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Captain Marvel (2019)
Captain Marvel (2019)
2019 | Action, Adventure
Marvel just about manages to pull it off
With a touching tribute to the amazing Stan Lee, it’s clear from the outset that Captain Marvel isn’t going to be your ordinary MCU instalment, or so Marvel Studios would have us believe. The 21stfilm, yes, I can’t quite believe it either, in the long-standing Marvel Cinematic Universe, Captain Marvel is the first superhero film from the studio to focus primarily on a single female lead.

Astounding really that a franchise started by all intents and purposes way back in 2008 with Iron Man and has grossed billion after billion at the box-office hasn’t felt the need to offer a big tentpole movie to a female hero. But history aside, Captain Marvel has finally landed. Are we looking at one of Marvel’s greats?

Captain Marvel (Brie Larson) is an extra-terrestrial Kree warrior who finds herself caught in the middle of an intergalactic battle between her people and the Skrulls. Living on Earth in 1995, she keeps having recurring memories of another life as U.S. Air Force pilot Carol Danvers. With help from Nick Fury (Samuel L Jackson), Captain Marvel tries to uncover the secrets of her past while harnessing her special superpowers to end the war with the evil Skrulls.

Directed by Anna Boden and Ryan Fleck in their first big-budget blockbuster, Captain Marvel shows, if you’ll pardon the pun, flecks of brilliance while battling a fairly average origins story for what could be described as Marvel’s most powerful hero.

Where it does shine throughout is in its casting. We’ll get to the titular hero shortly but Samuel L Jackson’s performance across the film is exceptional. Beautifully de-aged without the off-putting uncanny valley treatment we occasionally get with these types of visual effects, he’s a highlight of the film and the chemistry he shares with Larson is believable and enjoyable to watch.

Clearly not afraid of being typecast is Ben Mendelsohn who has played some tremendous villains over the course of his career. From Rogue One to Ready Player One, the Australian actor clearly feels right at home as Skrull leader, Talos.

Though hidden behind layers of prosthetics for the majority of the movie, he comes across much better than poor Oscar Issac did in X-Men: Apocalypse. Unfortunately, the film does lack a menacing villain throughout however, but this isn’t down to Mendelsohn’s performance which is spot on.

While the action is filmed with aplomb and there are some cracking set pieces, they feel a little ordinary and lacking in originality
Brie Larson is good, but her story arc is hampered by a bout of amnesia, used to progress the story. It’s a poor scripting decision by the film’s five writers but a necessary one to deal with all the Marvel lore and baggage that comes with creating the 21staddition to a very interlinked series. It’s a shame that this is the case as Larson shares wonderful chemistry with all her co-stars and is let down by her at-times clunky dialogue.

When it comes to the visual effects, we’ve got a story of two halves. This is a $152million movie and with that comes a set of expectations that just aren’t fulfilled consistently enough. Some of the CGI used is incredibly poor and the Kree’s home planet of Hala feels hollow – worlds away from Sakaar and Nova Prime from other Marvel outings. It could almost be compared to that of the Star Wars sequels, though perhaps that’s being a little too harsh.

The cinematography too is bland. Ben Davis is one of the finest cinematographers working in the industry and has put his name to films like Doctor Strange, Guardians of the Galaxy, Kick-Ass and Avengers: Age of Ultron to name but a few. But here, he seems to lack that flair he’s so often known for and while the action is filmed with aplomb and there are some cracking set pieces, they feel a little ordinary and lacking in originality.

Thankfully Captain Marvel retains that classic Marvel sense of humour that we all know and love and there are some genuinely touching moments as the titular hero begins to remember who she is. It also feels very much of the era it’s set in and that’s great. 90s music and a real 90s feel emanate from the screen and it’s here that the film scores highly.

Overall, Captain Marvel is a competent but not outstanding origins story that lacks consistent visual effects, a truly compelling script and engaging cinematography. While it is difficult to warm to Brie Larson’s Carol Danvers at times, it is testament to her acting ability that she remains likeable throughout – it’s just a shame that Marvel hasn’t quite managed to pull it off completely this time around.

https://moviemetropolis.net/2019/03/08/captain-marvel-review-marvel-just-about-manages-to-pull-it-off/
  
The Meg (2018)
The Meg (2018)
2018 | Action, Horror, Sci-Fi
Jurassic Shark
Ah the shark attack movie. A genre that has over the years changed itself from impactful horror suspense thriller to cheesy, throwaway popcorn entertainment. Apart from when Steven Spielberg changed cinema forever with his 1975 masterpiece, Jaws, audiences have been given few treats in the decades that followed.

Deep Blue Sea was a tasteful homage to its forbearer, but even that was riddled in cliché and was much more of a brain-numbing creature feature than Jaws was. And then came Sharknado and its raft of dreadfully titled sequels. Look back through cinema history and you’ll see that sharks are big business in Hollywood.

Now, as we enter the final stages of 2018, Jason Statham stars in perhaps the most preposterous shark movie yet, yes, even more preposterous than Sharknado 3: Oh Hell No! But sometimes preposterous can be fun. Is that the case here?

A massive creature attacks a deep-sea submersible, leaving it disabled and trapping the crew at the bottom of the Pacific Ocean. With time running out, rescue diver Jonas Taylor (Statham) must save the crew and the ocean itself from an unimaginable threat – a 75-foot-long prehistoric shark known as the Megalodon.

Jon Turteltaub, who directed delicacies like National Treasure and Cool Runnings takes to The Meg like, well a duck to water. It’s filled with tantalising action sequences and Jason Statham spouting marine biology jargon including a scene in which the Hollywood star is shirtless whilst spouting marine biology jargon. What more could you want?

Quite a bit as it happens. Despite a solid opening act that sets up the dark humour of the film nicely, The Meg is a bit of a bore. Populated by bland characters, uninspiring CGI and plot holes so big they’d make the Marianas trench blush. It’s all a bit of a mess to be honest.

The Meg is one of a new breed of Hollywood blockbusters that has been made to pander to the new Chinese audience and while this has worked well for other high-budget movies like Pacific Rim, it doesn’t work quite as well here. Li Bingbing stars as marine biologist Suyin Zhang and whilst she performs well in her native tongue, her English-spoken scenes are stilted and lack any depth of emotion whatsoever.

In fact, outside of Statham, the rest of the cast are complete non-entities. Rainn Wilson provides some comic relief as a financial investor, but it’s all very B-movie and clearly not in the way it was intended. You see, when you know you have a ridiculous premise, the best thing to do is run with it and create the most insanely bizarre film in existence. Unfortunately, The Meg takes itself far too seriously and this makes it feel much longer than its running time would suggest. They could’ve gotten away with calling it ‘Jason Statham Shark Movie’ as that’ pretty much the premise in a nutshell.

It’s occasionally fun and could have been smashing fun, but in reality, it’s a bit of a damp squib
At a cost just shy of $200million, you’d expect to have Jurassic World: Fallen Kingdom levels of special effects. They actually cost around the same to produce. In truth, The Meg can’t hold a candle to its land-based prehistoric cousin. The CGI is passable at best and really dreadful at worst and this is a real shame. When the main selling point of your film is a 75-foot shark, you really need to get it spot on.

Besides a couple of cool shots, one of which is the featured image for this particular review (see the image at the top of the header banner), the cinematography is absolutely uninspired.

When you have a film that features so much ocean, there are a multitude of amazing things you could achieve with the shot choices. Unfortunately, none of them have been realised here.

Elsewhere, there is something a little more sinister afoot. Sharks already get a seriously bad reputation and this film does nothing to quash that. With many species now unfortunately endangered, films like The Meg could do more harm than good. It portrays all sharks as merciless killers – proficient and deadly. If it did want to be a serious shark attack flick, it should have relied less on goofy comedy and more on raising awareness for the creatures.

We’ve now had three ‘creature feature’ films thus far into 2018. Starting with Rampage earlier in the year, Jurassic World: Fallen Kingdom in June and now The Meg, and whilst each of them brings something unique to the table, The Meg sinks to the bottom of the seafloor. It’s occasionally fun and could have been smashing fun, but in reality, it’s a bit of a damp squib. The Meg is a shark movie without any bite.

https://moviemetropolis.net/2018/08/11/the-meg-review-jurassic-shark/
  
Samurai Spirit
Samurai Spirit
2014 | Animals, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

As a Samurai, you spend your life traveling across the land to help those in need. Most recently, you and a handful of other Samurai have been contracted by a small village to defend them against a clan of invading raiders. Only by working together, and by using your extensive training, will you succeed in keeping this village safe!

Samurai Spirit is a cooperative game of press-your-luck. Players take on the role of a Samurai, each with a unique power, and take turns drawing cards and fighting off the invaders or offering support to your fellow Samurai. Invaders can have recurring negative effects, so strategize wisely on how best to combat them and see how far you can push your luck each round. If you are able to survive through 3 rounds (waves) of invaders with at least one surviving farmstead and family, the Samurai are victorious and the village is saved! If any of the Samurai are killed, or the village has been completely destroyed by invaders, then the game is lost. As a solo game, Samurai Spirit plays essentially the same as in group play, with only 2 main differences – the solo player controls 2 Samurai instead of 1, and the support tokens from the unused Samurai are each available for use once during the game.

For such a neat theme, this game falls short for me. It seems simple enough, but there are areas of ambiguity in the rules that lead to some confusion. For starters, the text size is so small that I am not able to find any information at a quick glance! The text itself is not always clear either – like when, at the end of a round, the rules say to collect all cards used this round, does that include cards that have been discarded due to Samurai abilities? How about the cards of the Intruder stack that are presumably discarded after being revealed? The rulebook offers no clarification, and I honestly still don’t know the right answer.

The order/layout of the rules feels mismatched too – relevant information is not always grouped together, and I find myself flipping between several pages at a time trying to figure out one single thing. For example, in the ‘Fight’ action description, it says that if you reach your Kiai value exactly, you can activate your Kiai ability. You have to turn the page to a different section to see exactly what activating that ability means, and then you have to flip an additional 2 more pages to see what each individual Kiai ability is! Why not just put them all in one place? It would certainly be easier to understand if all relevant information was grouped together.

The prominent mechanic of Samurai Spirit is press-your-luck, and I would definitely say that this game is very luck-based. When setting up the game, the initial deck of cards is randomly selected and that can impact whether or not you are able to complete certain requirements each round – if there aren’t enough hat/farm/doll cards for each Samurai, you are guaranteed to incur a penalty at the end of every round. Actual gameplay is very luck-based too, and for me it feels like there are no good ways to strategize – your choices are all dependent on the luck of the draw. You can push your luck to draw more cards and use special abilities, but since you are suffering from recurring penalties each turn, it feels futile to keep going at a certain point.

For me, Samurai Spirit is repetitive and kind of boring – suffer penalty, draw card, and repeat until you eventually pass or the deck runs out. It’s like a too-complicated version of blackjack in which the deck is stacked against you. It’s such a bummer because the theme and artwork are neat, and the gameplay (in theory, at least) should be effective. But the actual execution is too reliant on luck to be successful.

I do quite a bit of solo gaming, but this game is never one that I willingly decide to play. I honestly only broke it out recently as a refresher for this review. Perhaps it is better at higher player counts, but since that is not where most of my gaming occurs, Samurai Spirit is a dud for me.

https://purplephoenixgames.wordpress.com/2019/02/06/solo-chronicles-samurai-spirit/
  
Tiny Epic Zombies
Tiny Epic Zombies
2018 | Collectible Components, Horror, Zombie / Survivalist
Who doesn’t love a day at the mall? Hanging out with friends, hitting the food court, checking out the sales at your favorite stores, trying to survive a zombie apocalypse, the possibilities are endless! Wait, what? Zombie apocalypse? Definitely NOT what you had in mind when you planned your trip to the mall, but it looks like you’re caught in the midst! The stores are in disarray and the mall is a mass of chaos (picture Black Friday shopping), and you need to get out! You and a band of survivors must fend off a hoard of zombies while collecting supplies and completing communal objectives in order to make it out alive!

Our next Tiny Epic game review brings us to the world of Zombies! Travis and I kickstarted this game last year, and it’s been a unique addition to the Tiny Epic series. Don’t let the adorable zombies fool you – the game requires a good amount of teamwork and strategy to be successful! And it can be played either cooperatively or competitively – a choice that I have not seen executed in a game before. So read on, fellow gamers, to decide if you have what it takes to survive this zombie infestation alive!

Disclaimer: There are 5 different game modes for Tiny Epic Zombies, but we have only played the completely Cooperative Game vs. an AI Zombie player. Once we have played the other game modes, we will either amend this review or write a new one! – L

Welcome to Tiny Epic Zombies – a cooperative game in which players must successfully complete 3 objectives before they are overrun by zombies. Players take on the role of mall-goers (each with a special ability) who have thus far survived the zombie outbreak. Players will move throughout the mall, battling zombies and picking up supplies, while working towards completing communal objectives. If all 3 objectives are completed, the players win! If the Search Deck runs out, or if the zombies take control of the courtyard and its remaining survivors, the players have lost the game.

For such a ‘tiny’ game, there really is a lot going on. Each player’s turn consists of 3 moves, after each of which the player may A) kill a zombie, B) use room abilities and/or interact with tokens, and C) collect items. It is important to note, players may only perform the B and C actions if there are no zombies remaining in any room of their current store. At the end of their turn, the player will reveal their Search Card (drawn blindly), and will add zombies to the mall accordingly. After zombies are added, the player blindly draws a new Search Card, and play continues. If the Search Deck runs out at any point in the game, players get one final turn to complete their objectives, otherwise they lose!

Simple, right? Not exactly. I know for me, personally, it can be hard to keep track of my turns since each of your 3 moves could potentially allow you to perform 3 additional actions. Turns can get a little muddled with so much to do if you are not paying close attention. After a few plays, it gets easier to remember the turn order, but even then I still keep the rule book on hand to double-check all of my turns.

Ultimately, the thing that can make or break a game is what objectives the players are trying to complete. You shuffle, randomly draw 3 objectives, and go from there. Some objectives are pretty involved and require lots of action to complete, while others are pretty straight-forward and simple. If you draw 3 tough ones (like we did in our first game together), it could be very difficult to succeed. The right combination of objectives can make the game super fun, but unless you hand-pick them for a balanced game, there’s always the chance you’ll get the hardest ones at once. Regarding the objectives though, I do really like that this game can be cooperative – everyone must pitch in to help, and no single player is the ‘hero.’ You have to work closely with the other players to determine the best strategy in order to complete the objectives as quickly as possible. Some objectives can be a challenge for sure, but being able to divvy up certain responsibilities can help make the game feel more manageable.

Overall, I like this game because it’s cute (just look at those little zombies!), cooperative (yay teamwork!), and challenging. There’s kind of a learning curve for turn order, but once you get the hang of it, and collectively figure out the best strategy for objective completion, the game is pretty enjoyable! Purple Phoenix Games gives this installment a bloodied 17 / 24.

https://purplephoenixgames.wordpress.com/2019/01/14/tiny-epic-zombies-reviews/
  
Death Race (2008)
Death Race (2008)
2008 | Action, Mystery, Sci-Fi
5
7.1 (12 Ratings)
Movie Rating
In 1975, legendary B-movie producer Roger Corman showed audiences a look at the near future with a biting film that deftly blended action and political commentary and satire. The film was “Death Race 2000” and starred David Carradine and featured a pre-“Rocky” Sylvester Stallone as bitter rivals in a brutal cross country race where finishing first was second only to the amount of death and carnage a driver left in their wake.

The film became a cult hit, and paved the way for films such as “Rollerball”, “Arena”, and countless other films that featured bloodlust sporting events for the masses a la Rome in the age of gladiators at the coliseum. Thirty-three years later, audiences are given the new and upgraded “Death Race” which benefits from a bigger budget with more carnage than the original film that inspired it ever dreamed of.
The film opens with an eerie warning of today’s troubled economic times, stating that the U.S.
economy collapses in 2012 and record unemployment and crime sweep the nation. With prisons overcrowded, corporations run correctional facilities for a profit and soon offer caged matches between inmates for the viewing pleasure of the nation. At first the matches are a huge success but soon lose their appeal to an audience that is eager for even bloodier sport.

In an effort to keep the cash flowing, the Death Race is created which pits convicts against one another in a brutal mix of speed, firepower, and death which in a few years surpasses even the Super Bowl as the most watched sporting event in the world.

Jason Statham stars as Jensen Ames, a former race driver who is framed for the murder of his wife and faces the prospect of life in prison while his daughter is raised by strangers. With the Death Race losing some if its audience, its creator, and warden of the prison, Hennessey (Joan Allen), offers Jensen a solution to both of their problems. If Jensen will pose as the masked Frankenstein for the race and win, he will be granted his freedom. It is learned that the real Frankenstein has finally succumbed to the numerous injuries he has incurred racing, and rather than risk losing his vast legions of fans who drive the ratings, it is easier to replace him than lose him, especially since recent races without Frankenstein had not garnered the same ratings as his past races.

It is explained that should a driver win five death races, they will be set free. Since Frankenstein has won four races, all Jensen has to do is win the race and stay alive to earn his freedom. Jensen is faced with an menacing list of adversaries including the deadly Machine Gun Joe (Tyrese Gibson), who is the biggest threat to Jensen with an absolute hatred for Frankenstein. Gun Joe is a cold-blooded killer who wants nothing more than two more race wins to earn his freedom and will stop at nothing to get it.

Jensen is assisted by the talented Coach (Ian McShane), who dispenses wisdom while overseeing the crew that outfits Jensen’s suped up, armor-plated, and very heavily armed racer. Assigned to ride with Jensen as his Navigator is Case (Natalie Martinez), a female prisoner who, like many of her fellow navigators, sees the race as a chance to earn their freedom and other special perks which makes risking their lives a worthwhile endeavor.

As the race unfolds in three stages, Jensen is tasked with not only surviving the threats Machine Gun Joe and the other racers aim his way, but surviving the twisted scheme that has him in its grasp.
The action of the film is fast, brutal, and unforgiving and is easily the highlight of the film. Sadly there are plenty of scenes with stiff and uninspired characters, numerous plot holes and leaps of logic, and clichés that bog the film down.

Statham is his usual soft talking hard man, a character he has made a career out of playing in such films as the “Crank” and the “Transporter” series. But unlike those films, he is not given much material to work with here. Statham has done solid work in the past but Jensen is a paper thin character who never fully given a chance to develop nor be embraced by the audience.

The same is true for the rest of the cast, a talented ensemble left to languish in want of better material. The film is directed by Paul W.S. Anderson of the “Resident Evil” series who once again shows that he has an eye for action, but still has issues with pacing and unsympathetic characters. This is a shame as the premise of the film is solid, but unlike the original, lacks the social and political commentary needed to balance the carnage and mayhem.

With a little more time in shop and tinkering, this could have been a solid action film, instead it stalls at the starting line badly in need of a tune up.
  
The Suicide Squad (2021)
The Suicide Squad (2021)
2021 | Action, Comedy, Crime
More Fun Than I Expected
It is almost an effort in futility to review a movie such as THE SUICIDE SQUAD, for most folks fall into 1 of 2 camps:

1). Are a DC (or Comic Book Movie) Fan, and will go see this no matter what.

2). Are not of fan of the darker DCEU movies (as compared to the MCU films) and might have checked out the first SUICIDE SQUAD, but have no intention to watch this one.

This review is for the folks in the 2nd camp - for THE SUICIDE SQUAD is a fun summer action flick with silliness, action, humor and HEART at it’s core.

Directed by James Gunn (GUARDIANS OF THE GALAXY), THE SUICIDE SQUAD starts out like the first SUICIDE SQUAD film (and most of the DCEU films) - dark, gritty and intense - with a new pack of anti-heroes joining in on a fight that absolutely cements this team as THE SUICIDE SQUAD.

After that, the film makes an interesting adjustment, actually giving the audience anti-heroes that you can root for with just enough of a balance between the dark grittiness that one has come to expect from a DCEU film with a bit more humane touch that really is the hallmark of the MCU.

And, under the Direction of James Gunn, this film finds that balance very, very well.

Gunn, of course, knows how to make these films - his balance of action and character moments is accurate, his action sequences are well plotted and choreographed (no need for “shaky cam” to hide the faults) and he populates this Suicide Squad with some memorable characters.

Margot Robbie, of course, is in another stratosphere in her portrayal of Harley Quinn. This is the 3rd film that Robbie stars as Quinn and she has this part down pat. The problem with the other 2 films that she starred in as Quinn (2016’s SUICIDE SQUAD and 2020’s BIRDS OF PREY) is that she was SO GOOD in those films, that everyone else paled in comparison, but in this film, she has some strong actors/characters to play off of, and this benefits the movie.

Starting with Idris Elba as Bloodsport the “Leader” of the Squad (in essence, replacing Will Smith) and this is a smart move for Elba has the commanding presence of a Leader with that sense of foreboding that he might not be such a good guy underneath - a quality that I just didn’t buy from Smith in the first movie.

Joining Elba as characters that were interesting and strong were RatCatcher 1 (Taiki Waititi - in an extended cameo) and RatCatcher 2 (Daniela Melchior), Savant (Michael Rooker), freedom fighter Sol Soria (Sonya Braga), Thinker (Peter Capaldi) and the “Groot” of this piece, King Shark (Sylvester Stallone).

Oh…and special notice needs to be made of the character of Polka Dot Man (David Dastmalchian). Director Gunn has stated he wanted to find the dumbest villain in the DCEU and make him into one of the heroes of this piece. He found him in Polka Dot Man and is played with great pathos by Dastmalchian.

Fairing less well is the great Viola Davis as the hard-nosed Amanda Waller who seems to be still acting in the gritty, dark style of the first SUICIDE SQUAD film, so misses out on some of the fun of this film as well as Joel Kinneman as Colonel Rick Flagg (the military leader of the group). I really wasn’t invested in Flagg (or Kinneman’s portrayal of Flagg) in the first film - and I am not in this one either. He just isn’t at nearly the same level of performance as the others listed above.

Also…a note about John Cena (and his character PeaceMaker). This is the 2nd 2021 Summer Blockbuster Action flick that I have seen Cena in (following his turn in F9) and in both these films I found his performance to be “flat”. It just didn’t fill the screen, nor does he have enough charisma (a la The Rock) to charm his way through. I was bored by him in this film (as well as in F9).

But…this is a James Gunn film - and he doesn’t spend much time with the characters/actors that don’t really work, but rather, spends his camera time on the ones that do - and the over-the-top action sequences (and villain) that are filmed with a slight grin and a wink-in-the-eye.

It’s a much needed shot-in-the-arm for DCEU films, but - I’m afraid - it might be too little too late, as most folks have already tuned out the DCEU for being “too dark”. Which is too bad, for this is the fun summer blockbuster film action and comic book fans have been looking for.

Letter Grade: A-

8 stars (out of 10) and you can take that to the Bank(OfMarquis)
  
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Hadley (567 KP) rated American Gods in Books

Jun 5, 2020  
American Gods
American Gods
Neil Gaiman | 2005 | Fiction & Poetry, Science Fiction/Fantasy
Mad Sweeney (1 more)
Gaiman's writing and descriptions
No character development (2 more)
Dehumanizes women
The ending
The gods of the old world still exist in Neil Gaiman's 2001 novel "American Gods."

A science fiction/ fantasy story set in today's America, American Gods tries to answer the question of what happens when people stop believing in the past gods, and start worshiping new ones?

Shadow is our main character, who we meet while he's attempting to get released from prison after three years of incarceration - - - afterall, he has a job, wife and life waiting for him on the outside. And even though he's built up a strong exterior while in prison, everything comes crashing down after he receives news that his wife and best friend have died in a car accident.

Cue Wednesday, an old, odd man who gives Shadow a job after his release from prison - - - with strings attached: Shadow can't ask any questions, he must protect his employer at all costs, and if people need to be hurt, he must hurt them. Although Wednesday doesn't tell him exactly what is going on, Shadow agrees to his duties and begins a road trip with the eccentric old man, meeting an array of colorful characters along the way. But soon, Shadow begins to realize that his employer may be a mythical god in disguise, yet, oddly Shadow never really questions it or anything in the entire book for that matter.

The novel takes an odd turn early on when Shadow's dead wife, Laura, comes back to life in a zombified way. While Shadow is staying in a cheap hotel room, and Wednesday sharing a room with a young hotel employee in another, Shadow sees his wife in the clothing she was buried in, but he doesn't flinch - - - he carries a very calm conversation with dead Laura, he even goes down to the lobby to buy her a pack of cigarettes, and the next morning, he still doesn't seem bothered by it when he sees her muddy footprints on the floor. Wednesday tries to convince Shadow it was a dream, but makes snarky remarks that tells Shadow that even he knows it wasn't a dream. The two simply move on on their road trip, no questions asked.

But during this road trip, Shadow's suspicions are confirmed. He gets to see not only Wednesday, but two others in their true god-form, and afterwards, Wednesday confirms that he is indeed the Norse god, Odin.

Gaiman's take on mythological gods living in today's society is interesting, but disappointing. From recognizable gods to the forgotten ones, readers with a liking to history would probably enjoy this story most.

American Gods centers on the question of what happens to gods when they are no longer worshipped, and Gaiman merely focuses on male gods, while making all female characters (gods and humans) either prostitutes and/or sexual objects which is really off-putting for me as a female reader. And Gaiman's character development in the novel for gods and humans is nowhere to be seen thus lending very little plot development that is actually believable or enjoyable. I was unable to bring myself to care about our main character, Shadow, nor the plight with his zombie wife.And speaking of Laura, the disappointing character traits makes her not just unlikable, but also an unnecessary character overall.

I just can't recommend this book: the novel is good for the first 100 pages, but you could easily skip the next 450 pages that is just filler, and not miss much of the story. Gaiman also dehumanizes women, introduces characters in a way that would make them seem an important part of the story to only drop them out of it as quickly as they came in, and the ending is just a huge disappointment. All in all, Gaiman had a great idea, but the execution he used was poorly done - - - some parts even seem like Gaiman wrote them in a completely different state of mind, contradicting story lines and character traits altogether.

I did, however, have three favorite characters that weren't utilized enough for me to rate the story higher than I have: Mad Sweeney, Ibis and Jacquel. Mad Sweeney is a giant leprechaun that can pull gold coins out of the air; Ibis and Jacquel are Anubis and Jackel from Egyptian mythology, who run a funeral home in Cairo, Illinois today.

American Gods takes place only over a few months, which is surprising with how long the novel is. But the story is a buildup with no climax. Most characters come and go before readers can even decide if they like them or not,and that paired up with severe lack of character development leaves most of the main characters pretty forgettable. With this special edition containing 1200 more words, the story is still not worth it in the end. Gaiman is still a great writer, but this is not the book to recommend to anyone who wants to begin reading his work.
  
Peak Oil Profiteer
Peak Oil Profiteer
2021 | Economic, Environmental, Humor, Political, Transportation
One of the most important energy resources in the world is oil. We have a finite amount, it is used in our everyday lives, and it is always in demand. So imagine if a country found a new supply of oil – everyone would be fighting for a piece! Enter Peak Oil Profiteer, a game that puts you in charge of an oil corporation vying for money and oil in this new-found oil vein. Sound like something you might be interested in? Keep reading and see what it’s all about!

Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L

Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.

The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.

The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.


The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.


I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!

Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!
  
Spy Club
Spy Club
2018 | Card Game, Deduction, Murder & Mystery
You guys have heard of “Where in the World is Carmen Sandiego?” The globetrotting super-spy who is hard to pin down? Well imagine what she may have been like as a young person. I bet she had her own spy club. And now we have a game to play to emulate what it may have been like in such a club. **This game has nothing to do with Carmen Sandiego.


Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!

A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.


Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.

After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.

Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.


Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.

There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!

I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.

I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.