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Gareth von Kallenbach (980 KP) rated the PC version of Tiny Tina's Wonderlands in Video Games
Apr 10, 2022
Tiny Tina’s Wonderlands Is A Hysterical Mayhem Filled Adventure Not To Be Missed
The quirky and more than slightly unstable Tiny Tina from the Borderlands series is back and the new Borderlands Spin-Off Tiny Tina’s Wonderlands is a hysterical and engaging adventure that is one of the finest outings in the series to date.
Fans may remember the Borderlands 2 DLC Assault on Dragons Keep where Tina and friends played an RPG called Bunkers and Badasses which cast players to take on mythical quests from her neurotic mind and the stand-alone version of the DLC was released prior to the game to bring players up to speed although it is not required to have played it.
Players create a character known as the “Fatemaker” and pick various classes, skills, and attributes which they can update and modify along the way as their characters gain experience and all sorts of timed abilities come into play which will greatly help the players along the way as a well-timed spell can mean the difference between failure and victory.
The gameplay will be familiar to Borderlands fans and characters will have countless weapons, shields, upgrade charms, and more available to them deciding which ones come along, get used, get sold, or left behind is always one of the harder parts of the game. Some may find a weapon that does lower damage but has a high rate of fire better than a weapon that does more damage but has a slow reload time and a smaller ammunition clip. The best bet is to find a mix of weapons through trial and error as players can always sell items that do not make the cut.
The game offers a clever overhead perspective at times when players navigate the map versus using the Quick Travel options and this allows players to take on side quests, explore areas and more to gain experience and items should the desired quest area prove too difficult for their current ability level.
The missions are filled with plenty of humor and challenges and the vast number of enemies is amazing. From a dried-up ocean complete with crabs, walking sharks, and Serpent creatures to Pirates, Skeletons, dragons, and more, this game has something for everyone and RPG fans will love the various dice encounters and challenges that arise.
As with Borderlands games, players who fall in battle have a chance to revive by defeating an enemy before a timer runs out or by paying a fee and being revived at various checkpoints.
The game was released a few days before we went on vacation and to cover a convention so I did find myself at times avoiding side quests to complete the main story missions and I look forward to trying them in the future with my enhanced arsenal and abilities.
The voice-cast in-game is very strong as are the graphics and audio which really makes the game a true joy from start to finish. My only real issue with the game was at times when I needed help, matchmaking often set me in an area I had already completed as it looked to match me with a player of a similar skill level vs my spot in the game.
I had to resolve this by going on forums and threads and asking for help but thankfully members of the community were happy to add me and join me in the game when needed. I also had the option to set my preference to wanting help but I did not have much success in this area.
The game will have future DLC and with the limitless potential of the premise, it is safe to say that fans will have plenty of adventures ahead as Tiny Tina’s Wonderlands is a hysterical and mayhem-filled romp not to be missed.
4.5 stars out of 5
The quirky and more than slightly unstable Tiny Tina from the Borderlands series is back and the new Borderlands Spin-Off Tiny Tina’s Wonderlands is a hysterical and engaging adventure that is one of the finest outings in the series to date.
Fans may remember the Borderlands 2 DLC Assault on Dragons Keep where Tina and friends played an RPG called Bunkers and Badasses which cast players to take on mythical quests from her neurotic mind and the stand-alone version of the DLC was released prior to the game to bring players up to speed although it is not required to have played it.
Players create a character known as the “Fatemaker” and pick various classes, skills, and attributes which they can update and modify along the way as their characters gain experience and all sorts of timed abilities come into play which will greatly help the players along the way as a well-timed spell can mean the difference between failure and victory.
The gameplay will be familiar to Borderlands fans and characters will have countless weapons, shields, upgrade charms, and more available to them deciding which ones come along, get used, get sold, or left behind is always one of the harder parts of the game. Some may find a weapon that does lower damage but has a high rate of fire better than a weapon that does more damage but has a slow reload time and a smaller ammunition clip. The best bet is to find a mix of weapons through trial and error as players can always sell items that do not make the cut.
The game offers a clever overhead perspective at times when players navigate the map versus using the Quick Travel options and this allows players to take on side quests, explore areas and more to gain experience and items should the desired quest area prove too difficult for their current ability level.
The missions are filled with plenty of humor and challenges and the vast number of enemies is amazing. From a dried-up ocean complete with crabs, walking sharks, and Serpent creatures to Pirates, Skeletons, dragons, and more, this game has something for everyone and RPG fans will love the various dice encounters and challenges that arise.
As with Borderlands games, players who fall in battle have a chance to revive by defeating an enemy before a timer runs out or by paying a fee and being revived at various checkpoints.
The game was released a few days before we went on vacation and to cover a convention so I did find myself at times avoiding side quests to complete the main story missions and I look forward to trying them in the future with my enhanced arsenal and abilities.
The voice-cast in-game is very strong as are the graphics and audio which really makes the game a true joy from start to finish. My only real issue with the game was at times when I needed help, matchmaking often set me in an area I had already completed as it looked to match me with a player of a similar skill level vs my spot in the game.
I had to resolve this by going on forums and threads and asking for help but thankfully members of the community were happy to add me and join me in the game when needed. I also had the option to set my preference to wanting help but I did not have much success in this area.
The game will have future DLC and with the limitless potential of the premise, it is safe to say that fans will have plenty of adventures ahead as Tiny Tina’s Wonderlands is a hysterical and mayhem-filled romp not to be missed.
4.5 stars out of 5

Gareth von Kallenbach (980 KP) rated the PlayStation 4 version of Jurassic World Evolution in Video Games
Aug 14, 2019
People are fickle creatures by nature. They say they want to experience a time when dinosaurs roamed the earth and then they suddenly abandon you when they decide your park is too dangerous. So what if a few people got eaten when my cash flow dried up and my Ceratosaurus had no choice but to break free of its enclosure and snack on a few visitors. Is that really a reason to decide my park isn’t worth visiting any longer? I think not. That is just how things are when you are trying to build a combination of zoo and theme park in Frontier Developments’ latest park simulator game Jurassic World Evolution.
As a kid I used to spend time with my older sister playing dinosaur hunter with my old View-Master and some 3D slides of dinosaurs. We’d pretend that we had gone back in time to an age where dinosaurs walked the earth. As I got older, and technology improved dramatically, I had the opportunity to experience Jurassic Park when it was first released on the big screen and my simple exploration dream turned into a dream of what it would be like to experience this in real life. While dinosaur cloning hasn’t become an actual thing…yet, Jurassic World Evolution introduces you to a world of fossil digging, dinosaur incubating and park managing.
At it’s core, Jurassic World Evolution is a theme park management sim. It’s much less complex than Frontier’s other theme park sim, Planet Coaster, and of course brings with it the main draw of “living” dinosaurs. There are three major departments that you are trying to appease as you bring your park to life, Entertainment, Science and Security. As you play through the initial campaign, you will be given tasks from each department who are all trying to further their own agendas. Entertainment is focused on adding attractions, bringing people into your parks, and ensuring your profit margin is as high as possible. Science is focused on furthering the study of the dinosaurs, ensuring their survivability and tracking down and bringing to life numerous other species from around the globe. Finally, Security is trying to ensure that should a disaster strike, the proper fail-safes are in place to minimize the impact to the visitors and the park. While satisfying all three of these factions is the best way to make money and make your park a success, the tasks you do will impact your reputation with one department as you satisfy the requests of the others. It becomes a balancing act between ensuring each faction is as loyal and happy as possible (to avoid sabotage and espionage) and making enough money to ensure your park continues to function.
You begin the game with a sizable amount of money that you use to build your park and send teams on archeological digs around the world to unearth dinosaur fossils. The teams then bring back the fossils for you to practice your dinosaur cloning skills. Successful dinosaur cloning will result in absolutely breath-takingly detailed dinosaurs being added to your park. It’s up to you to ensure that the dinosaur enclosures are well suited and comfortable for the individual species of dinosaurs that will live in them. Each dinosaur has a specific set of traits that determine its’ comfort level. Some dinosaurs need grassland to run around in, while others are social creatures that don’t do well in solitary confinement. If your dinosaur’s comfort decreases below 50% they will attempt to break free of their enclosures and find what makes them happy and sometimes snacking on fear-stricken patrons is what they seek. So, keeping their comfort levels high is one key to avoiding major catastrophes in your park. After all, a happy dinosaur is one that is less likely to attempt an escape and snack on your paying patrons.
Ensuring your guest are happy and spending money is another key to running a successful park. Adding buildings and attractions for your guests to spend money on increases the rating of your park and adds additional cash flow. You will need all the cash you can get to keep things running smoothly and to prevent “accidents” from occurring. You will also need cash flow to research building improvements, finance other archeological digs, and ultimately continue to grow your park into what you had always envisioned it could be.
Graphically Jurassic World Evolution is absolutely stunning. The dinosaur models are gorgeous, and the weather effects (particularly when it’s raining) take on a near photo-realistic quality. This is easily one of the best-looking games available in this genre. When you aren’t busy managing the park, you’ll have the opportunity to pilot a helicopter and chase down escaped dinosaurs with your handy tranquilizer gun. You will also be given tasks where you will drive a Jeep through your park to do things such as replenish feeders or take pictures of your creations. The ability to traverse your park and get up close and personal with everything you have created is a real joy. As you progress, you can also unlock additional islands for you to create parks on and each island has its own unique challenges and adventures.
No game is perfect however, and Jurassic World Evolution certainly has a few issues. One of the more annoying issues I encountered is that some quests you are given are ones that you had already completed. Instead of the game recognizing I had already completed the quest, I had to redo what had already been done for the quest to continue. In the early stages of the game when you are asked to incubate a specific expensive breed of dinosaur when you have already done so (and it will cost you more than you can really afford to spend) it can get annoying fast. Some folks might also get tired of some of the more monotonous areas of the game, as flying a helicopter to tranquilize an escaped dinosaur the first dozen times you do it is exhilarating, but after that it can start to get a little stale. Additionally, there are some tasks that simply take time to complete such as waiting for a specific type of dinosaur to finish incubating before moving on to the next phase of the mission. As stated above there are ways to help pass the time (drive a Jeep and take some pictures for example), but an option to speed up the time just a bit would have been a real benefit. All-in-all though, these are pretty minor issues I had with an overall amazing game.
The developer Frontier is known for regularly updating their other games, including free (and paid) releases. While I think this game launches with an already incredible amount of variety, I suspect that Frontier will continue to add additional content and dinosaurs to the game. Considering the game launched without mod support (and whether mods will be supported in the future is still unclear) it’s important to have a developer who will continue to update the game and keep things fresh. This is an area that I believe Frontier will do an amazing job.
Jurassic World Evolution isn’t the perfect theme park simulation, but it’s pretty darn close. If you enjoy theme park simulators but have been intimidated by others on the market, you certainly should give this game a try. If you love dinosaurs or ever dreamed of owning your own Jurassic Park someday then this game is an absolute no brainer purchase. I was excited when I got my hands on it at E3, and the final release lived up to all my expectations and more. It’s truly an incredible game in one of this generations most beloved franchises. So, jump in the Jeep and “Welcome to Jurassic Park” (cue the Jurassic Park theme song).
What I liked: Stunning graphics, Accessible theme park management, Huge variety of dinosaurs
What I liked less: Some missions needing to be repeated for no reason
As a kid I used to spend time with my older sister playing dinosaur hunter with my old View-Master and some 3D slides of dinosaurs. We’d pretend that we had gone back in time to an age where dinosaurs walked the earth. As I got older, and technology improved dramatically, I had the opportunity to experience Jurassic Park when it was first released on the big screen and my simple exploration dream turned into a dream of what it would be like to experience this in real life. While dinosaur cloning hasn’t become an actual thing…yet, Jurassic World Evolution introduces you to a world of fossil digging, dinosaur incubating and park managing.
At it’s core, Jurassic World Evolution is a theme park management sim. It’s much less complex than Frontier’s other theme park sim, Planet Coaster, and of course brings with it the main draw of “living” dinosaurs. There are three major departments that you are trying to appease as you bring your park to life, Entertainment, Science and Security. As you play through the initial campaign, you will be given tasks from each department who are all trying to further their own agendas. Entertainment is focused on adding attractions, bringing people into your parks, and ensuring your profit margin is as high as possible. Science is focused on furthering the study of the dinosaurs, ensuring their survivability and tracking down and bringing to life numerous other species from around the globe. Finally, Security is trying to ensure that should a disaster strike, the proper fail-safes are in place to minimize the impact to the visitors and the park. While satisfying all three of these factions is the best way to make money and make your park a success, the tasks you do will impact your reputation with one department as you satisfy the requests of the others. It becomes a balancing act between ensuring each faction is as loyal and happy as possible (to avoid sabotage and espionage) and making enough money to ensure your park continues to function.
You begin the game with a sizable amount of money that you use to build your park and send teams on archeological digs around the world to unearth dinosaur fossils. The teams then bring back the fossils for you to practice your dinosaur cloning skills. Successful dinosaur cloning will result in absolutely breath-takingly detailed dinosaurs being added to your park. It’s up to you to ensure that the dinosaur enclosures are well suited and comfortable for the individual species of dinosaurs that will live in them. Each dinosaur has a specific set of traits that determine its’ comfort level. Some dinosaurs need grassland to run around in, while others are social creatures that don’t do well in solitary confinement. If your dinosaur’s comfort decreases below 50% they will attempt to break free of their enclosures and find what makes them happy and sometimes snacking on fear-stricken patrons is what they seek. So, keeping their comfort levels high is one key to avoiding major catastrophes in your park. After all, a happy dinosaur is one that is less likely to attempt an escape and snack on your paying patrons.
Ensuring your guest are happy and spending money is another key to running a successful park. Adding buildings and attractions for your guests to spend money on increases the rating of your park and adds additional cash flow. You will need all the cash you can get to keep things running smoothly and to prevent “accidents” from occurring. You will also need cash flow to research building improvements, finance other archeological digs, and ultimately continue to grow your park into what you had always envisioned it could be.
Graphically Jurassic World Evolution is absolutely stunning. The dinosaur models are gorgeous, and the weather effects (particularly when it’s raining) take on a near photo-realistic quality. This is easily one of the best-looking games available in this genre. When you aren’t busy managing the park, you’ll have the opportunity to pilot a helicopter and chase down escaped dinosaurs with your handy tranquilizer gun. You will also be given tasks where you will drive a Jeep through your park to do things such as replenish feeders or take pictures of your creations. The ability to traverse your park and get up close and personal with everything you have created is a real joy. As you progress, you can also unlock additional islands for you to create parks on and each island has its own unique challenges and adventures.
No game is perfect however, and Jurassic World Evolution certainly has a few issues. One of the more annoying issues I encountered is that some quests you are given are ones that you had already completed. Instead of the game recognizing I had already completed the quest, I had to redo what had already been done for the quest to continue. In the early stages of the game when you are asked to incubate a specific expensive breed of dinosaur when you have already done so (and it will cost you more than you can really afford to spend) it can get annoying fast. Some folks might also get tired of some of the more monotonous areas of the game, as flying a helicopter to tranquilize an escaped dinosaur the first dozen times you do it is exhilarating, but after that it can start to get a little stale. Additionally, there are some tasks that simply take time to complete such as waiting for a specific type of dinosaur to finish incubating before moving on to the next phase of the mission. As stated above there are ways to help pass the time (drive a Jeep and take some pictures for example), but an option to speed up the time just a bit would have been a real benefit. All-in-all though, these are pretty minor issues I had with an overall amazing game.
The developer Frontier is known for regularly updating their other games, including free (and paid) releases. While I think this game launches with an already incredible amount of variety, I suspect that Frontier will continue to add additional content and dinosaurs to the game. Considering the game launched without mod support (and whether mods will be supported in the future is still unclear) it’s important to have a developer who will continue to update the game and keep things fresh. This is an area that I believe Frontier will do an amazing job.
Jurassic World Evolution isn’t the perfect theme park simulation, but it’s pretty darn close. If you enjoy theme park simulators but have been intimidated by others on the market, you certainly should give this game a try. If you love dinosaurs or ever dreamed of owning your own Jurassic Park someday then this game is an absolute no brainer purchase. I was excited when I got my hands on it at E3, and the final release lived up to all my expectations and more. It’s truly an incredible game in one of this generations most beloved franchises. So, jump in the Jeep and “Welcome to Jurassic Park” (cue the Jurassic Park theme song).
What I liked: Stunning graphics, Accessible theme park management, Huge variety of dinosaurs
What I liked less: Some missions needing to be repeated for no reason

Gareth von Kallenbach (980 KP) rated the PC version of Mortal Shell in Video Games
Oct 8, 2020
Beautiful Scenery (1 more)
Hardening Skill can save you when you screw up
Back in 2009 Demon’s Soul, a PlayStation 3 exclusive, made its way into the hands of players around the world. The game was punishingly difficult, and was revered for its no handholding, brutally steep learning curve. A game that harkened back to the days of old, when video games were more about a player spending hour upon hour of mastering its nuances then relying on a never-ending supply of save games. This game, and the even more popular successor Dark Souls, gave way to its own genre defining style, the “souls-like” game. Since those genre defining years, several companies have tried to take inspiration from the originals and craft them into their own unique experiences. Whether that be futuristic takes such as Surge 2, or sticking to a familiar fantasy setting, with mixed results. Enter the latest in this genre, a game developed by the fine folks at Cold Symetry, released on Windows, Xbox and PlayStation.
Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.
The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.
In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.
Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.
During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.
One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.
Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell
While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.
If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available
What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up
What I liked less: No real direction on where to start
Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.
The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.
In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.
Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.
During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.
One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.
Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell
While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.
If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available
What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up
What I liked less: No real direction on where to start

Charlie Cobra Reviews (1840 KP) rated the Xbox One version of Xuan Yuan Sword 7 in Video Games
Oct 4, 2021
Beautiful looking world and nice graphics (2 more)
Pretty enjoyable story and gameplay
Interesting mix of fantasy and history
Lacks the polish that could have made it great (2 more)
Too linear and doesn’t open up enough
Combat could have been further refined
Interesting and Ambitious but Ultimately Average
So to start this review I got to say that I'm pretty mixed on how I feel about this game. For one it definitely has a lot of potential and enough going for it that it could have been a really good. But on the other hand it had a lot of things that I feel could have been done better and falls far from being a great game to just around average for me. The story itself isn't terrible but it suffers from bad writing and performance of the voice actors. The world itself seems like it could have been a lot more interesting but it just wasn't engaging enough half the time.
It seemed like it was going to be an open world game but wound up being very linear in nature although it had aspects of an open world game like side quests, fast travel, and even treasure chests scattered throughout the game world as well. There's a climbing mechanic that seemed kind of pointless because it was pretty much just a cut scene of in game graphics of you climbing a little cliff or sometimes it would turn into an interactive part where you had to move the analog stick to move the character. Still it was better than these weird times that the game gave you control of the character for a scene in which your only movement was preset like a ride on a rail that couldn't veer off a road.
I liked that it was an action-RPG meaning instead of turn based combat like most RPG's it had an active combat system where you could move at your own leisure and consisted of hack and slash combat with some martial art skills, blocking, dodging, and some riposte (parrying). There are four basic martial art skills which can be learned as you progress through the game, Bull, Wolf, Bear, and Tiger. They become stronger and increase the length or hits of their combo the more you use them. A big draw back is that you could only equip or use two at one time although they can be changed at anytime through the talent menu. Then there are three special martial art skills which are Taowu, Tundou and ?
The combat was one of the things that had me really conflicted. A cool thing I liked about the combat was that there was a meter that would go up when you would attack an enemy and if it filled all the way you could perform an execution on them. Otherwise it was very unresponsive most of the time making dodging and parrying really hard and kind of useless. I found the blocking especially useless because of how much damage you still incurred. There is a skill tree for new martial arts and you can create and upgrade structures in Elysium that can enhance various things, such as weapon, armor, accessories and more. You can also use the fusion to capture the souls of enemies in combat and fuse them together in Elysium to equip them for bonus stats and effects.
Your able to carry items in your inventory which are mainly objects like items that don't do anything except advance the story or quest and some like healing weapons. There is an equipment screen for weapons and accessories but you only stay with one weapon the whole game. It does change and become stronger and its appearance changes too. You can even change outfits. I'm not sure if you get any in the game as the version I played came with a couple of additional weapons/costumes. You do wind up getting some party members which is customary of some RPG's and they help out by attacking enemies on their own. You can control them by activating some abilities or special attacks that have cooldown times for when you can use them again. There's a minigame called Zhuolu chess and it can be pretty fun and a nice change of pace but not what you were looking for when you bought the game.
You can save your game and recover health at random campfires throughout the game world as well as listen to some party dialogue when you choose to rest. The dialogue tends to repeat often and doesn't really advance the story much or fit where you are at in the story that often. These game mechanics are similar to Dark Souls as resting respawns enemies when you save at a bonfire and get healed too. As I mentioned earlier the game employs a fast travel system consisting of waypoints called guard stones that you can activate when found. There is an element of puzzle solving in the game but they don't seem to be that hard to figure out and some can even be skipped if you don't want to bother with it.
The graphics were pretty solid and the game surely looks good for the most part. The textures are sometimes rough in the environment and sometimes there's very noticeable instances of "pop-ins" but overall aesthetic and style is beautiful. You really never get to play games where you get to see ancient Chinese castles, cities, or kingdoms so that was nice. The leaves in the trees are even ruffled by the wind, which is a nice touch. The main characters like Zhao and his sister Xiang look great and so do most of the secondary characters like Chu-Hong and Mo Huang. It just makes it that more disappointing when you see sub-par detail in the NPC's and stiff cutscenes because you know they could have done better on those too. Maybe they didn't have enough time, man power or budget.
The music was probably one of the best additions to the game as a whole. Containing traditional Chinese sounds and instruments befitting the setting the music was great. There are some instances where there is no music and the void is filled with nothing but awkward silence or the sound of footsteps. Only the subpar voice acting fills the dead air and background music would have added more depth to certain parts and scenes of the game. There's no English dubbing for the voice acting in the game it's only in Mandarin/Chinese which isn't bad in itself except the performances are kind of hit and miss and not very balanced.
Verdict: [5/10]
The game seemed very rough around the edges, it lacked that "polished" feel that it would have gotten if it had been a "AAA" game instead of a "AA" game. It's linear aspects left little to no deviation for exploring the world other than the main quest making it feel like going through a tunnel from location to the next. The distances between the towns and villages also made the world feel really small which it probably was. The story and gameplay were enjoyable enough but writing and especially acting/voice acting in key cutscenes needed work. The combat was was so uninspired I felt like I was doing the same sword attacks the whole game and they never really changed. And last thing, even if it doesn't help or is in any way useful, I like to be able to make my character jump and this game didn't let you do that either. So in conclusion I have to give Xuan Yuan Sword 7 a 5/10. It's an average or ok game, which has it's moments but nothing to write home about. However if they make a Xuan Yuan Sword 8, I'd be looking forward to see what kind of improvements they would make in the next installment.
It seemed like it was going to be an open world game but wound up being very linear in nature although it had aspects of an open world game like side quests, fast travel, and even treasure chests scattered throughout the game world as well. There's a climbing mechanic that seemed kind of pointless because it was pretty much just a cut scene of in game graphics of you climbing a little cliff or sometimes it would turn into an interactive part where you had to move the analog stick to move the character. Still it was better than these weird times that the game gave you control of the character for a scene in which your only movement was preset like a ride on a rail that couldn't veer off a road.
I liked that it was an action-RPG meaning instead of turn based combat like most RPG's it had an active combat system where you could move at your own leisure and consisted of hack and slash combat with some martial art skills, blocking, dodging, and some riposte (parrying). There are four basic martial art skills which can be learned as you progress through the game, Bull, Wolf, Bear, and Tiger. They become stronger and increase the length or hits of their combo the more you use them. A big draw back is that you could only equip or use two at one time although they can be changed at anytime through the talent menu. Then there are three special martial art skills which are Taowu, Tundou and ?
The combat was one of the things that had me really conflicted. A cool thing I liked about the combat was that there was a meter that would go up when you would attack an enemy and if it filled all the way you could perform an execution on them. Otherwise it was very unresponsive most of the time making dodging and parrying really hard and kind of useless. I found the blocking especially useless because of how much damage you still incurred. There is a skill tree for new martial arts and you can create and upgrade structures in Elysium that can enhance various things, such as weapon, armor, accessories and more. You can also use the fusion to capture the souls of enemies in combat and fuse them together in Elysium to equip them for bonus stats and effects.
Your able to carry items in your inventory which are mainly objects like items that don't do anything except advance the story or quest and some like healing weapons. There is an equipment screen for weapons and accessories but you only stay with one weapon the whole game. It does change and become stronger and its appearance changes too. You can even change outfits. I'm not sure if you get any in the game as the version I played came with a couple of additional weapons/costumes. You do wind up getting some party members which is customary of some RPG's and they help out by attacking enemies on their own. You can control them by activating some abilities or special attacks that have cooldown times for when you can use them again. There's a minigame called Zhuolu chess and it can be pretty fun and a nice change of pace but not what you were looking for when you bought the game.
You can save your game and recover health at random campfires throughout the game world as well as listen to some party dialogue when you choose to rest. The dialogue tends to repeat often and doesn't really advance the story much or fit where you are at in the story that often. These game mechanics are similar to Dark Souls as resting respawns enemies when you save at a bonfire and get healed too. As I mentioned earlier the game employs a fast travel system consisting of waypoints called guard stones that you can activate when found. There is an element of puzzle solving in the game but they don't seem to be that hard to figure out and some can even be skipped if you don't want to bother with it.
The graphics were pretty solid and the game surely looks good for the most part. The textures are sometimes rough in the environment and sometimes there's very noticeable instances of "pop-ins" but overall aesthetic and style is beautiful. You really never get to play games where you get to see ancient Chinese castles, cities, or kingdoms so that was nice. The leaves in the trees are even ruffled by the wind, which is a nice touch. The main characters like Zhao and his sister Xiang look great and so do most of the secondary characters like Chu-Hong and Mo Huang. It just makes it that more disappointing when you see sub-par detail in the NPC's and stiff cutscenes because you know they could have done better on those too. Maybe they didn't have enough time, man power or budget.
The music was probably one of the best additions to the game as a whole. Containing traditional Chinese sounds and instruments befitting the setting the music was great. There are some instances where there is no music and the void is filled with nothing but awkward silence or the sound of footsteps. Only the subpar voice acting fills the dead air and background music would have added more depth to certain parts and scenes of the game. There's no English dubbing for the voice acting in the game it's only in Mandarin/Chinese which isn't bad in itself except the performances are kind of hit and miss and not very balanced.
Verdict: [5/10]
The game seemed very rough around the edges, it lacked that "polished" feel that it would have gotten if it had been a "AAA" game instead of a "AA" game. It's linear aspects left little to no deviation for exploring the world other than the main quest making it feel like going through a tunnel from location to the next. The distances between the towns and villages also made the world feel really small which it probably was. The story and gameplay were enjoyable enough but writing and especially acting/voice acting in key cutscenes needed work. The combat was was so uninspired I felt like I was doing the same sword attacks the whole game and they never really changed. And last thing, even if it doesn't help or is in any way useful, I like to be able to make my character jump and this game didn't let you do that either. So in conclusion I have to give Xuan Yuan Sword 7 a 5/10. It's an average or ok game, which has it's moments but nothing to write home about. However if they make a Xuan Yuan Sword 8, I'd be looking forward to see what kind of improvements they would make in the next installment.

Amanda (96 KP) rated This Adventure Ends in Books
Mar 12, 2019
"They never really say that they love each other, but it's so freaking obvious. Like, Sherlock would straight up kill for Watson.
This is the second book I've read by Emma Mills. The first one was Foolish Hearts. I never did write a review about it, except on my Instagram. It was one of the first boxes I got from OwlCrate and I was excited cause the story was so interesting and the cover was gorgeous. This cover is, of course, gorgeous as well.
Sloane moves to a new place and doesn't have a problem around people, nor does she have a problem confronting a douche being a douche at a party. Unfortunately, when she did that, the guy whom douche was being a douche to, didn't appreciate it. I always wondered WHY it's such a bad thing with a woman/girl comes to a guy's aid. Sure, they 'got it covered' but still. I wonder what exactly started as it being 'weak' or 'embarrassing' if a woman stood up for someone, even if it was a guy. Just saying.
Sloane is sarcastic, laid back, and sometimes a bit off putting when she uses humor to deflect from a serious situation, or a situation that seems to get serious. I adored her, however. One of the things that killed me was that she didn't realize, or acknowledge, that people did genuinely like her.
I just ADORED each character in this book. Vera and her twin brother, Gabe, were one of the first people she meets at that party. Gabe is a bit put off by her because, as a guy, he didn't like that she stood up to the douche who was being a douche to him. Vera is absolutely lovable and kind of adopts Sloane into their little circle of friends. Vera is a passionate character and even I was immediately drawn to her and would totally come out of my introvert shell to hang with her if she simply asked.
"We should all find something to be weirdly passionate about, don't you think?"
I loved the relationship (platonic) between Sloane and Frank. He doesn't have a HUGE part in the book, but he was so much fun to read. We should all have a Frank in our lives! Sloane's father is an author who is struggling with writers block, but becomes with a show called WereSchool and starts writing fanfics. The show is a school for different kind of creatures like werewolves, vampires, ghosts...
"Mermaids aren't real in the WereSchool canon."
I'm sorry but how can all the others exist and NOT mermaids!
The story centers around the twins' mother passing away but their father gave away a good chunk of her paintings. One in particular called The Dream, so Sloane literally goes out of her way to try to track down this painting so she could bring it back to them. Sloane does this as a way to really express herself, because not everybody is great with words - even if your father is a best selling author.
"All epic quest start somewhere, right?"
The story is a great journey with Sloane and even though she can be frustrating, simple friendships and compassion break through that wall eventually. This is only the second novel that I've read by Emma Mills, but right now, I'd rank this to be the top one I like the most, so far. I have her recent novel on my to be read list, but I don't have a copy of it just yet. If anything, it would be just to read about Frank and then Vera.
I only have one slight complaint. The constant use of the word 'like' was getting a bit old. I'm sure that's how some teenagers still talk these days (lord knows I did when I was younger), but I started to hate that word. That's all.
If you haven't read a book by Mills yet, I'd start with this one. Foolish Hearts is also a great novel, but this would be the one I would recommend first.
This is the second book I've read by Emma Mills. The first one was Foolish Hearts. I never did write a review about it, except on my Instagram. It was one of the first boxes I got from OwlCrate and I was excited cause the story was so interesting and the cover was gorgeous. This cover is, of course, gorgeous as well.
Sloane moves to a new place and doesn't have a problem around people, nor does she have a problem confronting a douche being a douche at a party. Unfortunately, when she did that, the guy whom douche was being a douche to, didn't appreciate it. I always wondered WHY it's such a bad thing with a woman/girl comes to a guy's aid. Sure, they 'got it covered' but still. I wonder what exactly started as it being 'weak' or 'embarrassing' if a woman stood up for someone, even if it was a guy. Just saying.
Sloane is sarcastic, laid back, and sometimes a bit off putting when she uses humor to deflect from a serious situation, or a situation that seems to get serious. I adored her, however. One of the things that killed me was that she didn't realize, or acknowledge, that people did genuinely like her.
I just ADORED each character in this book. Vera and her twin brother, Gabe, were one of the first people she meets at that party. Gabe is a bit put off by her because, as a guy, he didn't like that she stood up to the douche who was being a douche to him. Vera is absolutely lovable and kind of adopts Sloane into their little circle of friends. Vera is a passionate character and even I was immediately drawn to her and would totally come out of my introvert shell to hang with her if she simply asked.
"We should all find something to be weirdly passionate about, don't you think?"
I loved the relationship (platonic) between Sloane and Frank. He doesn't have a HUGE part in the book, but he was so much fun to read. We should all have a Frank in our lives! Sloane's father is an author who is struggling with writers block, but becomes with a show called WereSchool and starts writing fanfics. The show is a school for different kind of creatures like werewolves, vampires, ghosts...
"Mermaids aren't real in the WereSchool canon."
I'm sorry but how can all the others exist and NOT mermaids!
The story centers around the twins' mother passing away but their father gave away a good chunk of her paintings. One in particular called The Dream, so Sloane literally goes out of her way to try to track down this painting so she could bring it back to them. Sloane does this as a way to really express herself, because not everybody is great with words - even if your father is a best selling author.
"All epic quest start somewhere, right?"
The story is a great journey with Sloane and even though she can be frustrating, simple friendships and compassion break through that wall eventually. This is only the second novel that I've read by Emma Mills, but right now, I'd rank this to be the top one I like the most, so far. I have her recent novel on my to be read list, but I don't have a copy of it just yet. If anything, it would be just to read about Frank and then Vera.
I only have one slight complaint. The constant use of the word 'like' was getting a bit old. I'm sure that's how some teenagers still talk these days (lord knows I did when I was younger), but I started to hate that word. That's all.
If you haven't read a book by Mills yet, I'd start with this one. Foolish Hearts is also a great novel, but this would be the one I would recommend first.

Kristy H (1252 KP) rated How to Make a Wish in Books
Apr 8, 2019
Sweet, funny, and heartbreaking at times
Grace has had to grow up too quickly, thanks to her unpredictable mom, Maggie. So when Grace returns from piano camp and realizes that the flighty, alcoholic Maggie has forced her to move in with yet another of her boyfriends, it feels like the last straw. Even worse, his son happens to be Grace's ex--the same ex who posted their sexts all over Tumblr after their breakup--and Maggie has no clue. It feels like the last straw. But then Grace meets Eva, who has moved in with Grace's best friend's family after her own tragedy. Eva and Grace form a fast friendship, and Grace feels her world shift slightly when Eva reveals to her that she's a lesbian. But there's still Maggie to deal with, and her erratic behavior. Grace feels tied to her mother above all, but those ties are preventing her from happiness. Can Grace find the strength to choose herself for once?
Ashley Herring Blake's HOW TO MAKE A WISH was one of the best books I read in 2018. It was gorgeous and heartbreaking and amazing. This book certainly had some echoes of that one; Blake is a wonderful writer, and I will be continuing my quest to track down all of her books.
So Grace is a tough character. I felt for her immensely: she's living the life of adult, basically, trying to care for and worry about her mother, who is a real piece of work. By doing so, she's essentially paralyzed and unable to live her own life. Grace is a talented pianist who dreams of moving to New York to study at a conservatory there, but she lives in fear of living her mom behind. Her mom manipulates this fear, leaning on her daughter at every turn. (She was really a terrible woman; I couldn't make myself feel sorry for her, even though she'd lost her husband when Grace was small.) Still, there were times when I wanted to shake Grace: you have a group of people who do love you and care about you! Go to them, use their support, stop defending your mom, you're not a child anymore! I took this as a sign of Blake's excellent writing abilities, as I was totally immersed in the book to the point that I was frustrated with and in love with her characters.
"I can't leave her. She's my mom; I'm her kid. We belong together."
I really, really loved the Grace/Eva relationship in this book. I mean, what is there not to love? For one thing, Eva is a biracial lesbian. Can we say hurray representation?! I adored this sweet, fragile, yet incredibly tough girl. She was so funny and real to me. And then we have Grace, who was such a realistic bisexual. It's just so heartening to see well-done bisexual relationships portrayed in YA books. Oh my goodness, I wish I had this to read when I was struggling with my bisexuality as a teen. And it makes me so happy to think about teens today reading this and seeing this representation as completely normal.
"But... well, I like who I like. I like the person."
This book definitely sucks you into the characters' lives. It's quite well-written, and I really liked the supporting characters, especially Grace's best friend, Luca and his mom. He's a good friend. These poor kids are dealing with a lot, and your heart goes out to them, watching them struggle. At the same time, Grace and Eva's relationship is so lovely.
"I know a lot of people on this godforsaken waste of space and a lot of people know me. But no one really knows me... I've had a handful of friends here and there, but with the ebb and flow of my existence, it was easier to keep my world as small as possible. Less explaining. Less lying to cover up why I'd moved again. Less worrying about what totally messed-up situation I'd encounter when I brought a friend home."
Overall, I really enjoyed this book. It features intricate characters and a great relationship in Eva and Grace. It's sweet, funny, and heartbreaking at times.
Ashley Herring Blake's HOW TO MAKE A WISH was one of the best books I read in 2018. It was gorgeous and heartbreaking and amazing. This book certainly had some echoes of that one; Blake is a wonderful writer, and I will be continuing my quest to track down all of her books.
So Grace is a tough character. I felt for her immensely: she's living the life of adult, basically, trying to care for and worry about her mother, who is a real piece of work. By doing so, she's essentially paralyzed and unable to live her own life. Grace is a talented pianist who dreams of moving to New York to study at a conservatory there, but she lives in fear of living her mom behind. Her mom manipulates this fear, leaning on her daughter at every turn. (She was really a terrible woman; I couldn't make myself feel sorry for her, even though she'd lost her husband when Grace was small.) Still, there were times when I wanted to shake Grace: you have a group of people who do love you and care about you! Go to them, use their support, stop defending your mom, you're not a child anymore! I took this as a sign of Blake's excellent writing abilities, as I was totally immersed in the book to the point that I was frustrated with and in love with her characters.
"I can't leave her. She's my mom; I'm her kid. We belong together."
I really, really loved the Grace/Eva relationship in this book. I mean, what is there not to love? For one thing, Eva is a biracial lesbian. Can we say hurray representation?! I adored this sweet, fragile, yet incredibly tough girl. She was so funny and real to me. And then we have Grace, who was such a realistic bisexual. It's just so heartening to see well-done bisexual relationships portrayed in YA books. Oh my goodness, I wish I had this to read when I was struggling with my bisexuality as a teen. And it makes me so happy to think about teens today reading this and seeing this representation as completely normal.
"But... well, I like who I like. I like the person."
This book definitely sucks you into the characters' lives. It's quite well-written, and I really liked the supporting characters, especially Grace's best friend, Luca and his mom. He's a good friend. These poor kids are dealing with a lot, and your heart goes out to them, watching them struggle. At the same time, Grace and Eva's relationship is so lovely.
"I know a lot of people on this godforsaken waste of space and a lot of people know me. But no one really knows me... I've had a handful of friends here and there, but with the ebb and flow of my existence, it was easier to keep my world as small as possible. Less explaining. Less lying to cover up why I'd moved again. Less worrying about what totally messed-up situation I'd encounter when I brought a friend home."
Overall, I really enjoyed this book. It features intricate characters and a great relationship in Eva and Grace. It's sweet, funny, and heartbreaking at times.

Movie Metropolis (309 KP) rated Blade Runner 2049 (2017) in Movies
Jun 10, 2019
A Visual Treat
It was always going to be a tricky proposition to craft a sequel to Ridley Scott’s divisive 1982 film, Blade Runner. By divisive, I mean that while it has gained a cult following in the decades since its initial release, the film’s initial box-office run resulted in a gross that many would label ‘disappointing.’
Stuck in development hell for well over 20 years, Blade Runner 2049 as it’s now known entered the hands of sci-fi aficionado Denis Villeneuve since 2015. But has a wait of over three decades been kind to the finished film?
Officer K (Ryan Gosling), a new blade runner tasked with tracking down old replicants for the Los Angeles Police Department, unearths a long-buried secret that has the potential to plunge what’s left of society into chaos. His discovery leads him on a quest to find Rick Deckard (Harrison Ford), a former blade runner who’s been missing for 30 years.
Visually, Blade Runner 2049 is an absolute masterpiece but from the director of the equally stunning Arrival, this was to be expected. Tasked with taking the first film and crafting a worthy sequel was never going to be an easy ride for Villeneuve and he almost makes it out the other side unscathed, almost.
Our cast is one of the film’s strongest suits with Gosling in particular being as magnetic a presence as ever. It’s also nice to see the wonderful Dave Bautista sink his teeth into something a little grittier than his well-worn Drax persona. Unfortunately, despite being an ever-present feature in the trailers, Harrison Ford is disappointingly underused, though he does appear in 2049’s best sequences.
The cinematography is absolutely beautiful, there really is no other word for it. Bizarrely grounded in reality, the year 2049 is a place that doesn’t feel too far away from the world as we know it. Villeneuve’s metropolis’ live and breathe right before our very eyes with a desolate Las Vegas in particular being a highlight, bathed in an eerie orange glow.
The CGI too is staggering and some of the best seen in the genre. Holograms litter the cityscapes and detail pours out of every frame – Blade Runner 2049 has been meticulously crafted to an incredibly high standard by someone who clearly cares about the legacy this film will leave.
Elsewhere, the score by Hans Zimmer and Benjamin Wallfisch is exquisite. Blending nostalgic tones with a modern edge, the music is one of the film’s high points and couples with each frame almost perfectly.
So, to look at and to listen to, it’s spectacular. But how does the rest of this sequel fare? Well, not too bad at all really. The story feels linked to the first film in a way that doesn’t tread on its toes. Many long-awaited sequels feel it necessary to shred what came before and try far too hard to craft their own paths. Thankfully, 2049 honours its predecessor in more ways than just sickly nostalgia.
Unfortunately, it’s far too long. At 163 minutes, this is a real slog by anyone’s standards and while it’s true the pacing is spot on, there’s no getting away from the fact that this is a long film and feels it. It would’ve been pretty easy to shave a couple of minutes from the run-time here and there, though it’s not too much of an issue.
My only other bugbear is a pretty big one. Ridley Scott’s ’82 masterpiece was a film that had a soul, despite its plot focusing on those to the contrary. Here, the sheen, the glitz and the polish are all super impressive but much like the replicants our blade runner must hunt, it all feels a touch soulless.
Ultimately, Blade Runner 2049 is a fine sequel to a film that’s been crying out for one since 1982. Ryan Gosling and Harrison Ford make a fine pairing despite the latter’s limited screen time but what this film is lacking is heart, and that’s something that can’t be made with stunning cinematography.
https://moviemetropolis.net/2017/10/06/blade-runner-2049-review/
Stuck in development hell for well over 20 years, Blade Runner 2049 as it’s now known entered the hands of sci-fi aficionado Denis Villeneuve since 2015. But has a wait of over three decades been kind to the finished film?
Officer K (Ryan Gosling), a new blade runner tasked with tracking down old replicants for the Los Angeles Police Department, unearths a long-buried secret that has the potential to plunge what’s left of society into chaos. His discovery leads him on a quest to find Rick Deckard (Harrison Ford), a former blade runner who’s been missing for 30 years.
Visually, Blade Runner 2049 is an absolute masterpiece but from the director of the equally stunning Arrival, this was to be expected. Tasked with taking the first film and crafting a worthy sequel was never going to be an easy ride for Villeneuve and he almost makes it out the other side unscathed, almost.
Our cast is one of the film’s strongest suits with Gosling in particular being as magnetic a presence as ever. It’s also nice to see the wonderful Dave Bautista sink his teeth into something a little grittier than his well-worn Drax persona. Unfortunately, despite being an ever-present feature in the trailers, Harrison Ford is disappointingly underused, though he does appear in 2049’s best sequences.
The cinematography is absolutely beautiful, there really is no other word for it. Bizarrely grounded in reality, the year 2049 is a place that doesn’t feel too far away from the world as we know it. Villeneuve’s metropolis’ live and breathe right before our very eyes with a desolate Las Vegas in particular being a highlight, bathed in an eerie orange glow.
The CGI too is staggering and some of the best seen in the genre. Holograms litter the cityscapes and detail pours out of every frame – Blade Runner 2049 has been meticulously crafted to an incredibly high standard by someone who clearly cares about the legacy this film will leave.
Elsewhere, the score by Hans Zimmer and Benjamin Wallfisch is exquisite. Blending nostalgic tones with a modern edge, the music is one of the film’s high points and couples with each frame almost perfectly.
So, to look at and to listen to, it’s spectacular. But how does the rest of this sequel fare? Well, not too bad at all really. The story feels linked to the first film in a way that doesn’t tread on its toes. Many long-awaited sequels feel it necessary to shred what came before and try far too hard to craft their own paths. Thankfully, 2049 honours its predecessor in more ways than just sickly nostalgia.
Unfortunately, it’s far too long. At 163 minutes, this is a real slog by anyone’s standards and while it’s true the pacing is spot on, there’s no getting away from the fact that this is a long film and feels it. It would’ve been pretty easy to shave a couple of minutes from the run-time here and there, though it’s not too much of an issue.
My only other bugbear is a pretty big one. Ridley Scott’s ’82 masterpiece was a film that had a soul, despite its plot focusing on those to the contrary. Here, the sheen, the glitz and the polish are all super impressive but much like the replicants our blade runner must hunt, it all feels a touch soulless.
Ultimately, Blade Runner 2049 is a fine sequel to a film that’s been crying out for one since 1982. Ryan Gosling and Harrison Ford make a fine pairing despite the latter’s limited screen time but what this film is lacking is heart, and that’s something that can’t be made with stunning cinematography.
https://moviemetropolis.net/2017/10/06/blade-runner-2049-review/

Gareth von Kallenbach (980 KP) rated Neofeud in Video Games
Jun 19, 2019
Some of the most popular games to be released in the mid 80’s to mid 90’s were the point and click adventure games. Sierra Online ruled the 80’s with games such as Kings Quest and Leisure Suit Larry, while the 90’s was dominated by Lucasarts with their release of titles such as Day of the Tentacle and Full Throttle. These games were puzzle driven stories, where the main character interacted with their environment by clicking on items, pressing a button, and occasional mini games to complete the level. Sadly, except for very few remastered greats, there has been little to be excited about in this once popular and well-loved genre. This is where Neofued hopes to fill the gap with its mix of Blade Runner and District 9 storyline.
Neofeud is set in the not too distant future, a dystopian society where 1% of the wealthy Pureblood human megacorporation’s live in floating cities, and the other 99%, a mix of humans (Pure or otherwise), cyborgs and androids are barely able scrape by. Purebloods (those completely human) hold down low wage jobs, where those from the mechanical genepool (robots, androids, etc.) are treated as lower class citizens, living in Section 8 housing and off government food stamps.
You are Karl Carbon, a dishonorably discharged cop who now makes a living as social worker for Sentient Services. Karl is tasked by his boss (who for better or worse looks and sounds a lot like Emilio Estevez) to travel to a local ghetto to checkup on Johnny, an at-risk youth (artificial person). This will catapult Karl into an adventure, with a gangsta robot named Proto-J and Princess Cybil, a wealthy aristocrat who believes in equality for all sentient beings. Karl also travels to “The Arcade”, where robot gangsters and drug dealers hang out, and will even do a little time-traveling, but not more than 24 hours.
The game play is standard fare for this type of genre. The cursor can be changed from an eye icon to look at an item or object, hand icon to use an item, you get the idea. You collect various items that you then use on something in the environment to advance the story. Find a door knob on the ground? There will certainly be a door missing a knob to use it on. For any who have played point and click games in the past, the controls will be second nature to you.
The visuals are good, they aren’t great, but they are vibrant and gritty. There is a mix of 2D and 3D objects in the environment to tell the story. You will see lots of nods to the 80’s if you look close enough…”You made a time machine out of a DeLorean?”, Yes Marty, he did. I feel that someone familiar enough with classic 80’s movies will get more out of these little quips than those less familiar. That isn’t to say you can’t appreciate the game without this knowledge, you’ll just be missing a lot of the inside jokes that abound.
The voice acting is a mixed bag here. Some of the characters nail the dialog and help with character development. Unfortunately, the main character Karl tends to deliver an inconsistent performance which can seriously distract you during key moments in the game. That being said though, all the characters are voiced (no reading endless dialog boxes as you did in the 80’s) which is an achievement for any game. So while the voice acting isn’t always amazing, it’s still preferred to reading line after line of text when the characters speak.
The game clocks in around 15 hours, which is a pretty astonishing feat when you realize that the story, gameplay and art work was all done by one guy.
Is the game worth $14.99 on Steam? That depends on your nostalgia for a point and click adventure with a lot of references to 80’s films. The story is interesting, albeit a bit convoluted at times, and the characters range from likeable to annoying, but still have you rooting for them until the end.
http://sknr.net/2017/11/16/neofued/
Neofeud is set in the not too distant future, a dystopian society where 1% of the wealthy Pureblood human megacorporation’s live in floating cities, and the other 99%, a mix of humans (Pure or otherwise), cyborgs and androids are barely able scrape by. Purebloods (those completely human) hold down low wage jobs, where those from the mechanical genepool (robots, androids, etc.) are treated as lower class citizens, living in Section 8 housing and off government food stamps.
You are Karl Carbon, a dishonorably discharged cop who now makes a living as social worker for Sentient Services. Karl is tasked by his boss (who for better or worse looks and sounds a lot like Emilio Estevez) to travel to a local ghetto to checkup on Johnny, an at-risk youth (artificial person). This will catapult Karl into an adventure, with a gangsta robot named Proto-J and Princess Cybil, a wealthy aristocrat who believes in equality for all sentient beings. Karl also travels to “The Arcade”, where robot gangsters and drug dealers hang out, and will even do a little time-traveling, but not more than 24 hours.
The game play is standard fare for this type of genre. The cursor can be changed from an eye icon to look at an item or object, hand icon to use an item, you get the idea. You collect various items that you then use on something in the environment to advance the story. Find a door knob on the ground? There will certainly be a door missing a knob to use it on. For any who have played point and click games in the past, the controls will be second nature to you.
The visuals are good, they aren’t great, but they are vibrant and gritty. There is a mix of 2D and 3D objects in the environment to tell the story. You will see lots of nods to the 80’s if you look close enough…”You made a time machine out of a DeLorean?”, Yes Marty, he did. I feel that someone familiar enough with classic 80’s movies will get more out of these little quips than those less familiar. That isn’t to say you can’t appreciate the game without this knowledge, you’ll just be missing a lot of the inside jokes that abound.
The voice acting is a mixed bag here. Some of the characters nail the dialog and help with character development. Unfortunately, the main character Karl tends to deliver an inconsistent performance which can seriously distract you during key moments in the game. That being said though, all the characters are voiced (no reading endless dialog boxes as you did in the 80’s) which is an achievement for any game. So while the voice acting isn’t always amazing, it’s still preferred to reading line after line of text when the characters speak.
The game clocks in around 15 hours, which is a pretty astonishing feat when you realize that the story, gameplay and art work was all done by one guy.
Is the game worth $14.99 on Steam? That depends on your nostalgia for a point and click adventure with a lot of references to 80’s films. The story is interesting, albeit a bit convoluted at times, and the characters range from likeable to annoying, but still have you rooting for them until the end.
http://sknr.net/2017/11/16/neofued/