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Fans of the award-winning Borderlands 2 will be thrilled with the latest downloadable content adventure (DLC) Tiny Tina’s assault on Dragon Keep. This is the fourth downloadable adventure for the game and while it is not necessary to own or have played the previous adventures it is required that you own the full version of Borderlands 2 in order to enjoy the game.

 

As any fans of the series will know, Tina is the highly precocious yet unstable character with a penchant for blowing things up. This time around she is hosting a role-playing game session for her colleagues from the first game. With time on their hands, the group reluctantly agrees to take part in the adventure which is set within a fantasy realm. This allows the game developers to capture the elements of Borderlands 2 that works so well such as the team-based gameplay, millions of weapons and power up combinations, customizations, and above all action-packed gameplay while introducing a new twist.

 

The twist this time around is not only in the fantasy setting which allows gamers to encounter skeletons, dragons, Orcs, dwarves, wizards, and other fantasy opponents, but dealing with Tina herself. As the host of the game, Tina often presents seemingly impossible challenges such as introducing an undefeatable Dragon at the start of the game. This allows humor to enter into the picture as you can clearly hear the other players complaining about this development which in turn causes her to adjust the game on the fly to a more manageable opponent or situation. While being immersed in the game and being able to hear the players banter about their situation as well as complain to Tina really captures the immersive elements of role-playing games and provides some of the best moments of the series to date.

 

The quest is a straightforward save the Queen style mission but along the way there’ll be plenty of laughs and challenges to keep even the most hard-core gamer satisfied. I took great delight in using my high-powered sniper rifle to take down adult skeletal archers as well as reducing skeletal swordsmen to crumbling piles of bone with one well-placed punch. For me the ultimate delight was knocking a helmet off opponent with a well-placed shot and then sending the skull flying with the follow-up. Unfortunately you still have the skeletal body to contend with but once weakened, they went down very easily. There are no vehicles to contend with this time as all travel is done on foot but this in no way lessens the experience as this is a classic combination of role-playing games and Borderlands universe that comes complete with jokes about rolling for initiative and other genre staples.

 

There is a lot of challenge offered in the game and at times some of the boss battles are exceptionally difficult and work best when you have players assisting you in the quest. Even so, expect several trips to the regeneration chamber as death is definitely a constant in the game even for the most experienced players. The game supports up to four players and allows them to drop in and out of the game at any time.

 

The graphics and sound of the game are first rate and illustrate just why Borderlands 2 won so many awards. The detail level of dungeons, castles, dark forests, and other fantasy realms came alive with vivid clarity and was a nice change of pace from the previous settings in and around the world of Pandora. I found myself enjoying this offering more than I had the previous three DLC packs which is saying something as each one of them was highly enjoyable in their own way. The banter between Tina and the players will have fans and stitches but there are some very unexpected and tender moments in the game as well.

 

There are also plenty of side quests available for those who want to expand their experience and countless new weapons and power up opportunities can be found from the abundant treasure chests that litter the landscape as well as by defeating key opponents. I did find the pathfinding at times to be a bit frustrating especially in the mines as at times various members of the party was unsure of which way to go. That being said, the final result was a big success and I look forward to seeing what is to come next in the franchise. The game is available for the PC, Xbox 360, and Playstation 3 systems.

http://sknr.net/2013/07/11/httpsknr-netreviewsgaming-reviewsborderlands-2-tiny-tinas-assault-on-dragon-keep-on-dragon-keep/
  
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Purple Phoenix Games (2266 KP) rated Five Tribes in Tabletop Games

Jun 21, 2019 (Updated Dec 17, 2019)  
Five Tribes
Five Tribes
2014 | Civilization, Fantasy, Mythology
The Sultan of Naqala has ruled for many years, keeping the city prosperous and living in peace. Comprised of five different tribes, all inhabitants work and live together in harmony. But now the Sultan has died, and word of his passing has traveled far and wide – a magnificent city without a ruler? Who could pass that up? You make your way to Naqala to put in a bid for the throne, but others have heard the news and shown up with your same idea! Can you use your wit and devise a strategy to manipulate the tribes to your benefit? Or will a competitor undermine your attempts and win the tribes over to their side? Only one can be victorious – to whom will the tribes show preference? Play Five Tribes to find out!

DISCLAIMER: There are several expansions for this game. Though we have them in our collection, for this review we are only using the base game. Should we decide to review the expansions in the future we will add that information here or link to the full review. -T

Five Tribes is a game of area control, auction/bidding, card drafting, and set collection with a modular board. At the beginning of each round, players bid coins to determine turn order – the higher you bid, the earlier you get to go in the round. On your turn, you will select a tile, pick up all the meeples on it, and move them around the board – dropping only one on each subsequent tile, a la Mancala mechanic. There are strict rules regarding meeple movement and placement, so strategy is key in deciding the best path to VPs each turn. When you place your final meeple on a tile, take all meeples of that same color from the tile into your hand. If that completely clears the tile, place one of your camels on it to indicate that it is under your control. Each meeple color represents a different tribe, and each tribe grants the player certain powers when collected – i.e. gathering resources, gaining gold, or invoking Djinn powers. After you use your meeple power, you also have the opportunity to use the power of your ending tile, whether it is under your control or not. The game ends when a player has placed their final camel, or if there are no more legal moves to be made. VPs are tallied, and the player with the highest score wins!

As a kid, I played Mancala A LOT. I’m not entirely sure why. I learned it at school, caught the bug, and started playing it a ton at home too. Five Tribes takes Mancala and makes it 1000x better. The pick-up-and-drop mechanic is integral to the game, but there is so much strategy required that you will never be bored playing Five Tribes. You have to follow movement/placement rules, you have to figure out what meeple power you’d like to use on a given turn, you also have to decide if there’s a certain tile power you need – all while the board is constantly changing between each player’s turn. That’s why bidding for turn order can be so important! If you see a move that will earn you tons of VP, are you willing to spend your hard-earned gold (VP) to ensure that you can make that move? Or are you content with saving your gold and capitalizing on opportunities that may be presented later in the round? The board is constantly changing, and your strategy must follow suit if you are to have any hope of winning! There is no single strategy for a guaranteed win every game, and that keeps Five Tribes refreshingly fun and engaging.

The one negative I have about Five Tribes is that there is kind of a learning curve to this game. There are so many moving elements, different iconography, and special powers that it can be overwhelming for a new player. After a couple of plays, it is easier to remember the intricacies of the game, but at first it can be kind of daunting. Not a huge negative, just something to keep in mind when pulling it out for newer players!

Overall, I love Five Tribes. The gameplay is engaging, the strategic options are diverse and seemingly limitless, and the components are awesome quality. I only just got this game for Christmas last year, but it’s making its way up the ranks in my list of favorite games! If you haven’t already, give this game a try – there’s more to it than meets the eye! Purple Phoenix Games gives Five Tribes a fantastic 21 / 24.
  
X-Men: Dark Phoenix (2019)
X-Men: Dark Phoenix (2019)
2019 | Action, Adventure, Sci-Fi
These X-Men end not with a Bang but with a Whimper
"This is how it ends,not with a bang, but with a whimper".

Running a successful movie franchise is a tricky thing. For every franchise that ends successfully (the original Harry Potter series, the recent Avengers), there are many, many more that just sort of peter out (The Hunger Games, The Maze Runner, every version of Star Trek), and, unfortunately, this run of the X-MEN is finishing up with a look of boredom and disinterest.

And that's too bad for the DARK PHOENIX story line had great, dramatic potential to go with a series of whiz-bang special effect set pieces that should have been spectacular. Telling the tale of erswhile X-Men "hero", Jean Grey, who is turned into a villain and battles her former mates, DARK PHOENIX is filled with missed opportunities.

Let's start with the lackluster Direction and lame script - both by Simon Kinberg - a Producer and sometime writer who is making his Feature Film Directorial debut with this film. He should stay with Producing. His direction is limp and uninspired which fits in well with his uninspiring dialogue and clunky interactions and plot machinations.

At least the top notch actors can save this turkey, right?

Nope. For the most part, they are just as uninspired and mediocre as the direction and writing and that is too bad for they are a strong collection of performers. James McAvoy is just lost as Charles Xavier. I can see the look in his eyes as he is thinking to himself "what is my character trying to do here"? I didn't believe for a second that he believed anything his character was saying and doing. Same goes for the usually reliable Nicholas Hoult as Hank McCoy/Beast. The script has these two at odds with each and they both act these scenes with a "we don't buy this contrived fight either" chagrined look.

The usually reliable Jessica Chastain is wasted as the main villain in this film, a mysterious figure who serves as the anti-Charles Xavier mentor to Jean Grey (Sophie Turner, more on her later). It looks to me that she was given the "George Lucas/Natalie Portman/Star Wars: Episode 1" acting guideline - be one note and monotonous and take out any hint of emotion. Which also takes out any hint of interest.

As for Turner, I'm sorry to say this about an actress that I generally loved in GAME OF THRONES, but she is just plain bad in her role as the conflicted Jean Grey. Her character is torn between the good and the bad, but instead of acting that, she says it over and over again "I don't know what's happening to me", "I feel torn". She (and Director/Writer Kinberg) violate the #1 rule in movies - "Show, don't tell". They "tell" over and over and don't take the time to show. Disappointing wouldn't begin to describe my reaction to Turner's performance.

At least Jennifer Lawrence is there to ground this film and bring some of her star power, right? Nope. She waltzes through the few scenes she has in this film with the look of "I am contractually obligated to be here".

Well...how about Even Peters who was a bit of a breakout as Quicksilver? Nope...they, inexplicably, sideline his character fairly early on in this film.

The only saving grace in this movie is the great Michael Fassbender as Magneto. He was a welcome, charismatic presence in this film that drew my attention - and interest - the second he appeared on screen. It was great to see him and I found myself rooting for him - no matter what. Doesn't matter that Magneto's presence in this film is shoe-horned in. You could take his character out of this film and the outcomes probably wouldn't change a bit. But...I don't care...at least there was someone interesting to watch.

At least there are decent action scenes, right? Nope. Kinberg chooses to use the quick/cut edit confuse the audience style of action to cover mistakes in both choreography and geography and figures a quick cut and an explosion can cover lack of emotional commitment and interesting fight choreography.

This film closes this Chapter on these X-Men and (besides Fassbender and an "AVENGERS ASSEMBLE" moment that was pretty cool) I say good riddance. With Disney's purchase of Fox and Marvel, the X-Men can now be incorporated into the Marvel Cinematic Universe and that can only be an improvement on this.

Letter Grade C+ (Fassbender's performance keeps this from being a total failure)

5 stars out of 10 and you can take that to the Bank(OfMarquis)
  
Wonder Woman 1984 (2020)
Wonder Woman 1984 (2020)
2020 | Adventure, Fantasy
I swung between wanting to see this and not, had it been a normal world then of course I would have gone regardless, but as it is I wasn't having strong feelings about this one.

Diana's dreams come true at the hands of an ancient artefact that can grant wishes. But as a wish is given something is taken away, and when Maxwell Lord, businessman and entrepreneur, makes a wish, the world is about to learn the lesson of the phrase... "be careful what you wish for".

First off... this absolutely would have been better on the big screen. It's never been so apparent to me that a cinema experience of a film holds so much power, it's making me understand the differences in early reviews and home viewing reviews a lot more these days.

The story of WW84 is really a very simple one. Doodad does magic, people are evil, goodie must make them good again. And that somehow fills a whole 2 hour 31 minutes of film... it doesn't feel like a very satisfying experience. For all that opener, the conclusion seems to be fleeting and dare I say it... not entirely believable. Overall the whole thing doesn't get particularly deep at any point despite there being a lot of opportunities around the wishes, and there are some questionable moments that could fill several blog posts.

There's been a long pause between me writing the first part and continuing here. That pause involved me staring at my notes and contemplating just writing "meh" and finishing the review there. I'm really going to try and elaborate on my feelings though.

For a film with two villains it's not got much proper villainy in it. Barbara Minerva becoming Cheetah is massively underwhelming from what felt like a promising build-up, and Maxwell Lord, despite having the potential, was not big bad material. Neither had the drive in them to be a truly powerful force in the film, and what's the point in a villain if you can't get on board to hate them?

Kristen Wiig did give a great performance as Barbara, it was a smooth and interesting transition as she progressed, and it left me a lot less "meh" than everything else. But did anyone else just keep thinking Catwoman though?

I thought Pedro Pascal had 80's businessman down pretty well, but I found him to be a little lacklustre, and the character's story felt like the reason for that.

As with the first film, Gal Gadot is majestic on screen as Diana and Wonder Woman... but even here I found myself shrugging at what was going on, and cringing at some problematic plot points. I'm trying to work out if the appeal of the first film was partially due to the amusement of Diana discovering the world for the first time. Here she's savvy and elegant (even for the 0s), and she didn't have the same humour. Instead, we've got that role filled by Steve (Chris Pine). His discovery of the 80s world was fairly amusing, but the way in which he came back bugged me.

All in all characters really didn't grab me, out two main newbies felt very much like rip-offs of other things rather than a great recreation of their source material.

Visually the film was amazing, the bright colours, the style, all fit the era and you gotta love some parachute pants. But outside of that it just merged into other films for me.

That CGI... how can you get so many things right but somehow not do the villains? It's Steppenwolf all over again, Cheetah looked bad. Not only that, but it took an immense amount of time for us to even get to that full effect... so why wasn't it on point? How are DC incapable of animating their villains?

Will I watch this again? Probably, but I'm not overly fussed about it being anytime soon. It wasn't anywhere near as entertaining as the first for me, and didn't have enough action to cover up the disappointing story and character work. I really wish I felt strongly one way or the other on this and not having just another sitting on the fence swinging my feet review. I did appreciate some early vaguely Quidditchy vibes at the beginning though.

Originally posted on: https://emmaatthemovies.blogspot.com/2021/01/wonder-woman-1984-movie-review.html
  
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Lee (2222 KP) rated Toy Story 4 (2019) in Movies

Jun 24, 2019 (Updated Jun 24, 2019)  
Toy Story 4 (2019)
Toy Story 4 (2019)
2019 | Animation, Comedy, Sci-Fi
I really can't believe it's been 9 years since Toy Story 3! It's even more unbelievable to think that the first Toy Story came out in 1995, meaning these beloved characters have now been with us for nearly a quarter of a century! I don't think anybody really expected, or even thought we needed, yet another sequel to these movies, as Toy Story 3 seemed to give us a natural, and highly emotional conclusion to the series. And yet here we are with number 4. Interestingly, I felt the trailers for this Toy Story didn't really highlight anything new and exciting for the series, possibly only existing as a bit of a cash grab. Thankfully, there's a lot here that's new and exciting, and I'm sure it will make a tonne of money too!

Toy Story 4 begins by taking us back 9 years, to a scene which helps to explain the absence of Bo Peep from the last movie, before bringing us back to present day. The gang are all right where we left them, living with Bonnie and being played with regularly. Although, worryingly for Woody, he seems to be getting left behind in Bonnie's wardrobe on a more regular basis during the play sessions. Overlooked in favour of the other toys and, worse still, even having his sheriff badge removed and placed on Jessie!

Woody still feels a duty of care towards Bonnie though, so when a taster day at kindergarten arrives, Woody decides to accompany a very nervous Bonnie for the day, stowing away in her backpack. We then get to relive what all of us have been through at some point during our younger years - going somewhere new and feeling very alone, scared, out of your comfort zone and thinking that everyone dislikes you. Woody does his best to try and make the day more bearable for Bonnie, without being seen of course, throwing discarded craft items from the bin so that she has something to work with during craft time.

Back in Bonnie's room later on, Woody reveals to the rest of the toys the result of Bonnie's crafting session - a spork with googly eyes, pipe-cleaner arms and a broken ice lolly stick for feet. His name is Forky and, having effectively just been 'born', Forky struggles to understand who he is, what he is or why he is. He's also constantly drawn to trash bins, as that's where he came from. As Bonnie's new favourite toy, Woody takes on the role of guardian, repeatedly removing Forky from the bins and ensuring that he's never out of Bonnie's sight in what is a very funny 15 minutes or so. So when Bonnie and her parents head out on a road trip with all the toys, and Forky leaps from the back of the RV, it's up to Woody to go find him and bring him back to Bonnie before she notices.

The journey back to Bonnie isn't quite that straightforward though. Side plots involving an antique store and a fairground provide lots of opportunities for drama and humour and also introduce us to some great new characters. But, Toy Story 4 is primarily about Woody and his journey of self discovery. He learns about what it means to be a toy and his experiences throughout the movie give him an insight into the very different lives that the toys he encounters have all experienced. What it's like to be without a child, whether you desperately want to be with one or aren't really bothered. The only downside of all of this is that the rest of our core team of characters from the original movies are pretty much sidelined, serving only to remain together back in Bonnie's room or the RV while they wait for word back on whether or not Woody is OK. Buzz does get a bit more involved in things than the others do, but seems to have reverted to being slightly dumb in a way that we haven't seen since the first movie.

But these are all very minor negatives. Toy Story 4 is very funny, with much of that humour stemming from the new characters, particularly stunt-rider Duke Caboom and fairground fluffy toys Ducky and Bunny. It's definitely not as sad as Toy Story 3 was, but it does manage to be pretty emotional at times as it tugs at the heartstrings and makes you think a little bit deeper about life, death and creation. After nearly 25 years though, it's incredible that these characters still manage to deliver such satisfyingly enjoyable movies. And if this really is the end of Toy Story movies, it's a great way to end the series.
  
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LeftSideCut (3778 KP) Jun 24, 2019

I'm seeing this today, can't wait!

Pitch Perfect 3 (2017)
Pitch Perfect 3 (2017)
2017 | Comedy
Aca-bysmal.
Mr Plot and Miss Tale were teenage sweethearts. They met at Storyville High School and inseparable, but were viciously cursed by a jealous school nurse, bitter from a recent split. Notwithstanding this setback, they realised that they were soul-mates, got engaged and were married in the following summer. Everyone wished them well, and spoke of the time when the sound of little Plots would ring out around their new house. Unfortunately, however hard they tried, no little Plot arrived. The ancient curse of the school nurse rang in their ears. They paid to see the most expensive doctors on Harley Street, but noone could help them. It turned out that not only was Mrs Plot infertile, but so was Mr Plot. It was hopeless, and because of an unfortunate conviction for marujiana possession in Mr Plot’s teenage years they couldn’t even adapt, sorry, adopt a little Plot from someone else. So they lived together with sadness and bitterness building up inside them. Would the curse ever be lifted? Would they work through their differences to find new purpose in life? Or would they part acromoniously with Mrs Plot joining a convent to sing mournful songs of grief and missed opportunities in the Swiss Alps? TO… BE…CONTINUED.
There. You were there, weren’t you? Living it. You want to know what happens next? Sure you do. You see, even I can come up with a story…. and I’m not a “professional Hollywood scriptwriter”.
Why then, I ask you. Why oh why oh why oh why oh why do the scriptwriters of Pitch Perfect 3 – Kay Cannon (the original PP screenwriter) and Mike White (“The Emoji Movie”) – think that this dreadfully lazy set of loosely connected scenes represent a viable basis for a movie? Is the view from the guys who green-lit this thing that the crowd that loved “Pitch Perfect” and the pretty dreadful sequel “Pitch Perfect 2” will pay their box office money regardless? Let’s advertise the hell out of it and cash in our chips before word of mouth gets out!?

In this ‘adventure’ the Bellas go on a US Forces overseas tour (though this is not really explained until they suddenly appear in Spain – what? how?). The really REALLY annoying commentators John (John Michael Higgins) and Gail (Elizabeth Banks, “Love and Mercy“) tag along, filming some lame half-arsed documentary about them until even the scriptwriters get fed up of that tedious plot-line and it quietly withers on the vine.

Fat Amy (is this still an acceptable nickname in 2017?) also runs into her nefarious father again after many years (John Lithgow, “Interstellar“, “Daddy’s Home 2“). Lithgow – sporting a wonderful Australian accent – is about the best thing in the film. The “plot” (sorry, I can barely bring myself to use that word) revolves around Daddy trying to get something of Amy’s that he needs, for reasons – given the yacht he sails – that makes no sense whatsoever. Will he succeed? Will the Bellas get selected to headline with DJ Khaled (who is apparently a thing, but I’ve never heard him on BBC Radio 2)? Does anyone really care?

As my wife pointed out, it’s a bit unfortunate that the only Bellas who are not stick-thin size zeroes are the obese and annoyingly loud one, the black lesbian one and two that nobody knows why they are there. The message to the target female teen audience is clear: if you want to be “in” you’d better diet… hard. Nice.

Looking for all the world like sticks of candy-cane. The size 0 Bellas.
What can I say that’s vaguely nice about this monstrosity?

Some of the acapella song and dance numbers are fun enough, particularly “Toxic” that opens the film;
The closing number by Anna Kendrick (“Table 19“) is quite appealing;
There are also about 5 funny lines that made me smile: not laugh… smile;
It’s also a relief that John and Gail, unlike in “Pitch Perfect 2“, only come out with one xenophobic/racist comment in the film (and that’s about the French, so that hardly counts 🙂 ).
And I’m out…

There will be no doubt die-hard teenage fans who will love this one too. But my wife was a great fan of the first film (as indeed was I); she tolerated the second one; but even she declared this to be “Aca-Awful”. It’s not as toxically dreadful as “Dirty Grandpa“… what could be? But, seriously, life is too short for this.
  
Tiny Epic Galaxies: Beyond the Black
Tiny Epic Galaxies: Beyond the Black
2017 | Dice Game, Science Fiction, Space
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.


This review is a breakdown of the Beyond the Black expansion for Tiny Epic Galaxies. Beyond the Black introduces several new components to the game: Pilot cards, Hangars, and Exploration cards. To set up for a game with the expansion, things are done as normal with a few additions. The deck of Pilot cards is shuffled, and a market is created above the row of Planet cards. Each player receives a Hangar mat with 4 Advanced Ships, and the Exploration cards are shuffled and placed face-down on the Exploration mat. A handful of new Planet and Secret Mission cards are included in this expansion, and are shuffled into their respective decks. Pictured below are some of the expansion components.
The gameplay with the Beyond the Black expansion is essentially identical to that of the base game, with two new action options. On your turn, when you have rolled your dice, you have the option to Hire Pilots. These Pilots will take control of an Advanced Ship from your Hangar mat, and will provide special and powerful abilities in the game. In order to Hire a Pilot, you must pay the dice cost for the specific type of Advanced Ship for which you are hiring. Take the Pilot card and place it on your Hangar mat, on the corresponding Advanced Ship. You then replace one of your normal ships with the new Advanced Ship, to be used throughout the rest of the game. Not all Pilots can control every ship, so you have to strategize on which Pilots to hire.

The other new action option is Exploration. On your turn, when you roll a “Move a Ship” action, you may move a ship to the Exploration mat. Exploring uncharted space could result in helpful discoveries (gaining resources) or dangerous consequences (usually losing resources). Once on the Exploration mat, you have the option to take any face-up card from the Exploration row, if there are any, or you have the option to reveal the top card of the Exploration deck. If you reveal the top card and it is a green Discovery card, you may choose to take it and reap the rewards, or you can choose to push your luck and draw another card hoping for something better. If you draw a red Danger card, you must immediately take it and suffer the consequences, thus ending your turn. The Exploration row can only ever have 3 face-up cards at a time, so knowing when to push your luck or when to take a safe card is key.

The game continues in the normal fashion, with these additional actions, until a player has earned 21 or more VP. Along with the base game VP, the expansion allows players to earn VP for hired Pilots and Exploration cards. When the game end is triggered, players will then score their Secret Mission cards and VP earned from Exploration cards, and the player with the highest total is declared the winner!

Official recommendation: If you’ve read our review of Tiny Epic Galaxies, and it’s newest iteration, Tiny Epic Galaxies Blast Off!, then you’ll know that we absolutely love this game. The gameplay is excellent, the theming is on point, and the mechanics are engaging. That being said, is the Beyond the Black expansion necessary? If you, like us, are serious fans of the base game, I would say yes. This expansion builds upon the great elements of the base game, and provides even more opportunities for strategy in your gameplay. Should you hire this Pilot now, and for which Advanced Ship? You’re allowed to replace Pilots in future turns, but what if you replace someone and then regret it? How far are you willing to push your luck to Explore uncharted space? The benefits are nice, but the consequences can be brutal. The gameplay is elevated by the inclusion of these new elements, and is not bogged down by unnecessary additions. When first introducing this game to people, I would probably just use the base game to build an understanding of the gameplay. But beyond that (see what I did there?), I would highly recommend grabbing a copy of the Beyond the Black expansion to include in your future plays of this awesome little space game.
  
The Hangover Part II (2011)
The Hangover Part II (2011)
2011 | Comedy
It has been two years since writer-director producer Todd Phillips unleashed the mother of all benders on audiences with The Hangover. The film about four buddies on a lost weekend in Vegas was a comedic tour de force that left audiences laughing from start to finish and went on to be the highest grossing R-rated film in history. Naturally when a film does this kind of business, thoughts turned to a sequel and Phillips has returned with the original cast and crew to follow up this comedy classic.

Plot of the film mild-mannered dentist Stu (Ed Helms), who is getting married in Thailand to the girl of his dreams. Undaunted by the fact that his fiancé’s father despises everything about him, Stu convinces his best friends Phil (Bradley Cooper), and Doug (Justin Bartha), to take the 16 hour flight to attend the ceremony. When news reaches them that a crestfallen Alan (Zach Galifianikis), is waiting for his invitation to the ceremony, Stu is reluctant because he does not want a repeat of what happened in Vegas.

But despite their misgivings, the friends decide to include Alan in the ceremony and embark to the airport for the long flight to Thailand. They’re joined at the airport by Stu’s future brother-in-law Teddy (Mason Lee), a child prodigy who was already attending Stanford at 16 and has designs on a future medical career. As Stu’s fiance explains later in the film, Teddy is their father’s “most prized possession.”

Alan takes an instant disliking to Teddy and sees him as an outsider in their “wolf pack” and doesn’t miss an opportunity to try to exclude Teddy. Upon their arrival in beautiful Thailand, the friends get through a somewhat awkward dinner with the future in-laws and relax on the beach for a bonfire and bachelor party. Phil makes sure to be extra careful to avoid any of the issues they had in Vegas and selects bottled beer that was given to them by the hotel staff and makes sure that every one of them only gets an unopened bottle to drink.

Despite these precautions, Stu, Phil, and Alan wake up the next morning in a seedy hotel with absolutely no memory of how they got there and what happened the night before. Stu now sports a fresh facial tattoo while Alan has a completely shaved head. Matters are further complicated when the group realizes that Teddy is missing and that what appears to be his severed finger is found to be floating in a bucket of water.

As if things were not bad enough, matters take an even extreme turn for the worse when a monkey and Mr. Chow (Ken Jeong), show up and add even bigger complications to the already complex situation. The group learns that Doug is safely back at the resort and waiting for their arrival at breakfast after having left the bonfire early, leaving Stu, Alan and Phil to piece together the forgotten events of the night and locate Teddy before the wedding. Along the way they run into criminals, the sleazy side of Bangkok, upset monks, and much more as they race against time to solve the mystery and locate Teddy.

What follows is a comedic adventure complete with jaw-dropping sequences that leaves the audience shocked at just how far they push the envelope. The cast works well with one another and there are some truly funny moments in the film. The biggest issue with the movie is that it must walk a fine line between using the established formula of friends trying to remember and deal with the consequences of their lost evening while not repeating itself.

This is a very tricky proposition as the film essentially follows the same plot line of the original film: a group of friends are trying to remember the previous night and locate a missing member prior to a wedding. There are also similar jokes such as Stu dealing with a tattoo instead of a missing tooth and Alan’s constant nonsensical bantering and plethora of useless information.

Instead of trying to reinvent the wheel director Todd Phillips instead focuses on the relationship of the cast and allows the unique and exotic setting to be the new character and foil for the comedy. Many times in the film it is established that Teddy must be located before “Bangkok gets him” and as such the city offers endless opportunities for the cast.

The film does drag at the three quarters mark but recovers nicely, leading to a predictable finale. While the film was not as thoroughly funny as the original, in terms of humor and storytelling, but there are still plenty of laughs and eye-popping scenes that make it an enjoyable comedy. There are rumors that Phillips has plans for third film in the series to complete the trilogy. If this is indeed the case I would welcome a third film with the understanding that more care be put into the plot to avoid rehashing previous jokes and situations.
  
Odin's Ravens (second edition)
Odin's Ravens (second edition)
2016 | Animals, Card Game, Mythology, Racing
Getting the group together for game nights has always been a struggle – especially now (at time of writing) in this Covid world. So finding good games for 1-2 players has become a priority for me recently. Enter Odin’s Ravens, a 2-player race across the world. Does this game soar to meet my expectations, or does it fall flat in the end? Keep reading to find out.

Odin’s Ravens is a light game of strategy and hand management in which 2 players are racing to be the first of Odin’s ravens (duh) to travel around the world. To setup the game, shuffle the land cards and place a line of 16 cards directly between the two players. Land cards are divided into two halves, each depicting a different landscape. This line of Land cards acts as the route around the world for both Ravens. Players choose one end to be the start/finish lines, and place their Raven meeple on their corresponding side of the starting Land card. During play, the Ravens will travel down their side of the Land cards, and will switch to the opponent’s side for the flight back to the finish. Each player receives a set of 25 Flight cards and 8 Loki cards, to be shuffled and kept separate from each other. Both players then draws 5 cards into their hand, in any combination of Flight and Loki cards. Choose a starting player, and the game is ready to begin!


On a typical game turn, you will play as many cards from your hand as you want, either Flight cards, Loki cards, or combinations of the two. Flight cards allow you to move your raven down the path. In order to move your raven, you must play a Flight card that matches the landscape of the next Land card on your path. (Ex. if the next space is a Forest, you must play a Forest Flight card). If you have no Flight cards in hand that match the next card on your path, then you may discard any two flight cards of the same type to move forward one space. Loki cards allow you to perform Trickery actions, which alter the flight paths of both players. Some actions include rotating Land cards, moving ravens forward/backward a number of spaces, swapping Land cards, etc. It is important to note that once a Loki card has been played, it is removed from the game entirely – you only have 8 Loki cards total, so use them wisely! After you have played all the cards you wish on your turn, you will then draw 3 cards (in any combination of Flight/Loki cards), and end your turn. You may never have more than 7 cards in hand. Play continues in this fashion until one player has reached the end of their flight path – resulting in victory!
Seems simple enough, right? Well, it is and it isn’t. The overall gameplay itself is simplistic – draw and play cards to move your raven towards victory. The implementation of Loki cards adds a strategic twist to the game that keeps each player on their toes. Flight cards alone leave you at the mercy of the luck of the draw, but Loki cards give players a little more control over their game strategy. They provide ways to alter the flight path to benefit yourself or inhibit your opponent at various points throughout the game. Add in the fact that each player only has 8 Loki cards total, and that ups the strategy as well . You only have a finite amount of trickery to pull, so you have to be sure to use it at the perfect time. Was your opponent able to counteract your attempted trickery, or did you execute it perfectly for them to fall into your trap?


The components of this game are pretty standard and straightforward. The cards are good quality and are easy to manipulate, and the wooden raven meeples are big and chunky. Nice and simple! The artwork of the game, although clear and effective, is pretty basic and leaves much to be desired. It is clear in the way that it is easy to identify each type of landscape and determine the actions of Loki cards, but overall it feels a little too simplistic and not as immersive as it could be.
Odin’s Ravens is a decent 2-player game, although not my favorite. If I needed something simple, light, and relatively fast for 2 players, it is definitely one that I would pull off the shelf. But I have other 2-player games that I would rather play instead. Will it stay in my collection forever? Hard to say, but for the time being it has a spot on my shelves. If you are looking for something that is relatively simple, but has opportunities for strategy, check out Odin’s Ravens. Purple Phoenix Games gives this one a flighty 13 / 18 – you just gotta keep your eye on that Loki…