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Shang-Chi and the Legend of the Ten Rings (2021)
Shang-Chi and the Legend of the Ten Rings (2021)
2021 | Action, Adventure
Relationship between Shaun and Katy (1 more)
Great Shakespearean level of story
Ten rings to rule them all
Positives:
- This is Marvel at its best. A script (with Shakespearean undertones) that melds action with good character development and laugh-out-loud feel-good dialogue. The great thing is that you don't need to be a Marvel nerd to enjoy this one. Yes, there are some fabulous Easter Eggs for Marvel fans (and a wonderful return of a character from one of the early films). But it's almost a standalone feature in its own right.
- The action sequences are top-notch, particularly an early fight on a careering San Francisco "bendy-bus". Some great martial-arts reminiscent of "Crouching Tiger, Hidden Dragon", made more exciting by the fact that the impressive Simu Liu did all his own stunts.
- The relationship built between Shaun and Katy is wonderful, and the actors deliver on it brilliantly: no wonder when you have the exceptional Awkwafina on the other end of it. Similarly, the relationship built between Shang-Chi and his father is powerful, thanks to some wonderful acting from Tony Chiu-Wai Leung. So good in the gripping (and erotic) 'Lust, Caution', I believe this is his first English-speaking film.

- With the odd exception (see below), the special effects are top-notch.

Negatives:
- I thought this was 5* all the way until the final reel, when we descended into a CGI-driven "Godzilla vs Kong" finale. I hate CGI that's just a blur of action across the screen where you're struggling to understand what's going on. Less would be more here for me.

- The movie makes extensive use of 'flashbacks' and, for me, there was a bit too much heavy-handedness in their use. I muttered "enough already" to a few of them, since they were taking us out of the movie's current narrative.

- There were a couple of effects that looked like the intern at the special effects company had put them together during a coffee break. An early plunge of a jeep into a forest and some rather obvious green-screen stuff in the finale. Surprised that these weren't caught and redone.

Timeline?: So, it took more of a Marvel nerd than I am (my wonderful daughter-in-law Bronwyn) to point out that although this film is set (largely) in the "Present Day", the events of "Avengers: Endgame" actually happen in 2023. So in the Marvel timeline, this is set in between Thanos's "blip" and "the return". This is the reason why Wong is present but not Doctor Strange, for example.

Summary Thoughts: Marvel goes East! This is a really entertaining addition to the franchise, mixing Marvel action with Eastern mysticism and martial arts. It's an impressive job by director and co-writer Destin Daniel Cretton, in only his second feature (he did "Just Mercy" in 2019).

As a Marvel film, there are of course end-credit scenes ("monkeys" in onemannsmovies speak). A mid-title one is the best, bringing some additional Marvel characters into the mix. And there's a post-credits one which sets up for further sequels but which I found rather irritating.

It's ironic that a Marvel movie so right for the Chinese market - the first to be headlined by an Asian actor and with substantial Mandarin dialogue - might not get a release in China. According to this report, this appears to be for two reasons: firstly that the actor Simu Liu made some derogatory remarks about China in the past, and secondly that in the comics Shang Chi's father is Fu Manchu - a Western-derived character with racial overtones.

This doesn't seem to have hurt it so far. After less than two weeks of opening, it has made $262 million on a budget estimated to be $150-200 million.

(For the full graphical review and video check out #onemannsmovies on the web, Facebook and Tiktok. Thanks).
  
Midsommar (2019)
Midsommar (2019)
2019 | Drama, Horror, Mystery
In 2017 the stale market of “horror” thrillers got a royal shake-up when Jordan Peele made Get Out. All of a sudden it seemed possible again to use the tired genre, that had been relying on gore and jump shocks alone for at least two decades, as a palette for intelligent social commentary and some seriously artistic flourishes. The following year, Ari Aster came out of nowhere with a debut feature that impressed everyone for it’s originality and bravado in this new “art-horror” model – the devisive yet always interesting Hereditary, a film that confused me on first watch, but gave me faith that I could be unnerved again, it’s secret being that you couldn’t compare it to anything since the golden days of the 70s.

So, when I saw the trailer for Midsommar in 2019 and realised it was the same director, it went straight to the top of my must see list. Add to the appeal the significant lure of the lead actress and main character, the extremely promising Florence Pugh, who blew me away for her raw ability in Lady Macbeth, and beguiled me even more in every minute of Chan-Wook Park’s superlative espionage mini-series The Little Drummer Girl, and I knew this was something I didn’t want to miss. Sometimes it only takes two projects on a CV to elevate a future star from obscurity to A-list potential. In Pugh I had already seen enough range, charisma and depth to suspect she was one of those special few. By the end of Midsommar I was convinced of it!

Plot wise, all you need to know going in cold is that Dani (Pugh) racked with grief following early scenes is dragged to Sweden to participate in the Midsommar celebrations of a small isolated community, as her relationship with boyfriend Christian is very much on the rocks and she is in need of some catharsis and release. At first the Idyllic setting, bathed in sunlight you can almost feel, seems refreshing and clean. The whites, yellows and blues of the images are so crisp you can imagine every smell and texture, and you find yourself smiling, despite the fact a creeping unease and sinister secret is already infiltrating the calm in wonderfully subtle ways.

Needless to say it goes to some very dark and strange places. So much so I gasped out loud twice and stood up from my seat involuntarily on one particularly disturbing moment. To try and explain how that unfolds and comes to be is both impossible and would need some big time spoilers, so I won’t do that. It’s enough to say that where you are emotionally at the end of this filmic experience is very, very far from where you started. Much in the same way as Hereditary, you feel you have been dragged by the hair on a very uncomfortable journey that is both strangely unsatisfying, confusing and upsetting; you can’t say you “liked” either film as much as admitting you can’t stop thinking about them and need to see them again to absorb the detail, if indeed you can bear that.

As of writing this I haven’t gone back and watched this again – I’m genuinely wary of putting myself through it a second time! But, I have gone back to Hereditary and appreciated it much more knowing the ending already, and seeing the detail that is there from the beginning, that makes it all make sense in a way it doesn’t first time around. Midsommar, I sense, is the same, in that there has been so much attention to the build up and background that you will see and hear relevant clues to the mystery much more the more times you watch it. What they are wearing, images on walls and seemingly insignificant things the camera picks up on create a tapestry of loose threads that can be woven together into deeper meaning if that is what you want to do.

Without doing that it may seem like a bewildering entity, deliberately odd for the sake of it, and as such it could put anyone off. At 2 hours and 28 minutes it is a bit of a stretch, and the last half hour, once it descends into the complete madness suggested earlier, perhaps doesn’t live up to the promises it makes. Also, despite Pugh being a mesmeric presence from start to finish, the supporting cast can’t quite go with her on the same level. Even the talented Will Poulter seems burdened by a less than three dimensional character, underwritten as are many in a script that focuses so much on Dani that everything else suffers.

My overall impression of it as a film is that it falls short of greatness by a narrow margin, but comes very close at times to genuine genius. It is the promise of Aster as a filmmaker that excites me most, even if this is not the film it could have been with a little more experience, maturity and, perhaps, budget. It is his Bottle Rocket, or Hard Eight, when you suspect he will have a Grand Budapest Hotel, or a There Will Be Blood in him at some point down the line.

In conclusion, I can’t emphasise enough how much I was drawn to every moment of what Florence Pugh was doing. Be wary of the film if a casual viewing experience is what you want, because it may infuriate you, and compel you even to switch it off, if you are not totally ready to meet it where it wants to take you. But, watch it for Pugh and see what a rare talent she is bringing to cinema into the 2020s. A very exciting prospect indeed.
  
Quests & Cannons
Quests & Cannons
2021 | Adventure, Animals, Exploration, Fantasy, Nautical
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.

Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.

Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.

Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.

The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.


The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!

This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.

What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.

If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
  
The Quest Kids: Matching Adventure
The Quest Kids: Matching Adventure
2021 | Fantasy, Kids Game
Those of you with kids: you know how you are just aching for a good game to come out that will satisfy your 3-year-old’s interest, keep their attention throughout, and even get them talking about board games afterward? At least a game that isn’t super-basic and boring? Well have I a treat for you today. I may have just found the game for us!

The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.

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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.

When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.

Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.


Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.

In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!

So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
  
Magical Friends and How to Summon Them
Magical Friends and How to Summon Them
2022 | Fantasy, Racing
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L

Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!

To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.

Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.


Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.

The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.


Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
  
OW
On What Grounds (Coffeehouse Mystery, #1)
Cleo Coyle | 2003
8
8.0 (2 Ratings)
Book Rating
On What Grounds is a good start to this series, but not great by any means. The mystery was lacking and there weren't enough clues for the reader to even get close to figuring out whodunnit or why. The explanations about the different types of coffee are very interesting, but come close to taking over the storyline. Some of the things I did not like about the writing style, were that, at times, the writing could be condescending, such as a Tanya Harding example that didn't sound natural and seemed to imply that the reader has been living in a cave for the last twenty or so years, then there's the backtracking into past events for around twenty pages and then returning to the cliffhanger which is where we left off of and then trying to remember where that was exactly (ugh! Sorry, but doing that three or four times is unnecessary and annoying), and the end was way to preachy about Anabelle's life and choices - this isn't an after school special or a Lifetime movie, get over yourselves (the authors that is :P). Another thing (yes there's more!), I don't like the love triangle aspect. For the most part, an ex should stay an ex (I know there are some exceptions, but that's just my preference in this case), and I much prefer Quinn, who I really hope isn't married.

Oh, and one more thing... I took a little offense to the disdain of decaf drinkers. I just don't handle caffeine that well - yes, I might be an anxious person, but I don't have imagined allergies or neuroses or whatever else she describes most decaf drinkers as. Not to mention, it makes me very shaky, in a bad way, and I cannot fathom drinking as much coffee as she does all the time - I need sleep! LoL Yes, I'll imbibe in coffee that isn't decaf, but for the most part, I'd rather have decaf. Gotta problem with that?! :P

What I did like...
Clare - some other reviews I've read have been iffy about her, but I blame how the authors wrote the book.
Java - I know it's a cozy mystery cliche, but I love cats in books. :)
Learning about coffee - it's really rather interesting.
Recipes - gotta love those!
The promise of a good series - the writing overall is good and I hope that now that most of the history has been written about, the next books will flow better.
  
X-Men: Dark Phoenix (2019)
X-Men: Dark Phoenix (2019)
2019 | Action, Adventure, Sci-Fi
A poor end to a great series.
With the much-publicised sale of the Fox-owned Marvel properties to Disney, we knew going into this film it would be the last of its series. The three entries that came before breathed life into a tired franchise, and were all must-see blockbusters.

Sadly, Dark Phoenix doesn't live up to the quality of its predecessors.

It reminded me in a lot of ways of Christopher Nolan's "Dark Knight Rises". It was the end of something special... we had been promised stakes that had never been higher... we expected sadness... we expected fireworks. We expected a big finish.

Unfortunately, Dark Phoenix failed where Dark Knight Rises succeeded, and that was the payoff. The film seemed to be over just as it was getting started. A strong beginning with tension and danger promised more of the same, but it never quite got there. Visually, yes, you could see the build-up, see what was at stake... but you couldn't feel it. I found myself not caring what happened to the characters, which was a real shame.

The film just didn't feel... big enough for what it was trying to do.

We know from the trailers that an early mission into space ends with Jean Grey absorbing a cosmic energy known in the comics as the Phoenix Force. This whole thing felt very watered down compared to the source material, probably because for the entire time, none of the X-Men actually knew what they were dealing with. Just that Jean was angry and, well, you wouldn't like her when she's angry.

The bulk of the story revolves around the heroes trying to save their friend, but even they don't know from what they're trying to save her from. The CGI is well done, and isn't over-used. Some of the character arcs are intriguing to a point, although they lack the depth they needed to really make you care.

Without spoilers, the ending is satisfactory. It's very Dark Knight Rises in some ways, actually. A fitting end to the film, but only because the film itself was below par. The X-Men series that began with First Class deserved so much more.

If you've seen the other three, there's an obligation to say goodbye to the current iteration of these characters. But if you're just after a typical popcorn movie, I'm sad to say you could do much, much better than this.

(Oh, and there's no mid- or post-credits scene, so no need to sit through them.)
  
Fear, Inc. (2016)
Fear, Inc. (2016)
2016 | Comedy, Horror
3
6.6 (5 Ratings)
Movie Rating
Contains spoilers, click to show
Characters – Joe is a stoner that has been promising to find a new job while living off his girlfriend, he loves horror movies and is looking for real fear from a horror event, which leads him to make the mistake to call Fear, Inc, this is easily one of the most unlikeable characters I have ever seen in the leading role in horror. Lindsey is his girlfriend, she seems to have a successful job which we never learn and has been putting up with Joe’s problems, the two have no chemistry and seem like complete opposites. Ben is the best friend that gives the warning to Joe about what will happen if they get involved with the game.

Performances – Lucas Neff in the leading role gives us one of the most annoying characters I have seen in horror. Caitlin Stasey is usually a good actress to watch, but in this film, it just doesn’t connect with what we are meant to see from them. Chris Martquette is solid enough in this role without doing anything truly memorable.

Story – The story here follows one man that wants to experience fear in this life and decides to get involved with a shady company promising to give him an experience unlike anything he has had before, how far will they go to get the scare? This is the question asked in this movie which doesn’t reach the potential it could as the led is the most unlikeable character you will see in horror, he makes everything out to be a joke never making us believe anything that is going on, even with the film having a great twist which should save it.

Comedy/Horror – The film tries to give us moments of comedy to mix with the horror, but the horror doesn’t hit the peril feeling moments you need from what could be going on.

Settings – The film tries to keep us around the house which clearly looks out priced for the couple involved, once we escape the house the film does become more interesting.

Special Effects – The effects in the film are good for what is created and could easily be the only highlight of the film.


Scene of the Movie – The final 30 minutes are the most interesting.

That Moment That Annoyed Me – Joe is annoying throughout.

Final Thoughts – This is a horror comedy that fails to deliver on the levels it needs to, making us not care about the characters in this situation.

 

Overall: Terrible and boring.
  
The Loch Ness Legacy (Tyler Locke #4)
The Loch Ness Legacy (Tyler Locke #4)
Boyd Morrison | 2013 | Fiction & Poetry, Thriller
9
9.0 (1 Ratings)
Book Rating
When Tyler Locke foils an attack on a summit of Middle Eastern leaders at the Eiffel Tower he suspects there is more going on than meets the eye. He is soon proved correct as delegates at the summit start to die of a mysterious disease and an old enemy breaks out of prison bent on revenge. In a race for survival Locke and his friends must find out the truth and prevent all out war.

This book immediately gripped me. I have picked up many adventure thriller type books from many authors and few have impressed me. However Boyd Morrison manages to avoid the usual pitfalls. His characters are likeable and share realistic dialogue and act according to their motivations - even the main villain who is just ever so slightly over the top but still manages to be realistic as a character.

The action scenes - and there are plenty featuring more chases and fight scenes than a whole franchise of movies - are extremely well handled. People tire during fight scenes, nobody is a crack shot with a gun, injuries are realistic.

The plot cracks along as Locke and his team uncover the secrets one at a time. There are clues to solve and the whole time they are racing to beat the terrorists who always seem to be one step ahead.

I feel I must make special mention of the dialogue of the English and Scottish characters. A lot of American authors tend to assume everyone in the UK is either a 'cor blimey guv'nor' cockney or an 'I say old chap' aristocrat and so to my ears the dialogue always sounds phoney. Morrison does not fall into this trap and that really did enhance the immersion in the story.

Yes ultimately this is a hunt for the Loch Ness Monster but really that's just a McGuffin to drive the plot, and an ingenious one at that. I'm not aware of anyone else using Nessie in this kind of book and Morrison handles it well.

Overall a terrific book, well worth a read and would make a terrific holiday book. I've already got the first Tyle Locke novel lined up to read and am looking forward to it immensely. Morrison has immediately become on of my favourite authors. I noticed that he is credited as co-writer on the latest Clive Cussler Oregon Files book (Piranha) and will need to read that too, I suspect that he will inject some energy into the franchise and is a good choice as this book reads like one of Cussler's first novels - in fact I'd say even better.
  
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