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Purple Phoenix Games (2266 KP) rated Soul Raiders in Tabletop Games
Jul 5, 2021
Check out that cover art! Amazing! If there is one thing that will certainly help my enjoyment of any game, it is definitely great art and components. Yes, I want the game to play well, but if it also looks great, that merely sends it soaring for me. While Soul Raiders has great art in spades, will I equally love the gameplay? Spoiler: yeah, it’s a pretty good game!
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will be 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, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will be 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, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Purple Phoenix Games (2266 KP) rated Chronicles of Crime: 2400 in Tabletop Games
Nov 17, 2021
I have reviewed and previewed the base Chronicles of Crime, and each of the entries in the Millennium Series (1400, 1900, and now 2400). I have the Noir expansion coming in my next order from an online retailer once another title gets off the pre-order list, and will most likely be ordering Welcome to Redvale soon as well. To say I am a fan of the series is a massive understatement. The system is just so unique and I love exploring the games inside. Now, I definitely prefer 1400 to 1900, but where does this newest entry fall in the pecking order? I bet you’re… dying… to find out!
Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. 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, purchase directly from the publisher, or through any retailers stocking it after fulfillment. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
Each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.
The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.
Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. 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, purchase directly from the publisher, or through any retailers stocking it after fulfillment. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
Each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.
The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.
postapocalypticplayground (27 KP) rated Six of Crows in Books
Jan 9, 2018
Every so often a book will come along which will make you re-evaluate all the 5 star reviews you have given in the past. Six of Crows for me is that book. Set in Leigh Bardugo's "Grishaverse" it is the tale of an impossible heist where the rewards far outweigh the risk. Our main protagonist Kaz Brekker is fast becoming a legend in the bowels of the Barrel, the criminal underworld of Ketterdam. He is young, but a driven and ruthless trickster, with a team to match. They are tasked with breaching the heavily fortified Ice Court to rescue a scientist held hostage. It's a feat which has never been achieved, but with the promise of a reward that will take Kaz and his team out of the bottom of the Barrel it's risk he's willing to take, after all, just how many things could go wrong?
Six of Crows is told in multiple points of view, which can sometimes be confusing for me but there were only a couple of occasions that I found myself flipping back to the start of the chapter to remind myself who in the limelight. I felt that this was a style that worked really well with this story as the main six often found themselves in different places with different tasks and this way of storytelling allowed it all to come seamlessly together. Whilst it does majorly involve the Grisha, I found it was a world that I easily fell into pace with, without having read the Grisha Trilogy first. I'm told there are a number of nods which are present but I never felt lost or like I was missing out.
The characters are fantastic, my favourite by far was Inej, the wraith. Rescued from the oldest profession by Kaz, she is a force to be reckoned with, a silent assassin. There are no walls she can't climb or secrets she can't glean. I felt most for her, what she had been through before joining with Kaz and how it had driven her to become who she now was. I loved the sense of purpose that grew within her throughout the story. The others too though all have their stories to tell, a proper band of misfits all with their secrets and terrible histories that have shaped them. It's hard to remember that they are all teenagers, but then that makes them easier to underestimate.
The audacity behind Kaz's plan is immeasurable and it is through this that I am just in awe of the writing. At just shy of 500 pages there was not a single moment of rest for the reader, I felt on edge every step of the way. I felt fear for these characters, trepidation but also the good humour that only a rag tag bunch of forgotten teenagers could have in the circumstances they faced. I simply did not want to put this down, at all. The last of the six sections I tried to slow down as I knew it was coming to an end but it pulled me in and wouldn't let go. It's rare for a book to leave me breathless, but this one really did. It's the first of a duology and I can't wait for pay day to roll round so I can pick up Crooked Kingdom. If I could give this six stars I would, It's a truly amazing read and If you're a YA fantasy fan you will not be disappointed!
Six of Crows is told in multiple points of view, which can sometimes be confusing for me but there were only a couple of occasions that I found myself flipping back to the start of the chapter to remind myself who in the limelight. I felt that this was a style that worked really well with this story as the main six often found themselves in different places with different tasks and this way of storytelling allowed it all to come seamlessly together. Whilst it does majorly involve the Grisha, I found it was a world that I easily fell into pace with, without having read the Grisha Trilogy first. I'm told there are a number of nods which are present but I never felt lost or like I was missing out.
The characters are fantastic, my favourite by far was Inej, the wraith. Rescued from the oldest profession by Kaz, she is a force to be reckoned with, a silent assassin. There are no walls she can't climb or secrets she can't glean. I felt most for her, what she had been through before joining with Kaz and how it had driven her to become who she now was. I loved the sense of purpose that grew within her throughout the story. The others too though all have their stories to tell, a proper band of misfits all with their secrets and terrible histories that have shaped them. It's hard to remember that they are all teenagers, but then that makes them easier to underestimate.
The audacity behind Kaz's plan is immeasurable and it is through this that I am just in awe of the writing. At just shy of 500 pages there was not a single moment of rest for the reader, I felt on edge every step of the way. I felt fear for these characters, trepidation but also the good humour that only a rag tag bunch of forgotten teenagers could have in the circumstances they faced. I simply did not want to put this down, at all. The last of the six sections I tried to slow down as I knew it was coming to an end but it pulled me in and wouldn't let go. It's rare for a book to leave me breathless, but this one really did. It's the first of a duology and I can't wait for pay day to roll round so I can pick up Crooked Kingdom. If I could give this six stars I would, It's a truly amazing read and If you're a YA fantasy fan you will not be disappointed!
Movie Metropolis (309 KP) rated Dunkirk (2017) in Movies
Jun 10, 2019
A Triumph
Brutal. Spectacular. Emotional. These are just some of the adjectives you could use to describe Christopher Nolan’s latest film, Dunkirk. The director of Inception, The Dark Knight, Memento and Interstellar is one of the greatest film-makers working today and he raises the bar once again with this bleak tale from World War II.
With war, you have to respect the past whilst allowing modern-day film-goers to truly understand the brutality that ordinary people like you and I went through on a daily basis.
In May 1940, Germany had advanced into France, trapping Allied troops on the beaches of Dunkirk. Under air and ground cover from British and French forces, troops were slowly and methodically evacuated from the beach using not only military ships but civilian boats too. At the end of this incredible story of courage, 330,000 French, British, Belgian and Dutch soldiers were safely evacuated.
I found a quote the other day that said “Christopher Nolan is like Michael Bay for people who have ever read a book” and in Dunkirk that seems more apt than ever. Of course there are explosions, many of them, but they are interweaved with some incredible storytelling.
Split into three separate timelines, Dunkirk follows fisherman Mark Rylance as he sails to the beaches as part of the civilian rescue effort. On land we shadow a group of young soldiers desperately trying to get back home. Finally, the film flies alongside Tom Hardy’s brave Spitfire pilot as he tries his best to keep the beaches safe.
Each of the stories has something to offer but Mark Rylance’s performance is definitely the best, making his timeline the most interesting and often the most emotional. Addressing the elephant in the room, Harry Styles, is probably best at this part of the review – he’s excellent and in a much larger part than I had imagined.
In fact, all the performances are excellent, helped in part by Christopher Nolan’s incredible use of close-ups. This is a living, breathing war and as the audience, you feel as claustrophobic as the 400,000 men did waiting on that beach in 1940.
Moreover, the sound is just astonishing. I have never known a film use sound to such an extent to convey sheer terror. The score by Hans Zimmer, coupled with the deafening aircraft flying overhead and the rapid gunfire is incredibly harrowing and makes Dunkirk very hard to watch at times – despite its 12A certification.
Dunkirk is also a masterclass in practical effects. Nearly everything you see on screen was shot without the use of CGI and my goodness you can tell. We’re so used to seeing blockbusters filled to the brim with computer generated imagery that it’s easy to forget just how good practical effects can be.
Overall, Christopher Nolan has created a tasteful homage to a day that has been etched into the minds of generations of people. It would’ve been easy to create a film that focused on the action rather than the human details of this incredible story, but Nolan has managed to craft an absolute triumph. It’s one of the best films of the year and an absolute must-watch.
https://moviemetropolis.net/2017/07/23/dunkirk-review-a-triumph/
With war, you have to respect the past whilst allowing modern-day film-goers to truly understand the brutality that ordinary people like you and I went through on a daily basis.
In May 1940, Germany had advanced into France, trapping Allied troops on the beaches of Dunkirk. Under air and ground cover from British and French forces, troops were slowly and methodically evacuated from the beach using not only military ships but civilian boats too. At the end of this incredible story of courage, 330,000 French, British, Belgian and Dutch soldiers were safely evacuated.
I found a quote the other day that said “Christopher Nolan is like Michael Bay for people who have ever read a book” and in Dunkirk that seems more apt than ever. Of course there are explosions, many of them, but they are interweaved with some incredible storytelling.
Split into three separate timelines, Dunkirk follows fisherman Mark Rylance as he sails to the beaches as part of the civilian rescue effort. On land we shadow a group of young soldiers desperately trying to get back home. Finally, the film flies alongside Tom Hardy’s brave Spitfire pilot as he tries his best to keep the beaches safe.
Each of the stories has something to offer but Mark Rylance’s performance is definitely the best, making his timeline the most interesting and often the most emotional. Addressing the elephant in the room, Harry Styles, is probably best at this part of the review – he’s excellent and in a much larger part than I had imagined.
In fact, all the performances are excellent, helped in part by Christopher Nolan’s incredible use of close-ups. This is a living, breathing war and as the audience, you feel as claustrophobic as the 400,000 men did waiting on that beach in 1940.
Moreover, the sound is just astonishing. I have never known a film use sound to such an extent to convey sheer terror. The score by Hans Zimmer, coupled with the deafening aircraft flying overhead and the rapid gunfire is incredibly harrowing and makes Dunkirk very hard to watch at times – despite its 12A certification.
Dunkirk is also a masterclass in practical effects. Nearly everything you see on screen was shot without the use of CGI and my goodness you can tell. We’re so used to seeing blockbusters filled to the brim with computer generated imagery that it’s easy to forget just how good practical effects can be.
Overall, Christopher Nolan has created a tasteful homage to a day that has been etched into the minds of generations of people. It would’ve been easy to create a film that focused on the action rather than the human details of this incredible story, but Nolan has managed to craft an absolute triumph. It’s one of the best films of the year and an absolute must-watch.
https://moviemetropolis.net/2017/07/23/dunkirk-review-a-triumph/
Movie Metropolis (309 KP) rated Chappie (2015) in Movies
Jun 11, 2019
A little rough around the edges
District 9 was a tough act to follow for first-time director Neill Blomkamp. His follow up to 2009’s sci-fi sleeper hit was the mediocre Elysium that whilst having a gargantuan budget and the likes of Jodie Foster and Matt Damon, failed on the most basic of levels – storytelling.
Here, Blomkamp returns a little wiser and much richer with Chappie. But does it hark back to the brilliance of District 9?
Chappie follows the story of the titular robot, created by Deon Wilson (Dev Patel), as he grows up in the violent city of Johannesburg. Due to the increasing crime rates, Wilson has created a force of robotic police officers, known as Scouts.
Despite the gritty nature of the film, the cityscapes are stunning with the sweeping shots of the South African metropolis perfectly blended with claustrophobic ruins and towering skyscrapers.
Hugh Jackman stars as ex-soldier Vincent Moore, a man hell bent on proving the capabilities of his own robot, The Moose, even if that means going against the protocols of his employers Tetravaal. Sigourney Weaver also stars as the CEO of the aforementioned corporation.
Unfortunately, side-lining Jackman and to a greater extent Weaver hurts the film. We see Chappie grow from a young child-like robot through to a young adult but Jackman and Weaver only show their faces for very brief moments at a time, though they manage to show their prowess in each scene.
Instead, we are lumbered with real-life pop group Die Antwoord in two roles as Chappie’s ‘mommy’ and ‘daddy’, and despite their decent acting skills and intriguing screen presence, they fail to make as much of an impression as the big names.
Chappie hits home hard and often on just how violent a species we are and the fact that the titular robot doesn’t understand why we can be so cruel only deepens the emotional connection forged for him.
Sharlto Copley, a Blomkamp staple, must be given high praise for crafting such a brilliant cast-member in the motion-captured Chappie. The robot rivals Caesar from Dawn of the Planet of the Apes for sheer realism, and credit must be given to the entire crew for making us feel for a character that has very few human characteristics.
Nevertheless, there is a real issue with the film’s narrative. There are moments of comedic brilliance that are hastily juxtaposed with ones of
sadness and gore, and despite Blomkamp’s best efforts to merge them together, it fails and this becomes increasingly evident in the film’s admittedly exciting finale.
Pacing, a blight that plagued Elysium, is again a problem here. The first 40 minutes of the film drag to such an extent that it feels much longer than its 2 hour running time. This is a huge shame as once it gets going, Chappie rarely lets up until the end credits roll.
Overall, despite not reaching the dizzying heights of the brilliant District 9, director Neill Blomkamp is back on the right track and has crafted a beautifully shot, richly detailed and hugely emotional film – despite his insistence on pushing the most intriguing human characters into the background.
Like the titular character himself, Chappie is charming, if a little rough around the edges and has a lack of story definition, but if you’re a fan of Blomkamp’s work, there’s no reason why you’d be disappointed with what’s on offer.
https://moviemetropolis.net/2015/03/08/a-little-rough-around-the-edges-chappie-review/
Here, Blomkamp returns a little wiser and much richer with Chappie. But does it hark back to the brilliance of District 9?
Chappie follows the story of the titular robot, created by Deon Wilson (Dev Patel), as he grows up in the violent city of Johannesburg. Due to the increasing crime rates, Wilson has created a force of robotic police officers, known as Scouts.
Despite the gritty nature of the film, the cityscapes are stunning with the sweeping shots of the South African metropolis perfectly blended with claustrophobic ruins and towering skyscrapers.
Hugh Jackman stars as ex-soldier Vincent Moore, a man hell bent on proving the capabilities of his own robot, The Moose, even if that means going against the protocols of his employers Tetravaal. Sigourney Weaver also stars as the CEO of the aforementioned corporation.
Unfortunately, side-lining Jackman and to a greater extent Weaver hurts the film. We see Chappie grow from a young child-like robot through to a young adult but Jackman and Weaver only show their faces for very brief moments at a time, though they manage to show their prowess in each scene.
Instead, we are lumbered with real-life pop group Die Antwoord in two roles as Chappie’s ‘mommy’ and ‘daddy’, and despite their decent acting skills and intriguing screen presence, they fail to make as much of an impression as the big names.
Chappie hits home hard and often on just how violent a species we are and the fact that the titular robot doesn’t understand why we can be so cruel only deepens the emotional connection forged for him.
Sharlto Copley, a Blomkamp staple, must be given high praise for crafting such a brilliant cast-member in the motion-captured Chappie. The robot rivals Caesar from Dawn of the Planet of the Apes for sheer realism, and credit must be given to the entire crew for making us feel for a character that has very few human characteristics.
Nevertheless, there is a real issue with the film’s narrative. There are moments of comedic brilliance that are hastily juxtaposed with ones of
sadness and gore, and despite Blomkamp’s best efforts to merge them together, it fails and this becomes increasingly evident in the film’s admittedly exciting finale.
Pacing, a blight that plagued Elysium, is again a problem here. The first 40 minutes of the film drag to such an extent that it feels much longer than its 2 hour running time. This is a huge shame as once it gets going, Chappie rarely lets up until the end credits roll.
Overall, despite not reaching the dizzying heights of the brilliant District 9, director Neill Blomkamp is back on the right track and has crafted a beautifully shot, richly detailed and hugely emotional film – despite his insistence on pushing the most intriguing human characters into the background.
Like the titular character himself, Chappie is charming, if a little rough around the edges and has a lack of story definition, but if you’re a fan of Blomkamp’s work, there’s no reason why you’d be disappointed with what’s on offer.
https://moviemetropolis.net/2015/03/08/a-little-rough-around-the-edges-chappie-review/
Kristy H (1252 KP) rated Y is for Yesterday (Kinsey Millhone, #25) in Books
Feb 13, 2018
The 25th book in Sue Grafton's formidable Kinsey Millhone series actually kicks us back to 1979, where a group of male teens at a private school in Santa Teresa are found responsible for killing a female classmate. Several went to prison and now the one deemed responsible for the murder, Fritz McCabe, has been released. His parents hire Kinsey to assist them with a blackmail case--apparently these juvenile delinquents also made a sex tape before the murder, and it's turned up with Fritz's release. Kinsey quickly finds herself drawn up in their twisted world, but she's also watching her back, as Ned Lowe from [b:X|24940998|X (Kinsey Millhone, #24)|Sue Grafton|https://images.gr-assets.com/books/1429811123s/24940998.jpg|44598633] still has his sights set on Kinsey.
The result is two pronged story--a focus on Kinsey as she tackles the McCabes and their blackmail/extortion plot, delving deeper into the 1979 murder and sexual assault, but also a continuation of the Ned Lowe story and its associated players. <i>There's a lot going on in this book,</i> as Grafton also throws in a plotline involving romantic shenanigans with Kinsey's cousin, Anna, plus Henry's hosting of the homeless Pearl and her pals in his backyard. Grafton is pretty deft at juggling multiple threads, but whew. The one thing I can say, is that both the Ned situation and the teens' videotape allow for some very timely and nuanced thoughts and ruminations on rape, and you sadly realize we haven't made any progress in society on this front since in the 1980s.
Alas, though, for me, <i>this novel gets off to a slow start and never fully recovers.</i> It took a while to keep track of all the teen players from '79 (and present), and the jumps in time in the storytelling don't really help. Even worse, our heroine, Kinsey, is off her game after the attack from Ned. Yes, she is still the Kinsey we know and love, but she's hurting, more cautious, and changed, and well, it's hard to read about sometimes.
The novel just seemed more tedious than usual and bogged down in some unnecessary details. There were definitely moments with Kinsey that made me smile and laugh, but otherwise, we don't have many characters to root for. The entire group originating in 1979 is pretty despicable. Their story picks up a bit at the end, and I was definitely interested in the outcome, but it didn't have the same flair as previous Kinsey novels. Of note, though, despite how different technology was in the late '70s, Grafton did a good job in denoting how teens remain teens, regardless the decade.
Overall, I will always love Kinsey, but the last two in this series have been a bit disappointing. Here's hoping that <i>Z</i> ends on a high note fitting our beloved heroine.
You can read my review of X <a href="https://www.goodreads.com/review/show/1268956692?book_show_action=false&from_review_page=1">here</a>.
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The result is two pronged story--a focus on Kinsey as she tackles the McCabes and their blackmail/extortion plot, delving deeper into the 1979 murder and sexual assault, but also a continuation of the Ned Lowe story and its associated players. <i>There's a lot going on in this book,</i> as Grafton also throws in a plotline involving romantic shenanigans with Kinsey's cousin, Anna, plus Henry's hosting of the homeless Pearl and her pals in his backyard. Grafton is pretty deft at juggling multiple threads, but whew. The one thing I can say, is that both the Ned situation and the teens' videotape allow for some very timely and nuanced thoughts and ruminations on rape, and you sadly realize we haven't made any progress in society on this front since in the 1980s.
Alas, though, for me, <i>this novel gets off to a slow start and never fully recovers.</i> It took a while to keep track of all the teen players from '79 (and present), and the jumps in time in the storytelling don't really help. Even worse, our heroine, Kinsey, is off her game after the attack from Ned. Yes, she is still the Kinsey we know and love, but she's hurting, more cautious, and changed, and well, it's hard to read about sometimes.
The novel just seemed more tedious than usual and bogged down in some unnecessary details. There were definitely moments with Kinsey that made me smile and laugh, but otherwise, we don't have many characters to root for. The entire group originating in 1979 is pretty despicable. Their story picks up a bit at the end, and I was definitely interested in the outcome, but it didn't have the same flair as previous Kinsey novels. Of note, though, despite how different technology was in the late '70s, Grafton did a good job in denoting how teens remain teens, regardless the decade.
Overall, I will always love Kinsey, but the last two in this series have been a bit disappointing. Here's hoping that <i>Z</i> ends on a high note fitting our beloved heroine.
You can read my review of X <a href="https://www.goodreads.com/review/show/1268956692?book_show_action=false&from_review_page=1">here</a>.
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Kristy H (1252 KP) rated Girl Made of Stars in Books
Jun 5, 2018
Gorgeous, powerful, heartbreaking novel
Owen and his twin sister, Mara, have been close for their entire life--bonded by their twinhood, joint storytelling, and love of the stars--particularly their "own" constellation. But that all changes when Mara's good friend, Hannah, accuses Owen of rape. Suddenly Mara finds herself torn between her friendships and her family. Even worse, she has no one to talk to, after breaking up with her girlfriend/best friend, Charlie. Everything feels unknown and confusing. How will Mara navigate this new world--and what will she do about Owen and Hannah?
This novel. Oh my goodness. It will break your heart and yet leave you speechless with wonder. It's so beautiful. It started off with a quote from Virginia Woolf (The Waves), so I knew it was going to be good. And it certainly was.
The book is so achingly gorgeous and real, with its realistic look at high school. It portrays how both amazing and awful kids can be at this age. Mara is such a lovely character. The Owen/Hannah situation leaves her conflicted and forces her to face something terrible in her own past. By placing Mara in such a difficult situation, Herring Blake also does a good job of showing how hard it is being the female in this situation and how so few people believe the girl. It's such a timely commentary (albeit a sad one). It may not always be easy to read, as we see how hard things are for Hannah (and Mara), but it's so well-done.
I mean, really, this book is just heartbreaking at times. And yet I was riveted. These kids, with their big problems, so many of them living other people's dreams. It was so poignant, so true to so many of my own experiences. And the relationships here--well, wow. I mean, for one thing, we get a truly bisexual character in Mara, which is so refreshing. And then Charlie is genderqueer/nonbinary. It was so wonderful to have these characters in this novel, as a positive representation for teens--living real lives, with real problems, but in no way serving as the villain or maligned character. I was incredibly impressed. I wish this novel was on the shelf of every high school (well, on the shelves everywhere, honestly).
The girls in this book are in a group called Empower, which stands up for females--how they are portrayed, the double standards they face, and more. They are so strong, despite all the hurdles they face on a daily basis. Honestly, despite so much sadness in this novel, there is so much hope. So much strength. I adored Mara. She is wonderful -- such a strong, amazing, and lovely character. I found myself rooting for her as if she was my own kid.
I loved this one. I don't even remember how or why I stumbled across it and requested it, but I'm so glad I did. This is a beautiful, powerful book about the strength of human existence. The girls in this novel will make you cry, make you laugh, and make you both despair for and have faith in humanity. I will be tracking down the rest of Herring Blake's books for sure.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review.
This novel. Oh my goodness. It will break your heart and yet leave you speechless with wonder. It's so beautiful. It started off with a quote from Virginia Woolf (The Waves), so I knew it was going to be good. And it certainly was.
The book is so achingly gorgeous and real, with its realistic look at high school. It portrays how both amazing and awful kids can be at this age. Mara is such a lovely character. The Owen/Hannah situation leaves her conflicted and forces her to face something terrible in her own past. By placing Mara in such a difficult situation, Herring Blake also does a good job of showing how hard it is being the female in this situation and how so few people believe the girl. It's such a timely commentary (albeit a sad one). It may not always be easy to read, as we see how hard things are for Hannah (and Mara), but it's so well-done.
I mean, really, this book is just heartbreaking at times. And yet I was riveted. These kids, with their big problems, so many of them living other people's dreams. It was so poignant, so true to so many of my own experiences. And the relationships here--well, wow. I mean, for one thing, we get a truly bisexual character in Mara, which is so refreshing. And then Charlie is genderqueer/nonbinary. It was so wonderful to have these characters in this novel, as a positive representation for teens--living real lives, with real problems, but in no way serving as the villain or maligned character. I was incredibly impressed. I wish this novel was on the shelf of every high school (well, on the shelves everywhere, honestly).
The girls in this book are in a group called Empower, which stands up for females--how they are portrayed, the double standards they face, and more. They are so strong, despite all the hurdles they face on a daily basis. Honestly, despite so much sadness in this novel, there is so much hope. So much strength. I adored Mara. She is wonderful -- such a strong, amazing, and lovely character. I found myself rooting for her as if she was my own kid.
I loved this one. I don't even remember how or why I stumbled across it and requested it, but I'm so glad I did. This is a beautiful, powerful book about the strength of human existence. The girls in this novel will make you cry, make you laugh, and make you both despair for and have faith in humanity. I will be tracking down the rest of Herring Blake's books for sure.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review.
FilmIntuition (33 KP) rated The Myth of Perpetual Summer in Books
Jun 19, 2018
Tennessee Williams meets Anne Tyler in award-winning novelist Susan Crandall's gorgeously penned family opus. Centered on the oldest daughter of a unique Mississippi family, The Myth of Perpetual Summer is certain to appeal to book clubs.
Moving back and forth in time between 1972 and the late 1950s and early '60s, after she learns that her younger brother has been arrested for murder in a crime that's captured national attention, Tallulah James leaves the California home she's made for herself and returns back to her southern hometown where every corner holds dozens of memories.
Wondering where it all went wrong, after she finds unexpected help for her brother's case from an old crush and family friend, Ross Saenger, Tallulah begins seeking out answers for the many mysteries of the past including the truth about her brilliant but unstable father's family tree as well as her parents' turbulent relationship.
After beginning with quite the plot hook, the pace slows down considerably with Myth requiring a good eighty or so pages to establish both its characters and momentum to the point that it's hard to put down.
Having drawn comparisons to both The Secret Life of Bees and Forrest Gump, Crandall's Myth is also reminiscent of Mary Karr's memoirs. But while Myth eventually leads a majority of its characters to well earned conclusions, it's still slightly disappointing to see how quickly the author wraps up certain plot points. In fact, it's a main source of trouble for the otherwise moving last hundred pages of the novel. And nowhere is Crandall's difficulty in judging her reader's interest better epitomized than her decision to spend far more time on a romantic backstory with Tallulah and a character who appears out of thin air (whom we could care less about) than the one that Crandall built for nearly the entire length of the novel that pays off in two pages.
Though limited by the decision to present us with only one character's point-of-view, while the romantic plotline was in great need of either more obstacles or reflection, so were other characters throughout, including the one that's sure to be a reader favorite in the form of Tallulah's protective older brother, Griff. A major protagonist in the novel's extended flashback, I couldn't help but have wished he played an even greater role in the present day '70s storyline as he did in the past.
From the blink and you'll miss it decision for a main character to run away to the solution of a murder – both of which occur in a mere page or two – while there's enough going on in the plot and character heavy book to forgive some of its lopsided storytelling, Myth should've spent less time on extraneous subplots and more ink on what really matters.
Nonetheless a lovely work of Southern Gothic fiction anchored by a strong female protagonist, Crandall's promising Myth may have its flaws. But like a good glass of lemonade on a hot summer day, you can't enjoy the sweet without the sour and thankfully there's enough of both here to keep you coming back for more.
Note – I received an ARC of the novel through Bookish First and if given the opportunity, I would've rated it 7.5 stars.
Moving back and forth in time between 1972 and the late 1950s and early '60s, after she learns that her younger brother has been arrested for murder in a crime that's captured national attention, Tallulah James leaves the California home she's made for herself and returns back to her southern hometown where every corner holds dozens of memories.
Wondering where it all went wrong, after she finds unexpected help for her brother's case from an old crush and family friend, Ross Saenger, Tallulah begins seeking out answers for the many mysteries of the past including the truth about her brilliant but unstable father's family tree as well as her parents' turbulent relationship.
After beginning with quite the plot hook, the pace slows down considerably with Myth requiring a good eighty or so pages to establish both its characters and momentum to the point that it's hard to put down.
Having drawn comparisons to both The Secret Life of Bees and Forrest Gump, Crandall's Myth is also reminiscent of Mary Karr's memoirs. But while Myth eventually leads a majority of its characters to well earned conclusions, it's still slightly disappointing to see how quickly the author wraps up certain plot points. In fact, it's a main source of trouble for the otherwise moving last hundred pages of the novel. And nowhere is Crandall's difficulty in judging her reader's interest better epitomized than her decision to spend far more time on a romantic backstory with Tallulah and a character who appears out of thin air (whom we could care less about) than the one that Crandall built for nearly the entire length of the novel that pays off in two pages.
Though limited by the decision to present us with only one character's point-of-view, while the romantic plotline was in great need of either more obstacles or reflection, so were other characters throughout, including the one that's sure to be a reader favorite in the form of Tallulah's protective older brother, Griff. A major protagonist in the novel's extended flashback, I couldn't help but have wished he played an even greater role in the present day '70s storyline as he did in the past.
From the blink and you'll miss it decision for a main character to run away to the solution of a murder – both of which occur in a mere page or two – while there's enough going on in the plot and character heavy book to forgive some of its lopsided storytelling, Myth should've spent less time on extraneous subplots and more ink on what really matters.
Nonetheless a lovely work of Southern Gothic fiction anchored by a strong female protagonist, Crandall's promising Myth may have its flaws. But like a good glass of lemonade on a hot summer day, you can't enjoy the sweet without the sour and thankfully there's enough of both here to keep you coming back for more.
Note – I received an ARC of the novel through Bookish First and if given the opportunity, I would've rated it 7.5 stars.
Phillip McSween (751 KP) rated Ant-Man and the Wasp (2018) in Movies
Oct 2, 2018
Solid and Light
The micro-sized superhero is back on a new adventure with old friends.
Acting: 10
Beginning: 10
Ant-Man and the Wasp gets off to a solid start that grabs your attention from jump. The players are re-introduced fairly quickly and it’s not long before you remember why you missed this portion of the Marvel Cinematic Universe. While I felt there were definitely some big shoes to fill following behind and an Avengers film (and we all remember how that started, sorry Hulk), the first ten minutes left a big smile on my face.
Characters: 10
The gang is back and in full effect. Scott Lang (Paul Rudd) is just a man trying to live out his house arrest sentence so he can be free to spend more time with his daughter. He packs a hilarity and sincerity that I’ve come to appreciate in all of Rudd’s roles. He is a star…but this film wouldn’t survive without Luis (Michael Pena). He’s frantic, clueless, and gives out way too many details every chance he gets. He innocently has no filter and it makes for some serious rib-splitting moments. Just thinking about it now makes me want to go back for a rewatch.
Cinematography/Visuals: 10
Hands-down some of the best special effects you will see in a Marvel film. I have immense respect for the larger-than-life setpieces they create when the characters are ant-sized. It’s like an entirely different world a la Honey I Shrunk the Kids. The transition from large-to-small and vice versa is seamless, making for perfect action sequences.
Conflict: 10
The film has everything you could want from an action standpoint. Car chases? Check. Fight scenes? Top notch. Superhero action? Yes please!
I’ve seen some critics come down on the fact that the villain was less of a threat than previous Marvel films, but I believe the villain matched perfectly with the overall tone of this sequel. Besides, how do you follow up on Thanos? You go completely in the opposite direction. Last thing to note: Ghost wasn’t exactly a slouch. She kicked some serious butt throughout and had some great scenes.
Genre: 7
I think this has more to do with where the genre has come rather than a knock on the film itself. In a genre where the stakes are higher than ever, the screen is packed with stars, and more films are driving a point home with an actual message, Ant-Man and the Wasp is more of a light-hearted romp that doesn’t serve to take itself too seriously. It’s a fun film that does fun better than most.
Memorability: 9
Perfect blend of action and comedy. The film succeeds by staying in its lane and doing what it does best. The action sequences are creative and fresh while the storytelling comes at you in such a hilarious way, it makes itself stand out. No spoilers, just know you’re in for a treat.
Pace: 10
Plot: 7
Resolution: 10
Overall: 93
Looking for some good family fun that will keep you entertained and laughing. Don’t miss Ant-Man and the Wasp. Hands down one of the best films I have seen in 2018.
Acting: 10
Beginning: 10
Ant-Man and the Wasp gets off to a solid start that grabs your attention from jump. The players are re-introduced fairly quickly and it’s not long before you remember why you missed this portion of the Marvel Cinematic Universe. While I felt there were definitely some big shoes to fill following behind and an Avengers film (and we all remember how that started, sorry Hulk), the first ten minutes left a big smile on my face.
Characters: 10
The gang is back and in full effect. Scott Lang (Paul Rudd) is just a man trying to live out his house arrest sentence so he can be free to spend more time with his daughter. He packs a hilarity and sincerity that I’ve come to appreciate in all of Rudd’s roles. He is a star…but this film wouldn’t survive without Luis (Michael Pena). He’s frantic, clueless, and gives out way too many details every chance he gets. He innocently has no filter and it makes for some serious rib-splitting moments. Just thinking about it now makes me want to go back for a rewatch.
Cinematography/Visuals: 10
Hands-down some of the best special effects you will see in a Marvel film. I have immense respect for the larger-than-life setpieces they create when the characters are ant-sized. It’s like an entirely different world a la Honey I Shrunk the Kids. The transition from large-to-small and vice versa is seamless, making for perfect action sequences.
Conflict: 10
The film has everything you could want from an action standpoint. Car chases? Check. Fight scenes? Top notch. Superhero action? Yes please!
I’ve seen some critics come down on the fact that the villain was less of a threat than previous Marvel films, but I believe the villain matched perfectly with the overall tone of this sequel. Besides, how do you follow up on Thanos? You go completely in the opposite direction. Last thing to note: Ghost wasn’t exactly a slouch. She kicked some serious butt throughout and had some great scenes.
Genre: 7
I think this has more to do with where the genre has come rather than a knock on the film itself. In a genre where the stakes are higher than ever, the screen is packed with stars, and more films are driving a point home with an actual message, Ant-Man and the Wasp is more of a light-hearted romp that doesn’t serve to take itself too seriously. It’s a fun film that does fun better than most.
Memorability: 9
Perfect blend of action and comedy. The film succeeds by staying in its lane and doing what it does best. The action sequences are creative and fresh while the storytelling comes at you in such a hilarious way, it makes itself stand out. No spoilers, just know you’re in for a treat.
Pace: 10
Plot: 7
Resolution: 10
Overall: 93
Looking for some good family fun that will keep you entertained and laughing. Don’t miss Ant-Man and the Wasp. Hands down one of the best films I have seen in 2018.
Carma (21 KP) rated Fast Burn (Body Armor, #4) in Books
Jun 17, 2019
The series goes out on a high note. Fast Burn is the 4th and final book in the Body Armor series. As usual, Lori Foster hits it out of the park with her storytelling. Brand Berry has been courted over and over by Sahara Silver to join her elite Body Armor bodyguard agency. He isnt sure he wants to give up his MMA career to join her agency, but he is more sure he doesnt want to carry on an affair with his boss which is where he thinks this relationship is headed. She drives him wild, she drives him crazy, she just drives him.
Brand hasnt had the easiest life, his family is unconventional but loving and he likes being part of the SBC. He has made great friends, had a ton of new opportunities and feels like he is wanted somewhere finally.
Sahara Silver inherited the Body Armor agency from her deceased brother. Not that she believes he is dead, no way in hell. She has made it her mission lately to find out where her brother is and what exactly happened to him. She wont accept his death short of a body showing up on her doorstep.
Brand has denied his attraction to Sahara for a while, as hard as that is some days, until she becomes dragged in as part of her brothers mysterious disappearance. When she is kidnapped he jumps into action to make his claim to be by her side known to any and all that dared threaten it. He will protect her at all costs.
Sahara knows Brand will do anything to save her and she hates being vulnerable. She has always had to prove she is as capable as any man in her employ. She hates the double standard that women have to endure and sets out to prove not all women are fragile little creatures.
Can Brand and Sahara figure out her brothers mysterious circumstances before its too late? Can they fight their attraction to one another to focus or will it make them stronger to be full out partners in more ways than one?
Good secondary interactions from all the familiars, Rowdys Place, SBC, and of course Leese, Justice and Miles (along with the women that love them). Plus fun new characters like Brands Dad who basically has every gun known to man in his basement.
Another strong story from Lori Foster with good twists and turns. It will keep you guessing for the majority of the book (unless you are a good figure outer like me hehe) but if you are a quick study it still doesnt disappoint with suspense, excitement and action. I am so bummed this series has ended with this novel but knowing there are more Lori Foster books on the horizon carries me through (just barely haha).
I received an ARC in exchange for an honest review. My ebook had some missing words and sentences which I have no way of knowing if it was technology error or something that will carry through to the paperback et al versions. Overall definitely a book for the forever shelf to re-read over and over again. Until we meet again Body Armor!!
Brand hasnt had the easiest life, his family is unconventional but loving and he likes being part of the SBC. He has made great friends, had a ton of new opportunities and feels like he is wanted somewhere finally.
Sahara Silver inherited the Body Armor agency from her deceased brother. Not that she believes he is dead, no way in hell. She has made it her mission lately to find out where her brother is and what exactly happened to him. She wont accept his death short of a body showing up on her doorstep.
Brand has denied his attraction to Sahara for a while, as hard as that is some days, until she becomes dragged in as part of her brothers mysterious disappearance. When she is kidnapped he jumps into action to make his claim to be by her side known to any and all that dared threaten it. He will protect her at all costs.
Sahara knows Brand will do anything to save her and she hates being vulnerable. She has always had to prove she is as capable as any man in her employ. She hates the double standard that women have to endure and sets out to prove not all women are fragile little creatures.
Can Brand and Sahara figure out her brothers mysterious circumstances before its too late? Can they fight their attraction to one another to focus or will it make them stronger to be full out partners in more ways than one?
Good secondary interactions from all the familiars, Rowdys Place, SBC, and of course Leese, Justice and Miles (along with the women that love them). Plus fun new characters like Brands Dad who basically has every gun known to man in his basement.
Another strong story from Lori Foster with good twists and turns. It will keep you guessing for the majority of the book (unless you are a good figure outer like me hehe) but if you are a quick study it still doesnt disappoint with suspense, excitement and action. I am so bummed this series has ended with this novel but knowing there are more Lori Foster books on the horizon carries me through (just barely haha).
I received an ARC in exchange for an honest review. My ebook had some missing words and sentences which I have no way of knowing if it was technology error or something that will carry through to the paperback et al versions. Overall definitely a book for the forever shelf to re-read over and over again. Until we meet again Body Armor!!