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Prince of Persia Classic HD
Games
App
"Faithful recreation of one of the most famous games in the history of the medium, with revised...

Tsuro
Tabletop Game
From the publisher: A beautiful and beautifully simple game of laying a tile before your own...
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Cosmic Run: Regeneration
Tabletop Game
The year is 2123 and the planet earth is becoming uninhabitable. New powers of interstellar travel...

KatieLouCreate (162 KP) rated Empire of the Vampire in Books
Jul 10, 2023
Empire of the Vampire
This book is not for the feint hearted. Not only is it decidedly grotesque and gruesome, but its also a monster of a book, coming in at 725 pages with another book on the way.
It has been twenty-seven long years since the last sunrise. For nearly three decades, vampires have waged war against humanity; building their eternal empire even as they tear down our own.
Gabriel de León is a silversaint: a member of a holy brotherhood dedicated to defending realm and church from the creatures of the night. But even the Silver Order couldn’t stem the tide once daylight failed us, and now, only Gabriel remains.
Imprisoned by the very monsters he vowed to destroy, the last silversaint is forced to tell his story. A story of legendary battles and forbidden love, of faith lost and friendships won, of the Wars of the Blood and the Forever King and the quest for humanity’s last remaining hope:
The Holy Grail.
The book is dark and gruesome, but also delightfully entertaining. Kristoff puts an original spin on the vampire world and created a deep, well-rounded character with the biggest chip on his shoulder. All the characters are well-developed, to be honest.
The humour, as expected, is dark. Which is what makes it so great. I found myself laughing out loud in parts. I loved the witty banter and insults from the characters.
My woe with this book was, though I enjoyed it, it did feel like I was reading a 725 page book. Sometimes the time flew, and others I found myself counting the pages wondering how much longer this was going to go on for. I think the story could have been shorter without losing anything vital.
Read if you like:
Adult fantasy
Legendary battles
Blood and gore/violence
Religious occult
Dark humour
Don't read if:
You are a child
And dont like:
Prolific swearing
Sexual Content
Violence
Religious Themes
Trigger warnings:
Anything mentioned above
Drug addiction
Child abuse
Homophobia
It reminds me of Interview With a Vampire meets Van Helsing...
It has been twenty-seven long years since the last sunrise. For nearly three decades, vampires have waged war against humanity; building their eternal empire even as they tear down our own.
Gabriel de León is a silversaint: a member of a holy brotherhood dedicated to defending realm and church from the creatures of the night. But even the Silver Order couldn’t stem the tide once daylight failed us, and now, only Gabriel remains.
Imprisoned by the very monsters he vowed to destroy, the last silversaint is forced to tell his story. A story of legendary battles and forbidden love, of faith lost and friendships won, of the Wars of the Blood and the Forever King and the quest for humanity’s last remaining hope:
The Holy Grail.
The book is dark and gruesome, but also delightfully entertaining. Kristoff puts an original spin on the vampire world and created a deep, well-rounded character with the biggest chip on his shoulder. All the characters are well-developed, to be honest.
The humour, as expected, is dark. Which is what makes it so great. I found myself laughing out loud in parts. I loved the witty banter and insults from the characters.
My woe with this book was, though I enjoyed it, it did feel like I was reading a 725 page book. Sometimes the time flew, and others I found myself counting the pages wondering how much longer this was going to go on for. I think the story could have been shorter without losing anything vital.
Read if you like:
Adult fantasy
Legendary battles
Blood and gore/violence
Religious occult
Dark humour
Don't read if:
You are a child
And dont like:
Prolific swearing
Sexual Content
Violence
Religious Themes
Trigger warnings:
Anything mentioned above
Drug addiction
Child abuse
Homophobia
It reminds me of Interview With a Vampire meets Van Helsing...

BankofMarquis (1832 KP) rated M3gan (2023) in Movies
Mar 1, 2023
Nothing Special
Move over, Chucky, there’s a new killer doll in town.
The first “hit” of 2023, M3GAN (whichs stands for Model 3 Generative Android) is exactly what you think it is, the latest spin on a theme that has been seen over and over again - a scientist creates a sentient being that ends up turning on it’s masters.
As Directed by Gerard Johnstone, M3GAN is a winning (enough) entree into this genre, with the twist this time being that the sentient being is a doll (much like the aforementioned Chucky or Annabelle) and M3GAN is created as a companion for a lonely young girl who has lost her parents, as the relationship between M3GAN and Cady (Violet McGraw) grows, M3GAN becomes overly protective of her.
Because the main character is a tween girl, Director Johnstone tries to tow the line between hard-core, R-rated Horror and more “kid-friendly” PG-13 fright/scares. He succeeds as much as he fails in this quest, but…ultimately…the films lands squarely in the middle…not gorey/horror enough for horror fans, but too gorey/horror-y for the younger set that just might be it’s target audience.
As the creator of M3GAN (and the Aunt of Cady), Allison Williams (GET OUT) does a professional job of holding down the center of the film with the rest of the supporting cast/victims being played inconsistently as realistic (the next door neighbor played by Lori Dungey (The Lord of the RINGS trilogy) or too over-the-top like the scum-bag, “only interested in making money” CEO played by comedian Ronny Chieng.
It is these types of inconsistencies - “R-Rated or PG-13”? Realistic or over-the-top acting? That, ultimately, sentences this picture as something that is neither interesting nor uninteresting. It just sits there like a doll on the shelf, staring at you, waiting for you to decide whether or not you wish to play with it.
Letter Grade: C+
5 Stars (out of 10) and you can take that to the Bank(ofMarquis)
The first “hit” of 2023, M3GAN (whichs stands for Model 3 Generative Android) is exactly what you think it is, the latest spin on a theme that has been seen over and over again - a scientist creates a sentient being that ends up turning on it’s masters.
As Directed by Gerard Johnstone, M3GAN is a winning (enough) entree into this genre, with the twist this time being that the sentient being is a doll (much like the aforementioned Chucky or Annabelle) and M3GAN is created as a companion for a lonely young girl who has lost her parents, as the relationship between M3GAN and Cady (Violet McGraw) grows, M3GAN becomes overly protective of her.
Because the main character is a tween girl, Director Johnstone tries to tow the line between hard-core, R-rated Horror and more “kid-friendly” PG-13 fright/scares. He succeeds as much as he fails in this quest, but…ultimately…the films lands squarely in the middle…not gorey/horror enough for horror fans, but too gorey/horror-y for the younger set that just might be it’s target audience.
As the creator of M3GAN (and the Aunt of Cady), Allison Williams (GET OUT) does a professional job of holding down the center of the film with the rest of the supporting cast/victims being played inconsistently as realistic (the next door neighbor played by Lori Dungey (The Lord of the RINGS trilogy) or too over-the-top like the scum-bag, “only interested in making money” CEO played by comedian Ronny Chieng.
It is these types of inconsistencies - “R-Rated or PG-13”? Realistic or over-the-top acting? That, ultimately, sentences this picture as something that is neither interesting nor uninteresting. It just sits there like a doll on the shelf, staring at you, waiting for you to decide whether or not you wish to play with it.
Letter Grade: C+
5 Stars (out of 10) and you can take that to the Bank(ofMarquis)

Mothergamer (1562 KP) rated the PC version of The Elder Scrolls Online Tamriel Unlimited in Video Games
Apr 3, 2019
Many of my friends kept telling me I should play Elder Scrolls Online because it was a lot of fun and set before the events of Skyrim. I told them I didn't have it yet, but eventually I would check it out. I liked that they followed in the steps of Guild Wars 2 by not having a monthly subscription, once you buy the game it's yours to play to your heart's content. I waited until it went on sale on Steam and got the collector's edition which included three DLCs and a horse mount. I was excited to create a new character and explore the world of Elder Scrolls Online. I actually made two characters both in the Nightblade job class a Dark Elf and a Wood Elf. You can have 8 character slots which is pretty nice. I may go and try out a Khajiit character later.
One of the many Khajit characters in the game.
The character creation is very user friendly with a variety of options. However, I once again wondered why there so many different variations of bald for the female characters. I suppose that just gives you a lot of options if that's your thing. I did like that there were plenty of longer hair options for the characters. Once my character creation was complete, I could not wait to start my adventure. I also had to pick which server to play on North American or European. I went with North American as the time difference doesn't really let me play with my European friends. Depending on which character you pick: Dark Elf, Wood Elf, High Elf, Khajit, Argonian, Nord, Breton, Redguard, or Orc you start the game that gives you a tutorial introduction for the game controls and then you have racial origin quests you can play. I play the game on PC so my controls were for the PC, but you can also play the game on PS4 and XboxOne. Once I finished the tutorial quest I was able to really begin exploring the world of Tamriel.
My Dark Elf ready for adventure!
One great thing that stands out is how easy the controls are to map and use. The user menu for items and quest logs is incredibly user friendly making the game feel nicely streamlined. There is literally tons to see and do in Elder Scrolls Online ranging from a myriad of side quests to origin story quests as well as the main story quests. Another thing I like is the dungeon system. While I like Final Fantasy 14, the one thing I really do not like is how many forced dungeon crawls there are. Elder Scrolls Online has made it so that if you want to do a dungeon you can or you can just skip it if it's not your thing.
There are actually seven different types of dungeons. You have the public dungeons which if you have the right character build, you can solo very easily. This dungeon is open to everyone so solo players can come in and explore and team up with people who are in there if they wish. Public dungeons are a bit more challenging than the other dungeons so in general a group definitely helps. Delves are solo dungeons pertinent to whichever quest you're on. Non-Veteran group dungeons are instanced dungeons that require a group of four and are normal mode and scale to the level of the group leader. Veteran dungeons are instanced as well, but they don't unlock until you're level 50 and they are a higher difficulty than the other dungeons. Trials are 12 person instances that are mainly for endgame content and require a solid group and teamwork. Craglorn delves are instanced dungeons that have you kill a specific bosses inside. Finally, there is the Dragonstar Arena which is a 4 person instance PVE (Player versus event) arena. This has 10 different levels where you work together to fight 5 waves of monsters in each level and a final boss at the end. This is a difficult level dungeon for experienced players.
Battling in a Delve.
There is chat of course and for the most part it's alright in the fact that you can learn about events or people looking for groups so you can team up for quests and dungeons. This also lets you know what guilds are out there recruiting. Other times I tend to turn off zone chat because there's only so many sexual innuendo and dick jokes I can take. For the most part I run around by myself doing quests and I always have fun doing them and I have done a few group dungeons which are fun as well. The community in Elder Scrolls Online is quite friendly from what I've experienced and there are a lot of players who are willing to help if you need it and give advice about the game and class builds. I've even had a few players trade gear with me to help my Nightblade characters be even better which was so nice of them. That alone has made my experience with Elder Scrolls Online even more enjoyable.
The different areas that I've explored so far are beautiful. Just exploring is a lot of fun in itself because each area is completely different so it's a lot of fun to just look around at everything. The music in the game is fantastic as well and sets a great atmosphere for the story and quests. The battles are fun and easy to navigate. Leveling doesn't feel like a chore and unlocking skills is simple to do and with enough skill points you can even morph your skills into more powerful abilities. Traveling is great too because once you unlock a way shrine you can fast travel to those spots that you have unlocked. It does cost some gold when you fast travel however, but with all the quests you get under your belt it's not that big a deal. Traveling on a mount is easy, you can just use a command that has your character whistle and your mount will appear so you can head to where you need to go.
My Wood Elf admiring the beautiful scenery.
There is PVP (player versus player) in the game. You can fight in Cyrodiil from level 10 and above. You can also challenge other players to a duel anywhere in Tamriel. If the person accepts your duel challenge, a flag appears and you fight in the designated area marked by the flag, if you leave that area it results in a forfeit. I tried it out once just to see what it was like (PVP is not my thing) and it was alright. For those who love PVP it is one more fun adventure thing you can do in the game.
You can do crafting in the game as well. There is an introductory quest to crafting that you get so you can learn about the craft you choose. There are six crafts to choose from: Blacksmith, Clothier, Alchemy, Enchanting, Provisioning, and Woodworking. The tutorial on how to do the crafts is easy to follow and once you get started it's easy to do. This is also a terrific way to make a bit of extra coin in the game for all the things you need such as gear and healing potions.
The one issue I have with Elder Scrolls Online is that there is no cross platform gaming. This means if you play on the PC, but your friends play on the PS4 or XboxOne consoles you can't play together. This means that PC players are on their own server and the console players are on their own separate server. I can understand a bit why they did it that way, but it kind of sucks that I can't play with my friends who are on the console platforms. In that regard, Final Fantasy 14 is winning because you can play with your friends across all platforms. Perhaps that may change in the future, but for now that's not the case.
Lack of cross platform gaming aside, Elder Scrolls Online is a great game. It's a fun adventure with a ton of content to explore and plenty of things to see and do. I'm glad I was able to check it out and I'm enjoying playing by myself and with other people. It's an MMORPG that offers a lot of great things in its game and gives a huge amount of freedom to the different play styles that people have allowing everyone to enjoy the game the way they wish. Now, I'm off to do some more adventuring in Tamriel!
One of the many Khajit characters in the game.
The character creation is very user friendly with a variety of options. However, I once again wondered why there so many different variations of bald for the female characters. I suppose that just gives you a lot of options if that's your thing. I did like that there were plenty of longer hair options for the characters. Once my character creation was complete, I could not wait to start my adventure. I also had to pick which server to play on North American or European. I went with North American as the time difference doesn't really let me play with my European friends. Depending on which character you pick: Dark Elf, Wood Elf, High Elf, Khajit, Argonian, Nord, Breton, Redguard, or Orc you start the game that gives you a tutorial introduction for the game controls and then you have racial origin quests you can play. I play the game on PC so my controls were for the PC, but you can also play the game on PS4 and XboxOne. Once I finished the tutorial quest I was able to really begin exploring the world of Tamriel.
My Dark Elf ready for adventure!
One great thing that stands out is how easy the controls are to map and use. The user menu for items and quest logs is incredibly user friendly making the game feel nicely streamlined. There is literally tons to see and do in Elder Scrolls Online ranging from a myriad of side quests to origin story quests as well as the main story quests. Another thing I like is the dungeon system. While I like Final Fantasy 14, the one thing I really do not like is how many forced dungeon crawls there are. Elder Scrolls Online has made it so that if you want to do a dungeon you can or you can just skip it if it's not your thing.
There are actually seven different types of dungeons. You have the public dungeons which if you have the right character build, you can solo very easily. This dungeon is open to everyone so solo players can come in and explore and team up with people who are in there if they wish. Public dungeons are a bit more challenging than the other dungeons so in general a group definitely helps. Delves are solo dungeons pertinent to whichever quest you're on. Non-Veteran group dungeons are instanced dungeons that require a group of four and are normal mode and scale to the level of the group leader. Veteran dungeons are instanced as well, but they don't unlock until you're level 50 and they are a higher difficulty than the other dungeons. Trials are 12 person instances that are mainly for endgame content and require a solid group and teamwork. Craglorn delves are instanced dungeons that have you kill a specific bosses inside. Finally, there is the Dragonstar Arena which is a 4 person instance PVE (Player versus event) arena. This has 10 different levels where you work together to fight 5 waves of monsters in each level and a final boss at the end. This is a difficult level dungeon for experienced players.
Battling in a Delve.
There is chat of course and for the most part it's alright in the fact that you can learn about events or people looking for groups so you can team up for quests and dungeons. This also lets you know what guilds are out there recruiting. Other times I tend to turn off zone chat because there's only so many sexual innuendo and dick jokes I can take. For the most part I run around by myself doing quests and I always have fun doing them and I have done a few group dungeons which are fun as well. The community in Elder Scrolls Online is quite friendly from what I've experienced and there are a lot of players who are willing to help if you need it and give advice about the game and class builds. I've even had a few players trade gear with me to help my Nightblade characters be even better which was so nice of them. That alone has made my experience with Elder Scrolls Online even more enjoyable.
The different areas that I've explored so far are beautiful. Just exploring is a lot of fun in itself because each area is completely different so it's a lot of fun to just look around at everything. The music in the game is fantastic as well and sets a great atmosphere for the story and quests. The battles are fun and easy to navigate. Leveling doesn't feel like a chore and unlocking skills is simple to do and with enough skill points you can even morph your skills into more powerful abilities. Traveling is great too because once you unlock a way shrine you can fast travel to those spots that you have unlocked. It does cost some gold when you fast travel however, but with all the quests you get under your belt it's not that big a deal. Traveling on a mount is easy, you can just use a command that has your character whistle and your mount will appear so you can head to where you need to go.
My Wood Elf admiring the beautiful scenery.
There is PVP (player versus player) in the game. You can fight in Cyrodiil from level 10 and above. You can also challenge other players to a duel anywhere in Tamriel. If the person accepts your duel challenge, a flag appears and you fight in the designated area marked by the flag, if you leave that area it results in a forfeit. I tried it out once just to see what it was like (PVP is not my thing) and it was alright. For those who love PVP it is one more fun adventure thing you can do in the game.
You can do crafting in the game as well. There is an introductory quest to crafting that you get so you can learn about the craft you choose. There are six crafts to choose from: Blacksmith, Clothier, Alchemy, Enchanting, Provisioning, and Woodworking. The tutorial on how to do the crafts is easy to follow and once you get started it's easy to do. This is also a terrific way to make a bit of extra coin in the game for all the things you need such as gear and healing potions.
The one issue I have with Elder Scrolls Online is that there is no cross platform gaming. This means if you play on the PC, but your friends play on the PS4 or XboxOne consoles you can't play together. This means that PC players are on their own server and the console players are on their own separate server. I can understand a bit why they did it that way, but it kind of sucks that I can't play with my friends who are on the console platforms. In that regard, Final Fantasy 14 is winning because you can play with your friends across all platforms. Perhaps that may change in the future, but for now that's not the case.
Lack of cross platform gaming aside, Elder Scrolls Online is a great game. It's a fun adventure with a ton of content to explore and plenty of things to see and do. I'm glad I was able to check it out and I'm enjoying playing by myself and with other people. It's an MMORPG that offers a lot of great things in its game and gives a huge amount of freedom to the different play styles that people have allowing everyone to enjoy the game the way they wish. Now, I'm off to do some more adventuring in Tamriel!

Purple Phoenix Games (2266 KP) rated Space Kraken in Tabletop Games
Jul 22, 2021
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!

Lee (2222 KP) rated The Kid Who Would Be King (2019) in Movies
Feb 18, 2019
We've had plenty of spins on the legend of King Arthur over the years. Probably the most enjoyable for me was BBC show 'Merlin', which ran for 5 seasons between 2008 and 2012, focusing on the early life of the famous sorcerer and King Arthur. Probably the worst take on it all was Guy Ritchie's god awful 'Legend Of The Sword' back in 2017. Joe Cornish, writer/director of the brilliant 2011 movie 'Attack The Block', follows that movie with a fresh spin of his own in 'The Kid Who Would Be King'.
For those of us who are unfamiliar with the legend of Arthur, or who had it's memory tarnished by Mr Guy Ritchie, it's recapped for us here in a nice little animated sequence right at the start of the movie. It tells how the evil Morgana was banished to the underworld, vowing to return once more when the world is again divided and at its weakest.
We then join Alex (played by Louis Serkis, son of Andy Serkis), a 12 year old schoolboy living with his mother. He's having some trouble with bullies at school, made worse by his attempts to stand up to them as they terrorise his friend Bedders. One night, while fleeing from bullies Lance and Kay, he stumbles into a building site where he discovers a sword set in stone. He manages to pull it free and takes it home in his backpack, where he and Bedders determine that the sword is in fact the legendary Excalibur.
The next day a mysterious new boy joins them at school. Turns out, he is in fact Merlin, taking the form of a younger boy. He informs Alex and Bedders that they must form a team of knights in order to prepare for the imminent return of Morgana and her army of dead soldiers. They have just 4 days, with her arrival taking place during an upcoming solar eclipse. If they cannot stop her, then she will enslave the Earths inhabitants.
Alex believes that his father is key to all of this, and that he is in fact descended from Arthur, so he decides to go on a quest to Tintagel, the last place that he saw his father. Alex leaves a note for his mum - "Gone on quest to save Britain, don’t worry!” and begins 'knighting' Bedders, and eventually bullies Lance and Kay, as only those that have been knighted are able to see and fight the dead soldiers that come at night.
Their journey takes them via coach, through a portal at Stone Henge, and on a trek across the English countryside where they stop to allow Merlin time to provide them with the sword training they need in order to stand any chance of defeating Morgana. Merlin regularly changes his form, switching between young boy, an owl and his true elderly self (played by Patrick Stewart). In the form of a boy, Merlin is a little bit wacky, performing his magic with a series of clicking hand movements, something which became very annoying for me after the first few times. I get that this is a story about kids banding together and overcoming evil, but part of me just wishes that Merlin had stayed in his adult form of Patrick Stewart as I really wasn't so keen on the younger version at all.
It's also around this time, for a fairly lengthy period in the middle, that I felt the movie slowed and struggled a little. Thankfully though, things improved considerably for the final act, pulling everything together and delivering a hugely enjoyable finale. As the solar eclipse plunges their school into darkness, an army of armour clad school children battle the flame engulfed skeletal warriors and attempt to defeat the dragon-like Morgana. It's the kind of movie you'd love to watch as a child - no adults, just the kids rising up and overpowering evil. In fact, my daughter enjoyed this a lot more than I did, offering up her own 4.5 rating, so there you go!
I would have liked a little more from the great Patrick Stewart, and Rebecca Ferguson as Morgana isn't quite evil enough for me, but overall this is a really fun family movie and that's largely down to it's young stars, who are all fantastic. As shown in Attack the Block, Joe Cornish has a real skill for blending the ordinary with the fantastical and empowering his young characters with the traits of a hero or a leader.
For those of us who are unfamiliar with the legend of Arthur, or who had it's memory tarnished by Mr Guy Ritchie, it's recapped for us here in a nice little animated sequence right at the start of the movie. It tells how the evil Morgana was banished to the underworld, vowing to return once more when the world is again divided and at its weakest.
We then join Alex (played by Louis Serkis, son of Andy Serkis), a 12 year old schoolboy living with his mother. He's having some trouble with bullies at school, made worse by his attempts to stand up to them as they terrorise his friend Bedders. One night, while fleeing from bullies Lance and Kay, he stumbles into a building site where he discovers a sword set in stone. He manages to pull it free and takes it home in his backpack, where he and Bedders determine that the sword is in fact the legendary Excalibur.
The next day a mysterious new boy joins them at school. Turns out, he is in fact Merlin, taking the form of a younger boy. He informs Alex and Bedders that they must form a team of knights in order to prepare for the imminent return of Morgana and her army of dead soldiers. They have just 4 days, with her arrival taking place during an upcoming solar eclipse. If they cannot stop her, then she will enslave the Earths inhabitants.
Alex believes that his father is key to all of this, and that he is in fact descended from Arthur, so he decides to go on a quest to Tintagel, the last place that he saw his father. Alex leaves a note for his mum - "Gone on quest to save Britain, don’t worry!” and begins 'knighting' Bedders, and eventually bullies Lance and Kay, as only those that have been knighted are able to see and fight the dead soldiers that come at night.
Their journey takes them via coach, through a portal at Stone Henge, and on a trek across the English countryside where they stop to allow Merlin time to provide them with the sword training they need in order to stand any chance of defeating Morgana. Merlin regularly changes his form, switching between young boy, an owl and his true elderly self (played by Patrick Stewart). In the form of a boy, Merlin is a little bit wacky, performing his magic with a series of clicking hand movements, something which became very annoying for me after the first few times. I get that this is a story about kids banding together and overcoming evil, but part of me just wishes that Merlin had stayed in his adult form of Patrick Stewart as I really wasn't so keen on the younger version at all.
It's also around this time, for a fairly lengthy period in the middle, that I felt the movie slowed and struggled a little. Thankfully though, things improved considerably for the final act, pulling everything together and delivering a hugely enjoyable finale. As the solar eclipse plunges their school into darkness, an army of armour clad school children battle the flame engulfed skeletal warriors and attempt to defeat the dragon-like Morgana. It's the kind of movie you'd love to watch as a child - no adults, just the kids rising up and overpowering evil. In fact, my daughter enjoyed this a lot more than I did, offering up her own 4.5 rating, so there you go!
I would have liked a little more from the great Patrick Stewart, and Rebecca Ferguson as Morgana isn't quite evil enough for me, but overall this is a really fun family movie and that's largely down to it's young stars, who are all fantastic. As shown in Attack the Block, Joe Cornish has a real skill for blending the ordinary with the fantastical and empowering his young characters with the traits of a hero or a leader.