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Miami Vice (2006)
Miami Vice (2006)
2006 | Action, Drama
7
5.6 (5 Ratings)
Movie Rating
In 1984 a show arrived on NBC that instantly became a media sensation and set new standards for television dramas, as well as for music and fashion as it soon became a cultural icon.
The show was Miami Vice, and up until the final episode in 1989, legions of viewers tuned in every Friday night for a heady mix of action, music, color, and sex making series stars Philip Michael Thomas and Don Johnson some of the most identified and emulated celebrities in the world.

As time passed, the fickle television audience cooled on the show and it passed to television history, but not before leaving an indelible mark upon pop culture as to this day, the mere mention of the show unleashes a flood of memories and images from fans the world over.

Now close to two decades after the show went off the air, the creative talent behind the show, Michael Mann, has unleashed a cinematic version of his hit series, and it has arrived awash in the trademark neon colors, action, and style that made the series such a hit.

This time out, Oscar winner Jaime Foxx and Colin Farrell are Tubs and Crockett respectively, and they soon find themselves deep undercover posing as drug runners while trying to get to the bottom of a leak inside one of the law enforcement agencies. As troublesome as the leak, is, the fact that leaked information caused the deaths of undercover agents, by suspected white supremacists armed with the latest in high tech weaponry.

The deadly game of cloak and dagger unfolds as Tubbs and Crockett find themselves deep into a major criminal organization, and to add to the tension, Crockett finds himself drawn to an attractive member of the organization (Li Gong), who “belongs” to the head of the criminal plot.

As the plot unfolds, the danger of being discovered as well as becoming lost in the parts they are playing becomes a growing danger for Tubbs and Crockett, as they not only battle to keep their cover, but to stay alive and protect those closest to them.

The film has a plot that is a bit muddled at first, but like the world in which Tubbs and Crockett find themselves, there are not always clearly defines parameters as well as individuals. As simplistic as the basic plot may seem, the varying layers of characters, locales, and motivations keeps Miami Vice, a changing mystery, yet one that is lacking tension and deep drama.

The first hour of the film plods along with plenty of sex and setup, but surprisingly little action. I noted that there were five scenes of sex, and at least two more implied sex scenes before one of the lead characters even fired a weapon, which surprisingly came at 1 Hour and 40 minutes into the film.

While the film may take a while to get to the action, when it does come, it is surprisingly effective without falling victim to the usual Hollywood Traps of numerous gigantic explosions, car chases, stunts, and an abundance of C.G.I.

The violence in the film is also very graphic as there are numerous headshots, as well as splatter moments and gaping exit wounds. Despite this, it does not seem gratuitous but rather realistic as it portrays the brutality of the characters as well as the world in which they live and work.

The surprisingly effective finale confrontation satisfies and like any good director, Mann knows when to pull back, and when to go full out, without letting the action dominate the characters and the story.

Farrell and Foxx do a solid job with their characters without having the luxury of a deep back story. Mann’s script takes the approach that the viewers will know the characters and their history and omits things like Crockett’s ex wife, son, houseboat and pet alligator Elvis.

While this may seem trivial for a film that is over two hours in length, it does provide viewers with a better understanding of the characters and their actions and motivations, which I hope will be fully explored should a second film in the series be made.

That being said, despite the long setup, and a somewhat muddles plot, Miami Vice is a stylish and refreshing film, that should entertain fans of the original show.
  
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Niche
Niche
2009 | Abstract Strategy, Card Game, Educational, Puzzle
I have a gamer confession to make and I am not sure how it will be received. Perhaps it isn’t a gamer confession at all. I will let you be the judge. I am not a fan of Sudoku. There! I said it, and I stand by it. I find it tedious and far too intelligent a game for me. However, if someone would just dumb it down enough for me to get it, I may actually enjoy it. Oh wait, Andy Hopwood did that for me already? Hot dog!

Niche is a puzzly abstracty Sudoku-y card sheddy game for two to seven players that can be played in as few as 10 minutes. In it players attempt to shed their hand and score the most points by adding cards to established lines of cards. As with most of Andy Hopwood’s games, though, there is a twist.

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 the dealer will shuffle the deck and, well, deal out seven cards to each player. The cards not dealt form a deck and from this deck a starter card is flipped to the table. Setup is complete and the game may now begin!
On a turn each player will need to perform three steps: Select, Place, Score. When Selecting a card from their hand the player will need to observe the last played card. This card will essentially inform the player of what CANNOT be played. For example (per the photo above), if a yellow triangle was just played, then the next card played can be NEITHER yellow nor a triangle. So from their hand the active player will select a group of cards that can be played this turn and choose one to add adjacently to the most recently played card.

The player then must Place their card such that they do not add the same card to the line that already exists within the line. For an example here (per the photo below), the most recently played card is a blue circle. In hand are two blue squares, a yellow square, and a red square. As the previous card is blue the only choices left are the yellow and red square. However, the card played previous to the blue circle was a yellow square, so that leaves our player with only one choice: the red square connected to the blue circle. Now, the player could actually use the yellow square, but would need to place it below the blue circle forming the beginning of a new line. I will explain why that is a less strategic play.

When players perform the third step in a turn, Scoring, they will count up all cards in the lines extended by their card, both vertically and horizontally. In our previous example the red square continues a line of two cards so their score for that placement is three. Should they place the yellow square below they will only score two as they have added onto only one card. Fans of Azul will be familiar with this scoring system. Players are expected to keep track of their own scores each turn.


Should a player not have any legal plays using cards in their hand they must pass, and await their next turn. Play continues in this manner of players performing these three steps in a turn until a player sheds their entire hand of cards. All other players will have one more chance to play one card to score points. Players add up all the points they have scored throughout the game and the player with the most points is the winner!
Components. This is a deck of cards in a tuckbox. The cards are all fine quality, and the iconography could not be much clearer. I have zero qualms with the components here.

Gameplay is super quick and puzzly, with a great weight for its type of game. This will not be a centerpiece title of the game night, but will offer filler style gameplay for gamers mulling about or waiting for the next game to begin. I enjoy the simplicity of the rules coupled with the puzzly and thinky nature of each turn. Obviously the name of the game is scoring points, so you want to add to an already-long line instead of having to begin a new off-shoot somewhere, but it is near impossible to anticipate what other players will place on their turns. Therefore, more strategic players will find either solace or frustration from the more tactical style of play here.

I do want to mention that this game was originally designed for an event benefiting The Foundation for Conductive Education in the UK. Quote taken from the BGG profile for Niche: “The game aims to promote and support The Foundation for Conductive Education. This method works with children and adults who have conditions such as Cerebral Palsy, Stroke, M.S. or Parkinsons, helping them to lead more independent lives.” I know this organization holds a special place in the designer’s heart and I just wanted to take a moment to give a shout-out to this amazing organization and this amazing person who created a game for the benefit of others. I applaud both entities, and hope for much success.

That said, Niche is a game that can be played with any type of gamer in almost any situation. It takes up little table space (at most nine cards in a line) and is rules-light. Purple Phoenix Games gives this one an extended 8 / 12. If you are a fan of Sudoku and would like to explore a little card game that gives this reviewer the same vibe (but infinitely more fun) then I urge you to grab a copy of Niche. Not only will you be purchasing a good little game, but your purchase also goes toward furthering an organization that is doing very important work in the UK. And if you would like to feel very smart, play Niche with me sometime and watch me struggle to play the right card.