Search

Search only in certain items:

40x40

Chris Sawin (602 KP) rated Inglourious Basterds (2009) in Movies

Jun 21, 2019 (Updated Jun 22, 2019)  
Inglourious Basterds (2009)
Inglourious Basterds (2009)
2009 | War
It's the middle of World War II and France is overrun with Nazis. A group of Jewish-American soldiers is making a name for themselves as, "The Basterds," as they have the full intention of scalping each and every Nazi involved in the Third Reich. The Basterds soon become a real nuisance to The Fuhrer as their reputation strengthens and fear spreads like wildfire amongst the Nazis. Shosanna Dreyfus, a French-Jew whose family was killed by the Nazis, now owns a movie theater that catches the eye of Joseph Goebbels and his new film. The smaller, more private theater gets handpicked by Fredrick Zoller, a Nazi war hero and star of Goebbels film Nation's Pride, for the premiere of his new film. As the premiere becomes an intimate gathering of the Nazis, including the most important people of the Third Reich, The Basterds realize this may be their chance to end this war once and for all.

Inglourious Basterds had the potential to be one of the greatest films of the year. It's the first full-length film from Quentin Tarantino since Death Proof and his films from the past 12 years have escalated him into being one of the most well-respected filmmakers of our time. That along with an incredibly strong cast led by Brad Pitt and the fact that the film took place during World War II had me incredibly excited for the film. I'm a fairly big admirer of most of Tarantino's previous works and there's something about World War II and Nazis that I've always found fascinating. The final product was still good, but just didn't wind up meeting my expectations.

The concept of Inglourious Basterds is rather ingenious. A group of Jewish-Americans coming together and killing as many Nazis as they can. An ultimate form of revenge. Not only that, but an incredible sense of satisfaction washes over them while they partake in it. It's great and is pulled off rather flawlessly when we actually get to see The Basterds in action. As much as I love Tarantino's dialogue, it just seemed like the majority of the film was spent waiting around and talking about what was actually going to happen. Significant events still took place, but there's really only three or four scenes that come to mind that you could label as being exciting. Whether the film needed more of that is fully up to the viewer, but I'm under the impression that the film was a bit lacking in that department. Something else that should be mentioned, the film is not historically accurate. It's more of a World War II set in the Tarantino-verse kind of deal and is more of an alternate universe. Knowing that before seeing the movie helped a great deal in enjoying the film a bit more.

As enjoyable as Brad Pitt's performance as Lt. Aldo Raine was, I believe the real performance worth noting is Christoph Waltz's portrayal of Col. Hans Landa. He's somehow able to walk the thin line between being polite and charming to being a frightening lunatic rather flawlessly. Even as he closes in on The Basterds and their plans, he still manages to steal most of the scenes he's in (the discussion about comparing Jews to rats at the beginning of the film, the "That's-a-bingo!" conversation with Aldo, etc). Landa is just an incredible detective with a marvelous personality that might just be one of the greatest characters Tarantino has ever written.

Inglourious Basterds is an extremely solid effort from Tarantino. The dialogue is definitely up to Tarantino's standard greatness, the performances are quite incredible, and the story is an entertaining one even with it straying away from what actually happened during that time period. It's just a shame it didn't meet the expectations I had based on the trailers and how much I enjoyed the past few Tarantino films. The hard hitting action scenes are magnificent, but it felt like there were too few and far between. The best suggestion I could give would be to go into the film expecting nothing and I think you'll walk away satisfied.
  
    Invasion: Modern Empire

    Invasion: Modern Empire

    Games and Entertainment

    (0 Ratings) Rate It

    App

    Selected by Facebook as one of BEST MOBILE GAMES Invasion: Modern Empire is an online war-themed...

The Birds (1963)
The Birds (1963)
1963 | Classics, Horror, Mystery
Strong Suspense by the Master of Suspense
THE BIRDS is often listed amongst the great works of Alfred Hitchcock and I could never really understand the attraction. I thought it was a so-so fright-flick, so when I tripped across it on TV the other day, I started watching it with one eye, figuring I'd flip to something else in a few minutes.

And...then I caught myself getting into it.

Based on the novel by Daphne Du Maurier, THE BIRDS is told in Alfred Hithcock's suspenseful style to elevate a "pulp novel" idea of birds turning on humans to something much more tense than it had any right to be.

Newcomer Tippi Hendren stars as wealthy San Francisco socialite Melanie Daniels who chases suave charismatic lawyer Mitch Brenner (Rod Taylor) north of San Fran to his home of Bodego Bay. Will Melanie be able to win Mitch's heart over the objections of his mother (Jessica Tandy) and ex-girlfriend (Suzanne Pleshette)? We'll never know, for the Birds have their own idea of how this tale will end.

Hitchock, of course, earns his nickname "The Master of Suspense" with this film. He has some long scenes that grow with tension. Whether it's Melanie crossing the Bay in a boat (only to, finally, be attacked by a bird) or Mitch's mother going down a long hallway to find out what happened to a farmer friend of hers to the famous - and famously pulled off - scene of the birds gathering en masse on the jungle gym prior to attacking Melanie and the school children. Hitchcock knows exactly how to raise tension in these scenes and he does so marvelously. Even 56 years later, I found what little hairs I have standing up on the back of my neck and my body bending ever so slightly towards the screen during these scenes.

But...the thing that caught me this time around was the performances of the leads and the way Hitchock lets scenes play out with the actors. I've never been a big Rod Taylor fan, I've always thought he was "fine", but nothing special. He is much more than "fine" in this film. It's probably the best work I've ever seen him do. Jessica Tandy, of course, as the mother is wonderfully cold and distant to begin with and slowly moves to close to madness and then understanding, it is a wonderfully understated performance showcasing a superb theater actress. As is Pleshette's turn as school teacher Annie. Her scenes with Hendren were laced (I'm sure purposely) with an undercurrent of sexual tension between the two female characters.

But...the star of this film is Tippi Hendren, beyond a doubt. Much has been made of the cruelty and misogynistic ways that Hitchock treated and abused Hendren in the making of this film. But her performance shone as the gold-digging, fun loving Melanie who descends into the depths as the film progresses. I've never thought much of her as a performer, but will have to check out other films of hers (most notably, Hitchock's MARNIE).

The special effects - which were cutting edge and earned an Oscar nomination back in the day - are dated, but that adds to the charm of the film (at least for me). I'm sure they "wowed" the audience in 1963, so I'll cut them some slack.

I was pleasantly surprised by the pacing, acting and SUSPENSE of this film. It has held up very well and if you haven't seen THE BIRDS in awhile, I recommend you check it out.

Letter Grade: A-

8 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
Lifeform
Lifeform
2019 | Action, Exploration, Science Fiction
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.

So, what is the game?

Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.


I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...

How does it work?

We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.

In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.

In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.

In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.

All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.

Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.


I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.

The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.

There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).

The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.

The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.

What if I die?

Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.

I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.

Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.

It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.


What do I think?

This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.

As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.

We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.

Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...

We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...

I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
  
The City of Kings
The City of Kings
2018 | Adventure, Exploration, Fantasy, Fighting, Puzzle
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.

Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.

The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.

The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.

The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.

Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.

You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.

All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.

Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.

You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.

This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.

Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.

On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.

I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.

The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.

Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.

Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.

This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.