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Purple Phoenix Games (2266 KP) rated WizBang! in Tabletop Games
Aug 3, 2020
The current COVID-19 lockdown has really placed a burden on gaming with groups of 3 or more. Luckily, not all games are intended for medium or larger groups. I can sometimes game with up to 4 players but I am mostly able to game with my wife… when the kids (rarely) nap or are asleep for the night. So when I saw that WizBang! is a card dueling game for 2 players only I jumped at the chance to preview it. How did it fare for my wife and I? Keep reading.
A-la-kalhambra! A wizard’s duel has been accepted between you and your rival. Based on the whims of judges wanting displays of specific and ever-changing magic-types, you must cast a flurry of impressive spells to best your opponent. The duel will last exactly 6 rounds and the greatest spellslinger will reign supreme.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign launching in August, or purchase through any retailers stocking it after fulfillment. -T
WizBang! is a two-player card dueling game akin to a mashup of War and Crazy 8s. To setup, shuffle the large deck of WizBang! cards, and deal 30 to each player. Similarly, shuffle the small deck of Extra Trick Up My Sleeve cards and deal four to each player. Roll the magic die, place it on the Round 1 section of the round tracking card and the game is ready to begin!
A game of WizBang! is short, sweet, and light on rules. Perfect for that lockdown date night. The game lasts 6 rounds, and each round consists of playing five cards. First things first – roll that magic die. Yellow is Shiny magic, green is Slimy magic, and purple is Weird magic. This means that for the duration of the round, the judges only care about the values that correspond with the rolled magic type. So if Shiny is rolled, each card played (a la War) will compare Shiny values. Highest number wins both cards to the player’s VP stack.
However, Extra Trick Up My Sleeve cards can be played at any time, and can affect either yourself or your opponent. I have included some of those below. These cards do not count for VP at game end, but can certainly shake things up quite a bit during a round. In addition to these special cards, included in the WizBang deck are several Wizard cards that change the preferred magic type for the round or just for one trick. Once all six rounds have been played players count up their VP Spell cards and majority wins! If no majority: SUDDEN DEATH round.
Components. As I mentioned previously, we were provided a prototype copy of the game, but were assured that it is very close to the final version. This game is a bunch of cards and one die. The cards are nice and a little glossy, with sometimes funny art, and even better inside jokes on them. The die is nice quality and easy to interpret which magic source is being judged. All in all the components are good.
I also stated previously that this game is quick. The box says around 10-15 minutes and that’s spot on. I can see seasoned players being able to knock out a game in 5, but for the first few games we were in that 10-15 minute range. What I like about the game is that it is quick. We were needing something to fill a short timeframe, so I broke this one out, taught it to my wife, and played through once or twice before a child needed Mommy. So it definitely fits that bill.
However, the game play itself is a little lacking. Don’t get me wrong – I would play this again, and I would even use it to help teach my son (4 years old) several gaming concepts, but without using the cheat cards. It is basically a combination of War (play a card, winner takes both) and Crazy 8s/UNO (constantly changing trumps) with a wizard duel theme. I love wizards/fantasy themes in my games, so I am still somewhat drawn to this, but ultimately, if I want to play War or Crazy 8s, I might simply break out a normal deck of playing cards to do so.
The game is not at all bad. I really want to stress this. Just for gamers, it is a bit elementary. This would be great in a library’s game collection, or for educational purposes, or even simply as a quick filler game if you want a theme for your War/Crazy 8s hankerin. Need a game for younger gamers? Yes, this. Need a quick game for grandparents or in-law nongamers? This. Don’t know what to play and you’re running out of time (happens to me OFTEN)? This. If you need something like WizBang! in your collection to fill a 2-player fantasy card game hole, definitely check this one out.
A-la-kalhambra! A wizard’s duel has been accepted between you and your rival. Based on the whims of judges wanting displays of specific and ever-changing magic-types, you must cast a flurry of impressive spells to best your opponent. The duel will last exactly 6 rounds and the greatest spellslinger will reign supreme.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign launching in August, or purchase through any retailers stocking it after fulfillment. -T
WizBang! is a two-player card dueling game akin to a mashup of War and Crazy 8s. To setup, shuffle the large deck of WizBang! cards, and deal 30 to each player. Similarly, shuffle the small deck of Extra Trick Up My Sleeve cards and deal four to each player. Roll the magic die, place it on the Round 1 section of the round tracking card and the game is ready to begin!
A game of WizBang! is short, sweet, and light on rules. Perfect for that lockdown date night. The game lasts 6 rounds, and each round consists of playing five cards. First things first – roll that magic die. Yellow is Shiny magic, green is Slimy magic, and purple is Weird magic. This means that for the duration of the round, the judges only care about the values that correspond with the rolled magic type. So if Shiny is rolled, each card played (a la War) will compare Shiny values. Highest number wins both cards to the player’s VP stack.
However, Extra Trick Up My Sleeve cards can be played at any time, and can affect either yourself or your opponent. I have included some of those below. These cards do not count for VP at game end, but can certainly shake things up quite a bit during a round. In addition to these special cards, included in the WizBang deck are several Wizard cards that change the preferred magic type for the round or just for one trick. Once all six rounds have been played players count up their VP Spell cards and majority wins! If no majority: SUDDEN DEATH round.
Components. As I mentioned previously, we were provided a prototype copy of the game, but were assured that it is very close to the final version. This game is a bunch of cards and one die. The cards are nice and a little glossy, with sometimes funny art, and even better inside jokes on them. The die is nice quality and easy to interpret which magic source is being judged. All in all the components are good.
I also stated previously that this game is quick. The box says around 10-15 minutes and that’s spot on. I can see seasoned players being able to knock out a game in 5, but for the first few games we were in that 10-15 minute range. What I like about the game is that it is quick. We were needing something to fill a short timeframe, so I broke this one out, taught it to my wife, and played through once or twice before a child needed Mommy. So it definitely fits that bill.
However, the game play itself is a little lacking. Don’t get me wrong – I would play this again, and I would even use it to help teach my son (4 years old) several gaming concepts, but without using the cheat cards. It is basically a combination of War (play a card, winner takes both) and Crazy 8s/UNO (constantly changing trumps) with a wizard duel theme. I love wizards/fantasy themes in my games, so I am still somewhat drawn to this, but ultimately, if I want to play War or Crazy 8s, I might simply break out a normal deck of playing cards to do so.
The game is not at all bad. I really want to stress this. Just for gamers, it is a bit elementary. This would be great in a library’s game collection, or for educational purposes, or even simply as a quick filler game if you want a theme for your War/Crazy 8s hankerin. Need a game for younger gamers? Yes, this. Need a quick game for grandparents or in-law nongamers? This. Don’t know what to play and you’re running out of time (happens to me OFTEN)? This. If you need something like WizBang! in your collection to fill a 2-player fantasy card game hole, definitely check this one out.
Purple Phoenix Games (2266 KP) rated Xenohunters in Tabletop Games
Mar 22, 2021
What do you find absolutely terrifying? A great many things are on my list, and one of them happens to be the main theme for Xenohunters – heroes attempting to blow up a space station that has been overrun by hostile alien threats, but said aliens are adept at sneaking and can rise up just before you and deliver a deadly blow. I know I can’t be the only one shuddering at THAT thought. So when my friends over at Half-Monster Games contacted me about previewing their new game I knew I was in for one crazy ride.
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
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
To setup consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
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
To setup consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
Heather Cranmer (2721 KP) rated Yeah, but I Didn't in Books
Feb 15, 2020
I love books that deal with some sort of downward spiral. I don't mean that in a morbid sense. I just mean that I usually find them interesting. When I was presented with the opportunity of reading Yeah, but I Didn't by Ann Swann, I jumped at the chance.
Benji Stevens is a bright 14 year old high school girl. In fact, she's so smart, she's even skipped a grade in school. When something horrible happens to her one day at her house, her life begins to spiral out of control. With bad things happening right after one another, will Benji find the light at the end of the tunnel or will it be too late?
The premise for Yeah, but I Didn't is really interesting. There were some great aspects of this book. In fact, after reading this book, my new life motto is now, "You can’t control how other people treat you. But you CAN control how you react. And that’s how you take back your power." I love that quote, and it's said a few times throughout Yeah, but I Didn't. I liked the theme of hope and forgiveness towards the end of the book as well. Ann Swann did a fantastic job with her descriptive language at making it easy to picture each scene in the book. I found myself being transported to the setting of Yeah, But I Didn't whenever I started reading.
The characters in Yeah, but I Didn't felt fairly realistic throughout the novel, though Benji's character seemed more like she was 12 with how she would speak and act sometimes. I liked Benji though, and I admired her determination to get through this horrible part of her life. I enjoyed reading about Benji's mom and how (in the last quarter of the book) she turns to God to help her with everything. (Though this was a sudden shift and was a little jarring. The story went from no real mention of God to suddenly focusing on how God can help you.) Janie was a well-written character, but I just wanted to shake that girl sometimes for being so spiteful and horrible to her mom and Benji especially! My favorite characters were Uncle Aidan and Dr Blue. They always came across as being optimistic and wanting to help Benji be the best version of herself. I will also say that each character is described very well, so it's easy to picture each one as a real life person instead of just some character in a book.
As much as I enjoyed the book, there were things that didn't work for me. I found the pacing to be a bit too slow for my liking, and I felt like there was too much narrative description through much of the book; I didn't need to know exact details of every little thing. I could have done without the mention of politics in this book; it didn't seem necessary. And a pet peeve: it's mentioned that Benji and her uncle they order chicken nuggets from Sonic. Sonic does not do chicken nuggets; they do chicken strips, popcorn chicken, and boneless wings -- but never chicken nuggets!
I also felt like, although this book is considered a young adult book and deals with some heavy subject matters, it felt like it was written for a middle grade audience.
Trigger warnings for Yeah, but I Didn't include alcoholism, suicide, attempted suicide, teenage pregnancy, some violence, and attempted rape.
While I found Yeah, but I Didn't to be a bit of a slow read mostly, I do think younger teens that who are going through a dark patch in their life would enjoy this. I would recommend Yeah, but I Didn't by Ann Swann to those 14+ who need a bit of hope in their life.
--
(A special thank you to Lone Star Literary Life for providing me with an eBook of Yeah, but I Didn't by Ann Swann in exchange for an honest and unbiased review.)
Benji Stevens is a bright 14 year old high school girl. In fact, she's so smart, she's even skipped a grade in school. When something horrible happens to her one day at her house, her life begins to spiral out of control. With bad things happening right after one another, will Benji find the light at the end of the tunnel or will it be too late?
The premise for Yeah, but I Didn't is really interesting. There were some great aspects of this book. In fact, after reading this book, my new life motto is now, "You can’t control how other people treat you. But you CAN control how you react. And that’s how you take back your power." I love that quote, and it's said a few times throughout Yeah, but I Didn't. I liked the theme of hope and forgiveness towards the end of the book as well. Ann Swann did a fantastic job with her descriptive language at making it easy to picture each scene in the book. I found myself being transported to the setting of Yeah, But I Didn't whenever I started reading.
The characters in Yeah, but I Didn't felt fairly realistic throughout the novel, though Benji's character seemed more like she was 12 with how she would speak and act sometimes. I liked Benji though, and I admired her determination to get through this horrible part of her life. I enjoyed reading about Benji's mom and how (in the last quarter of the book) she turns to God to help her with everything. (Though this was a sudden shift and was a little jarring. The story went from no real mention of God to suddenly focusing on how God can help you.) Janie was a well-written character, but I just wanted to shake that girl sometimes for being so spiteful and horrible to her mom and Benji especially! My favorite characters were Uncle Aidan and Dr Blue. They always came across as being optimistic and wanting to help Benji be the best version of herself. I will also say that each character is described very well, so it's easy to picture each one as a real life person instead of just some character in a book.
As much as I enjoyed the book, there were things that didn't work for me. I found the pacing to be a bit too slow for my liking, and I felt like there was too much narrative description through much of the book; I didn't need to know exact details of every little thing. I could have done without the mention of politics in this book; it didn't seem necessary. And a pet peeve: it's mentioned that Benji and her uncle they order chicken nuggets from Sonic. Sonic does not do chicken nuggets; they do chicken strips, popcorn chicken, and boneless wings -- but never chicken nuggets!
I also felt like, although this book is considered a young adult book and deals with some heavy subject matters, it felt like it was written for a middle grade audience.
Trigger warnings for Yeah, but I Didn't include alcoholism, suicide, attempted suicide, teenage pregnancy, some violence, and attempted rape.
While I found Yeah, but I Didn't to be a bit of a slow read mostly, I do think younger teens that who are going through a dark patch in their life would enjoy this. I would recommend Yeah, but I Didn't by Ann Swann to those 14+ who need a bit of hope in their life.
--
(A special thank you to Lone Star Literary Life for providing me with an eBook of Yeah, but I Didn't by Ann Swann in exchange for an honest and unbiased review.)
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Bob Mann (459 KP) rated Hacksaw Ridge (2016) in Movies
Sep 29, 2021
In God, and Doss, we Trust.
Those dreaded words – “Based On A True Story” – emerge again from the blackness of the opening page. Actually, no. In a move that could be considered arrogant if it wasn’t so well researched, here we even lose the first two words.
When a war film is described as being “visceral” then you know you need to steel yourself mentally for what you might see. But given that this film is based around the horrendously brutal combat between the Americans and the Japanese on the Pacific island of Okinawa in 1945 this is a warning well-founded. For the battle scenes in this film are reminiscent of the opening scenes of “Saving Private Ryan” in their brutality: long gone are the war films of John Wayne where there would be a shot, a grasp of the stomach and a casual descent to earth.
But before we get to the battle itself, the film has a leisurely hour of character building which is time well spent (although it could have perhaps been trimmed a tad tighter). Desmond Doss (Andrew Garfield, “The Amazing Spiderman”, “Never Let Me Go”) grows up a God-fearing youngster in the beautiful surroundings of the Blue Ridge Mountains of Virginia. His alcoholic father (Hugo Weaving, “The Lord of the Rings”, “The Matrix”) has been mentally traumatised by the First World War, further strengthening Desmond’s fervent belief in following the Ten Commandments; most notably “Thou Shalt Not Kill”. But his patriotic sense of duty is also strong, and Doss signs up after Pearl Harbor and is posted to a rifle brigade that – given his refusal to even touch a rifle – puts him on a collision course with the US Army. It also (obviously) disrupts his romance with nurse sweetheart Dorothy (Teresa Palmer).
This is really two films in one, with the first half setting up extremely well the characters that make the second half so effective. For you care – really care – for what happens to most of the characters involved, especially the zealous and determined Doss who has nothing to face the Japanese hoards with but a medical bag. The feelings that comes to top of mind are awe that these real people actually had to go through this horror and hope that in today’s increasingly unstable political world we will never need to again face such inhumanity of man against man again.
Andrew Garfield really carries this film, and his Best Actor Oscar nomination is well-deserved. He is perfectly cast as the (onward) Christian soldier. Also outstanding is Hugo Weaving in an emotional and persuasive role playing opposite Rachel Griffiths (“Saving Mr Banks”) his wife. But the real acting surprise here for me was Vince Vaughn (“The Wedding Crashers”) who plays the no-nonsense platoon Sergeant Howell: never one of my favourite actors, here he brings in a warm and nuanced performance that ends with a memorable action scene.
Also worthy of specific note is Dan Oliver (“Mad Max: Fury Road”) and his team of special effects technicians, the stunt teams (led by Kyle Gardiner and Mic Rodgers), production designer Barry Robinson and the hair and makeup team, all of who collaborate to make the final half of the film so gripping.
The film marks a comeback from the film society ‘naughty step’ of Mel Gibson after his much publicised fall from grace in the mid-noughties. A Best Director Oscar nomination would appear to cement that resurrection. For this is a phenomenal achievement in direction and one that should be applauded.
The film bears closest comparison with the interesting two-film combo from Clint Eastwood – “Flags of our Fathers” (from the American viewpoint) and “Letters from Iwo Jima” (from the Japanese viewpoint). While all three films share the same blood and guts quotient, with “Hacksaw Ridge” edging this award, the Eastwood films tend to have more emotional depth and a more thought-provoking treatment of the Japanese angle. In “Hacksaw Ridge”, while the war crimes of the Japanese are clear, the war crimes of the Americans are quietly cloaked behind a cryptic line (“They didn’t make it”).
That being said, there is no crime in a rollicking good story well told, and “Hacksaw Ridge” is certainly that. This was a film I did not have high hopes for. But I was surprised to be proved wrong. Recommended.
When a war film is described as being “visceral” then you know you need to steel yourself mentally for what you might see. But given that this film is based around the horrendously brutal combat between the Americans and the Japanese on the Pacific island of Okinawa in 1945 this is a warning well-founded. For the battle scenes in this film are reminiscent of the opening scenes of “Saving Private Ryan” in their brutality: long gone are the war films of John Wayne where there would be a shot, a grasp of the stomach and a casual descent to earth.
But before we get to the battle itself, the film has a leisurely hour of character building which is time well spent (although it could have perhaps been trimmed a tad tighter). Desmond Doss (Andrew Garfield, “The Amazing Spiderman”, “Never Let Me Go”) grows up a God-fearing youngster in the beautiful surroundings of the Blue Ridge Mountains of Virginia. His alcoholic father (Hugo Weaving, “The Lord of the Rings”, “The Matrix”) has been mentally traumatised by the First World War, further strengthening Desmond’s fervent belief in following the Ten Commandments; most notably “Thou Shalt Not Kill”. But his patriotic sense of duty is also strong, and Doss signs up after Pearl Harbor and is posted to a rifle brigade that – given his refusal to even touch a rifle – puts him on a collision course with the US Army. It also (obviously) disrupts his romance with nurse sweetheart Dorothy (Teresa Palmer).
This is really two films in one, with the first half setting up extremely well the characters that make the second half so effective. For you care – really care – for what happens to most of the characters involved, especially the zealous and determined Doss who has nothing to face the Japanese hoards with but a medical bag. The feelings that comes to top of mind are awe that these real people actually had to go through this horror and hope that in today’s increasingly unstable political world we will never need to again face such inhumanity of man against man again.
Andrew Garfield really carries this film, and his Best Actor Oscar nomination is well-deserved. He is perfectly cast as the (onward) Christian soldier. Also outstanding is Hugo Weaving in an emotional and persuasive role playing opposite Rachel Griffiths (“Saving Mr Banks”) his wife. But the real acting surprise here for me was Vince Vaughn (“The Wedding Crashers”) who plays the no-nonsense platoon Sergeant Howell: never one of my favourite actors, here he brings in a warm and nuanced performance that ends with a memorable action scene.
Also worthy of specific note is Dan Oliver (“Mad Max: Fury Road”) and his team of special effects technicians, the stunt teams (led by Kyle Gardiner and Mic Rodgers), production designer Barry Robinson and the hair and makeup team, all of who collaborate to make the final half of the film so gripping.
The film marks a comeback from the film society ‘naughty step’ of Mel Gibson after his much publicised fall from grace in the mid-noughties. A Best Director Oscar nomination would appear to cement that resurrection. For this is a phenomenal achievement in direction and one that should be applauded.
The film bears closest comparison with the interesting two-film combo from Clint Eastwood – “Flags of our Fathers” (from the American viewpoint) and “Letters from Iwo Jima” (from the Japanese viewpoint). While all three films share the same blood and guts quotient, with “Hacksaw Ridge” edging this award, the Eastwood films tend to have more emotional depth and a more thought-provoking treatment of the Japanese angle. In “Hacksaw Ridge”, while the war crimes of the Japanese are clear, the war crimes of the Americans are quietly cloaked behind a cryptic line (“They didn’t make it”).
That being said, there is no crime in a rollicking good story well told, and “Hacksaw Ridge” is certainly that. This was a film I did not have high hopes for. But I was surprised to be proved wrong. Recommended.
Heather Cranmer (2721 KP) rated Sinister Entity in Books
Jun 7, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I had been craving a good ghost story, so when Sarah from Fae Books recommended Sinister Entity by Hunter Shea, I bought it on Amazon right afterwards. I'm glad I did because it was a fantastic read!
(Now I've read that most readers of review blogs don't like when a blog basically says again what a book is about, so I'm just going to give you a little bit more about what the book is about since it's not just about a doppelganger.) Jessica and Eddie are ghost hunters both with unique abilities. When they get a call from the Leigh family saying that they are seeing their daughter's double, Eddie and Jessica jump at the chance to help. However, the doppelganger is the least of the Leigh's problem. A more sinister force has set its sight on their 16 year old daughter. She is in more danger than anyone could have imagined.
Anything that has the word "entity" in it, I'm loving. I'm a sucker for ghost stories so the title definitely got my attention.
The cover conveys that it's going to be a scary story, but I think the cover could've been a little bit better. I would've liked to see a picture of Selena (the Leigh's daughter) and her doppelganger in a scary setting or something similar.
The world building was done rather well. I've been a part of a ghost hunting team, so I was more critical one it came to that aspect. However, Shea didn't disappoint. Not once did it feel as if the whole scary entity thing was over the top. I can't fault the world building at all. The whole normal family in suburbia thing feels natural and not pushed upon the reader.
The pacing at the beginning was a little slow. I felt that, at the beginning, it was too much info dumping. The book starts off with Jessica investigating another house. I felt like we didn't really need to read about that. The fact that she was a ghost hunter which we are told in the beginning was good enough. Also, we are also introduced to Eddie's special abilities in a university research type setting. I felt like this was a bit overkill. Just let Eddie explain his special abilities throughout the story instead of dumping them on us in the beginning. Saying that, the pacing picked up after the info dump at the beginning. I couldn't put the book down after that. The story continues to flow smoothly throughout the rest of the book.
Even though the plot in this type of story has been done before, I still enjoyed it. I love the doppelganger spin on this type of classic ghost story. I also must mention the plot reminded me of the stories of the late great Richard Laymon. (If you don't know who he is, look him up, and then read some of his novels). I also enjoyed the fact that the plot didn't really have any romance in it which was refreshing.
I enjoyed each of the characters even the sinister entity and Selena's doppelganger. I felt that each character was written exceptionally well. I especially enjoyed how strong of a character Jessica was. I never felt like she was inferior to Eddie just because she is a female. Both characters were just as strong as each other. As for Selena, I could actually feel her fear. I love how the author actually made her come across as a teenage girl. The way Selena acted and spoke were exactly what I imagined someone of her age doing/saying. I felt sorry for Selena throughout most of the book due to what was happening to her. I enjoyed the scenes with her doppelganger immensely, and I never expected the twist to happen. I even enjoyed how evilly the sinister entity was written.
The dialogue was really fun to read as it left me feeling a little bit afraid for everyone in the book. Not once did the dialogue between the characters feel forced. Like the pacing, the dialogue was smooth. As for the language, there are a few bad words when it comes to female and male anatomy, so just be warned if you're not big on that.
Overall, Sinister Entity by Hunter Shea is a very good and spooky ghost story. It has a classic ghost story feel which I enjoyed thoroughly.
I'd recommend this book to all fans of horror aged 17+ due to language used and themes throughout.
I had been craving a good ghost story, so when Sarah from Fae Books recommended Sinister Entity by Hunter Shea, I bought it on Amazon right afterwards. I'm glad I did because it was a fantastic read!
(Now I've read that most readers of review blogs don't like when a blog basically says again what a book is about, so I'm just going to give you a little bit more about what the book is about since it's not just about a doppelganger.) Jessica and Eddie are ghost hunters both with unique abilities. When they get a call from the Leigh family saying that they are seeing their daughter's double, Eddie and Jessica jump at the chance to help. However, the doppelganger is the least of the Leigh's problem. A more sinister force has set its sight on their 16 year old daughter. She is in more danger than anyone could have imagined.
Anything that has the word "entity" in it, I'm loving. I'm a sucker for ghost stories so the title definitely got my attention.
The cover conveys that it's going to be a scary story, but I think the cover could've been a little bit better. I would've liked to see a picture of Selena (the Leigh's daughter) and her doppelganger in a scary setting or something similar.
The world building was done rather well. I've been a part of a ghost hunting team, so I was more critical one it came to that aspect. However, Shea didn't disappoint. Not once did it feel as if the whole scary entity thing was over the top. I can't fault the world building at all. The whole normal family in suburbia thing feels natural and not pushed upon the reader.
The pacing at the beginning was a little slow. I felt that, at the beginning, it was too much info dumping. The book starts off with Jessica investigating another house. I felt like we didn't really need to read about that. The fact that she was a ghost hunter which we are told in the beginning was good enough. Also, we are also introduced to Eddie's special abilities in a university research type setting. I felt like this was a bit overkill. Just let Eddie explain his special abilities throughout the story instead of dumping them on us in the beginning. Saying that, the pacing picked up after the info dump at the beginning. I couldn't put the book down after that. The story continues to flow smoothly throughout the rest of the book.
Even though the plot in this type of story has been done before, I still enjoyed it. I love the doppelganger spin on this type of classic ghost story. I also must mention the plot reminded me of the stories of the late great Richard Laymon. (If you don't know who he is, look him up, and then read some of his novels). I also enjoyed the fact that the plot didn't really have any romance in it which was refreshing.
I enjoyed each of the characters even the sinister entity and Selena's doppelganger. I felt that each character was written exceptionally well. I especially enjoyed how strong of a character Jessica was. I never felt like she was inferior to Eddie just because she is a female. Both characters were just as strong as each other. As for Selena, I could actually feel her fear. I love how the author actually made her come across as a teenage girl. The way Selena acted and spoke were exactly what I imagined someone of her age doing/saying. I felt sorry for Selena throughout most of the book due to what was happening to her. I enjoyed the scenes with her doppelganger immensely, and I never expected the twist to happen. I even enjoyed how evilly the sinister entity was written.
The dialogue was really fun to read as it left me feeling a little bit afraid for everyone in the book. Not once did the dialogue between the characters feel forced. Like the pacing, the dialogue was smooth. As for the language, there are a few bad words when it comes to female and male anatomy, so just be warned if you're not big on that.
Overall, Sinister Entity by Hunter Shea is a very good and spooky ghost story. It has a classic ghost story feel which I enjoyed thoroughly.
I'd recommend this book to all fans of horror aged 17+ due to language used and themes throughout.
Darren (1599 KP) rated Alice Through the Looking Glass (2016) in Movies
Jun 20, 2019
Story: Alice Through the Looking Glass starts as Alice (Wasikowska) returns from one of her voyages around the world only to find her dreams of seeing the world have been taken from her. Escaping the real world Wonderland calls Alice back with Queen Mirana (Hathaway) and the rest of the characters need Alice to bring the Hatter (Depp) back to his senses after he falls through memories of his loss.
Alice must travel back through time to save the Hatter’ family and bring him back to his colourful ways. Alice finds herself having to go to Time (Cohen) himself to find a way to save the Hatter where she finds herself coming across an old foe Iracebeth (Carter) who wants to use time to control the kingdoms regaining her crown.
Alice Through the Looking Glass does what Oz the Great and Powerful and Wicked have done to The Wizard of Oz by making us want to sympathise with the villainous characters by showing us how they got driven into evil ways because of the bad decisions by the good one. The travel through time works because it does explain certain moments from the story like why Hatter and co have been waiting so long for the tea party. In the end this just tries slightly too much to not bring any new villainous threat to the world to show Alice the important lesson in the real life she is living.
Actor Review
Johnny Depp: Hatter Tarrant Hightopp has gone into a deep depression when he learns to remember the fate of his family, Alice is trying to go through his past to stop this event so we get to meet Hatter as he was younger and struggling to decide whether to follow in his father’s footsteps. Johnny continues his streak of quirky roles but does get over shadowed by Mia.
Mia Wasikowska: Alice is now an adventurer who travels the world only to return home and find her future gone and being forced to give up her dreams. When she returns to Wonderland she must battle the forces of time to save her old friend Hatter and learn to accept her own changes in her life. Mia is good in this role but it is strange seeing an older version of Alice.
Helena Bonham Carter: Iracebeth is the evil queen who lost her crown in the first film, she wants to use time to change the past keeping her power over the kingdoms, but this time we learn about what drove her to be the way she is. Helena continues her blatant rip off performance from Queenie in Blackadder.
Anne Hathaway: Mirana is the good queen of the kingdom who asks Alice to help the Hatter only for us to learn about her younger ways. Anne is very basic in this supporting performance where she doesn’t get much to work with.
Support Cast: Alice Through the Looking Glass has a big supporting cast with Sacha Baron Cohen shining as Time itself chasing Alice down through time.
Director Review: James Bobin – James gives us a solid sequel but seems to mix Oz the Great and Powerful with time travel.
Adventure: Alice Through the Looking Glass does put Alice on an adventure she could only dream of through time itself.
Family: Alice Through the Looking Glass does feel slightly too dark for the youngest members of family to enjoy.
Fantasy: Alice Through the Looking Glass builds on the fantasy world created on the first outing looking deeper into the backstory of the characters involved.
Settings: Alice Through the Looking Glass brings us back to the Wonderland location with the inclusion of the time warehouse location.
Special Effects: Alice Through the Looking Glass is a film you can almost feel the green screen behind the actors.
Suggestion: Alice Through the Looking Glass is only one to try really I don’t think it is one that is that special. (Try It)
Best Part: Time is a good character.
Worst Part: Just feels like a copy of Oz the Great and the Powerful with time travel.
Believability: No
Chances of Tears: No
Chances of Sequel: No
Post Credits Scene: No
Oscar Chances: No
Budget: $170 Million
Runtime: 1 Hour 53 Minutes
Tagline: This spring, it’s time for a little madness.
Overall: Simple sequel that offers nothing new to the overall Wonderland world.
https://moviesreview101.com/2016/06/23/alice-through-the-looking-glass-2016/
Alice must travel back through time to save the Hatter’ family and bring him back to his colourful ways. Alice finds herself having to go to Time (Cohen) himself to find a way to save the Hatter where she finds herself coming across an old foe Iracebeth (Carter) who wants to use time to control the kingdoms regaining her crown.
Alice Through the Looking Glass does what Oz the Great and Powerful and Wicked have done to The Wizard of Oz by making us want to sympathise with the villainous characters by showing us how they got driven into evil ways because of the bad decisions by the good one. The travel through time works because it does explain certain moments from the story like why Hatter and co have been waiting so long for the tea party. In the end this just tries slightly too much to not bring any new villainous threat to the world to show Alice the important lesson in the real life she is living.
Actor Review
Johnny Depp: Hatter Tarrant Hightopp has gone into a deep depression when he learns to remember the fate of his family, Alice is trying to go through his past to stop this event so we get to meet Hatter as he was younger and struggling to decide whether to follow in his father’s footsteps. Johnny continues his streak of quirky roles but does get over shadowed by Mia.
Mia Wasikowska: Alice is now an adventurer who travels the world only to return home and find her future gone and being forced to give up her dreams. When she returns to Wonderland she must battle the forces of time to save her old friend Hatter and learn to accept her own changes in her life. Mia is good in this role but it is strange seeing an older version of Alice.
Helena Bonham Carter: Iracebeth is the evil queen who lost her crown in the first film, she wants to use time to change the past keeping her power over the kingdoms, but this time we learn about what drove her to be the way she is. Helena continues her blatant rip off performance from Queenie in Blackadder.
Anne Hathaway: Mirana is the good queen of the kingdom who asks Alice to help the Hatter only for us to learn about her younger ways. Anne is very basic in this supporting performance where she doesn’t get much to work with.
Support Cast: Alice Through the Looking Glass has a big supporting cast with Sacha Baron Cohen shining as Time itself chasing Alice down through time.
Director Review: James Bobin – James gives us a solid sequel but seems to mix Oz the Great and Powerful with time travel.
Adventure: Alice Through the Looking Glass does put Alice on an adventure she could only dream of through time itself.
Family: Alice Through the Looking Glass does feel slightly too dark for the youngest members of family to enjoy.
Fantasy: Alice Through the Looking Glass builds on the fantasy world created on the first outing looking deeper into the backstory of the characters involved.
Settings: Alice Through the Looking Glass brings us back to the Wonderland location with the inclusion of the time warehouse location.
Special Effects: Alice Through the Looking Glass is a film you can almost feel the green screen behind the actors.
Suggestion: Alice Through the Looking Glass is only one to try really I don’t think it is one that is that special. (Try It)
Best Part: Time is a good character.
Worst Part: Just feels like a copy of Oz the Great and the Powerful with time travel.
Believability: No
Chances of Tears: No
Chances of Sequel: No
Post Credits Scene: No
Oscar Chances: No
Budget: $170 Million
Runtime: 1 Hour 53 Minutes
Tagline: This spring, it’s time for a little madness.
Overall: Simple sequel that offers nothing new to the overall Wonderland world.
https://moviesreview101.com/2016/06/23/alice-through-the-looking-glass-2016/
Purple Phoenix Games (2266 KP) rated Set a Watch in Tabletop Games
Sep 26, 2019
Purple Phoenix Games Solo Chronicles
I love a good fantasy-themed game. We’ve all, at some point in our lives, probably dreamed of being adventurers – traveling across the land, fighting monsters, and saving all of humanity. Sounds like it could maybe be fun to me. So whenever I see a game that emulates that theme, I am drawn to it. Such was definitely the case when I stumbled across Set a Watch as I was perusing Kickstarter one day, and the rest is history.
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!