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Exit: The Game – The Polar Station
Exit: The Game – The Polar Station
2017 | Deduction, Puzzle, Real-time
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!

Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.

In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.

To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.

Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!


When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.

Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.

The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
  
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Purple Phoenix Games (2266 KP) rated Nations: The Dice Game in Tabletop Games

Aug 16, 2019 (Updated Jul 17, 2021)  
Nations: The Dice Game
Nations: The Dice Game
2014 | Civilization, Dice Game
If you have been around board games over the past several years you will notice trends here and there. Some games came out with smaller, easier to digest, versions of themselves as card games, or roll-and-writes, or in this case: dice games. The goal is to get the same kind of feeling and experience as playing the older sibling in a much smaller and time-friendly spin-off. I have played Nations (the original big game) before, but does Nations: The Dice Game give a similar feel?

Nations: The Dice Game (can I please just call it Nations for this review as we know I am not talking about the original? Thanks.) is a civilization building, upgrade tile drafting, dice game for one to four players. Players will be upgrading their civilizations over four game rounds to compete for Books and VPs. The player with the most VP at the end of the game is the winner.


Disclaimer: The photos shown here is for a solo game, as I took them during my learning game using the solo rules. Normally the purple d4 is not used in multiplayer games. -T
To setup, each player will choose a starter civilization mat, receive five white dice, a gold chit, and a re-roll chit. Player order will be determined by cards and each player will receive their player order card which doubles as a reference card (great idea). The Progress Board will be set on the table and populated with randomized Age I Progress tiles according to the rule book. The Score Board will also be placed on the table to track Books, Events, and final VPs. The game begins with each player rolling their five dice.

Nations (TDG) is played over four ages with multiple rounds per age. At the beginning of each age old tiles will be removed from the Progress Board and new ones for the current age added. Also an Event tile will be drawn and placed on the Score Board to signify goals for Famine and War at the end of the age. On a player’s turn they will take one action from the following: Re-Roll (any or all unused dice by spending a re-roll chit), Buy tile (from the Progress Board to upgrade player mat spaces and dice), or Build Wonder (tile using Stone dice or chits for VP). When a player has taken as many turns/actions they wish for the age, they turn their player order card to the side to indicate they have passed for the remainder of the age.


Once all players have passed, they will tally their unused dice and any chits showing Books to be recorded on the Book track. Players will score points for Books based on how many opponents they have outscored for Books. Then players will consult the face-up Event tile that was revealed at the beginning of the round. The top portion displays VP earned when players discard unused dice and chits showing Famine leaf icons matching or exceeding what is on the Event tile. Similarly, for War players will consult the Event tile and use the sword icons on unused dice and chits to score any VPs for War. Play continues in this way across all four ages and once the fourth age has been scored the game ends and winner named victorious!
Components. I have mostly good news here. The dice in this dice game are wonderful. They are all easy to read and understand, and feel great when rolling nine or ten of them at once. The chits are fine, the Progress and Event tiles are nice and thick. The player mats, Score Board, and Progress Board are very thin though. I was going to give that a negative remark, but you know, players don’t really handle them during the game so there is no real need for them to be any thicker. The art is similar as in Nations, and while it does not resonate with me, it is fine. I won’t be playing Nations for the art.

All in all the game is fine. It didn’t blow me away or completely replace Nations (the big game) for me. It IS a pretty quick game to play, so there is one definite improvement over the big brother game; 10-15 minutes per player is pretty spot on. I usually do not prefer dice games to the originals (BANG! The Dice Game being the obvious improvement), and this one is really just on par with the big game. While it takes up less space on the shelf, I wouldn’t necessarily recommend it over its sibling. I feel the same way about each game, so my recommendation is get the version you feel would be played more often. Purple Phoenix Games gives Nations: The Dice Game a Montezuma-should-be-in-Age-IV 6 / 12. Give it a shot if you are into dice games, but grab the original if you want something meatier.
  
Black Adam (2022)
Black Adam (2022)
2022 | Action, Adventure
About As Middle-Of-The-Road As You Can Get
The DC Extended Universe (DCEU) has been criticized by many (including the BankofMarquis) for being too dark, dour and somber. The powers-that-be at DC clearly have heard that criticism and with their latest installment - BLACK ADAM - they ditched that grim tone.

If only they would have spent time on character and plot development instead of blowing things up and dispatching nameless/faceless henchmen.

Based on a DC Comics character the BankofMarquis knew nothing about - and featuring SOME characters from DC that the BankofMarquis had heard of (o’k, one character, Hawkman), BLACK ADAM stars Dwayne “The Rock” Johnson as the titular anti-hero who comes out of hibernation after about 5,000 years to exact vengeance on those who wronged him.

It’s a tricky line to walk when you are working with an anti-hero bent on death and destruction, but it can be done if you bring some humanity and humility to the character and have this anti-hero character go on some sort of journey of discovery along the way.

While this film succeeds for the most part in bringing a lighter tone and some fun to the proceedings, it seems that Director Jaume Collet-Serra (Orphan) and the trio of writers that penned this weak script opted to play it safe and didn’t go too dark (at the beginning) or too “Super-Heroey” (if that is a word) at the end, so what you get is a safe, middle-of-the-road entertainment that is “good enough” and (this is damning with faint praise), one of the better offerings in the DCEU.

Let’s start with the Johnson in the titular role. The film (and film-makers) play down Johnson’s inherent charm throughout the film - to the detriment of all. Johnson plays Black Adam with a focus of purpose and a lack of awareness and humor. While this could have been played with great effect neither Johnson nor Director Collet-Serra leans into this enough to make it a strong part of the offering. True, Johnson’s inherent charisma and screen presence shines through no matter how much it is attempted to be tamped down, but the character just comes off as plain vanilla.

Of course, Johnson’s physical form has never looked better and he excels in the action sequences - which are plentiful and full of explosions and destruction (destruction that is never commented on). These scenes overwhelm the story and the plot - and is one of the reasons that this film doesn’t rise above decent. It has lots of blowing things up and SuperHeroes going “smashy-smashy” with no real emotional resonance or consequence to them.

As for the other actors in this film, Aldis Hodge (ONE NIGHT IN MIAMI) is strong as the only DC Character previous known to the BankofMarquis - Hawkman. He is a welcome addition to this universe and it would be great if he showed up in more DCEU films - including adding him to any Justice League films.

Sarah Shahi (PERSON OF INTEREST on TV) is always a welcome sight in a film - and she more than capably fills in as the representative of the filmgoing audience as the human who is wrapped up the proceedings of these SuperHeroes while Mohammed Amer (the TV series RAMY) provides strong comic relief as Shahi’s brother.

Unfortunately, the film felt the need to put in 2 teenage Superheroes (I guess to appeal to their target audience) in the guise of Atom Smasher, Noah Centineo (THE PERFECT DATE) and Cyclone, Quintessa Swindell (the TV Series IN TREATMENT). These are both decent enough - and good looking enough - performers to put on screen, and they both would look good in a CW TV Series like THE FLASH, but their characters are pointless in this film. They are add-ons that don’t really add anything to the events.

And then there is good ol’ former James Bond Pierce Brosnan as Dr. Fate, a character the BankofMarquis knew nothing about before this film, but now am clamoring for a standalone movie for Brosnan and this character. He was the best thing in this move and this veteran actor understood the assignment, bringing humor and gravitas when needed while doling out sage advice - Obi-Wan style - to both Hawkman and Black Adam throughout the film.

All-in-all, a decent time at the theater (the DCEU has certainly done worse), but, in the end, BLACK ADAM is as disposable as Cotton Candy, fun while it lasts, but not anything that will stay with you for any length of time.

Letter Grade: B (the most solid “B” that a film can have).

7 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
TI
The Ill-kept Oath
C.C. Aune | 2016
8
8.0 (1 Ratings)
Book Rating
Actual Rating: 3.5 Stars

Set in the early 1800s, The Ill-Kept Oath is a cross between historical fantasy and paranormal romance, though it leans heavily in the latter of the two genres for the majority of the novel. Prudence Fairfeather and her brother Edward are orphans taken in by Lord Middlemere. Raised as nobility, Prudence has nothing to her name and must wed well for her future. Her cousin, Josephine Weston, is Lord Middlemere’s only child and, a couple years younger than Prudence, also finds herself in the path of a relationship that, though she desperately wishes, is beneath her. As if the stress of needing to marry wasn’t enough, the two discover that they have the Inheritance, which is, more or less, magic that has been passed on through the generations. Both girls are also recipients of Talismans that once belonged to their mothers and these items appear to have a gravitational pull that neither girl can withstand, which lands them in trouble on more than one account. In addition to romance and magic, there are trolls, rebellious magic users, and a very real reason for Prudence to fear for her very life, lending a sense of urgency to the book.
 
That sense of urgency is not dealt with in a timely manner though, it seems. While I adored reading The Ill-Kept Oath, I can’t help but feel that there were moments in which the book simply dragged on. Granted, I’m not much of a fan of romance and what truly piqued my interest in regards to this book was the idea of magic and rebellion, two topics that I am most definitely a large fan of. These two subjects, though largely used in the book’s description, are almost minor elements in comparison to Prudence’s debut for the London Season. In fact, the main conflict of the book itself seems to take a backseat to the romance side of the story which, while bittersweet in its telling, might strike the reader as something that ought to come second to the fact that there are trolls rampaging around the countryside.
 
It isn’t until near the end of the book that things begin to pick up and start falling into place. Here we learn that the romance side of things play a very important, unseen role in a vile plot to rebel against laws put in place several years prior. Without giving away spoilers, the parts of the book that we slag through are all, despite how mundane they appear, vital to the situation that unfolds. Every element finds a way of coming together, and there are certainly moments that, as I read them, I was able to appreciate the earlier, seemingly pointless interactions of characters. In that regard, I must commend C. C. Aune’s ability to implement small pieces of seemingly pointless knowledge that are, in fact, pivotal to the story. With that in mind, even without being a fan of romance, I was able to at least appreciate Prudence’s involvement in the Marriage Mart.
 
One of the things I actually liked about The Ill-Kept Oath is the depth to each of its characters. Unlike many of the books that I’ve read lately where the characters are one-dimensional with no point of existence except to fill a certain role and none other, the characters that Aune has breathed life into are colorful and real. Josephine is sixteen, on the cusp of adulthood, and bears the qualities of a teen-aged girl, soon to be woman, that we expect to see, from immaturity to accepting the changes in her own feelings and emotions. Prudence has just crossed into adulthood, and as a reader I was able to sense and truly feel her reluctance to accept a marriage out of necessity, rather than love. Her frustration, and her way of deflecting offers, are not merely glazed over, but written with depth. Even Edward, Prudence’s brother, shows the awkwardness to be expected of a young man still in university that has, unfortunately, developed some less than favorable emotions.
 
I really wish that more had been explained about the Inheritance and that there wasn’t so much left open to guessing. I assume this is something that will be more fully addressed later on, assuming there will be a sequel, and if that is the case I certainly look forward to reading it. What The Ill-Kept Oath gives us is a mere glimpse into a dark, dark world with many secrets left to be uncovered. A place where things happen with little care for the results, as long as an end is obtained. Overall, I enjoyed the book, though I feel that the story could have had a heavier focus on the magical side of things, along with a quicker pace.
 
Finally, I would like to offer a heart-felt thanks to Netgalley, Wise Ink Creative Publishing, and C. C. Aune for an advanced copy of The Ill-Kept Oath in exchange for an unbiased review.
  
Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T


To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
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Rachel King (13 KP) rated Blue in Books

Feb 11, 2019  
B
Blue
8
8.0 (2 Ratings)
Book Rating
Getting into this book was a tad slow since there was alot of back story to get through before I felt like I understood what was occurring in the present time of the book. Once I got through that, there were a few things that I could easily predict about the plot. First, the plot would very much favor the father over the mother in regards to the relationship shared with the main character, fourteen-year-old Becky. Second, it is inevitable that Becky's leukemia is going to relapse. Third, this fantasy world of Tamarisk would somehow play a part in both Becky's disease and her parent's ugly divorce.
What I could not predict was how absolutely fascinating the world of Tamarisk is. I actually thought about researching all of the made-up names of the plants, animals, and geology before I completely realized the depth of creativity to which Becky and her father Chris went in the creation of this fantasy world. What began as a coping mechanism for a young child going through the rigors of chemotherapy became a world in an alternate universe that existed with its own laws of physics. I was completely enthralled by this unbelievable world of blue foliage, black dirt, microfarming, moldable crystal, smelling of chocolate and raspberries, and featuring transportation in the form of giant flying birds - and that is only the beginning of all that this world holds to tantalize the senses and ignite the imagination. Becky's voyages into Tamarisk alone are enough to fill countless children's stories that would hold any grown adult rapt with wonder.
On the alternate side of this fantastic world is the grievous reality of the ongoing feud between Chris and Polly, Becky's divorced parents. Even though Polly has remarried, she still harbors intensely negative feelings towards Chris. In addition, Chris's whole life is about finding ways to connect with Becky better, as the reader watches him fail at blind date after blind date. Becky wants so badly to hang onto her life that she lives in denial of her increasingly-severe symptoms. My heart went out to all of the characters at different points as I connected with the different emotions and situations. As a mother, I can not even fathom one of my children going through the horrors of childhood cancer, and as a wife, the thought of abandoning my spouse is inconceivable, especially during such a difficult time. My heart broke for Becky's best friend Lonnie, and I felt the awkward sadness of Becky's stepfather Al. These characters are as real as if this story were not fiction, but a memoir or biography.
I could not help noticing the parallels between belief in Tamarisk and the beliefs of Christianity. Polly either could not or would not believe in Tamarisk, and many of her arguments against it matched the common ones against a belief in the existence of God and Heaven.
The ending was bittersweet, but light on bitter and rich on sweet. I shed a tear, but Chris's perspective was very fitting for how I felt about this conclusion. This was a very, very good read that would enrich any reader's book collection. What I gained from this book will stick with me for a long time to come.
  
The Greatest Love Story Ever Told
The Greatest Love Story Ever Told
Nick Offerman, Megan Mullally | 2018 | Biography, Humor & Comedy
7
8.0 (2 Ratings)
Book Rating
Enjoyable book about two fun and interesting people.
In 2000, Megan Mullally and Nick Offerman meet on the set of a play. And the rest, as they say, is history. Their book is the story of their relationship--telling the story of how they met, from each's first impressions of one another and ranging across their courtship, wedding, work, and romance. The book covers such topics as family, past romances, religion, theater, and more.

I love both Megan and Nick immensely, so I was extremely excited when I saw they had a book coming out. My library copy arrived a day after publication, so I hadn't even had a chance to read many reviews. I didn't realize that most of the book is in interview/oral history-type format, so when you read the actual book, it just flips between Megan and Nick chatting back and forth. This takes a little getting used to and while I'm not a big audiobook fan (personal preference, my brain wanders too much), I think this is one that would be *fantastic* in audio form. I'm stalking our public library, waiting for them to get an audio copy for my wife. There are a few chapters that are written out, and I enjoyed those a bit more.

"To my way of thinking, it's an illustration of a relationship that the reader might find surprisingly normal. When all you have by which to judge a relationship are some grippingly cute Instagram videos, it might not occur to one that there's a lot of banal real life." ~Nick

So mostly, this book is just Nick and Megan talking. Because it's Nick and Megan, it's still pretty darn enjoyable. They cover certain topics in various chapters, so it can get a bit repetitive in places (we learn multiple times that Nick's family is salt of the earth and Megan's was, well, not). Still, it's fascinating to learn how the two met, a bit about their various careers (not as much as I would have liked--there are no funny Will and Grace or Parks and Recs anecdotes here), and a lot about their pasts.

The best part is that the book makes you smile--it's clearly apparent how much Nick and Megan love each other. I enjoyed learning more about both of them and how they spend their life together. Megan shares a fun Meryl Streep story, I loved her even more because apparently she's a hermit who loves to read (ME TOO MEGAN LET'S BE FRIENDS), and they are a couple who likes to hang out and do puzzles with their dogs. Life goals at its best.

"It's a wonder that I ever had a boyfriend in my entire life, because all I really like to do is read. I don't even know how I ever met another human."

"All I ever want to do is read. I only leave the house under duress."

Overall, this is fun book about two fun and interesting people. If you're an audiobook fan--even a little bit--I bet you'd enjoy it more in that format. If you like Megan or Nick, you'll find something to enjoy in this one. If you're looking for a chronological history with lots of tidbits about their careers, this isn't that book. But if you want some insight into Megan and Nick as people, this is a worthwhile read.
  
Ghost in the Shell (2017)
Ghost in the Shell (2017)
2017 | Action, Drama, Sci-Fi
Turning the beloved Ghost in the Shell manga franchise into a Hollywood film that’ll please picky Western audiences was always going to be a tough job for director Rupert Sanders (Snow White & the Huntsman).

Casting the central lead, The Major, proved even more difficult. When Scarlett Johansson’s name was attached to play the role, Hollywood was once again accused of white-washing, a tag lobbied at Gods of Egypt last year. The finished product is now in cinemas around the globe, but is it the disaster many predicted?

In the near future, Major (Scarlett Johansson) is the first of her kind: a human who has been cyber-enhanced to create a perfect soldier devoted to stopping the world’s most dangerous criminals. When terrorism reaches a new level that includes the ability to hack into people’s minds and control them, Major is uniquely qualified to stop it. As she prepares to face a new enemy, Major finds truths about her past that changes her view on the world forever.

The greatest accolade that can be given to Ghost in the Shell is that its pre-release detractors haven’t stopped people from going to see it. The cinema was busy on its opening night, with many itching to see how such a universally loved manga could be fine-tuned for a Western palate.

Visually; the film is absolutely stunning and is best viewed on the biggest screen possible. Each frame is dripping with detail and the naturally heavy use of CGI doesn’t detract from creating a vibrant metropolis that feels every bit alive.

The story is simple to follow and easy to enjoy. It’s exciting, emotional and boosted by a fine, if slightly uninspiring performance from Johansson. The rest of the cast can also be described as fine, with only Juliette Binoche’s mother-like Dr. Ouélet creating any sort of lasting impact.

And this is Ghost in the Shell’s fundamental weakness. Outside of Binoche, the rest of the cast are largely forgettable and that’s a real shame considering the characters in its excellent source material were, for want of a better word, magical. Even the villain is devoid any sort of tyranny.

Thankfully though, the impressive set design and well-choreographed action sequences mask the disappointing array of characters well and steamroll this thrilling adventure to a very satisfying conclusion. It’s also accompanied by a gorgeous soundtrack by Clint Mansell and Lorne Balfe that compliments the futuristic nature of the film beautifully.

Sitting in the theatre, it felt at times like I was watching an updated version of Total Recall, and that’s no bad thing. Comparing it to a cult classic is probably what director Rupert Sanders was trying to achieve and despite its poor characters, Ghost in the Shell has every opportunity to succeed as a film we look back on in 30 years and think “hey, that’s actually pretty good”.

Overall, Ghost in the Shell is one hell of a good-looking film. Couple this with impressive special effects and a rollercoaster ride of a story and you have a big screen experience that’s great for 106 minutes, but probably won’t have any lasting impact once the end credits roll.

https://moviemetropolis.net/2017/03/31/not-without-its-faults-ghost-in-the-shell-review/
  
The Fandom
The Fandom
Anna Day | 2017 | Children
7
7.7 (3 Ratings)
Book Rating
The Fandom
The Fandom
By Anna Day
Review: Christina Haynes

Ever loved a story so much that you wanted to jump inside the book and be apart of it. Imagine going to 'comic con' dressed up as your favourite character. Then actually becoming them in their world. Violet her two best friends; Alice and Katie. And her little brother Nate. Arrive at 'comic con' dressed up as their favourite characters from a book/film called 'The Gallows Dance'
Whilst meeting their favourite actors who play the lead characters in the movie, something happened and they get transported into the real Gallows Dance. Only they don't know this until the main character Rose gets killed and Violet who's dressed up as Rose has to take over her role.

So a little information about the Gallows Dance. The Gallows Dance is a book within this book, written by an author called Sally King. The characters in the book are called 'The Imps or the Gems'
The Imps are lower class citizens they live on the streets or in small houses, sealed in the old cities whilst the Gems have the countryside. The Imps don't have much, they are rife with disease and crime, they all look different and not 'what the gems like'
The Gems, however, are PERFECT. They are genetically enhanced to have the perfect body, the perfect mind and life. They live in these perfect houses and have taken over the stately homes and castles all for themselves. They have servants and go to balls almost every day, they stick to only Gems and marry only Gems.

The Gallows Dance is set in a dystopian London but in a very backwards way, for example, the Gallows is where they hang the Imps like they hung people back in the Elizabethan era in Tyburn, where they would hang 'Witches' The clothing is similar to this (well this is how I imaged it anyway) of course things are more like now, with the landmarks, but its all very backwards.

In the 'Gallows Dance' Rose is a rebel Imp who wants to with the rebels help, stop all Gems from being 'THE RULERS' and treating Imps like they are the lowest of all humans and that the Gems are the best. She heads into the Gem's world and tries to find out secrets to destroy the Gem government. She does this by working for the Gems as a servant in the Pastures, to gain the secrets about a powerful Gem, Jeremy Harper. She does this by befriending his son Willow Harper. However, Willow falls for Rose and in return, she falls for him. As the story goes on they both run away to which Rose is caught and hanged at the 'Gallows Dance' but not before Willow confesses his love for her. Which puts an end to the 'Gallows Dance' once and for all and everyone will live as one again, no more Imps and Gems. They will simply just be Humans.

But all this won't happen if Violet doesn't complete the story how Rose would of. If Violet does not get Willow to fall for her and follow her to the Gallows. Then they will all be stuck in the book forever and never be able to go home.

So time is ticking for Violet and her friends, they have exactly one week before Rose who's now Violet is due to hang. So Violet had better start learning her lines.

3 ½ – NOT A BAD BOOK / BUT I REALLY LIKED IT
  
Tomb Raider (2018)
Tomb Raider (2018)
2018 | Action, Adventure
The third film in the “Tomb Raider” film series has arrived and much like
the recent entries in the video game series that inspire it; the film
serves as a reboot of the franchise.

This time out Alicia Vikander takes over the title role from Angelina
Jolie and brings us a younger and far less experienced Lara Croft who
toils as a bike messenger struggling to get by in London. She has a feisty
and competitive nature but is haunted by the absence of her father
(Dominic West), who has been missing for seven years and is presumed dead.
As such, Lara is his sole heir and is being pressured to sign documents
that will legally declare him dead and turn over a vast corporation and
fortune to Lara. True to her nature, Lara resists this as she is
unwilling to move on from her father and cannot bring herself to declare
him dead and take her inheritance.

In time Lara learns that her father was also a dabbler in the supernatural
and artifacts and may have vanished trying to find a secluded tomb on a
remote Japanese island.

Undaunted, Lara sets off to get answers and finds herself in the company
of a boat Captain named Lu Ren (Daniel Wu), who reluctantly takes her to
the dangerous island. Danger arrives first in a storm then in the form of
a Mercenary named Matthias Vogel (Walton Goggins), who wants to find the
mysterious tomb as well for nefarious reasons and will stop at nothing
including murder to get it.

Lara is soon faced with the fight of her life as she must battle Vogel and
his men as well as the island and other forces in order to survive and
protect the world.

The film moves at a pace slower than you might expect as the first half of
the film is mostly setup but there are a few moments of action included to
keep things interesting. While many of the action sequences may seem like
they are either restrained or influenced from other films, they do still
work and entertain. While some may call this a female “Indiana Jones”
film, Lara is very much her own character as she has a spunk and grit that
makes her equal adapt in a cultured setting as she is solving a dangerous
trap or mixing it up with deadly threats.

Vikander also portrays Lara with a sense of vulnerability as she does get
injured, bruised and tormented. This is not an unstoppable action machine,
but rather a real person who knows there is a time use your brain and then
a time to take action, but is also remorseful about the consequences of
her actions at times.

The film does move to a satisfying finale and sets up a further chapter
very well. There are some great nods to prior games in the film which was
refreshing as I joked to my wife during some of the more intense scenes
that I feel like I need to be pushing the X and O button on our Dualshock
4 controllers to help Lara run faster and jump higher.

In the end “Tomb Raider” is a satisfying if safe reboot for the franchise
that I expect should keep fans of the series happy. I do think that
audiences in North America may want a bit more action but the film should
play well in the Asian and European markets.

http://sknr.net/2018/03/16/tomb-raider/