looking for a first person zombie survival game, you should save yourself the cash and go pick up Dead Island as it plays better than this one and is graphically on par. However even though I have torn this game apart for the duration of this review, it is still a good game and I can see why people like it, I just don’t understand the massive amounts of praise it gets when Dead Island was a better game.
  
X-Men: Dark Phoenix (2019)
X-Men: Dark Phoenix (2019)
2019 | Action, Adventure, Sci-Fi
Ever since X-men First Class was released, Jean Gray one of the more pivotal characters in the X-Men universe has been surprisingly absent. Often portrayed at not only having psychic abilities that rivals Charles Xavier, but also attracted the admiration of both Cyclops and Wolverine. While she was a staple in the original film and subsequent sequels her first appearance in the newest series did not occur until X-Men Apocalypse. With the release of Dark Phoenix, we had hoped to finally get an opportunity to explore a bit of her background story and her transformation into Dark Phoenix.

Dark Phoenix begins on a small country road where a very young Jean Grey is arguing with her parents over what music to listen to. In traditional parent fashion, her mother reminds her that the driver is the one who chooses the music and when she is old enough to drive she can choose her own music. This small disagreement turns into a deadly confrontation, when the young Jean, unable to control her vast powers causes her mom to fall asleep at the wheel, resulting in a head on collision killing both her parents. The doctors are amazed that this young girl has survived without a single scratch and a young Charles Xavier arrives to take her to a place where she can be safe.

Fast Forward to the year 1992 where the space shuttle Endeavor, on a routine mission, encounters a cosmic entity that cripples it in space. The X-men, who are now looked at as heroes by most of the world are tasked to bring the astronauts safely home, it’s a dangerous mission, but one that Charles feels will further cement the hero status of his team and continue to grow trust between mutants and humans alike. The mission goes surprisingly without incident until Jean and Night Crawler attempt to rescue the final remaining astronaut from the doomed shuttle. Night Crawler quickly teleports the astronaut to safety, but Jean is caught by the full force of the cosmic entity, absorbing it completely and destroying the shuttle. The team scrambles to locate her, and with the help of Night Crawler are once again able to bring her back to the safety of the X-Jet. Relieved that she has somehow miraculously survived the encounter the team is unaware that Jean and themselves will never be the same again.

As we’ve come to expect from the previous X-men movies, a star-studded cast leads the way. Familiar cast members such as Jennifer Lawrence (Raven), Tye Sheridan (Cyclops) and James McAvoy (Charles Xavier) are joined once again by Sophie Turner as the iconic Jean Grey. Sophie does an incredible job at bringing out both the uncertainty in her character and the extreme anger and rage that flows through her. Unfortunately for such a major character the movie only briefly touches the surface of who Jean Grey really is. The movie, even from the start tends to focus on Jean as a dangerous and angry young lady, unable to control her emotions which will ultimately open the doorway to her alter ego Dark Phoenix. The movie unfortunately treats her as a one-off character and skips most of her back story choosing to focus only on her Dark Phoenix personality. This leaves the audience with no understanding of the person she was prior to the transformation, only seeing Jean as an uncontrollable child who has now become an uncontrollable adult with “off the chart” powers. While Charles and other members of the team try to assure those around them (and the audience seated in the theaters) that Jean is a good person, a person worth saving, there is very little in the movie that allows us to sympathize with her plight. It ultimately villainizes her and leaves much of the cast (and the audience) wondering whether destroying her is the right choice for all humankind.

Visually Dark Phoenix is a masterpiece, whether it’s the awe-inspiring deepness of space, or the incredible visual effects as the mutants square off against each other with their powers. Buildings topple, subway cars are pulled from underground and general mayhem takes the stage. This is certainly one of the more action-packed movies in the series and getting the opportunity to watch some of our favorite mutants square off against one another is enough to excite even the ones least interested in the franchise.

Dark Phoenix as one might expect is also one of the darkest of the x-men movies. Unlike its other Marvel film counterparts, there is no levity in the movie at all. There are scenes that are heartwarming, but the movie takes itself very seriously. Even in a similarly dark Marvel movie Endgame there were moments that would make you laugh regardless of how dire the situation was, Dark Phoenix is not like this at all. It carries a weight to it that ensures that not only the people on screen, but those in the audience understand how truly dire the situation is. It detracts a bit from the spirit of the source material it derives from and could potentially alienate its core audience. This is a very adult movie, that deals with some very adult themes and parents might want to think twice before taking their youngest to see this film. With the X-Men franchise finally joining the MCU, it’ll be interesting to see how movies down the road treat these characters.

Dark Phoenix represents the end of an X-Men era that has existed in both its original and First-Class installments for over twenty years. The acquisition of Fox by Disney now brings this venerable franchise to the MCU family along with its cast of seemingly endless characters. While the movie is certainly better than Apocalypse, it can’t quite reach the heights of either First-Class or Days of Futures Past. The Dark Phoenix storyline does a good job staying closer to its comic book roots than its previous outing but rushes the origin and character development of Jean far more than she deserves. It’s a fine ending to the series as a whole but can’t quite deliver in all the ways I hoped it would.
  
Chronicles of Crime: 1400
Chronicles of Crime: 1400
2020 | Adventure, Deduction, Medieval, Murder & Mystery
Isn’t that box cover just awesome? I never open a preview with a comment about components, but this one warranted it because the box art is so good. Anyway, it’s Paris in the year, well, 1400 AD, and now some strange things are afoot at le Cercle K.

Chronicles of Crime: 1400 (which I shall shorten to 1400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already know how to play 1400. However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.

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


To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled Location Boards. Fire up the Chronicles of Crime app, choose “1400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview I played through The Missing Pages case. Also, to be completely upfront I got a 95/110 for a final score, but no big deal.
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1400 version, Vision Cards that may assist players in putting the case into focus. These Vision Cards do not really give the story away or anything, but are merely a vague framework of possible factors.

By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 1400: consulting with the goodest boi dog companion! The dog, Perceval, assists the knight (the players) in cases by sniffing items. A word of caution, though, when you play this game do NOT have Perceval sniff any items until you are completely done with a location because he may drag you to another completely different location right away before you were ready. Not that it happened to me, mind you… okay, it did.


Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to report to their family members all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 95/110 on my first play of 1400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at that Perceval card! And I already raved about the box cover in my opening statement. This art really speaks to me and it says, “I’m gorgeous.”

The app. I have only great things to say about the app. It’s the same app that you would use for original Chronicles of Crime, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, even for a game set in the year 1400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.

Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should bring it back to my Family Location Board and ask my merchant sister about it. Hmm, it’s religious in nature? Okay then, my Monkle (monk uncle) will know something about it. Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…

It’s just amazing, and I love this family of games. I am so stoked to delve more into 1400 and discover more shenanigans happening in Paris. Perceval and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this era in history, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 1400. It has everything I love in a unique game and I just can’t get enough!
  
The Elder Scrolls Online Tamriel Unlimited
The Elder Scrolls Online Tamriel Unlimited
2015 | Massively Multiplayer
Many of my friends kept telling me I should play Elder Scrolls Online because it was a lot of fun and set before the events of Skyrim. I told them I didn't have it yet, but eventually I would check it out. I liked that they followed in the steps of Guild Wars 2 by not having a monthly subscription, once you buy the game it's yours to play to your heart's content. I waited until it went on sale on Steam and got the collector's edition which included three DLCs and a horse mount. I was excited to create a new character and explore the world of Elder Scrolls Online. I actually made two characters both in the Nightblade job class a Dark Elf and a Wood Elf. You can have 8 character slots which is pretty nice. I may go and try out a Khajiit character later.


One of the many Khajit characters in the game.

The character creation is very user friendly with a variety of options. However, I once again wondered why there so many different variations of bald for the female characters. I suppose that just gives you a lot of options if that's your thing. I did like that there were plenty of longer hair options for the characters. Once my character creation was complete, I could not wait to start my adventure. I also had to pick which server to play on North American or European. I went with North American as the time difference doesn't really let me play with my European friends. Depending on which character you pick: Dark Elf, Wood Elf, High Elf, Khajit, Argonian, Nord, Breton, Redguard, or Orc you start the game that gives you a tutorial introduction for the game controls and then you have racial origin quests you can play. I play the game on PC so my controls were for the PC, but you can also play the game on PS4 and XboxOne. Once I finished the tutorial quest I was able to really begin exploring the world of Tamriel.



My Dark Elf ready for adventure!

One great thing that stands out is how easy the controls are to map and use. The user menu for items and quest logs is incredibly user friendly making the game feel nicely streamlined. There is literally tons to see and do in Elder Scrolls Online ranging from a myriad of side quests to origin story quests as well as the main story quests. Another thing I like is the dungeon system. While I like Final Fantasy 14, the one thing I really do not like is how many forced dungeon crawls there are. Elder Scrolls Online has made it so that if you want to do a dungeon you can or you can just skip it if it's not your thing.

There are actually seven different types of dungeons. You have the public dungeons which if you have the right character build, you can solo very easily. This dungeon is open to everyone so solo players can come in and explore and team up with people who are in there if they wish. Public dungeons are a bit more challenging than the other dungeons so in general a group definitely helps. Delves are solo dungeons pertinent to whichever quest you're on. Non-Veteran group dungeons are instanced dungeons that require a group of four and are normal mode and scale to the level of the group leader. Veteran dungeons are instanced as well, but they don't unlock until you're level 50 and they are a higher difficulty than the other dungeons. Trials are 12 person instances that are mainly for endgame content and require a solid group and teamwork. Craglorn delves are instanced dungeons that have you kill a specific bosses inside. Finally, there is the Dragonstar Arena which is a 4 person instance PVE (Player versus event) arena. This has 10 different levels where you work together to fight 5 waves of monsters in each level and a final boss at the end. This is a difficult level dungeon for experienced players.


Battling in a Delve.



There is chat of course and for the most part it's alright in the fact that you can learn about events or people looking for groups so you can team up for quests and dungeons. This also lets you know what guilds are out there recruiting. Other times I tend to turn off zone chat because there's only so many sexual innuendo and dick jokes I can take. For the most part I run around by myself doing quests and I always have fun doing them and I have done a few group dungeons which are fun as well. The community in Elder Scrolls Online is quite friendly from what I've experienced and there are a lot of players who are willing to help if you need it and give advice about the game and class builds. I've even had a few players trade gear with me to help my Nightblade characters be even better which was so nice of them. That alone has made my experience with Elder Scrolls Online even more enjoyable.

The different areas that I've explored so far are beautiful. Just exploring is a lot of fun in itself because each area is completely different so it's a lot of fun to just look around at everything. The music in the game is fantastic as well and sets a great atmosphere for the story and quests. The battles are fun and easy to navigate. Leveling doesn't feel like a chore and unlocking skills is simple to do and with enough skill points you can even morph your skills into more powerful abilities. Traveling is great too because once you unlock a way shrine you can fast travel to those spots that you have unlocked. It does cost some gold when you fast travel however, but with all the quests you get under your belt it's not that big a deal. Traveling on a mount is easy, you can just use a command that has your character whistle and your mount will appear so you can head to where you need to go.


My Wood Elf admiring the beautiful scenery.

There is PVP (player versus player) in the game. You can fight in Cyrodiil from level 10 and above. You can also challenge other players to a duel anywhere in Tamriel. If the person accepts your duel challenge, a flag appears and you fight in the designated area marked by the flag, if you leave that area it results in a forfeit. I tried it out once just to see what it was like (PVP is not my thing) and it was alright. For those who love PVP it is one more fun adventure thing you can do in the game.

You can do crafting in the game as well. There is an introductory quest to crafting that you get so you can learn about the craft you choose. There are six crafts to choose from: Blacksmith, Clothier, Alchemy, Enchanting, Provisioning, and Woodworking. The tutorial on how to do the crafts is easy to follow and once you get started it's easy to do. This is also a terrific way to make a bit of extra coin in the game for all the things you need such as gear and healing potions.

The one issue I have with Elder Scrolls Online is that there is no cross platform gaming. This means if you play on the PC, but your friends play on the PS4 or XboxOne consoles you can't play together. This means that PC players are on their own server and the console players are on their own separate server. I can understand a bit why they did it that way, but it kind of sucks that I can't play with my friends who are on the console platforms. In that regard, Final Fantasy 14 is winning because you can play with your friends across all platforms. Perhaps that may change in the future, but for now that's not the case.

Lack of cross platform gaming aside, Elder Scrolls Online is a great game. It's a fun adventure with a ton of content to explore and plenty of things to see and do. I'm glad I was able to check it out and I'm enjoying playing by myself and with other people. It's an MMORPG that offers a lot of great things in its game and gives a huge amount of freedom to the different play styles that people have allowing everyone to enjoy the game the way they wish. Now, I'm off to do some more adventuring in Tamriel!
  
40x40

Mothergamer (1517 KP) rated the PlayStation 3 version of Assassin's Creed III in Video Games

Apr 3, 2019  
Assassin's Creed III
Assassin's Creed III
Action/Adventure
Contains spoilers, click to show
So after a long hiatus, I finished Assassin's Creed III. Did I like the game? Yes, definitely. Did I love it? Not so much. First let's get the good things out of the way. I really liked that there was a new world to explore and a great part of history to be involved in; the Revolutionary War. This made for a lot of interesting missions, side quests, and battles. I did like the new costume designs for the game and I definitely liked the new weapons. I did like seeing quite a few historical faces in the game and some of them had some pretty good missions. The story was fairly interesting especially towards the end when further details are revealed answering a lot of questions from the previous game. While I did wish for more city exploration, I did enjoy exploring the frontier areas because it was new and there was some interesting things going on out there.
 Now, let us get to the parts that I found mildly disappointing and the parts that were so infuriating they got A LOT of swearing from me.

 1.Connor Is A Wooden Boy: Connor while an interesting character, came across as wooden and I wasn't really feeling the passion from him or any emotion really. Even when he was supposed to be angry, it just came across as angst filled teenager. Shouldn't he be angrier about some of the things that have happened? I mean I know I would be full on raging if half the stuff he survives in this game happened to me. Speaking in a flat monotone in every situation is just not working for me. I also wish they had done a bit more with the story about Connor's tribe because it seemed like they were just a blip of a plot point and not much else which was a little disappointing. There's also this sense of Connor just being along for the ride and even as a full fledged assassin he doesn't really get to shine, so his story seems lost and smacks of missed opportunity. Bottom line, the pacing is off and that's never good when your main character doesn't feel like he's the main character to you.

 2. The damned lock picking: Really, how hard is it to have decent controls for lock picking the chests you find in the game? I suggest that all those game developers go play all the Thief games so they can see how it's done. There is no excuse that late in the game for shoddy controls. Hold both buttons down, swirl around to find the correct "signal" and realize that you have the skills of a drunken monkey when you can't get the damn thing open. Also file under "the right signal my effing ass" because it was ridiculous.

 3. Paul Revere's Midnight Ride Mission: Yes, they did their research and yes, it was cool they had that in the game. However, never have I wanted so badly to shove a historical person off a horse. Having to constantly ask the man for directions while he yelled at me, "More to the left! No, more right!" made me seriously consider handing him over to the enemy. It was only for a minute, I swear.

 4. THE DAMN NAVAL BATTLES: There is a good reason why that is in all caps. There is no real learning curve here. It's pretty much a learn or sink your ship situation here. While I get that the ships can't turn on a dime just like real ships from that era; the controls are pardon my French, utter shit. Not only are they clunky, there are some questionable load times for firing the various cannons and lord help you if you end up getting turned around and smashing on some rocks. One of the naval battles was so damn infuriating, my husband Ron had to step in and finish it for me. Yes, it was that bad.

 5. The Chasing Lee Mission: This was the final mission in Connor's main story and it made me want to tear my hair out and scream out my frustration. I did scream in fact. Many times. First there's the optional objectives of don't shove anyone while you're running, followed by don't let any of the British soldiers touch you. So instead of oh I don't know getting to shoot murdering bad guy in the face, you have to run an obstacle course full of people, things, and a burning ship like you're an Olympic marathon champ. Then we factor in, how Lee is only five steps away from you but you get the desynchronization message if you don't get closer to him. At one point I was standing right IN FRONT of him in the burning ship; I could have had him right there, but because it wasn't part of the "story" he took off running and I got that message. I finally did finish that mission and the payoff for it wasn't really worth it; trust me.

 6. Desmond Got Screwed Over: While I understand that Desmond's story was ending; the way they sent him off left no real resolution for him and it seemed as if they were just tired of him. Desmond needed a proper send off with some actual closure; not an ending that screamed, 'Hey, we're kind of bored and tired of this guy, so we're getting rid of him okay? 'Kay, see ya!'

Those were the big things that really disappointed me and made me nuts. My thinking was I couldn't believe they spent three years working on this game and this is what we got. I loved the previous Assassin's Creed games and I was genuinely excited for this one, but there were many things that disappointed me. While I liked the game and I did like the ending (not the thing that happened to Desmond because that was some bullshit), I didn't love it. It felt like perhaps they rushed a bit or just didn't test things out fully to make sure they worked right (I'm looking at you, lock picking controls team) or they couldn't be bothered. I'm not expecting perfection, but after working on something for three years, you better be able to deliver the goods. This is just my take on it, if you want to try it out by all means, go ahead. Just don't expect stellar, because that is not going to happen. Expect kind of good, but not great, and fun to play through once.
  
40x40

5 Minute Movie Guy (379 KP) rated The Fault In Our Stars (2014) in Movies

Jun 26, 2019 (Updated Jun 26, 2019)  
The Fault In Our Stars (2014)
The Fault In Our Stars (2014)
2014 | Comedy, Drama
Undoubtedly one of the great love stories of our time. (3 more)
Shailene Woodley and Ansel Elgort are a perfect match.
John Green's novel is brilliantly adapted to the silver screen.
This is a movie that will stay with you long after it's over.
You'd better bring some tissues! (0 more)
On the surface, it's easy to dismiss The Fault in Our Stars as being a sappy teenage love affair, but I can fortunately say that this is one of the great love stories of our time.
Based on John Green’s popular young adult novel, The Fault in Our Stars is a film that is profoundly beautiful, eloquent and heartfelt. It tells of an extraordinary love between two unforgettable characters who are brought together by similarly ill-fated circumstances. Hazel Grace Lancaster and Augustus Waters are both victims of cancer. Although they do their best to hide it, these two young adults are each afraid of their ominous and unstable futures. They’re just trying to live purposeful lives and experience life like normal teenagers, but the looming threat of an untimely death impedes that desire. However, for a film filled with so much uncertainty, I can fortunately say that there is little doubt that The Fault in Our Stars is one of the great love stories of our time.

On the surface, it’s easy to dismiss The Fault in Our Stars as being a sappy teenage love affair. I’ll confess that I went into the theater expecting to be fully surrounded by crying teenage girls, while I would be quietly laughing to myself at their heartache. What I surely didn’t anticipate, however, was to be so deeply drawn into the film. Even more surprising is the fact that The Fault in Our Stars has actually turned out to be my favorite movie of the year so far. This is a film that is sincerely heartfelt and unflinchingly genuine. It brings truth to the romantic fantasies we have, and teaches us that we can’t let the fear of possible heartache hold us back from the endless potential of love.

Make no mistake about it, The Fault in Our Stars is a tear-jerker. It’s difficult to watch these lovable characters endure such unjustifiable hardship. Hazel and Augustus are each forced to face a formidable fate that they shouldn’t have to. I really felt a strong attachment to both of them, and found them to be remarkably identifiable. This connection makes it all the more unsettling when their situations turn dire. The reason that The Fault in Our Stars manages to be so effective is because of its authenticity and accessibility. The characters are not only admirable, but relatable. They’re not simply reduced to being unfortunate young cancer patients that we’re meant to feel sorry for. While of course we can sympathize with their condition, it is their compassion and the content of their characters that make them so compelling.

While the film features its fair share of tragedy, I should make it clear that it’s not heart-wrenchingly malicious in the way it deals with its ensuing sadness. This is not a film that is deliberately trying to make anyone feel bad. It is merely being honest in its depiction of the unfairness that often exists in life. While you very well might cry when watching the film, it’s not entirely depressing and hopeless. In fact, I would argue that The Fault in Our Stars is more pleasant than painful. The sadness it makes you feel ends up all being worthwhile because of the joyous, unforgettable memories the movie creates along the way. This is a film that will stay with you long after seeing it. To answer the question you’re all wondering: no, the movie didn’t make me cry. Though my lack of tears is not a particularly good indicator of the emotional quality of the film. I don’t really allow myself to cry during movies, but I certainly came close, and it undeniably left me deeply touched and forever grateful that I watched it.

Being that this is a romance, I must warn you that this isn’t a movie for everyone. Truth be told, I’m a sucker for a good romance, but I’m aware not everyone has the patience for these kind of movies. The Fault in Our Stars is a slow-burning journey that takes its time to relish in the moments. It does this skillfully, maintaining a steady, balanced pace while building up to a powerful climax. Some may find the film to be a little too cutesy, but I think anyone who approaches it with an open-mind will find that it’s legitimately a really great film. My only real criticism of the movie involves the awkward return of a particular character towards the end of the movie. It makes for a rather unwelcome and perplexing intrusion, although it does at least help to set up the film’s wonderful ending.

John Green’s story is refreshing, witty, and modern. It is not only insightful in its depiction of love and life, but also offers an amazing attention to detail. It nails the feelings of love, and perfectly captures the life of being a teenager. The characters created by Green truly come to life in this film. Divergent star Shailene Woodley shines as Hazel, a young woman suffering from terminal thyroid cancer. Additionally, Ansel Elgort is incredibly charming as Augustus, a high school basketball star whose career ended short when cancer turned him into an amputee. The two of them are a perfect complementary match. Laura Dern also puts in a commendable performance as Hazel’s mom, a selfless, loving parent and companion. The film’s soundtrack is sensational. It’s appropriately fitting and delightful, featuring great work by artists such as Ed Sheeran, Birdy, and Ray LaMontagne. Every aspect of the movie comes together to produce a thoroughly poignant and relevant package.

The Fault in Our Stars is a film that speaks to our generation. It stares boldly into our fears of the eminent death that haunts us all, and makes no attempt to glamorize it. Even though it’s about a pair of teenagers, it’s not afraid to deal with mature content. It’s actually all the more engrossing and troubling because these two characters are young. They’re already facing a pivotal time in their lives and are learning to experience the world on their own accord, and yet their journeys are plagued by the callous complications of cancer. Their age gives the film a stronger emotional impact, emphasizing the preciousness of life and the importance of living it to the fullest. The Fault in Our Stars is a smart and stimulating movie, and just like its star characters, it is wholly worthy of remembrance.

(This review was originally posted at 5mmg.com on 7.12.14.)
  
Zombie Kidz Evolution
Zombie Kidz Evolution
2018 | Horror, Kids Game, Zombie / Survivalist
You know how you are just browsing BGG and come across some surprising statistics? For example, if you click on a ranking number on a game’s profile page, it will take you to the entire list of games including that search term. I do not believe I had checked on “Children’s Game” ranks for quite some time, so I was taken aback when I noticed that Zombie Kidz Evolution ranks #1 overall, per BGG users. Well, heck. I have children. They like games. I should probably check this out, right? Absolutely!

Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.


To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.

After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.


The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.

My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.

As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!

If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!
  
Exit: The Game – The Polar Station
Exit: The Game – The Polar Station
2017 | Deduction, Puzzle, Real-time
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!

Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.

In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.

To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.

Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!


When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.

Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.

The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
  
Doctor Strange in the Multiverse of Madness (2022)
Doctor Strange in the Multiverse of Madness (2022)
2022 | Action, Adventure, Fantasy
The noticeable Sam Raimi elements. (2 more)
The film is great when it's able to showcase horror.
The second end credits sequence is amazing.
The film is incredibly formulaic outside of its horror elements. (2 more)
You don't really care about any of the new characters.
No one is going to get that first end credits sequence.
Sam Raimi Finally Brings Horror to the MCU
Even with all of the universe jumping and Sam Raimi being able to add his filmmaking trademarks, Doctor Strange in the Multiverse of Madness is a bit too formulaic for its own good. Doctor Strange (Benedict Cumberbatch) has been having dreams of a different version of himself dying while seeking a mythical book known as The Book of Ashanti. In his dream, Strange encounters America Chavez (Xochitl Gomez), a young girl with the uncontrollable power of universe jumping.

But then Strange meets America in his universe and learns that dreams are actually us seeing different versions of ourselves in different universes. Still blinded by the events in WandaVision, Scarlet Witch (Elizabeth Olsen) intends to capture America and utilize her universe jumping ability to reunite with the children she created with magic.

Doctor Strange in the Multiverse of Madness relies on what feels like a simplistic storyline to drive what is essentially the MCU’s first horror film. Strange really only seems driven to protect America because he dreamed about her and Wanda Maximoff has only turned evil because there’s suddenly this very thin line between being a mother and becoming a monster. Most of the film feels like a typical MCU film featuring the standard humor and wisecracking you’ve come to expect from superhero films along with the fate of the world (and possibly every other) probably being at stake.

The most refreshing moments of Doctor Strange in the Multiverse of Madness are the moments that you can tell Raimi had a hand in writing, directing, or having some sort of input in some capacity. This is Raimi’s first directorial gig since 2013’s Oz: The Great and Powerful and it becomes quite obvious that audiences have missed his work. The Shuma Gorath sequence (renamed Gargantos for trademark purposes) is outstanding. Doctor Strange, Wong, and America battling a giant one eyed octopus is something so awesome that it kind of writes itself. Not only is it the film’s first big action sequence, but you can see a lot of Doctor Octopus and Spider-Man 2 influences as Gargantos destroys skyscrapers and gets his tentacles chopped off. The slicing of the bus as it’s thrown at Doctor Strange and America is also legitimately one of the coolest moments of the film.

There is a ton of homage to Evil Dead and Drag Me to Hell buried within the film. The final 20 minutes are overflowing with concepts seemingly pulled from classic Sam Raimi films. Doctor Strange in the Multiverse of Madness revolves around a book of the damned not unlike the Necronomicon. There are at least two major eyeball gags and a ridiculous amount of burning candles in the film. Like most Sam Raimi films, there’s an emphasis on corniness. His sense of humor has always been on the corny side and the heartfelt moments always seem to be milked and over exaggerated ever so slightly. All of these elements are in Doctor Strange in the Multiverse of Madness and they are the moments that make the film feel more unique in comparison to the other 28 films in the MCU.

Strange saves America from Scarlet Witch by knocking her and himself into her own star shaped portal that sees them both falling through multiple universes. It’s a gloriously disorienting sequence, but it’s also incredibly similar to not only what we saw in the first Doctor Strange film but also a lot like the 700 space jumps in Guardians of the Galaxy Vol. 2. This film is meant to open the door even further when it comes to the cosmic side of the MCU and now the horror side of it as well. Doctor Strange in the Multiverse of Madness is not Spider-Man: No Way Home. There are not a ton of nostalgic cameos sprinkled throughout the film. There’s one sequence that combines fan speculation and other universes, but there aren’t a lot of hidden cameos like the internet speculated.

What is perhaps most interesting about this superhero sequel is that Stephen Strange is still learning to be more humble. His only play during Infinity War that ended up costing so many their lives for five long years is still weighing heavily on his mind. He also still loves Christine (Rachel McAdams) despite the fact that she’s moved on and struggles with whether he’s now happy or not. Throughout the film he’s constantly compared to the Doctor Strange of that universe and yet the film goes out of its way to show that this Doctor Strange is different. He will break the rules if he has to, but he will only do so when it’s the only option.

With so many universes and alternate versions of himself, it was naturally only a matter of time before Doctor Strange would have to fight himself. The musical note war Strange has with the Darkhold obsessed version of himself in the collapsed universe in the second half of the film does some really intriguing stuff with musical notes that essentially borrows visuals from the Chuck Jones directed animated short, “High Note,” from 1960 as well as the battle or reactionary element found in video games such as Dance Dance Revolution and Guitar Hero. It’s an unusual fight that seems to be inspired solely by Strange bumping into a piano during the magical brawl.

Doctor Strange in the Multiverse of Madness is dark, silly, and fan pleasing. The film is at is most bewitching when Sam Raimi can let his horror roots be showcased. It will satisfy horror and superhero film fans alike, but would have and could have been even better if Raimi was allowed to dive even further into the horror genre. Be sure to stay after the credits, as well. There are two after credits sequences with the final one being so absurdly on the nose for Sam Raimi that it may be the most entertaining part of the film.