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Hell or High Water (2016)
Hell or High Water (2016)
2016 | Drama, Mystery
“Sometimes a blind pig finds a truffle”.
One of the joys (and stresses) of the run up to the Oscar weekend is to try to catch all the major award films before the big event. As I bitched about in my BAFTA write-up, UK release dates do NOT make this an easy task, with some films like Paul Verhoeven’s “Elle”, featuring Best Actress nominee Isabelle Huppert, not released until mid March.
This week I have had the chance to catch up on two of the films with award potential that I missed at the cinema, and this is the write up of the first of those: “Hell or High Water”, was first released in September 2016, and what an excellent film it is.

Bank robberies have been featured in many hundreds of films since the early days of cinema: The Great Train Robbery for example dates back to 1903! More recent heist classics such as “Oceans 11”, “Die Hard”, “Run Lola Run” and “The Dark Knight Rises” tend towards the stylised end of the act. Where this film delivers interest is in aligning the protagonists’ drivers with the banking and mortgage ‘crimes’ featured in last year’s “The Big Short”. Add in to the movie Nutribullet a soupçon of the West Texan setting from Arthur Penn’s 1967 “Bonnie and Clyde”, turn it on and you have “Hell or High Water”.

Chris Pine (“Star Trek”) and Ben Foster (“Inferno“, “The Program“) play brothers Toby and Tanner Howard trying to rescue their deceased mother’s ranch from being foreclosed on by Texas Midlands bank. Rather than taking one of the “get out of debt” offers advertised on billboards – cleverly and insistently introduced in long panning highway shots – the brothers have their own financial plan: a scheme that involves early morning raids of the cash drawers of small-town Texas Midlands branches. But the meticulous planning of Toby, as the calm and intelligent one, are constantly at risk of upset by the unpredictable and violent actions of the loose-cannon Tanner.

Since the amounts of cash stolen are in the thousands rather than the millions, the FBI aren’t interested and the case is handed instead by aged and grumpy Texas Ranger Marcus Hamilton (Jeff Bridges, “True Grit”) and his partner Alberto (Gil Birmingham). The pair have a respectful relationship but one built around racial banter, with Hamilton constantly referring to Alberto’s Mexican/Comanche heritage. A cat and mouse game ensues with the lawmen staking out the most likely next hits. The sonorous cello strings of the soundtrack portend a dramatic finale, and we as viewers are not disappointed.

The performances of the main leads are all excellent, with Chris Pine given the chance to show more acting chops than he has had chance to with his previous Kirk/Jack Ryan characters. His chemistry with Ben Foster is just sublime. Similarly, Jeff Bridges and Gil Birmingham make for a formidable double act. It is Jeff Bridges though who has the standout performance and one that is Oscar nominated for Best Supporting Actor. (In fact with Michael Shannon also getting nominated in the same category for “Nocturnal Animals”, we can add ‘West Texan lawman’ to ‘Holocaust movies’ (a Winslet “Extras” reference there!) as the prime bait for Oscar nomination glory!)

The real winner here though is the whip-smart screenplay by Taylor Sheridan (“Sicario“) which sizzles with great lines: lines that make you grin inanely at the screen regularly through the running time.”In your last days in the nursing home, you’ll think of me and giggle” schmoozes Tanner to the pretty hotel check-in girl: a come-on clearly worth remembering as it delivers the goods, as it were.

The trick here is in building up a degree of empathy and sympathy for the characters on both sides. The ‘bad guys’ here are successfully portrayed as the banks. At the moment you can get 25/1 odds on this winning the Best Original Screenplay Oscar – but I would personally rate it right up there with “Manchester by the Sea“.
Deftly directed by Scot David Mackenzie (“Starred Up”) this is a film (the first of two!) that might well have elbowed it’s way into my Top 10 of 2016 if I’d seen it during its cinema release. Well worth catching on the small screen.
  
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Daniel Boyd (1066 KP) rated Hitman in Video Games

Oct 19, 2017 (Updated Oct 19, 2017)  
Hitman
Hitman
2017 | Action
Solid mechanics. (1 more)
Allows for player experimentation.
Story is garbage. (1 more)
Lack of cohesion.
Episodic Bloodshed
Before diving in, I feel like I should preface this review by pointing out that although this Hitman game was released episodically over the course of eight months, I bought the entire season digitally and played through all 6 levels consecutively. The main reason being; I am a big fan of the Hitman series, but wasn’t onboard with the stunted release schedule trend that this game was adhering to.

You can look at this game in two different ways. If you accept it as an adaption of the Hitman games that have preceded it, presented in a new format type for a new audience, then it’s great and it totally achieves what it set out to do. If like me, you were hoping for something more like the PS2 era games in the series, you will most likely be disappointed. Whether you love or loathe this new way that Hitman is being presented to us, I think it’s fair to say that it is certainly different to what we are used to.

At this point, after playing through the entire game over the last month or so, I have learned to accept it for what it is and came to the conclusion that it’s not the Hitman I remember from my preteen days and that’s okay. It is a different take on the series’ traditional underlying themes and mechanics, updated for a modern audience and even as a die hard, old school fan of the franchise, I can appreciate that.

My favourite thing about this game is that it allows you, as the player, to decide on the level of respect the game treats you with. What I mean by that is, if you have never touched a Hitman game, or even a stealth game before, this is a fantastic starting point. If you are looking for a my-first-premeditated-murder-simulator experience, this is the best recommendation I can think of. Just buy the entire season, boot up the game, play through each stage in order and on normal difficulty and follow the step by step prompts to take down each target. If you play this way, the game ends up functioning as a Wiki-how for any of the past games in the series and can even be used to train you to be better at stealth games in general. However, if you consider yourself a more of a hardcore, matter-of-fact assassin and want the most immersive and unencumbered version of the experience, you can totally have that also.

I know that it isn’t a popular opinion, but I enjoyed my time with Absolution, (the previous entry in the franchise,) however I agree with the overall belief that that game didn’t know what it wanted to be. This latest Hitman game knows exactly what it wants to be and executes what it sets out to do beautifully. Even if you aren’t a fan of the new way this game plays out, it is irrefutable to say that it doesn’t confidently accomplish its intention.

In addition, the technical elements of the game are fairly solid also. The gameplay is precise but fun, the gameplay graphics are pretty nice to look at and the cut-scene graphics are almost photorealistic. The level design functions well to compliment the tasks that you are assigned meaning, the use of lighting and strategic placement of weapons and items etc doesn’t seem too out of place. I experienced some cosmetic glitches and clipping during my time with the game, but never anything game-breaking. The only technical issue that severely hindered my experience was the online connectivity, or lack thereof. I can recall multiple times where I was in the middle of choosing my custom loadout before endeavouring on my next mission, only to be kicked out of the menu halfway through and told that connectivity to the server had been lost. This grew tedious after around the tenth time it happened and more than once caused me to put the controller down and stop playing for the night as multiple attempts to re-establish a connection were in vain.

Lastly, the story is unfortunately unremarkable; it is just a heartless, tacked on excuse for you to move from one setting to the next, but it functions as a justification for 47 to travel to the various locations where the missions take place. The only other downside to this experience was the feel of the game. This criticism is hard to put into words, but in the six missions; the process going in and out of each location as smoothly as possible, coupled with the focus on gameplay mechanics and the lack of cohesiveness to the story makes for a disjointed experience that I don’t think will stay with me over a significant amount of time other than thinking back and saying, “that stealth game had some really well implemented mechanics.” I don’t think that I will ever feel any real nostalgia for this game, nor will it stand out in my mind for anything other than its technical elements. Although the locations are vast and the opportunities the player can take advantage of are numerous, the game feels brief and somewhat unfinished once you complete it. You really get the feeling of this being part of an ongoing series, rather than a solid standalone game. The lack of any definitive beginning, middle and end sections to the game makes it feel rather unsatisfying once you reach the climax and causes the game overall to be more of a mesh of various missions clumsily thrown together, rather than a progressive chapter it 47’s career. The game I played immediately before Hitman, was Nier: Automata and that game managed to have both solid mechanics and some heart within it too. I know that 47 is supposed to be a cold, calculated, heartless killer, but that doesn’t mean that the games he stars in have to be heartless as well.

Overall, this is a solid stealth game and there is a lot of fun to be had here. Just know going in, if you are a long time Hitman fan, some things are going to be different. That doesn’t mean they will necessarily be bad, but you will certainly see a new spin being put on the tried and tested mechanics of past game in the franchise. If this is your first stealth game, then I would say that there is no better introduction into the genre, especially if you use the Opportunities menu. Unfortunately though, it does seem more like a variation of well made parts, rather than a solid, cohesive whole.
  
Fallen Land: A Post Apocalyptic Board Game
Fallen Land: A Post Apocalyptic Board Game
2017 | Action, Card Game, Dice Game, Exploration, Zombie / Survivalist
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.

On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.

After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.

The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.

The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.

The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.

While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.

So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.

You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.

You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.

Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.

Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.

On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.

There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.

This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.

All in all a great so experience and a fantastic, brutal multiplayer game.
  
The Artemis Project
The Artemis Project
2019 | Dice Game, Science Fiction, Space
I don’t know about you, but I spend more time than I should probably admit perusing Kickstarter and checking out new projects. Although, that is how I came across The Artemis Project. A game about exploration and colonization of one of Jupiter’s moons? Yes please! The campaign looked promising, the gameplay looked engaging, and the hype was real. Once I finally got the game, did it live up to my expectations? Keep reading to find out!

The Artemis Project is a game of dice/worker placement in which players are trying to build and sustain a prosperous colony on Jupiter’s moon Europa. Played over 6 rounds, players will take turns rolling and placing dice across the regions of the board to collect resources, construct buildings, recruit and train colonists, and partake in expeditions to explore this vast ice-land. To begin, follow the setup instructions in the rulebook for the appropriate player count. Each player receives a player board, dice, and markers in their chosen color. Populate the board for the first round, select a starting player, and the game is ready to begin!

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details. For a more in-depth look at The Artemis Project, pick up a copy from your FLGS or directly from the publisher! -L

To start each round, all players will simultaneously roll all 5 of their dice. Once players are happy with their results, the round is ready to properly begin. Each round is broken into three phases: Placement, Resolution, and Upkeep. To begin the Placement phase, starting with the first player, players will take turns assigning one die at a time to the 7 regions of the board. These regions are: Basecamp, Vents, Quarry, Gantry, Doorstep, Academy, and Outfitters. (I will explain each region in more detail in the next section!) The value of the dice placed in any region is important, because it will dictate what you are allowed to do, or when you are allowed to resolve the action for that region – so choose your placements wisely.

Once every player has placed all 5 of their dice, the Resolution phase begins. During the Resolution phase, each of the regions of the board will be resolved in order, allowing players to perform their region-specific actions. Resolution starts with Basecamp. Placing dice at Basecamp allows players to partake in Expeditions in an effort to earn Expedition Badges (which translate to end-game VP), as well as extra rewards. Each Expedition has a difficulty level which must be equaled or surpassed by the total of all dice placed on that card. If the difficulty is surpassed, the Expedition is a success and rewards are doled out accordingly, but if the Expedition fails, no rewards are earned by anyone.

The next 2 regions, Vents and Quarry, allow players to collect Energy and Minerals, respectively, and are resolved in the same way. Players will collect a number of resources equal to their played die value. Pretty straight-forward! Moving on to the Gantry region, the value of dice placed on any building tiles are considered bids for buying/constructing that building. You can bid against opponents for building tiles, but each bid must increase the previous amount. When resolving the Gantry, the highest value die on a tile is the winner, and that player must pay their die-amount in Minerals to collect that tile. Buildings are added to your colony, and allow you to perform special actions once they are fully-staffed (all colonist slots on the tile are filled).

Next is the Doorstep – depending on the value of dice you placed there, you will be able to recruit 1-3 new colonists. Recruiting a colonist costs you 2 Energy per new addition, and any new colonists you recruit can be placed immediately into any of your buildings (if space is available), or into your Shelter where they will wait to be used. The Academy region allows you to exchange a colonist of your choice for one of a different type/occupation, again, depending on the value of the die used. And finally, the Outfitters region does not resolved during this phase, because it’s action is performed immediately upon dice placement. Any dice placed to the Outfitters gives Tool Kits (used to manipulate die values at the start of each round) to the player, based upon the die value.

The remaining element of the Resolution phase is the Even card. At the start of each round, an Event card is drawn, and will pertain to a certain region of the board. During the Resolution phase, when that region is reached, the Event card will be resolved – either penalizing players or benefitting them in some way. I have purposefully left out a few elements of the Resolution phase for you to discover on your own!


Once all regions have been resolved, the round moves to the Upkeep phase. During this phase, all players can choose to move 1 colonist to a building tile, or swap any 2 colonists between buildings. This is not required, but can only be performed once during this phase. Next, if any players have fully-staffed buildings (all colonist slots are filled), they may activate the listed ability. And finally, for any colonists left in your shelter and not in a building, you must pay 1 Energy for each to keep them warm! The game board is now refreshed for the next round, a new starting player is selected, and the new round is ready to begin. After the 6th and final round, VPs are tallied – earned through number of building tiles, Expedition Badges, sets of resources, and sets of colonists – and the player with the most VP is the winner!
I know that seems like a lot, but I promise that once you start the first round, everything is pretty intuitive and the game flows well. The turn sequence and phases are logical and easy to understand. The game board itself has lots of helpful icons that work as reminders throughout gameplay, and the rulebook has a nice and concise round overview on the last page as well, which is easy to refer back to at a moment’s notice. I’ll go ahead and touch on components here, since I kind of already started to do so. The components in this game are great! The game board and cards are all sturdy and have colorful and immersive artwork. The dual-layered player boards are high quality, the colonist meeples are cute and effective, the building tiles and cardboard chits are strong and can definitely hold up to many plays, and the dice are easy to roll and read. Definitely an A+ on components from me.


I have to admit that The Artemis Project surprised me. At its core, it is a worker placement game, and that in and of itself lends itself to a certain gameplay. You’re trying to complete your own agenda, being the first to snag those important placements that you need to accomplish those goals, while also blocking opponents from doing the same. The thing that makes The Artemis Project unique is that the ‘workers’ in this game are dice. And their value is what dictates the resolution of each region. Just because you place a die in a region first, does not necessarily mean that you will get to resolve first – depending on how your opponents play, they could block you entirely! The use of dice adds an extra layer of strategy to the gameplay that really elevates it beyond a simple worker placement mechanic. Another great thing about this game is that there is no one way to win – there are several strategies that you could play by in an effort to earn VPs. Maybe you are trying to complete as many Expeditions as possible, or want to construct as many buildings as possible. Either strategy can work, and all strategies can easily be adapted and altered during gameplay.
I am so happy that I came across this game on Kickstarter. The game is strategic, engaging, and just fun to play. I’m not necessarily a huge fan of worker placement games, but the approach to the mechanic taken by The Artemis Project really puts a unique twist on it that adds to the gameplay. This is one KickStarter that was definitely worth the investment. Check it out if you haven’t heard of it, or if you’re looking to elevate your worker placement games. Purple Phoenix Games gives it an enterprising 10 / 12.
  
The End (The Stained Duet #2)
The End (The Stained Duet #2)
Charlotte E Hart | 2017 | Erotica, Romance
10
10.0 (1 Ratings)
Book Rating
What the hell did I just read and how did Blaine Jacobs make me fall hook line and sinker for his cruelly sadistic Arse when in real-time I would be running screaming for the hills.
Five Stars and more if I could give more, sooo fantastically addictive reading was this.
Charlotte Hart has achieved the impossible, actually crafting a story that shows this unapologetic sadist in an actual sympathetic warm light, don't ask me how she has achieved this I just know my feelings towards Blaine were akin to puppies and rainbows approaching the end of this story. I really wanted him to get his HEA with his little Dove like so so badly.
So this is the second part in The stained duet it is ironically and appropriately named "The End"

my review for the first novel "Once Upon A" is here
https://www.goodreads.com/review/show...

I'm assuming that you've read Part 1 and as such should have a fairly good idea of the kind of content to expect from this as Despite me previously mentioning puppies and rainbows, well let's just say I wouldn't bank on anything remotely fluffy in this tale.
its More akin to whips, Blood and Pain with a side order of degradation and humiliation thrown in just for shit and giggles.
So "The End" begins where "Once Upon A" left off with Alana thinking she is ready to handle a relationship with Blaine, That she can provide what he needs while still not realising that it is something that she herself also finds necessary to quiet the noise inside.
So the next chapter for Blaine and Alana's unique love story begins and for every step forward Alana takes Blaine seems to take ten backward, so scared of the feelings emerging from the barren expanse that is his usually cold heart and his past heavily impacting on there future, Blaine desperately tries to lock down his emotions scared of the past repeating itself when this time around he has something of importance and value to lose, an irreplaceable, breakable and vulnerable Toy, irresistible to his monster
We are also introduced to Blaine's inner psyche's, he sees each mask as a separate persona all functioning as individuals, all identities performing a purpose he needs in what he explains as his madness and self-diagnosed insanity.
The Professor, The Magician and The monster.
one to adore and teach, one to manipulate and manoeuvre/Blaine's puppet master if you will and one to annihilate, play and devastate, unapologetic in its savagery and mercilessness
Can Alana his little Dove accept all of these faces leaving Blaine grounded in Alana's love and acceptance of his true nature.
Alana herself grows so much also, accepting her inner masochistic nature seems to give her a strength and also a peace she has struggled to find in her busy demanding life, surrendering to Blaine silences the noise if just for a little while.
It was interesting to see the dynamics between these two evolve as both slowly realise that they had found there soul in each other.
"The end" was such a deeply intense and emotional tale, exploring and dissecting the dynamics of the unconventional.
Though this was a hot read, for me it was more the emotion and obvious adoration here that drew me in, captivating and hooking me completely, there was a scene towards the end of the book where Blaine openly shows his love for Alana and to me, it was stunning in its intention and brutality, showcasing Blaine's commitment and intentions and cementing their relationship.
Oh, I could just go on and on exploring the blurred grey lines of this very unique love story it's just such delicious reading.
but all good things must come to an end sigh. So just to conclude this is a very dark love story with a sadist that only follows his own rules, Please do avoid if the darkness is a trigger for you, myself I love that Alana and Blaine stay true to there natures even in love, Sadist and Masachist a match made in heaven or maybe hell, there's no childhood trauma or rhyme or reason to this it just is what it is. Alana and Blaine laid bare. I raced through this in record time and loved every second of the experience. I adored "Once Upon A" but "The End" is in a league all of its own beguiling and thought-provoking in its originality.
Thank you so much, Charlotte E Hart for providing me with an arc of The End (The Stained Duet #2) This is my own honest unbiased opinion


Arc Reviewed By Beckie Bookworm
https://www.beckiebookworm.com/
https://www.facebook.com/beckiebookworm/
https://www.goodreads.com/user/show/9460945-bex-beckie-bookworm
  
Before I Let Go
Before I Let Go
Marieke Nijkamp | 2018 | Mystery, Young Adult (YA)
6
6.7 (7 Ratings)
Book Rating
Easy to read (1 more)
Honest portrayal of mental illness
Lacks full character development (1 more)
Difficult to discern full point
Quick read that falls a little short
When Corey gets the call that her best friend, Kyra, has passed away--falling under the ice in their frigid hometown of Lost Creek, Alaska--she is devastated. Corey has been gone from Lost, as it's known, away at boarding school, corresponding with Kyra only via letters. She was due to visit in a few days and now her best friend is gone. Lost always shunned Kyra because she was bipolar and had maniac episodes. The small, insulated town couldn't understand Kyra's highs and lows. She stood out too much in a place where being different was wrong. But the seven months that Corey's been away has been long enough for the town of Lost to turn on her and now deem her an outsider. Since Corey's departure, Lost has suddenly embraced Kyra, though Corey isn't sure why. Even worse, they are calling Kyra's death meant to be, her time. They've rallied around in her death and they want nothing to do with Corey. Kyra always said she would wait for Corey to return: why didn't she?

I definitely have some mixed feelings about this one. It's billed as a YA mystery, and I can see its drama appealing more to teens, perhaps, but I could never really fully tell what the book was truly about or what it was trying to be. It has weird unexplained mystical elements thrown in--think Carol Goodman or Jennifer McMahon, but they aren't fully fleshed out or well-explained. I believe the intent is to slowly build up suspense and creep you out, but they don't slowly build up (they sort of start out full force and stay there, or almost trickle away... it's hard to explain) and they never really seem to have a purpose. So it's just one element of the book that leaves you hanging. The ending, too, leaves you with little closure.

The novel is told mainly from Corey's perspective, but we also get weird snippets told as if in a play format (like we're hearing from the town), but those aren't fully formed either. It's very strange. I liked Corey, but she comes in angry at her town and we don't get a lot of explanation into her character or real background into her friendship with Kyra, despite being assured that they were best friends up until Corey left.

It's sad, because I was really drawn to the character of Kyra (you get flashbacks to the girls' friendship and life before Kyra's death). I thought the book did a fairly good job of portraying mental illness and honestly Kyra--despite her death--seemed to be the most fully formed character in many ways. She implores Corey not to fix her, that she's not a puzzle to solve, and she discusses her manic spells in a very mature and very thoughtful way. It's one of the reasons that I'm keeping a three-star rating for this one; I'm hoping the portrayal of her illness can help and inform others.

There are also a variety of relationships portrayed in the novel--albeit, I thought, rather superficially--lesbian, pansexual, asexual, gay, etc. I wouldn't say any relationship is at all fully delved into, but I appreciate that Nijkamp at least wanted to try to be representative with her characters.

The other thing is that Nijkamp's books are just so darn easy to read. I remember that about This Is Where It Ends, too. I read almost this entire novel in one setting. Her writing draws you in so easily, even if you don't always agree with what you're reading, or if you wish for more character development. You could pick this up and fly through it in a day.

In the end, this certainly wasn't what I expected. The strange mystical elements seemed out of place and they, along with most of the characters, weren't really fleshed out. I was a fan of how easy the story was to read and the mental illness portrayal, though, as well as how easy the story was to read. I was drawn to the character of Kyra and wished I could have learned even more about her. The story was compelling and Nijkamp did an excellent job making you feel the cold of the Alaskan setting and the similar coldness of the townspeople. At the same time, while I could certainly see a small town being incredibly close-minded (and they were), some of the other plot points seemed a little overboard. A quick read, especially for teens.
  
Ben-Hur (2016)
Ben-Hur (2016)
2016 | Drama, History
7
5.9 (11 Ratings)
Movie Rating
Who thought it was a good idea to remake Ben-Hur? Well, on paper, it would seem to be a possibility. Ben-Hur has been hitting our cinema screens since 1907, with three other theatrical versions before this one; a short silent effort in 1907, the 1925 silent epic and the blockbusting MGM epic from 1959.

But this follows stage plays, TV movies and even animated movies, all based on General Lee Wallace's 1880 novel of the same name. But if a comparison is to be made, let us focus on the 1959 Charlton Heston movie. That, which ran for over three and half hours, takes its time to establish characters and situations, then takes us on a journey across the Roman Empire as we follow the turmoil of Judah Ben-Hur, betrayed by his best friend, a Roman who he considered to be a brother.

This journey takes place and parallels the life and ultimate execution of Jesus Christ and with this parallel, Judah is gradually inspired to temper his vengeance against his friend turned enemy and after the famous chariot race and the hollow victory therein, he will witness the crucifixion and through several machinations, find solace in the fledgling Christian movement.

So, how does this version hold up? To the 1959 version; not very well. This two-hour action movie is centred around the chariot race from start to finish, something which happens in the second act of the 1959 version but this is NOT the conclusion, but a catalyst for the finale.

Here, even though the events play out in a similar fashion, they are rushed and none of the character moments are earned. It is as if the film was pitched soley on the concept of showing an action packed chariot race in the 21st century.

If you want to see a modern interpretation of this race, possibly cinema's greatest such sequence, then look at Star Wars: Episode I's Podrace which captures the spirit perfectly. The positioning of this race and its significance to the plot was the same in the 1925 version as well, yet the fifteen minute 1907 short pretty much cherry picked the same plot elements as this 2016 version, which is quite telling really.

There was little interest in the story, just a cynical desire to bring this iconic movie back to the big screen and milk it as they would any franchise. But Ben-Hur is a poisoned chalice, so iconic that it would have to have offered something new without losing the original feel to succeed, as this classic simply did not warrant a remake.

But if you are going to remake it, give it a mega budget, which they did not, an all star cast, again, not the case and bring on board a top director to lead this project.

Instead we have a cast of relative unknowns, with Morgan Freeman being the most notable cast member, the director of such movies as Wanted (2007) and a small budget of just $100,000,000, when a blockbuster these days is usually pushing $200,000,000.

The main selling point for the previous two Ben-Hurs was the scale. These were epics and pushed the technology, filmmaking styles and never shied away from the strong religious overtones. Here it looks like it is given little more than lip service hoping to pander to the religious right.

It failed. Darren Aronofsky's Noah (2013) made more of an impact and it divided audiences, but at least it was faithful to itself, pushed boundaries and left its mark on cinema.

But by the end, my jaw was literally on the floor as the maimed Massalia reconciled with Judah and the pair ride off into the sunset together, all forgiven....

WHAT!!!

And more importantly, what was the point? Jesus sacrified himself, (in the story) so that people like Judah would put down their swords and learn to forgive, yet in the end, Judah and Massalia sacrifice nothing as they both regain their friendship and live happily ever after. In the previous versions, Ben-Hur beat Massalia but he has the last laugh as his mother and sister have been left with leprosy, that is until Jesus' death sparks a miracle which cures them. This was his reward for seeing the error of his ways, not getting his family and his friend back.

In the end, this is not a bad action romp, very watchable and is an entertaining spectacle but ultimately forgettable. It will entertain for two hours but leaves you with nothing to think about, unlike the books, plays and films which have preceded this.

A real shame...
  
Ni no Kuni: Wrath of the White Witch
Ni no Kuni: Wrath of the White Witch
2013 | Role-Playing
As mentioned in my last post, I am going through my backlog of video games and playing them. I picked Ni No Kuni: Wrath of the White Witch and I feel this was a great choice because this game had a lot of things I enjoyed immensely.
The hero of the story is a young boy named Oliver who is kind to everyone who lives in Motorville City with his mother. Oliver's kindness is an important aspect to the plot of the story because this isn't about his physical strength, but the strength of his heart. Oliver's adventure leads him to not only an entirely different world, but a myriad of great characters and as the story progresses you come to care about him even more as you see how much he cares for others and genuinely wants to help those in need.

Oliver and his mother
The battle system reminds me a bit of a Tales game with planning out tactics and figuring out an enemy's weakness in real time. There is also a Pokemon feel with trying to charm various creatures you fight in battle and make them your familiar. You can choose different familiars to fight alongside you and even evolve them into stronger forms. The system menu is quite easy to navigate which is always a plus with me. Level grinding did not seem like a chore because the way the game has been designed actually made it fun.





The world of Ni No Kuni is beautiful, and I was delighted to see the Studio Ghibli art and animation incorporated into the game. The musical soundtrack is also inspiring with fantastic orchestral arrangements that fit very well with the different moments of the story. I found that I loved exploring all the different areas because there was always something fantastic to see and plenty to do. I never found myself bored while playing the game at all and found that I really liked having that freedom of exploring.




      
Of course there are side quests in Ni No Kuni known as errands and you get various awards for them and something known as Merit Stamps. When you complete a quest, you get a certain number of stamps on Merit Cards. The more difficult the task, the more stamps you receive. You can trade in 10 merit stamps for rewards such as capturing familiars more easily, or gaining more experience in battle. While some of the quests are fetch this or that; many of the quests are about mending a person's heart and you get to see just how kind a person Oliver truly is.

There are quests known as Hunts too given by a character named Derwin in the game which involves capturing the specific types of beasts that he asks for and showing them to him for rewards. While the rewards and stamps are pretty great, this is the one thing about the game I did not like. Derwin's Hunts is one of the most infuriating quests because some of the beasts have a ridiculously low charm rate. One of the beasts requested had a drop rate of 4% so of course it took a very long time to get it. This led me to wonder why the character whose talent was charming beasts wasn't at least given a spell to capture them rather than leaving it entirely random and up to chance. It became very frustrating and I almost didn't finish all of the Hunt quests because of it. I did finish however, but that was my least favorite part of the game.

Once the game is finished, there is still more to do as you get some spiffy new spells and you get some post game side quests you can do. There's even a bounty hunt with Derwin that offers some pretty great rewards if you choose to do them. These side quests do add a little more to Oliver's story and are actually fun except for that Derwin quest because those are a bit tedious.

Overall Ni No Kuni is a great RPG and I would recommend it highly to fellow RPG game lovers. It has a great story with amazing characters. The game play is actually fun, with gorgeous artwork and music which makes for a game that is quite enjoyable. I'm definitely glad I picked it up because it is a nearly perfect game and one worth playing.
  
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Gareth von Kallenbach (980 KP) rated the PC version of DOOM in Video Games

Jun 19, 2019  
DOOM
DOOM
2016 | Action, Horror, Shooter
I remember playing DOOM on my 486 computer back in 1995. I remember the first time I connected with a friend on a dial up and we played all night even though I had a day trip to Canada early the next day. I learned that there is no such thing as I will only play online for a little bit when the game grabs ahold of you.
Jumping forward to 2016, the iconic game is back and bigger, bolder, and more brutal than ever. The game effectively reboots the franchise and does not stray from the premise of the player being a solitary Marine on Mars who must battle an unending mass of demons from Hell.

There is more context to the story provided by a computer A.I. named Vega and a few key players who pop up to drive the story along.

The game is stunning to look at as the details of the Mars base are amazing. It is not just a series of Sci Fi themed corridors and rooms, but a real and fully functional base with labs, repair bays, tram systems, and so much more. I had slight nods to “Aliens” and “Total Recall” as I explored but the designs were breathtaking to behold at times.

The endless waves of enemies did not allow for much sightseeing, as they were abundant and diverse. All of the classic characters have been given an update and thankfully so have your weapons. The game allows you to upgrade your weapons and armor with various abilities based on skill points you earn or recover in game. This allows players to add new combat options such as turning your Chain gun into a multi barreled death dealer in alt fire mode.

You will need it as the game is filled with moments where you are confined to an area and must battle endless waves of enemies before you are allowed to progress. I understand that this is part of the DOOM series, but it did become a bit repetitive as it seemed every time I entered any area of size, the waves would come again and again.

The game is challenging and players will be happy to know they can adjust the difficulty settings in game, and yes, for those nostalgic for a blast from the past, there is a God mode for those who can use some help.

The game also has a fair amount of platform jumping which is not one of my areas of enjoyment, but it does it in a reasonable way that is in keeping with the tone and setting of the game.
Players will want to make sure their use their ammunition wisely as there is nothing worse than running dry in a Boss Battle with no way to load up, short of laying a solid attack on an enemy and hoping they drop some along with some health.

I also was thrilled to see the power ups such as haste, rage, and quad damage back, as well as the ability to graphically and brutally dispatch an enemy, no matter the size once you have weakened it. The chainsaw is also a nice inclusion and being able to cleave and shred demons never gets old.

The Boss battles are imaginative and challenging and with roughly 16 hours of playtime on the campaign, there is much to like.
The multiplay in the game is a bit retro as you have your Team Deathmatch, Warpath, Domination, etc. I enjoyed the mix of old and new but wished that the ability to co-op through the campaign was an option as it was an enjoyable part of DOOM and DOOM 2 back in the day.

The addition of SnapMap, an easy to use and powerful map creator is a very nice touch as I look forward to spending more time creating some maps and seeing what the community at large comes up with.

There were a few minor crashed along the way but the game has a very fair and practical save system based on checkpoints, so I never had to redo any significant portions of a map following a death or infrequent crash.

DOOM was not only a nice game to look at, but it kept my attention and interest throughout and I found myself immersed in the action and storyline.
While it would be easy to mention things the game did not include, what is included is a very deep and visually appealing game with plenty of challenges and action that keeps the franchise fresh and relevant. I for one cannot wait to see what comes next.

http://sknr.net/2016/05/18/doom-2/
  
Gemini Man (2019)
Gemini Man (2019)
2019 | Action, Drama, Sci-Fi
I saw the trailers for this and thought it looked pretty good, the story sounded interesting and even though the effects in the clips looked a little dubious I was excited for one reason... Jerry Bruckheimer was involved, and I've never seen anything he's done that I didn't enjoy.

Henry Brogan is a master assassin, his whole life has been dedicated to perfecting his craft, but when he discovers he's been misled about a recent kill he decides it's time to hang up his gun. Such a high profile asset can't just retire from his life though and he soon finds himself being pursued. His would-be killer is agile and surprisingly capable, Henry is impressed by the improvising skills, and so he should be... they're his.

I've only just learnt that this film has been on the cards for 20 odd years. When it was first discussed technology wasn't up for the task the idea was pitching. Knowing that fact makes me wonder if they kept a 90's/00's script because the action does have that nostalgic quality. There have been lots of directors and actors attached to it and there's a fun thought experiment to have by exploring the possible outcomes it could have had.

Before I talk about my thoughts on the film I want to touch on the experience I had. Being out of town for the release meant that I was able to go to a cinema showing it in HFR 3D. This is the way it was filmed and intended to be seen but hardly any cinemas (in the world it seems) are able to show it that way. Cineworld Crawley were one of the cinemas that could, initially I wasn't bothered about seeing it in this format, but to be so close and have it snatched away was a real trauma.

I saw roughly the first 3 minutes of the film in HFR 3D and it seems this was the same fate of the screening before too. What I saw of it was mind-blowing, Will Smith was so crystal clear that he probably wouldn't have even looked that good if he was performing it in the room with me. But as I say, (several) 3-minute viewings were all we got before they had to give up and show us the 2D version. I'd be interested to know if anyone has a successful HFR screening. I would like to have seen it all the way through to see how it changed the visuals, sadly that's unlikely to happen now.

Let me put this out there straight away... this film is not good, and yet somehow good.

Gemini Man is a conventional idea with a twist and has an average script, but there's something engaging about the action. Oh, and while the script wasn't great it's entirely accurate when it states "Everyone hates cilantro." Yes, quite right.

De-aging technology has come a long way recently, but it has ups and downs depending on budget. In this respect Gemini Man had me stumped. The CGI in the trailer didn't look great and I assumed that was maybe early footage to get it out in front of audiences, but the film genuinely wasn't much better. There are moments where you don't notice it, you could almost pass Little Will off as the original, but the main problem is he's too familiar. On a lesser-known actor this might have played off better in more scenes. There are several moments where Little Will is lit with a flashlight and those moments caused me the most problems because that lighting looked wrong, particularly on his neck, and any quality work that may have been there was lost with the one bad piece. Most other effects are pretty reasonable until we get to the parkour ninja assassin towards the end... that sequence appears to be CG and everything is too fast and very cartoony.

I don't feel much of a need to talk about acting, it's all... fine. Without an epic script there's not much to work with but everyone makes it work as it needs to. It's a little sad that with 20 years to play with this wasn't a masterpiece on all fronts, or at least the script.

Gemini Man may have had a lot of issues for me but in the moment it's good to watch... even with the cheesy ending and the point where I thought it was directed by John Woo. I won't feel the need to buy this when it comes out but I'll definitely watch it again while hoping to see the HFR version in full.

Originally posted on: https://emmaatthemovies.blogspot.com/2019/11/gemini-man-movie-review.html