Search

Search only in certain items:

Interstellar (2014)
Interstellar (2014)
2014 | Action, Adventure, Sci-Fi
For my money, Christopher Nolan is the best director and storyteller in the film industry today. Over the years he has grown with each film he has created. In his early work, like Following, Memento, and Insomniac, he experimented with different notions of how we as an audience perceived a story unfold on film. In each of those films he learned techniques that he carried with him as he moved onto bigger commercial success’ like The Dark Knight Trilogy and The Prestige. All of those techniques, culminated in my humble opinion, his masterpiece with 2010s Inception. Now he is back, with a space exploration film for this generation that rivals Stanley Kubrick’s 2001: A Space odyssey with an added dash of 1997s Contact.

Everything you expect from a Nolan film his here. Stunning visuals that not only leave us breathless at the vastness and beauty of space and other worlds, but also character driven framing that is subtle enough for us to be able to understand and focus on this character driven story. We are driven forward by one man’s mission to save the earth, but on a more humanizing level, his family. It is this constant thread, especially the bond of Love between a father and daughter, which holds this majestic film together from start to finish. Those who miss this focus or nitpick at the science of it all may be disappointed and feel the film is too big to be concluded with such a simple notion. However those who are willing to concede that impressive visuals do not need to be concluded on an ostentatious scale for there to be a grandiose impact, will find satisfaction at a film that makes us contemplate our place in time and space.

If these stunning visuals are the face of this film, then the score is undoubtedly the emotion. Nolan once again teams up with Academy Award winning composer Hans Zimmer, to produce a stunningly moving and heartfelt score that not only propels forward in our exploration of the unknown, but at times is our only friend in letting us know it is ok to breath.

Perhaps it is just the gravity of the work that Nolan has done in the last few years, but the actors in this film know the stakes and each came to play. The cast each elevate their performances not only for themselves but for each other. Led by Academy Award Winner winners Mathew McConaughey and Anne Hathaway, as well as Academy Award Nominee Jessica Chastain, the entire cast of Interstellar deliver excellent performances that cause us not only relate, but to feel the world at large and the relationships with each other. I was especially impressed with the young Mackenzie Foy, whose relationship with McConaughey is crucial to the story being able to hold together for the entire film.

In closing, Interstellar is a beautiful film to behold with a story that revolves around exploration, survival, and love told in an epic way both visually and audibly. For some there may be a few make or break moments, but if you just focus on the story and world being told to you, it will all make sense. The film’s running time is 2 hours and 49 minutes which may seem like much to some, however because Interstellar is an experience, not just a film, the length is hardly noticeable as a bad thing. After walking away, you will want to see this experience in the theaters again, especially in IMAX for the best possible visuals and audio.
  
Inquest of Pilot Pirx (Test Pilota Pirxa) (1979)
Inquest of Pilot Pirx (Test Pilota Pirxa) (1979)
1979 | Sci-Fi, Thriller
6
6.3 (3 Ratings)
Movie Rating
Soviet sci-fi movie explores much of the same territory as western films from around the same time like Alien and Blade Runner: androids who are virtually indistinguishable from human beings are on the verge of mass production, but can they be relied upon? It's hardly a spoiler to say the answer is 'not entirely'.

The first half of the film is a rather drab earthbound thriller as various corporate interests try to dissuade the title character from taking command of the crucial mission that will assess whether the androids have a future in space exploration; the second half is proper sci-fi. Some interesting, if slightly underpowered discussion of what the difference really is between organic and synthetic people, but the story is slow and talky and never manages to bring its ideas to life. The special effects and sets are a bit reminiscent of Blake's 7, which wasn't a problem for me but may well be for other people. Watchable if you're interested in the development of sci-fi.
  
40x40

Phil Leader (619 KP) rated Mort in Books

Nov 20, 2019  
Mort
Mort
Terry Pratchett | 2012 | Fiction & Poetry
9
8.7 (19 Ratings)
Book Rating
In lots of ways Mort is the first book which feels like a 'proper' Discworld novel, fusing the fantasy setting, humour and allegorical commentary together into a delightful, coherent whole.

The story itself is a good one: Death takes on Mort as an apprentice so he can take a break. When Mort breaks the rules he causes a wound in space/time that needs to be healed. And the more Mort does the job of Death the more the job begins to take its toll on him.

There is so much to like about this book. The humour is spot-on with some great one-liners, characters and footnotes. The exploration of the mechanics of how Death really operates on the Discworld fits perfectly with the logic of how the rather unique world operates and is the first glimpse into just how complex and rich the series of books could be.

The Discworld was still evolving rapidly at this point and Mort represents a real statement of intent for the future.
  
Space Kraken
Space Kraken
2021 | Adventure, Book, Dice Game, Exploration, Horror
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…

Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L

Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!

A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.


The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.

Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.


Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
  
40x40

Jeremy Workman recommended Revanche (2008) in Movies (curated)

 
Revanche (2008)
Revanche (2008)
2008 | Crime, Drama, Romance
(0 Ratings)
Movie Favorite

"I love soulful noirs, and this slow-burn Austrian crime thriller is one of my faves of the new millennium. It’s as if Bergman made a movie about cops and robbers. Austrian director Götz Spielmann gets incredible naturalistic performances, and the storytelling has some real breathing space, which is rare in crime thrillers. (For another soulful Criterion crime pic, give The Hit a look-see.) What I love most about Revanche is this narrative magic trick it pulls. You think it’s going to be a relatively conventional story about a robbery that goes off the rails and criminal-code revenge. But instead it turns into this deep exploration about the intersection of people and the happenstances that lead us down surprising paths in our lives (a theme that I explored in my documentary Magical Universe. Find it!). Like the best noirs, the crime plot is just the Trojan horse that takes you into a profound story about choice and consequence. Before you even know it, Revanche has morphed into something like a Kieślowski film, and it suddenly knocks you on the floor and leaves you in a heap."

Source
  
I Hear A New World by Joe Meek and The Blue Men
I Hear A New World by Joe Meek and The Blue Men
1960 | Electronic, Pop, Rock
(0 Ratings)
Album Favorite

"I was obsessed with this record from the first time I heard it. Everything about Joe Meek's story is fascinating. The way he worked, the way he lived. As a producer, he turned down the Beatles, saying "The Merseybeat sound is going nowhere." This record was made in 1960 and it's berserk. It captures a time when space exploration was an international agenda. 'Telstar' had captured the mood when the first satellites went up; this record went a lot further, imagining an entire planet beyond our solar system. It's an artist you know doing a record that's so far from what you thought they were capable of: "Really, this is the same person?" I just got obsessed with it. I only had a taped version of it which, to me, isn't like actually having the record. I was in Japan a few years later, before it was reissued, and I found a bootleg copy there at great expense. It's almost like an early hauntological recording; it's very crude but incredibly evocative. It's interesting to wonder what would have happened to Joe Meek had his story turned out differently…"

Source
  
Space Explorers
Space Explorers
2017 | Card Game, Economic, Space
Space! It’s all the rage nowadays. Okay, it has been for many decades now, but I feel like recently we have, as a human race, decided to get back out there and start exploring again. While this game is not set in modern times, the excitement of exploration and the different facets of what actually goes into successful launches is certainly prevalent. Will our heroes overcome the G-Forces that press them into their seats and become one of the few to view Earth from afar, or will they fizzle out at launch and come back shamed?

Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T


To setup, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.

To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.

To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.

As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.


Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.

The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.

While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.

It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.
  
An Astronaut's Guide to Life on Earth
An Astronaut's Guide to Life on Earth
Chris Hadfield | 2015 | Biography
10
10.0 (2 Ratings)
Amazing, easy-to-read memoir
Wow. Just wow. I woke up far earlier than I wanted to this morning, so I picked up one of the nonfiction books I had from the library, expecting it to put me back to sleep. Three hours later I was still awake, nearly done with the book, and absolutely enthralled. I’m not sure why I thought it would be otherwise – I’d been one of the millions fascinated with Hadfield’s videos and tweets when he was Commander of the ISS. His particular voice is very clear throughout this book. In 284 pages he takes us from his childhood, through his career path to becoming an astronaut, to his 5 months in the International Space Station, and back home. Nothing felt rushed, nothing felt like it didn’t get the attention it deserved. I’m pretty sure this is going to be one of my favorite books of 2017 – I have several months to read more things, but this book just absolutely blew me away.

It does appeal to how I like to read about science, though. I love reading about scientists. How they worked, how they made their discoveries, the paths they took. Who they were. I’m less interested in the actual science. This is part of why I loved A Short History of Nearly Everything, by Bill Bryson, so much. I borrowed that book from the library and read it cover to cover, fascinated. Finally had to buy my own copy.

Hadfield took space exploration and made it accessible to everyone. According to the book, he didn’t even quite realize how big of an impact he was making at first. But between tweeting pictures from the ISS, making videos of how different life was in space, and making music videos, he really did become the most well-known astronaut of our generation. I remember putting his video of I.S.S. (Is Somebody Singing) on repeat when it came out – and it STILL gives me chills today.

He only briefly talked about Is Somebody Singing in the book, which I found surprising, given it was the one that hit me the hardest. He spent more time talking about filming and recording Space Oddity – which does have 36 million views, to I.S.S.’s 2 million. So I suppose that makes sense! (I'm going to attach both videos to the book page.)

One thing he keeps coming back to in his book is his philosophy of trying to be a zero. That doesn’t sound very ambitious on the surface – but what he means is you can be one of three things in a group. You can be a negative impact (a -1) a neutral impact (a zero) or a positive impact (a +1). If you try to be a +1, it’s far likelier that you’ll try too hard, fuck up, and instead become a negative impact. So aim to be a zero. And most of the time you’ll wind up as a positive impact. I thought that was a very unique philosophy.

You can find all my reviews at http://goddessinthestacks.wordpress.com
  
40x40

KalJ95 (25 KP) rated the Nintendo Switch version of The Legend of Zelda: Breath of the Wild in Video Games

Dec 28, 2019  
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
2017 | Action/Adventure
Exploration is epic (2 more)
Incredible open-world.
Mechanics and gameplay is Nintendo's greatest achievement.
Narrative is limited. (0 more)
Breath of fresh gaming.
On December 25th 2018, I finally got a Nintendo Switch, after years of hinting to my other half. There was only ever going to be one game to start with; Nintendo's The Legend of Zelda: Breath of the Wild. Within the space of a week, I accounted 85 hours of gameplay and exploration around Hyrule. And I was disappointed with what I had experienced. The experience felt hollow, empty even. The story was bare boned, set amongst cut scenes of Link's memories from 100 years ago. I immediately sold the game and bought Super Smash Bros. Ultimate.

I was a fool.

Zelda: BotW is a mesmerising behemoth of a game, full of so much to discover and encounter through the breathtaking world of Hyrule. My stubbornness through my first playthrough was largely down to wanting a more linear, story based experience, like past Zelda games. What Nintendo crafted is something else entirely. Rather than focus of Link defeating Ganon, and saving Princess Zelda, your focus is to explore this vast open world and traverse its landscapes through whatever means you desire. And that is why this game is so special. The serene music and light melodies that play as you circumnavigate from land to land could often be quite dull and boring with other open world games, but in BotW its absolutely the right move. It gives you time to breath absolutely everything in, and stare in awe of the beautiful world you've inhabited.

The emphasis on going your own way and exploring is simply remarkable. The world is quite literally in your hands. Then comes the 120 separate challenges called Shrines, put in place so you can gain extra Health and Stamina bars as you progress. The puzzle solving is another great addition to a game already jam packed with content. I could mention and write all day long about its weather system, various amounts of enemies which require different approaches to combat, the side missions and extra content in regards to weapons and clothing, the list could quite literally go on, but I will finish this here with a few final observations:

BotW is a stunning achievement, and I am sticking to my gripe that the game is lacking quite significantly with its narrative, but it's a game that was never built around a long linear story. The simplicity that you are Link, and the world is yours just happens to be everything Nintendo needed to create a damn near Masterpiece of gaming.
  
Endurance: A Year in Space, A Lifetime of Discovery
Endurance: A Year in Space, A Lifetime of Discovery
Scott Kelly | 2017 | Biography
8
8.0 (2 Ratings)
Book Rating
I just finished reading Endurance by Scott Kelly and I have to say I really enjoyed the book. I ended up buying the audiobook after I received the physical book simply because I saw that the book was read by Scott Kelly. I always love listening to the person read their own life story.

I have to say that I was really impressed with this book. Scott Kelly really adds the human element to Space Exploration. It was motivating in a "I will never be that motivated" kind of way. Growing up, I never even thought of being an astronaut so reading about his experiences was truly one of a kind.

One thing when reading this book that I noticed is that Scott Kelly is a facts only kind of guy. He seems to almost lack emotions at certain pivotal parts in the book. He really just states the facts and moves on. That was something that I really had to accept because most of the biographies that I read have some sort of emotion placed in them. Even though the emotions was missing, I have to say I still really enjoyed learning about his journey and I'm sure it was better to not get lost in the details.

All in all, this book was fascinating. If anyone is wanting to learn more about the daily struggle that astronauts go through, this is a great book to read. I truly hope that this book speaks to many people and helps them realize their full potential. Scott Kelly just proved that picking up a book can truly change your life.