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The Bootlegger’s Daughter
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In Prohibition-era Los Angeles, two women on opposite sides of the law must take control of their...
Mothergamer (1543 KP) rated Dragon Quest XI: Echoes of an Elusive Age in Video Games
Apr 3, 2019
I have loved the Dragon Quest games since I was a kid and have played many of them. I was quite thrilled that a new Dragon Quest game was coming out so as soon as I got my hands on Dragon Quest XI: Echoes Of An Elusive Age, I started playing immediately. Right from the start the game starts off with a fantastic introduction with music played by the Tokyo Symphonic Orchestra and beautiful scenes from the game. The story starts with an interesting beginning showing the hero who is known as the Luminary a hero of light who is the only one that can fight the powers of darkness and a villain known as Mordegon.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.
Purple Phoenix Games (2266 KP) rated Darkest Night (First edition) in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
Lee (2222 KP) rated Shazam! (2019) in Movies
Apr 8, 2019 (Updated Apr 8, 2019)
Shazam is the latest DC superhero to land himself a standalone movie and continues to highlight the fact that these self contained DC offerings really do seem to be a lot better than their rushed ensemble movie output. It also shows how much better they can be when straying from the traditional dark DC gloom and deciding to inject a bit more humour and fun into it all. Aquaman recently showed just how much of a box office success that formula can be, Wonder Woman before it to a certain extent, and although Shazam does certainly have some dark themes and moments, it’s ultimately a lot more fun than either of those.
Shazam does take it’s time in introducing our superhero though, not to mention our super-villain, and the result is a much more grounded and believable movie. We begin with young boy Thaddeus Sivana, traveling by car with his elder brother and father. It’s the first of a number of dark scenes involving the Sivana family, really helping us to get a better understanding and appreciation of the man he later becomes and the motivation that drives him. We then head to present day Philadelphia, where 15 year old Billy Batson is using whatever means possible, legal or otherwise, to try and locate the birth mother he became separated from as a young boy while at a crowded funfair. Since then, Billy has been in the foster care system, and now finds himself in the care of Victor and Rosa – former foster kids themselves, who now run a home for a small group of foster children. Billy is sharing a room with Freddy, a disabled boy with an interest in superheroes and the proud owner of some pretty cool superhero memorabilia, including a batarang from Batman and a genuine bullet, flattened from having bounced off the man of steel himself! The foster home is a pretty close knit group and Billy initially struggles to fit into this large new ready made family.
And then one day, while on the run after standing up to a couple of older kids who were bullying Freddy, Billy finds himself transported to a dark mysterious cave where he inherits the powers of aged wizard Shazam (Djimon Hounsoul). The wizard is the last Shazam, currently protecting the world from an invasion of the Seven Deadly Sins, but now so weak that he must transfer his powers to someone who is true of heart. Absorbing his power, Billy becomes a grown up superhero (Zachari Levy), but by saying the word Shazam he is able to alternate between his teen body and that of the mighty superhero whenever he wants.
Once he manages to convince Freddy that he is in fact Billy and not some crazy guy in a suit, they have a lot of fun trying to work out which powers Shazam actually has and how to best make use of them. If you’ve seen the trailer, you’ll know that this is where a lot of the fun lies within the movie and it’s definitely very entertaining. But Billy eventually begins having a little too much fun for Freddy’s liking, and when all he is doing is skipping school to go shoot off lightning bolts for a gathered crowd, Freddy becomes frustrated that he is wasting his gift. With great power comes great responsibility and all that. Meanwhile, young Thaddeus Sivana has now become Dr Sivana (Mark Strong), acquiring some pretty impressive powers of his own and forging his own dark path in a scene which really pushes the 12A age rating for the movie. All his life, Sivana has been seeking the power that Billy has now acquired, so when this larger than life hero shows up, goofing around and not really taking that power seriously, Dr Sivana goes after Shazam to try and take the power for himself.
From there, the rest of the movie is pretty much a cat and mouse chase between Sivana and Shazam across the city, up in the sky and down on the streets as they smash through shopping malls and buildings before culminating in a fairground showdown. It’s actually a lot more fun than it sounds, although the whole movie could probably benefit from having about 10-15 minutes cut from it. Also, the dark threat introduced so shockingly earlier on in the movie, suddenly doesn’t become so shocking or menacing towards the end. It’s indicative of the tone of the movie as a whole really, trying to remain rooted in the traditional DC gloom, but striving for family friendly box office success. These are all very minor negatives for me though – overall Shazam is a lot of fun and very lighthearted, with a lot to say about the importance of family. And the Boardman family had an absolute blast watching it!
Shazam does take it’s time in introducing our superhero though, not to mention our super-villain, and the result is a much more grounded and believable movie. We begin with young boy Thaddeus Sivana, traveling by car with his elder brother and father. It’s the first of a number of dark scenes involving the Sivana family, really helping us to get a better understanding and appreciation of the man he later becomes and the motivation that drives him. We then head to present day Philadelphia, where 15 year old Billy Batson is using whatever means possible, legal or otherwise, to try and locate the birth mother he became separated from as a young boy while at a crowded funfair. Since then, Billy has been in the foster care system, and now finds himself in the care of Victor and Rosa – former foster kids themselves, who now run a home for a small group of foster children. Billy is sharing a room with Freddy, a disabled boy with an interest in superheroes and the proud owner of some pretty cool superhero memorabilia, including a batarang from Batman and a genuine bullet, flattened from having bounced off the man of steel himself! The foster home is a pretty close knit group and Billy initially struggles to fit into this large new ready made family.
And then one day, while on the run after standing up to a couple of older kids who were bullying Freddy, Billy finds himself transported to a dark mysterious cave where he inherits the powers of aged wizard Shazam (Djimon Hounsoul). The wizard is the last Shazam, currently protecting the world from an invasion of the Seven Deadly Sins, but now so weak that he must transfer his powers to someone who is true of heart. Absorbing his power, Billy becomes a grown up superhero (Zachari Levy), but by saying the word Shazam he is able to alternate between his teen body and that of the mighty superhero whenever he wants.
Once he manages to convince Freddy that he is in fact Billy and not some crazy guy in a suit, they have a lot of fun trying to work out which powers Shazam actually has and how to best make use of them. If you’ve seen the trailer, you’ll know that this is where a lot of the fun lies within the movie and it’s definitely very entertaining. But Billy eventually begins having a little too much fun for Freddy’s liking, and when all he is doing is skipping school to go shoot off lightning bolts for a gathered crowd, Freddy becomes frustrated that he is wasting his gift. With great power comes great responsibility and all that. Meanwhile, young Thaddeus Sivana has now become Dr Sivana (Mark Strong), acquiring some pretty impressive powers of his own and forging his own dark path in a scene which really pushes the 12A age rating for the movie. All his life, Sivana has been seeking the power that Billy has now acquired, so when this larger than life hero shows up, goofing around and not really taking that power seriously, Dr Sivana goes after Shazam to try and take the power for himself.
From there, the rest of the movie is pretty much a cat and mouse chase between Sivana and Shazam across the city, up in the sky and down on the streets as they smash through shopping malls and buildings before culminating in a fairground showdown. It’s actually a lot more fun than it sounds, although the whole movie could probably benefit from having about 10-15 minutes cut from it. Also, the dark threat introduced so shockingly earlier on in the movie, suddenly doesn’t become so shocking or menacing towards the end. It’s indicative of the tone of the movie as a whole really, trying to remain rooted in the traditional DC gloom, but striving for family friendly box office success. These are all very minor negatives for me though – overall Shazam is a lot of fun and very lighthearted, with a lot to say about the importance of family. And the Boardman family had an absolute blast watching it!
Purple Phoenix Games (2266 KP) rated Apotheca in Tabletop Games
Jun 12, 2019
In the fantasy world, Witches and Wizards get all the credit for magical feats. But if it weren’t for the proverbial ‘man behind the curtain,’ those feats wouldn’t be possible! Who am I talking about? Apothecaries, of course! Yes, maybe a Wizard single-handedly defeated a dragon, but only after drinking a healing potion to recover some strength. And maybe a Witch was able to sneak past some henchmen after drinking a potion of invisibility. The list goes on! The point is, apothecaries can do some cool magical stuff too. So keep crushing it out there, apothecaries – this game is for you!
After years of study, you have finally become a master apothecary, and making magic potions is your passion. You buy all of your ingredients in a secret marketplace with no problem until one day, you come across another apothecary trying to buy all of the same ingredients as you! Who does this person think they are?? Using your quick wit, and some sleight of hand, you manage to scatter the ingredients around the marketplace to hide them from your rival. Now all you’ve got to do is give them the slip so you can go pick up the ingredients. Be careful, though – you’re rival is as sly as you are, and is scouring the marketplace to find them first!
In Apotheca, players are racing to create three magic potions before their opponents do. To craft a magic potion, players must make a match of three potions of the same color in a row. Played on a 4×4 grid, potions are manipulated by apothecary powers from recruited apothecary cards in a manner similar to movement in chess, or better yet – Onitama. Complete three matches, and you win! As a whole, I could describe Apotheca as chess with a helping of tic-tac-toe.
One thing I really like about this game is that it’s a game of semi-hidden information. Some things are hidden and some things are not. You do know the apothecary power(s) your opponent has, but you don’t know the color of the potions they put into play. Based on how they use their powers to manipulate potions, both face-up and face-down, you must deduce their strategy and thwart their attempts at making a match! Of course, they are doing the exact same thing to you – only you know the color of potions you place, but your power is known to your opponent. It’s a unique game of deduction and deception that requires more strategy than meets the eye.
Apotheca can be played with 1-4 players, but I think the best player count is 2. In a 3-4 player game, it can be difficult to build a concrete strategy because the board can significantly change between your turns. In a 2-player game, the board changes as well, but not nearly as quickly since it is just a back-and-forth with turn order. Also, more players means more hidden information – it can be tedious trying to remember who performed what action and who has what powers as you try to deduce everyone’s strategy. I don’t mind Apotheca as a 3-4 player game, but I would certainly prefer to play it as a 2-player game.
As you can see by our individual ratings, we are a little split on this game. It requires a decent amount of strategy and deduction, which work well together in this game. Apotheca was one of the first games in my collection, and it’s one that will stay there. Overall, Purple Phoenix Games gives Apotheca a sneaky 12 / 18.
https://purplephoenixgames.wordpress.com/2019/02/01/apotheca-review/
After years of study, you have finally become a master apothecary, and making magic potions is your passion. You buy all of your ingredients in a secret marketplace with no problem until one day, you come across another apothecary trying to buy all of the same ingredients as you! Who does this person think they are?? Using your quick wit, and some sleight of hand, you manage to scatter the ingredients around the marketplace to hide them from your rival. Now all you’ve got to do is give them the slip so you can go pick up the ingredients. Be careful, though – you’re rival is as sly as you are, and is scouring the marketplace to find them first!
In Apotheca, players are racing to create three magic potions before their opponents do. To craft a magic potion, players must make a match of three potions of the same color in a row. Played on a 4×4 grid, potions are manipulated by apothecary powers from recruited apothecary cards in a manner similar to movement in chess, or better yet – Onitama. Complete three matches, and you win! As a whole, I could describe Apotheca as chess with a helping of tic-tac-toe.
One thing I really like about this game is that it’s a game of semi-hidden information. Some things are hidden and some things are not. You do know the apothecary power(s) your opponent has, but you don’t know the color of the potions they put into play. Based on how they use their powers to manipulate potions, both face-up and face-down, you must deduce their strategy and thwart their attempts at making a match! Of course, they are doing the exact same thing to you – only you know the color of potions you place, but your power is known to your opponent. It’s a unique game of deduction and deception that requires more strategy than meets the eye.
Apotheca can be played with 1-4 players, but I think the best player count is 2. In a 3-4 player game, it can be difficult to build a concrete strategy because the board can significantly change between your turns. In a 2-player game, the board changes as well, but not nearly as quickly since it is just a back-and-forth with turn order. Also, more players means more hidden information – it can be tedious trying to remember who performed what action and who has what powers as you try to deduce everyone’s strategy. I don’t mind Apotheca as a 3-4 player game, but I would certainly prefer to play it as a 2-player game.
As you can see by our individual ratings, we are a little split on this game. It requires a decent amount of strategy and deduction, which work well together in this game. Apotheca was one of the first games in my collection, and it’s one that will stay there. Overall, Purple Phoenix Games gives Apotheca a sneaky 12 / 18.
https://purplephoenixgames.wordpress.com/2019/02/01/apotheca-review/
graveyardgremlin (7194 KP) rated A Charmed Death (A Bewitching Mystery, #2) in Books
Feb 15, 2019
This second installment of the Bewitching Mystery series focuses on the murder of a popular teenage girl who may have been hiding a seedy secret or two. Maggie delves into the case, while also developing her newfound powers and going on her first N.I.G.H.T.S. investigation.
After the slow-moving first seventy to eighty pages that was mostly background information on the town, the shop, characters and a recap of the last book, the story actually moved onto the main mystery in this book. I found the mystery very intriguing and well-done (I could easily envision it on TV, heck, I wouldn't be surprised if I had seen a similar story-line), and the author shed more light on Marcus, which was nice, but was also detrimental to other secondary characters, namely Felicity (a.k.a. Liss, which the first time Maggie mentioned that nickname I forgot for a minute who she was referring too. That probably should have been clarified more, I may have read the first book less than a month ago, but I can't remember everything and it's not like it's Melissa/Liss which I would have picked up on immediately. :P). So less Felicity, and also Steff and Tom, surprisingly enough. Any interaction Maggie had with Tom was strained, sometimes strange, and there was a bit at the end I didn't buy in regards to the two of them. Maggie herself was exactly the same as in the first book, except a bit dumber but I'll come to that a moment, so that disappointed me. It's not as if I expect her to grow every book, but a little development here and there or something new we didn't know about her wouldn't hurt. Although her development of her 'powers' has been nicely and realistically done, and the only problem I had was a scene at the end that seemed more magic than magick. Now we come to Maggie doing a couple of stupid things I never thought she'd be dumb enough to do, one of which led to her 'showdown' with the murderer. In that instance, she really had no need to do what she did to get him/her arrested or for any reason. It just seemed a contrivance to put her in the murderer's path. Overall, after the first fourth or so of the book, it was a decent yet flawed read, and I am going to pick up the next in the series with the hope that any minor problems I had will have been just a fluke.
After the slow-moving first seventy to eighty pages that was mostly background information on the town, the shop, characters and a recap of the last book, the story actually moved onto the main mystery in this book. I found the mystery very intriguing and well-done (I could easily envision it on TV, heck, I wouldn't be surprised if I had seen a similar story-line), and the author shed more light on Marcus, which was nice, but was also detrimental to other secondary characters, namely Felicity (a.k.a. Liss, which the first time Maggie mentioned that nickname I forgot for a minute who she was referring too. That probably should have been clarified more, I may have read the first book less than a month ago, but I can't remember everything and it's not like it's Melissa/Liss which I would have picked up on immediately. :P). So less Felicity, and also Steff and Tom, surprisingly enough. Any interaction Maggie had with Tom was strained, sometimes strange, and there was a bit at the end I didn't buy in regards to the two of them. Maggie herself was exactly the same as in the first book, except a bit dumber but I'll come to that a moment, so that disappointed me. It's not as if I expect her to grow every book, but a little development here and there or something new we didn't know about her wouldn't hurt. Although her development of her 'powers' has been nicely and realistically done, and the only problem I had was a scene at the end that seemed more magic than magick. Now we come to Maggie doing a couple of stupid things I never thought she'd be dumb enough to do, one of which led to her 'showdown' with the murderer. In that instance, she really had no need to do what she did to get him/her arrested or for any reason. It just seemed a contrivance to put her in the murderer's path. Overall, after the first fourth or so of the book, it was a decent yet flawed read, and I am going to pick up the next in the series with the hope that any minor problems I had will have been just a fluke.
Gareth von Kallenbach (980 KP) rated Bridge of Spies (2015) in Movies
Jun 19, 2019
In the 1950s the world was locked in the midst of the Cold War where paranoia, mutual distrust, and fear, combined with the threat of nuclear annihilation between the United States and Soviet Union. In “Bridge of Spies” Director Steven Spielberg has once again used history as a basis for a compelling story filled with real characters and emotions.
When suspected spy Rudolf Abel (Mark Rylance), is arrested New York Tax Attorney James Donovan (Tom Hanks) is asked to provide Abel with a competent defense so the United States can show the world that Abel was given a fair trial and due process despite the charges against him.
Although hesitant what defending an accused spy will bring hatred to him and his family, Donovan takes up the task and despite a judge and process that wants to railroad this to a conviction in spite of possible illegal search and seizure, Donovan is able to avoid the death penalty for his client and even files an appeal before the Supreme Court as he is convinced his client was convicted on evidence that was illegally obtained.
At the same time, a young Air Force pilot named Francis Gary Powers (Austin Stowell), is shot down by the Russians in a U-2 spy plane and is paraded by the Russians on television before being convicted of being a Spy.
This situation increases and already tense situation and when the East German government starts to build the Berlin Wall and takes an American student prisoner for espionage, back channels contact Donovan to discuss a possible exchange of prisoners.
Now since this cannot be done by any official sanction of the U.S. or Russian governments, Donovan must in secret travel to Berlin and meet with figures to obtain a release. The U.S. wants Powers and considers the student an expendable throw in but Donovan is resolute to bring them both home in exchange for his client Abel.
The film is beautifully shot and masterfully acted with top performance by Hanks and the leads. The events are fairly close to the historical accounts I studied as a child and Spielberg is wise to let the story and the characters drive the film and not create over impassioned speeches or tacked on action sequences to build the drama.
The film is an early contender for several Oscar nominations as far as I am concerned as is one of the best movies of 2015.
http://sknr.net/2015/10/16/bridge-of-spies/
When suspected spy Rudolf Abel (Mark Rylance), is arrested New York Tax Attorney James Donovan (Tom Hanks) is asked to provide Abel with a competent defense so the United States can show the world that Abel was given a fair trial and due process despite the charges against him.
Although hesitant what defending an accused spy will bring hatred to him and his family, Donovan takes up the task and despite a judge and process that wants to railroad this to a conviction in spite of possible illegal search and seizure, Donovan is able to avoid the death penalty for his client and even files an appeal before the Supreme Court as he is convinced his client was convicted on evidence that was illegally obtained.
At the same time, a young Air Force pilot named Francis Gary Powers (Austin Stowell), is shot down by the Russians in a U-2 spy plane and is paraded by the Russians on television before being convicted of being a Spy.
This situation increases and already tense situation and when the East German government starts to build the Berlin Wall and takes an American student prisoner for espionage, back channels contact Donovan to discuss a possible exchange of prisoners.
Now since this cannot be done by any official sanction of the U.S. or Russian governments, Donovan must in secret travel to Berlin and meet with figures to obtain a release. The U.S. wants Powers and considers the student an expendable throw in but Donovan is resolute to bring them both home in exchange for his client Abel.
The film is beautifully shot and masterfully acted with top performance by Hanks and the leads. The events are fairly close to the historical accounts I studied as a child and Spielberg is wise to let the story and the characters drive the film and not create over impassioned speeches or tacked on action sequences to build the drama.
The film is an early contender for several Oscar nominations as far as I am concerned as is one of the best movies of 2015.
http://sknr.net/2015/10/16/bridge-of-spies/
Erika (17788 KP) rated Star Wars: Episode IX - The Rise of Skywalker (2019) in Movies
Dec 22, 2019
A Sequel to Force Awakens
It's no secret, I hate the Last Jedi. Now, at this point it's completely null and void, and I am thrilled. Yes, I threw shade at Rose, because I thought that them pushing her into the background was hilarious, and the correct thing to do with the vanilla-boring character. No hate towards Kelly Marie Tran, you can't fault her for her character being lame AF.
I debated on whether to write a spoiler filled review, or a non-spoiler review. I decided upon a non-spoiler review.
The first half of the film did have a ton of planet-hopping and moved very quickly. I think it was this way to sort of show the main trio working together. You know, since TLJ did nothing to develop their relationships to one another.
It was a mistake to keep Carrie Fisher in the film. The scenes with her felt forced and fake. She did serve some sort of purpose, but I feel like it would have made more sense had she been dead.
Finally, what we'd all been waiting for happened, Rey's family was finally revealed. It was a little anti-climactic, and predictable. The entire film was fairly predictable, but was that a bad thing? In my book, no, I like being right about my theories. I liked the ending, and thought that certain characters endings made sense.
I didn't think the cameos were all that much fan service, they could have thrown in a lot more... Like, who was piloting the Ghost (see Star Wars Rebels)? Was it Hera or Jaden Syndulla? I loved, loved everyone they included in the very specific group cameo.
Overall, it was a satisfactory ending. I'm going to have to read more about the Knights of Ren when the collected volume comes out.
I saw articles b-tching about the additional force powers and force-sensitive people, this hasn't been a secret. Force-sensitive beings: Chirrut Îmwe (Rogue One), Finn (suggested in TFA and TROS trailers), Maz Katana, Bendu (Rebels). Beings with additional force powers: The Child from the Mandalorian (healing and suggested telekinesis), Ezra Bridger from Rebels (speaks and has strong connections to animals), and Karr from the Force Collector (sees the past from touching artefacts). I'm now ready to see more of the Star Wars universe, without the Skywalker family being the focus. Knights of the Old Republic plz.
I debated on whether to write a spoiler filled review, or a non-spoiler review. I decided upon a non-spoiler review.
The first half of the film did have a ton of planet-hopping and moved very quickly. I think it was this way to sort of show the main trio working together. You know, since TLJ did nothing to develop their relationships to one another.
It was a mistake to keep Carrie Fisher in the film. The scenes with her felt forced and fake. She did serve some sort of purpose, but I feel like it would have made more sense had she been dead.
Finally, what we'd all been waiting for happened, Rey's family was finally revealed. It was a little anti-climactic, and predictable. The entire film was fairly predictable, but was that a bad thing? In my book, no, I like being right about my theories. I liked the ending, and thought that certain characters endings made sense.
I didn't think the cameos were all that much fan service, they could have thrown in a lot more... Like, who was piloting the Ghost (see Star Wars Rebels)? Was it Hera or Jaden Syndulla? I loved, loved everyone they included in the very specific group cameo.
Overall, it was a satisfactory ending. I'm going to have to read more about the Knights of Ren when the collected volume comes out.
I saw articles b-tching about the additional force powers and force-sensitive people, this hasn't been a secret. Force-sensitive beings: Chirrut Îmwe (Rogue One), Finn (suggested in TFA and TROS trailers), Maz Katana, Bendu (Rebels). Beings with additional force powers: The Child from the Mandalorian (healing and suggested telekinesis), Ezra Bridger from Rebels (speaks and has strong connections to animals), and Karr from the Force Collector (sees the past from touching artefacts). I'm now ready to see more of the Star Wars universe, without the Skywalker family being the focus. Knights of the Old Republic plz.
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