Search
Search results

Gareth von Kallenbach (980 KP) rated the PC version of Fallout 76 in Video Games
Feb 8, 2019
Fallout 76: Getting Better With Each Update
The Fallout series has made the leap online with Fallout 76 and it is an ambitious attempt to take the franchise in a new direction. Set as a resident of Vault 76; players will craft a character and be amongst the first to venture into the Post-Apocalyptic world set in the Virginia wilderness as they attempt to help rebuild a new society.
Along the way players will encounter all manner of mutated creatures and threats that have zero qualms about tearing a player to pieces or bringing an arsenal of weapons to take down players.
Anyone who has played any of the series will know that gathering, trading, and crafting is essential to survival as being able to buy, repair, and exchange weapons and armor is essential as they will break and need to be upgraded frequently.
This is always a trick for some players such as myself as I never know what to fully prioritize when I encounter scrap and can quickly become overburdened. This makes for some very tough choices as player movement will be very restricted and players will be unable to Fast Travel to previously explored areas of the map.
There is also the matter of needing to ensure that an adequate supply of food, beverages, and medicines are available to restore health as in a radiated area; even stopping for lunch can cause potential damage and mutations to happen.
There are numerous weapons available to players from crude Pipe Guns to more advanced energy weapons and machine guns and knives. I have found that Melee weapons such as an Axe or a Sledgehammer can do wonders as they do pack a solid punch but are slow and unyielding.
The map is extremely vast and filled with many areas to explore from old towns to hotels, shops, a mall, an airport, train stations, and pretty much anything else you would expect in a typical community.
One of the biggest issues in the game is the numerous bugs which hampered the game at launch. Bethesda has worked to fix them through several patches but issues still remain as I write this so players will have to understand that this is part of the game and being addressed but they will likely encounter issues along the way.
The game has taken a considerable amount of abuse for the state of the game at launch and while I freely admit there are issues; I have had a lot of fun playing the game and have logged a considerable amount of time in it. Despite the frustrations; I have been drawn back to the game time and again to play more. Players I have encountered have been generally helpful and friendly and the game has not become an open Free For All as the Bounty systems in place make it less appealing for players to pick off inexperienced players who are out minding their own business. Some higher-level players have been very generous in passing and have initiated trades to give me High-Level weapons even though I was not able to use them until I reached a higher level.
There are various Pop-Up events that happen where players can get some nice rewards and slipping into your Power Armor to take down a pack of Scorchers is always a fun experience.
In many ways this is one of the hardest reviews I have had to write as I can see how some people can be disappointed with the game and will take serious issues with the bugs and general direction. I also see the fun in the game and the progress being made with the updates and enjoy the game despite the issues. If you are patient and temper your expectations with the understanding that the game players have now is not the game they will have several months down the road, then Fallout 76 may be the escapist game you are looking for.
3.5 stars out of 5.
Along the way players will encounter all manner of mutated creatures and threats that have zero qualms about tearing a player to pieces or bringing an arsenal of weapons to take down players.
Anyone who has played any of the series will know that gathering, trading, and crafting is essential to survival as being able to buy, repair, and exchange weapons and armor is essential as they will break and need to be upgraded frequently.
This is always a trick for some players such as myself as I never know what to fully prioritize when I encounter scrap and can quickly become overburdened. This makes for some very tough choices as player movement will be very restricted and players will be unable to Fast Travel to previously explored areas of the map.
There is also the matter of needing to ensure that an adequate supply of food, beverages, and medicines are available to restore health as in a radiated area; even stopping for lunch can cause potential damage and mutations to happen.
There are numerous weapons available to players from crude Pipe Guns to more advanced energy weapons and machine guns and knives. I have found that Melee weapons such as an Axe or a Sledgehammer can do wonders as they do pack a solid punch but are slow and unyielding.
The map is extremely vast and filled with many areas to explore from old towns to hotels, shops, a mall, an airport, train stations, and pretty much anything else you would expect in a typical community.
One of the biggest issues in the game is the numerous bugs which hampered the game at launch. Bethesda has worked to fix them through several patches but issues still remain as I write this so players will have to understand that this is part of the game and being addressed but they will likely encounter issues along the way.
The game has taken a considerable amount of abuse for the state of the game at launch and while I freely admit there are issues; I have had a lot of fun playing the game and have logged a considerable amount of time in it. Despite the frustrations; I have been drawn back to the game time and again to play more. Players I have encountered have been generally helpful and friendly and the game has not become an open Free For All as the Bounty systems in place make it less appealing for players to pick off inexperienced players who are out minding their own business. Some higher-level players have been very generous in passing and have initiated trades to give me High-Level weapons even though I was not able to use them until I reached a higher level.
There are various Pop-Up events that happen where players can get some nice rewards and slipping into your Power Armor to take down a pack of Scorchers is always a fun experience.
In many ways this is one of the hardest reviews I have had to write as I can see how some people can be disappointed with the game and will take serious issues with the bugs and general direction. I also see the fun in the game and the progress being made with the updates and enjoy the game despite the issues. If you are patient and temper your expectations with the understanding that the game players have now is not the game they will have several months down the road, then Fallout 76 may be the escapist game you are looking for.
3.5 stars out of 5.

Gareth von Kallenbach (980 KP) rated the PC version of Fallout 76 in Video Games
Jun 19, 2019
The Fallout series has made the leap online with Fallout 76 and it is an ambitious attempt to take the franchise in a new direction. Set as a resident of Vault 76; players will craft a character and be amongst the first to venture into the Post-Apocalyptic world set in the Virginia wilderness as they attempt to help rebuild a new society.
Along the way players will encounter all manner of mutated creatures and threats that have zero qualms about tearing a player to pieces or bringing an arsenal of weapons to take down players.
Anyone who has played any of the series will know that gathering, trading, and crafting is essential to survival as being able to buy, repair, and exchange weapons and armor is essential as they will break and need to be upgraded frequently.
This is always a trick for some players such as myself as I never know what to fully prioritize when I encounter scrap and can quickly become overburdened. This makes for some very tough choices as player movement will be very restricted and players will be unable to Fast Travel to previously explored areas of the map.
There is also the matter of needing to ensure that an adequate supply of food, beverages, and medicines are available to restore health as in a radiated area; even stopping for lunch can cause potential damage and mutations to happen.
There are numerous weapons available to players from crude Pipe Guns to more advanced energy weapons and machine guns and knives. I have found that Melee weapons such as an Axe or a Sledgehammer can do wonders as they do pack a solid punch but are slow and unyielding.
The map is extremely vast and filled with many areas to explore from old towns to hotels, shops, a mall, an airport, train stations, and pretty much anything else you would expect in a typical community.
One of the biggest issues in the game is the numerous bugs which hampered the game at launch. Bethesda has worked to fix them through several patches but issues still remain as I write this so players will have to understand that this is part of the game and being addressed but they will likely encounter issues along the way.
The game has taken a considerable amount of abuse for the state of the game at launch and while I freely admit there are issues; I have had a lot of fun playing the game and have logged a considerable amount of time in it. Despite the frustrations; I have been drawn back to the game time and again to play more. Players I have encountered have been generally helpful and friendly and the game has not become an open Free For All as the Bounty systems in place make it less appealing for players to pick off inexperienced players who are out minding their own business. Some higher-level players have been very generous in passing and have initiated trades to give me High-Level weapons even though I was not able to use them until I reached a higher level.
There are various Pop-Up events that happen where players can get some nice rewards and slipping into your Power Armor to take down a pack of Scorchers is always a fun experience.
In many ways this is one of the hardest reviews I have had to write as I can see how some people can be disappointed with the game and will take serious issues with the bugs and general direction. I also see the fun in the game and the progress being made with the updates and enjoy the game despite the issues. If you are patient and temper your expectations with the understanding that the game players have now is not the game they will have several months down the road, then Fallout 76 may be the escapist game you are looking for.
http://sknr.net/2018/12/31/fallout-76/
Along the way players will encounter all manner of mutated creatures and threats that have zero qualms about tearing a player to pieces or bringing an arsenal of weapons to take down players.
Anyone who has played any of the series will know that gathering, trading, and crafting is essential to survival as being able to buy, repair, and exchange weapons and armor is essential as they will break and need to be upgraded frequently.
This is always a trick for some players such as myself as I never know what to fully prioritize when I encounter scrap and can quickly become overburdened. This makes for some very tough choices as player movement will be very restricted and players will be unable to Fast Travel to previously explored areas of the map.
There is also the matter of needing to ensure that an adequate supply of food, beverages, and medicines are available to restore health as in a radiated area; even stopping for lunch can cause potential damage and mutations to happen.
There are numerous weapons available to players from crude Pipe Guns to more advanced energy weapons and machine guns and knives. I have found that Melee weapons such as an Axe or a Sledgehammer can do wonders as they do pack a solid punch but are slow and unyielding.
The map is extremely vast and filled with many areas to explore from old towns to hotels, shops, a mall, an airport, train stations, and pretty much anything else you would expect in a typical community.
One of the biggest issues in the game is the numerous bugs which hampered the game at launch. Bethesda has worked to fix them through several patches but issues still remain as I write this so players will have to understand that this is part of the game and being addressed but they will likely encounter issues along the way.
The game has taken a considerable amount of abuse for the state of the game at launch and while I freely admit there are issues; I have had a lot of fun playing the game and have logged a considerable amount of time in it. Despite the frustrations; I have been drawn back to the game time and again to play more. Players I have encountered have been generally helpful and friendly and the game has not become an open Free For All as the Bounty systems in place make it less appealing for players to pick off inexperienced players who are out minding their own business. Some higher-level players have been very generous in passing and have initiated trades to give me High-Level weapons even though I was not able to use them until I reached a higher level.
There are various Pop-Up events that happen where players can get some nice rewards and slipping into your Power Armor to take down a pack of Scorchers is always a fun experience.
In many ways this is one of the hardest reviews I have had to write as I can see how some people can be disappointed with the game and will take serious issues with the bugs and general direction. I also see the fun in the game and the progress being made with the updates and enjoy the game despite the issues. If you are patient and temper your expectations with the understanding that the game players have now is not the game they will have several months down the road, then Fallout 76 may be the escapist game you are looking for.
http://sknr.net/2018/12/31/fallout-76/

Lottie disney bookworm (1056 KP) rated Frozen 2: Dangerous Secrets: The Story of Iduna and Agnarr in Books
Dec 29, 2020
Dangerous Secrets is the greatly anticipated prequel to Frozen II which, for the first time in forever, shines the spotlight onto King Agnarr and Queen Iduna of Arendelle.
The 2019 film undoubtedly revealed some of these secrets, such as Iduna being Northuldra and saving Agnarr as a child as well as the two of them venturing to Ahtohallan to find the answers behind Elsa’s powers. Unfortunately, thanks to the film, we also know that they never completed their journey.
Cue Mari Mancusi who expertly bring the monarchs back to life through her writing and forms these little-known characters into best friends, young lovers and torn parents, always just trying to do the next right thing.
The back stories of Agnarr and Iduna are nothing short of brilliant: the reader meets both characters in the Enchanted Forest on the fateful day of the dam celebration and we experience the wonder of both worlds colliding, along with the following danger and confusion from a first-person perspective.
I thoroughly appreciated how Mari Mancusi didn’t have to explain what had happened between the Arendellian forces and the Northuldra: Mancusi knows that the reader already knows the true turn of events from the movie. All throughout Dangerous Secrets this “inside knowledge” is used beautifully: allowing us to experience events as our protagonists do, but without diluting the tension and excitement with explanations.
The reader grows up alongside the future King and Queen, seeing their friendship blossom and experiencing their respective heartbreaks and secrets. The Northuldra are widely believed to be enemies of Arendelle due to the King’s death and the rumours surrounding it. Iduna’s hardship of hiding her true identity is matched only by her grief of losing the only family she has ever known. Similarly, Agnarr has lost a father, his best friend General Matthias and now has to learn how to be a King. Even when they find solace in their friendship and the later romance that this grows into, Iduna is not royalty: their love is doomed from the start…isn’t it?
Regular readers of my reviews will know I loved Jen Calonita’s “Let it Go” but felt that towards the end the writing emulated the movie verbatim in places. I found Kamilla Benko’s “Forest of Shadows” interesting and unique but ultimately it tried too hard to insert different elements into the Frozen universe that we know and love.
In my opinion, Dangerous Secrets contains none of these criticisms.
Elements of the movie are included, of course they are! Agnarr and Iduna’s reading tree is taken straight out of Elsa’s/Ahtohallan’s ice memories; Oaken’s trading post and sauna is briefly mentioned as a rest stop during one of the couple’s adventures and the wonder of chocolate is something Elsa and Anna definitely inherited from their parents!
The difference with this novel is that any references to the movie are easter eggs: elements that we love to spot; they are not brash and in-your-face; they are subtle and add to the story rather than creating it entirely. For example, I loved the inclusion of Grand-Pabbie and the trolls. I also suspect we may have met Kristoff’s mother – perhaps opening the door to another book from Mari Mancusi?
Of course, Dangerous Secrets can only end with the fateful voyage made by the royal couple and, true to form, this made me cry my little heart out. I know from the author’s note that Mari Mancusi is a mother herself but I feel that I would have known this anyway through the sheer heartbreak she portrays through Iduna, and later Agnarr. From their first discovery of Elsa’s powers; to Anna’s accident; to acknowledging that they were endangering Elsa by asking her to “conceal, don’t feel” right up until the couple’s realisation that they will never see their daughters again: the writing is powerful, hard-hitting and, with Ahtohallan’s last gift, stunningly beautiful.
This is a five-star glimpse into the King and Queen of Arendelle and a must-read for any fan of Frozen.
Will Mancusi reveal the secret of the ice-gatherer woman’s identity next?
Only Ahtohallan knows.
The 2019 film undoubtedly revealed some of these secrets, such as Iduna being Northuldra and saving Agnarr as a child as well as the two of them venturing to Ahtohallan to find the answers behind Elsa’s powers. Unfortunately, thanks to the film, we also know that they never completed their journey.
Cue Mari Mancusi who expertly bring the monarchs back to life through her writing and forms these little-known characters into best friends, young lovers and torn parents, always just trying to do the next right thing.
The back stories of Agnarr and Iduna are nothing short of brilliant: the reader meets both characters in the Enchanted Forest on the fateful day of the dam celebration and we experience the wonder of both worlds colliding, along with the following danger and confusion from a first-person perspective.
I thoroughly appreciated how Mari Mancusi didn’t have to explain what had happened between the Arendellian forces and the Northuldra: Mancusi knows that the reader already knows the true turn of events from the movie. All throughout Dangerous Secrets this “inside knowledge” is used beautifully: allowing us to experience events as our protagonists do, but without diluting the tension and excitement with explanations.
The reader grows up alongside the future King and Queen, seeing their friendship blossom and experiencing their respective heartbreaks and secrets. The Northuldra are widely believed to be enemies of Arendelle due to the King’s death and the rumours surrounding it. Iduna’s hardship of hiding her true identity is matched only by her grief of losing the only family she has ever known. Similarly, Agnarr has lost a father, his best friend General Matthias and now has to learn how to be a King. Even when they find solace in their friendship and the later romance that this grows into, Iduna is not royalty: their love is doomed from the start…isn’t it?
Regular readers of my reviews will know I loved Jen Calonita’s “Let it Go” but felt that towards the end the writing emulated the movie verbatim in places. I found Kamilla Benko’s “Forest of Shadows” interesting and unique but ultimately it tried too hard to insert different elements into the Frozen universe that we know and love.
In my opinion, Dangerous Secrets contains none of these criticisms.
Elements of the movie are included, of course they are! Agnarr and Iduna’s reading tree is taken straight out of Elsa’s/Ahtohallan’s ice memories; Oaken’s trading post and sauna is briefly mentioned as a rest stop during one of the couple’s adventures and the wonder of chocolate is something Elsa and Anna definitely inherited from their parents!
The difference with this novel is that any references to the movie are easter eggs: elements that we love to spot; they are not brash and in-your-face; they are subtle and add to the story rather than creating it entirely. For example, I loved the inclusion of Grand-Pabbie and the trolls. I also suspect we may have met Kristoff’s mother – perhaps opening the door to another book from Mari Mancusi?
Of course, Dangerous Secrets can only end with the fateful voyage made by the royal couple and, true to form, this made me cry my little heart out. I know from the author’s note that Mari Mancusi is a mother herself but I feel that I would have known this anyway through the sheer heartbreak she portrays through Iduna, and later Agnarr. From their first discovery of Elsa’s powers; to Anna’s accident; to acknowledging that they were endangering Elsa by asking her to “conceal, don’t feel” right up until the couple’s realisation that they will never see their daughters again: the writing is powerful, hard-hitting and, with Ahtohallan’s last gift, stunningly beautiful.
This is a five-star glimpse into the King and Queen of Arendelle and a must-read for any fan of Frozen.
Will Mancusi reveal the secret of the ice-gatherer woman’s identity next?
Only Ahtohallan knows.

Ivana A. | Diary of Difference (1171 KP) rated By the Feet of Men in Books
Oct 5, 2020
<a href="https://amzn.to/2Wi7amb">Wishlist</a> | <a
<a href="https://diaryofdifference.com/">Blog</a> | <a href="https://www.facebook.com/diaryofdifference/">Facebook</a> | <a href="https://twitter.com/DiaryDifference">Twitter</a> | <a href="https://www.instagram.com/diaryofdifference/">Instagram</a> | <a href="https://www.pinterest.co.uk/diaryofdifference/pins/">Pinterest</a>
<img src="https://i0.wp.com/diaryofdifference.com/wp-content/uploads/2020/09/Book-Review-Banner-80.png?resize=768%2C432&ssl=1"/>
By the Feet of Men by Grant Price is a very good post-apocalyptic novel, full of adventures and danger. I am glad I got the chance to read and review this book. Thank you to the author, Grant Price, for sending me a copy of his book in exchange for my honest review.
<b><i>Synopsis:</i></b>
The book is set in a post-apocalyptic world, where the world’s population has been decimated by the Change, a chain reaction of events triggered by global warming. Governments have fallen and cities have crumbled. The productions have stopped. The Alps region, which contains the continent’s fresh water, has become a closed state with heavily fortified borders.
The ones that managed to survive cling on by trading through the Runners, truck drivers who deliver cargo and take a percentage. Two Runners, Cassady and Ghazi are called to deliver medical supplies to a research base deep in the Italian desert, where scientists claim to be building a machine that could reverse the effects of the Change.
On this journey they will be joined by a collection of other Runners, all of whom have something to prove and have a story of their own. Standing in their way are starving nomads, crumbling cities, hostile weather and a rogue state set to destroy the convoy. And there’s another problem: Cassady is close to losing his nerve.
<b><i>My Thoughts: </i></b>
The world building in By the Feet of Men is very interesting and very well described, especially the part about the Change and the Koalition. From the beginning, we get a very good idea of what kind of world we are living in now, from global warming, to the starving nomads, to how the Runners make a living. I think that was a very good introduction to the new normal that we are about to engage in.
I think perhaps due to the elaborate description, I found the beginning quite slow. The true adventure and road trip doesn’t start until halfway through the book. Once the adventure begins, though, many things happen in short spaces of time. The pacing is quite fast until the very end. The book contains brutal and graphic details, so it may contain a lot of trigger warnings and I wouldn’t recommend it for the faint hearted people.
I loved Cassady and Ghazi and really enjoyed their backstories.
The way how they made decisions based on their past experiences, which were sometimes very different. I love the constant battle they seem to have between what is right and wrong, when a decision has to be made quite fast to ensure their survival. Sometimes, their survival might mean leaving someone behind, and not both of them would agree that this is the right decision to be made. However, I think there is something much more difficult than making such a decision, and that’s living with the consequences.
Apart from the main characters, I had a very hard time remembering the other characters and their backstories. This made me annoyed a few times. I am very good at remembering side characters, and I usually prefer them to the main characters. However. this wasn’t the case for this book. And this is something that really bothers me.
I was quite intrigued about the ending.
I enjoyed it and I liked how it ended. My initial thoughts were that it was very realistic. It also had an ending that I haven’t seen too much explored in any post-apocalyptic fiction I’ve read or seen. I was a bit disappointed by the lack of explanation to some points. However, I think the main characters’ stories and experiences in the end of the book contributed to a balanced and emotional ending.
I definitely recommend By the Feet of Men to all fans of post-apocalyptic fiction. Something new and fresh, unexplored anywhere else and full of adventure and realistic brutality. I am sure you will enjoy it.
<a href="https://diaryofdifference.com/">Blog</a> | <a href="https://www.facebook.com/diaryofdifference/">Facebook</a> | <a href="https://twitter.com/DiaryDifference">Twitter</a> | <a href="https://www.instagram.com/diaryofdifference/">Instagram</a> | <a href="https://www.pinterest.co.uk/diaryofdifference/pins/">Pinterest</a>
<img src="https://i0.wp.com/diaryofdifference.com/wp-content/uploads/2020/09/Book-Review-Banner-80.png?resize=768%2C432&ssl=1"/>
By the Feet of Men by Grant Price is a very good post-apocalyptic novel, full of adventures and danger. I am glad I got the chance to read and review this book. Thank you to the author, Grant Price, for sending me a copy of his book in exchange for my honest review.
<b><i>Synopsis:</i></b>
The book is set in a post-apocalyptic world, where the world’s population has been decimated by the Change, a chain reaction of events triggered by global warming. Governments have fallen and cities have crumbled. The productions have stopped. The Alps region, which contains the continent’s fresh water, has become a closed state with heavily fortified borders.
The ones that managed to survive cling on by trading through the Runners, truck drivers who deliver cargo and take a percentage. Two Runners, Cassady and Ghazi are called to deliver medical supplies to a research base deep in the Italian desert, where scientists claim to be building a machine that could reverse the effects of the Change.
On this journey they will be joined by a collection of other Runners, all of whom have something to prove and have a story of their own. Standing in their way are starving nomads, crumbling cities, hostile weather and a rogue state set to destroy the convoy. And there’s another problem: Cassady is close to losing his nerve.
<b><i>My Thoughts: </i></b>
The world building in By the Feet of Men is very interesting and very well described, especially the part about the Change and the Koalition. From the beginning, we get a very good idea of what kind of world we are living in now, from global warming, to the starving nomads, to how the Runners make a living. I think that was a very good introduction to the new normal that we are about to engage in.
I think perhaps due to the elaborate description, I found the beginning quite slow. The true adventure and road trip doesn’t start until halfway through the book. Once the adventure begins, though, many things happen in short spaces of time. The pacing is quite fast until the very end. The book contains brutal and graphic details, so it may contain a lot of trigger warnings and I wouldn’t recommend it for the faint hearted people.
I loved Cassady and Ghazi and really enjoyed their backstories.
The way how they made decisions based on their past experiences, which were sometimes very different. I love the constant battle they seem to have between what is right and wrong, when a decision has to be made quite fast to ensure their survival. Sometimes, their survival might mean leaving someone behind, and not both of them would agree that this is the right decision to be made. However, I think there is something much more difficult than making such a decision, and that’s living with the consequences.
Apart from the main characters, I had a very hard time remembering the other characters and their backstories. This made me annoyed a few times. I am very good at remembering side characters, and I usually prefer them to the main characters. However. this wasn’t the case for this book. And this is something that really bothers me.
I was quite intrigued about the ending.
I enjoyed it and I liked how it ended. My initial thoughts were that it was very realistic. It also had an ending that I haven’t seen too much explored in any post-apocalyptic fiction I’ve read or seen. I was a bit disappointed by the lack of explanation to some points. However, I think the main characters’ stories and experiences in the end of the book contributed to a balanced and emotional ending.
I definitely recommend By the Feet of Men to all fans of post-apocalyptic fiction. Something new and fresh, unexplored anywhere else and full of adventure and realistic brutality. I am sure you will enjoy it.

Movie Metropolis (309 KP) rated Pokémon: Detective Pikachu (2019) in Movies
Jun 10, 2019
Totally Onix-pected
Before we begin, I must apologise for the bad pun, but if any franchise deserves a pun for their first live-action movie adaptation, it’s Pokémon. Growing up in 90s Britain, Pokémon was absolutely everywhere. You couldn’t turn a street corner without seeing Pikachu and his sidekick Ash (or should that be the other way around) emblazoned across every toy shop window or on every bus. It was a true phenomenon that took the world by storm like nothing else.
Fast forward to 2019 and perhaps even more impressively, Pokémon is still very much in people’s consciousness. The adorable Pocket Monsters, if we are referring to them with their full title, are still something of a cultural mainstay across the globe – yet true global box-office success has eluded them.
Enter Pokémon: Detective Pikachu. The first live-action movie from the universally loved series. It’s taken over 20 years to get to this point, but is the resulting film worth the wait? Or are we looking at yet another video game to move adaptation dud?
Ace detective Harry Goodman goes mysteriously missing, prompting his 21-year-old son, Tim (Justice Smith), to find out what happened. Aiding in the investigation is Harry’s former Pokémon partner, wise-cracking, adorable super-sleuth Detective Pikachu (Ryan Reynolds). Finding that they are uniquely equipped to work together, as Tim is the only human who can talk with Pikachu, they join forces to unravel the tangled mystery.
It was a peculiar choice for Warner Bros. and The Pokémon Company to adapt one of the lesser known video games in the franchise in which a talking Pikachu helps a young man solve the mystery of his missing father, but it ended up being a master stroke.
For those not familiar with Pokémon Red, Blue, Yellow etc, the film needs no introduction and no prerequisite of Pokémon knowledge, meaning it’s suitable for Pokémon fans and Pokémon novices.
What the movie does need however, is complete immersion. The central setting of Ryme City is a thriving metropolis in which Pocket Monster and human live alongside each other, free from the battles that brought the franchise universal success. It’s a bold move, putting aside what is essentially the main money-making aspect of the series, but it works well for the most part.
The creature designs are astounding, bringing these historically cartoon animals living and breathing into the 21stCentury
Director Rob Letterman (Goosebumps) creates a vibrant world that is as immersive as anything we’ve seen on the big screen in years. You feel a part of the adventure and to be frank, it took me back to my first experiences with the trading cards and the Gameboy games.
With charm, wit and heart on its side, Pokemon: Detective Pikachu is by far the best video game movie, although that’s not saying much. Jurassic World: Fallen Kingdom’s Justice Smith plays the lead role of Tim with gusto and true emotion and his character arc throughout the film is pleasingly well-written for a film in the genre. Bill Nighy adds some class to proceedings as wealthy businessman Howard Clifford and Ken Watanabe pops up now and then as a detective inspector.
But the main star is of course, Detective Pikachu himself. Ryan Reynolds takes to the role like a Magikarp to water and brings a little of his Deadpool magnetism to the portrayal. It shouldn’t work, but it really does and the humorous little mouse is a delight to spend the film with.
The cinematography too is lovely. John Mathieson, who worked on Robin Hood with Ridley Scott and X-Men: First Class brings to life stunning locations, filled with mystery and magic – and that’s everything you could ask for in a Pokémon movie. The special effects are on the whole, very good. With a reported budget of $150million, you can see where the money has been spent. The creature designs are astounding, bringing these historically cartoon animals living and breathing into the 21stCentury. There are a couple of lapses here and there, but nothing to write home about.
It’s not all good news. The plot is both predictable and nonsensical at the same time, especially towards the film’s climax. The thrill here is definitely not in the story but rather in the exceptional world the film-makers have built. Rumour has it that a sequel is already on the cards, and with a confidently filmed, funny and emotive first outing, the Pokémon franchise continues to be in good health.
Your move Sonic.
https://moviemetropolis.net/2019/05/10/pokemon-detective-pikachu-review-totally-onix-pected/
Fast forward to 2019 and perhaps even more impressively, Pokémon is still very much in people’s consciousness. The adorable Pocket Monsters, if we are referring to them with their full title, are still something of a cultural mainstay across the globe – yet true global box-office success has eluded them.
Enter Pokémon: Detective Pikachu. The first live-action movie from the universally loved series. It’s taken over 20 years to get to this point, but is the resulting film worth the wait? Or are we looking at yet another video game to move adaptation dud?
Ace detective Harry Goodman goes mysteriously missing, prompting his 21-year-old son, Tim (Justice Smith), to find out what happened. Aiding in the investigation is Harry’s former Pokémon partner, wise-cracking, adorable super-sleuth Detective Pikachu (Ryan Reynolds). Finding that they are uniquely equipped to work together, as Tim is the only human who can talk with Pikachu, they join forces to unravel the tangled mystery.
It was a peculiar choice for Warner Bros. and The Pokémon Company to adapt one of the lesser known video games in the franchise in which a talking Pikachu helps a young man solve the mystery of his missing father, but it ended up being a master stroke.
For those not familiar with Pokémon Red, Blue, Yellow etc, the film needs no introduction and no prerequisite of Pokémon knowledge, meaning it’s suitable for Pokémon fans and Pokémon novices.
What the movie does need however, is complete immersion. The central setting of Ryme City is a thriving metropolis in which Pocket Monster and human live alongside each other, free from the battles that brought the franchise universal success. It’s a bold move, putting aside what is essentially the main money-making aspect of the series, but it works well for the most part.
The creature designs are astounding, bringing these historically cartoon animals living and breathing into the 21stCentury
Director Rob Letterman (Goosebumps) creates a vibrant world that is as immersive as anything we’ve seen on the big screen in years. You feel a part of the adventure and to be frank, it took me back to my first experiences with the trading cards and the Gameboy games.
With charm, wit and heart on its side, Pokemon: Detective Pikachu is by far the best video game movie, although that’s not saying much. Jurassic World: Fallen Kingdom’s Justice Smith plays the lead role of Tim with gusto and true emotion and his character arc throughout the film is pleasingly well-written for a film in the genre. Bill Nighy adds some class to proceedings as wealthy businessman Howard Clifford and Ken Watanabe pops up now and then as a detective inspector.
But the main star is of course, Detective Pikachu himself. Ryan Reynolds takes to the role like a Magikarp to water and brings a little of his Deadpool magnetism to the portrayal. It shouldn’t work, but it really does and the humorous little mouse is a delight to spend the film with.
The cinematography too is lovely. John Mathieson, who worked on Robin Hood with Ridley Scott and X-Men: First Class brings to life stunning locations, filled with mystery and magic – and that’s everything you could ask for in a Pokémon movie. The special effects are on the whole, very good. With a reported budget of $150million, you can see where the money has been spent. The creature designs are astounding, bringing these historically cartoon animals living and breathing into the 21stCentury. There are a couple of lapses here and there, but nothing to write home about.
It’s not all good news. The plot is both predictable and nonsensical at the same time, especially towards the film’s climax. The thrill here is definitely not in the story but rather in the exceptional world the film-makers have built. Rumour has it that a sequel is already on the cards, and with a confidently filmed, funny and emotive first outing, the Pokémon franchise continues to be in good health.
Your move Sonic.
https://moviemetropolis.net/2019/05/10/pokemon-detective-pikachu-review-totally-onix-pected/

Purple Phoenix Games (2266 KP) rated Harbour in Tabletop Games
Dec 19, 2019
“Ugh, I have too much stone and not enough fish! What am I going to do, just magically convert this stone into fish?” In Harbour, the answer is YES. Harbour is a light economic, worker placement, set collection game with fantasy elements to spice up the theming. Your goal is to amass the most victory points at the end of the game and become the greatest Harbourmaster ever!
In Harbour, you control a gobleeple (I am really horrible at this, but it’s a meeple in the shape of a goblin) who travels around town visiting buildings to enact their special abilities. Using these abilities will help you amass goods whose value is ever-changing on a uniquely-designed market board. Knowing when to sell your wood and livestock to purchase buildings is the key factor to creating a strategic path to income and winning the game of Harbour.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. Furthermore, there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
To setup give each player a gobleeple of their color choice (I choose you, purple!), a player board of their choice – or randomly dealt, and one token of each good to later be placed on their warehouse spaces. Place the main market board in the middle of the table with one goods token per space on the market to indicate starting prices for each good. Have each player now assign goods to warehouse spaces not to exceed three total goods stored. Shuffle the main building cards and place out in a grid a number of cards equal to three plus the number of players (seven total in a four-player game). Determine the starting player and you are ready to begin!
On your turn you must move your gobleeple to another vacant building, even the starting one on your player mat, or another player’s built building (but you must pay them a good to do so). From there you may take advantage of any special abilities that building offers. It could be adjusting the prices of goods, trading one type of good for another, or allowing you to purchase buildings from the grid. Purchasing buildings brings the game closer to its end, as the end is triggered by a player purchasing their fourth building. The round continues until everyone has had equal amount of turns and the player with the highest VP in buildings wins! I will have you play the game to see the various abilities that each player mat and each building offer.
Components. This is a small game in a small box (ironically it’s a Scott Almes design – you know, of Tiny Epic fame). You are given lots of player mats that feature different characters and abilities that you can choose to emulate. These mats are great, laid out well, and have funny flavor text on them. Also included are the aforementioned painted wooden gobleeples in fun colors and with an even funner shrugging pose. To keep track of your goods and market values you use blocks with stickers applied. In addition to this is a giant stack of cards to represent the buildings you will be visiting and purchasing. I have sleeved mine and they all fit back in the box (even with a few promos included). Everything is of great quality. No problems at all for me, as per usual with Tasty Minstrel Games fare.
I do not own many market and economic games because usually they do not really interest me at all. I do have many worker placement games because I really enjoy the mechanic. This one, though, is special to me. It is one of the games I have Kickstarted that I feel really delivered and fires on all cylinders for me. Your opinions may vary if you have played it, but this game is an absolute gem. It is light, fast, and incredibly fun. There is a slight learning curve if you are not used to either economic or worker placement games, but after a few rounds it will all fall into place. If you are looking for a euro game in fun clothing, I highly recommend Harbour (and it’s a steal right now in stores). Purple Phoenix Games gives this one a rousing 10 / 12.
In Harbour, you control a gobleeple (I am really horrible at this, but it’s a meeple in the shape of a goblin) who travels around town visiting buildings to enact their special abilities. Using these abilities will help you amass goods whose value is ever-changing on a uniquely-designed market board. Knowing when to sell your wood and livestock to purchase buildings is the key factor to creating a strategic path to income and winning the game of Harbour.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. Furthermore, there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
To setup give each player a gobleeple of their color choice (I choose you, purple!), a player board of their choice – or randomly dealt, and one token of each good to later be placed on their warehouse spaces. Place the main market board in the middle of the table with one goods token per space on the market to indicate starting prices for each good. Have each player now assign goods to warehouse spaces not to exceed three total goods stored. Shuffle the main building cards and place out in a grid a number of cards equal to three plus the number of players (seven total in a four-player game). Determine the starting player and you are ready to begin!
On your turn you must move your gobleeple to another vacant building, even the starting one on your player mat, or another player’s built building (but you must pay them a good to do so). From there you may take advantage of any special abilities that building offers. It could be adjusting the prices of goods, trading one type of good for another, or allowing you to purchase buildings from the grid. Purchasing buildings brings the game closer to its end, as the end is triggered by a player purchasing their fourth building. The round continues until everyone has had equal amount of turns and the player with the highest VP in buildings wins! I will have you play the game to see the various abilities that each player mat and each building offer.
Components. This is a small game in a small box (ironically it’s a Scott Almes design – you know, of Tiny Epic fame). You are given lots of player mats that feature different characters and abilities that you can choose to emulate. These mats are great, laid out well, and have funny flavor text on them. Also included are the aforementioned painted wooden gobleeples in fun colors and with an even funner shrugging pose. To keep track of your goods and market values you use blocks with stickers applied. In addition to this is a giant stack of cards to represent the buildings you will be visiting and purchasing. I have sleeved mine and they all fit back in the box (even with a few promos included). Everything is of great quality. No problems at all for me, as per usual with Tasty Minstrel Games fare.
I do not own many market and economic games because usually they do not really interest me at all. I do have many worker placement games because I really enjoy the mechanic. This one, though, is special to me. It is one of the games I have Kickstarted that I feel really delivered and fires on all cylinders for me. Your opinions may vary if you have played it, but this game is an absolute gem. It is light, fast, and incredibly fun. There is a slight learning curve if you are not used to either economic or worker placement games, but after a few rounds it will all fall into place. If you are looking for a euro game in fun clothing, I highly recommend Harbour (and it’s a steal right now in stores). Purple Phoenix Games gives this one a rousing 10 / 12.

Purple Phoenix Games (2266 KP) rated Belfort in Tabletop Games
Jun 10, 2021
I don’t know if I have ever just come out and said it before, but I love worker placement games. I just adore the mechanic and if a game includes it, the chances of me liking it are quite good. Belfort is an older game now (almost 10 years old!) so does it still excite and deliver the goods when so many other great worker placement games have been produced since it debuted?
The winner of Belfort is the player who, at the end of seven rounds of play, earns the most Victory Points (VP). Players will earn victory points by having majority of buildings claimed within the five districts of Belfort. To claim a building, players will be shrewdly sending workers to mines, the forest, and various buildings and guilds of Belfort to recruit more workers and earn the ever-important buck to finance these buildings.
Setup is kind of a beast, so I won’t detail everything here. Similarly, I will not be detailing every rule in the book, as there are just too many. But, I will give a general flow of the game so readers may be able to decide if this is a game they must add to their collections.
Once the game is setup and player order is established, each player will complete their entire turn in player order. Players will have many choices available to them on their turn: place workers on various buildings they had previously built, place workers on guild tiles to access powerful abilities, recruit more workers, hire gnomes to unlock certain portions of buildings, gaining more building plans, visiting the trading post to exchange resources, transform normal workers into master workers, and lastly assign workers to gather resources (wood, stone, metal, and gold) in the forests and mines surrounding Belfort.
At certain times during the game players will score their efforts to move up (and down) the VP track. It is at the end of the third and final scoring that the game ends and a victor is crowned.
While this is a very broad and general description of the rules of Belfort, each option listed contains layers of strategic depth that, like all good worker placement games, limits the players’ abilities to go everywhere they like as workers are in limited supply. For those gamers who have never played a worker placement game, this is both excruciating and delicious.
Components. This game boasts way too many components for the box in which is barely contained. I say this with one complete expansion and the promo set of guild tiles included, and the latest expansion on the way. All of the components in this game are stellar. The cards are great. All the cardboard play mats and tiles are great. The worker components and all the wooden bits are super great, AND I didn’t even mind having to sticker my own workers. The best part about the components in Belfort is definitely the art. The team designed an excellent art style for this one, and seeing little hidden jokes within the art makes it all that more interesting to me.
So DOES it hold up after all these years? I think it does. Though I would not consider Belfort an “easy” game to learn, teach, or play at first, after a few rounds players generally catch on and begin to really weigh all their options. This is a great game for think-hungry gamers. This game is conversely a bane for all AP-prone players. I fall right in the middle, but lean towards faster play at the expense of my final score. But that’s the beauty of Belfort and of all worker placement games: there are so many choices that one could easily just try to play so that they visit every location at least once. Now, by doing this the players are also ignoring the true goal of the game: area majority within the districts of Belfort, but if a player isn’t as aggressive or victory-crazed, that’s not a bad thing.
For me, I love Belfort. A lot. Unfortunately for me, during this crazy COVID time, I will not be able to play it much, and was lucky to be able to pull it out recently again after not playing it for several years. But, I always look upon the box fondly and wish I could just bust it out any time I want. Maybe someday someone will create solo rules for it and I can enjoy it that way. My wife is not a fan, but also she’s not really a fan of games that are longer than an hour generally. I cherish this game, and am quite happy to have it in my collection.
The winner of Belfort is the player who, at the end of seven rounds of play, earns the most Victory Points (VP). Players will earn victory points by having majority of buildings claimed within the five districts of Belfort. To claim a building, players will be shrewdly sending workers to mines, the forest, and various buildings and guilds of Belfort to recruit more workers and earn the ever-important buck to finance these buildings.
Setup is kind of a beast, so I won’t detail everything here. Similarly, I will not be detailing every rule in the book, as there are just too many. But, I will give a general flow of the game so readers may be able to decide if this is a game they must add to their collections.
Once the game is setup and player order is established, each player will complete their entire turn in player order. Players will have many choices available to them on their turn: place workers on various buildings they had previously built, place workers on guild tiles to access powerful abilities, recruit more workers, hire gnomes to unlock certain portions of buildings, gaining more building plans, visiting the trading post to exchange resources, transform normal workers into master workers, and lastly assign workers to gather resources (wood, stone, metal, and gold) in the forests and mines surrounding Belfort.
At certain times during the game players will score their efforts to move up (and down) the VP track. It is at the end of the third and final scoring that the game ends and a victor is crowned.
While this is a very broad and general description of the rules of Belfort, each option listed contains layers of strategic depth that, like all good worker placement games, limits the players’ abilities to go everywhere they like as workers are in limited supply. For those gamers who have never played a worker placement game, this is both excruciating and delicious.
Components. This game boasts way too many components for the box in which is barely contained. I say this with one complete expansion and the promo set of guild tiles included, and the latest expansion on the way. All of the components in this game are stellar. The cards are great. All the cardboard play mats and tiles are great. The worker components and all the wooden bits are super great, AND I didn’t even mind having to sticker my own workers. The best part about the components in Belfort is definitely the art. The team designed an excellent art style for this one, and seeing little hidden jokes within the art makes it all that more interesting to me.
So DOES it hold up after all these years? I think it does. Though I would not consider Belfort an “easy” game to learn, teach, or play at first, after a few rounds players generally catch on and begin to really weigh all their options. This is a great game for think-hungry gamers. This game is conversely a bane for all AP-prone players. I fall right in the middle, but lean towards faster play at the expense of my final score. But that’s the beauty of Belfort and of all worker placement games: there are so many choices that one could easily just try to play so that they visit every location at least once. Now, by doing this the players are also ignoring the true goal of the game: area majority within the districts of Belfort, but if a player isn’t as aggressive or victory-crazed, that’s not a bad thing.
For me, I love Belfort. A lot. Unfortunately for me, during this crazy COVID time, I will not be able to play it much, and was lucky to be able to pull it out recently again after not playing it for several years. But, I always look upon the box fondly and wish I could just bust it out any time I want. Maybe someday someone will create solo rules for it and I can enjoy it that way. My wife is not a fan, but also she’s not really a fan of games that are longer than an hour generally. I cherish this game, and am quite happy to have it in my collection.

Amberley Yvonne Mackenzie (9 KP) rated the PlayStation 4 version of Fallout 76 in Video Games
Nov 27, 2018
Co-operative focus (3 more)
Exceptionally large game map
forced interaction with other realtime players
immersion in side quests and exploration
difficult in one player mode past level 12 (2 more)
occasionally repetitive
filled with glitches and bugs
Dystopian loneliness
"War... war never changes."
This instalment of the Fallout series sees us catapulted to West Virginia, an area never previously visited in the post nuclear armageddon indicative of the franchise. You begin as a lowly vault dweller and learn that Vault 76 is a control vault designed to open 25 years after the bombs have dropped and obliterated civilisation as we know it. the character creation is straight forward and the same in design as Fallout 4, infact, the whole game is the exact same as Fallout 4 with a few tweaks here and there so stepping out into Appalacia is easy with the same control system and feel to the game. The vault doesn't hold any surprises, fixed in place as a linear tutorial so the real game begins wandering out the big ol' vault door. Once free the sheer scale is apparent as you take in the horizon, a lush green forest stretches around and for a minute you feel almost like you've wandered into an Elder Scrolls game and not a Fallout instalment then you stumble upon your first Ghoul and you remember how unforgiving Fallout is as you're pummeled into oblivion since the 10mm pistol effectively equates to a peashooter at such low levels. So you dust yourself off and explore, levelling up as you go with a quirky new perk system based loosely on trading cards, now I've encountered other players grumbling about the perk system and I'll repeat the same here as I did there; they are interchangeable at any point, not only in the level up screen. So in other words don't be dissuaded. S.P.E.C.I.A.L attributes now have a cap of 15 however you stop earning points at level 50 so choose wisely. Online tools are avaliable to help choose your build that best suits your style of play. Another changed and quirky feature is the C.A.M.P, a play on Fallout 4's settlement building feature in which you can build your own personal campsite anywhere that's not too close to a settlement with plans for hundreds of pieces but a very low budget for items. I found out early on that your camp will literally only really be used for the essentials, workbenches, Cooking equipment, stash box and a bed with a few turrets to keep you safe whilst you sleep. Another unique feature is the stash box, with only 400lbs storage don't think about going anywhere with all those wonderglues! you find yourself in a constant loop of scrapping and bulking junk just to repair weapons and armour and EVERYTHING has weight, even ammo. Think Hardcore mode New Vegas on steroids, you need to eat, drink, you contract diseases and mutations. it's an eerily accurate depiction of post apocalyptia and a good lesson in self care, if you're starving or dehydrated you lose action points and the ability to run. Power armour in the game is essential but not avaliable till level 20, I wouldn't advise going to the South or east of the map until you have some as these areas have the highest level enemy's.
Speaking of enemies, Bethesda Game Studios has once again outdone themselves with the creation of complex new creatures and enemies. Due to the lack of NPC's, Raiders have been replaced by the Scorched, disease ridden humans liked in someway to the Scorchbeast, essentially a cut and paste dragon from Skyrim. there's also the previous selection of Ghouls, deathclaws, mole rats, feral mutts and Super Mutants with the lore of West Virginia found in the recreation of the Wendigo and Mothman. there's a few other new creatures but I'll leave that to you to discover.
The locations are stunning, it doesn't matter that it's on an older game engine, what bethesda have created is simply beautiful. In the Ash Heap to the south, a towering collosus of a mining machine in perfect detail stands 100ft above you and to the north of the map, a downed space station, everything recreated in stunning detail. Some of the sights are truly amazing.
Whilst Fallout 76 has had a lot of mixed reviews I can't say it's been a dissapointmet like some others, yes it heavily relies upon your interaction with other players so if you play solo it can seem a bit lonely and repetitive especially when doing the same events everyday but I went into the game knowing it was going to be different and that gave me another way to look at it objectively. Yes it needs more content but I can safely say, this game has so much potential and is another winner for Bethesda.
This instalment of the Fallout series sees us catapulted to West Virginia, an area never previously visited in the post nuclear armageddon indicative of the franchise. You begin as a lowly vault dweller and learn that Vault 76 is a control vault designed to open 25 years after the bombs have dropped and obliterated civilisation as we know it. the character creation is straight forward and the same in design as Fallout 4, infact, the whole game is the exact same as Fallout 4 with a few tweaks here and there so stepping out into Appalacia is easy with the same control system and feel to the game. The vault doesn't hold any surprises, fixed in place as a linear tutorial so the real game begins wandering out the big ol' vault door. Once free the sheer scale is apparent as you take in the horizon, a lush green forest stretches around and for a minute you feel almost like you've wandered into an Elder Scrolls game and not a Fallout instalment then you stumble upon your first Ghoul and you remember how unforgiving Fallout is as you're pummeled into oblivion since the 10mm pistol effectively equates to a peashooter at such low levels. So you dust yourself off and explore, levelling up as you go with a quirky new perk system based loosely on trading cards, now I've encountered other players grumbling about the perk system and I'll repeat the same here as I did there; they are interchangeable at any point, not only in the level up screen. So in other words don't be dissuaded. S.P.E.C.I.A.L attributes now have a cap of 15 however you stop earning points at level 50 so choose wisely. Online tools are avaliable to help choose your build that best suits your style of play. Another changed and quirky feature is the C.A.M.P, a play on Fallout 4's settlement building feature in which you can build your own personal campsite anywhere that's not too close to a settlement with plans for hundreds of pieces but a very low budget for items. I found out early on that your camp will literally only really be used for the essentials, workbenches, Cooking equipment, stash box and a bed with a few turrets to keep you safe whilst you sleep. Another unique feature is the stash box, with only 400lbs storage don't think about going anywhere with all those wonderglues! you find yourself in a constant loop of scrapping and bulking junk just to repair weapons and armour and EVERYTHING has weight, even ammo. Think Hardcore mode New Vegas on steroids, you need to eat, drink, you contract diseases and mutations. it's an eerily accurate depiction of post apocalyptia and a good lesson in self care, if you're starving or dehydrated you lose action points and the ability to run. Power armour in the game is essential but not avaliable till level 20, I wouldn't advise going to the South or east of the map until you have some as these areas have the highest level enemy's.
Speaking of enemies, Bethesda Game Studios has once again outdone themselves with the creation of complex new creatures and enemies. Due to the lack of NPC's, Raiders have been replaced by the Scorched, disease ridden humans liked in someway to the Scorchbeast, essentially a cut and paste dragon from Skyrim. there's also the previous selection of Ghouls, deathclaws, mole rats, feral mutts and Super Mutants with the lore of West Virginia found in the recreation of the Wendigo and Mothman. there's a few other new creatures but I'll leave that to you to discover.
The locations are stunning, it doesn't matter that it's on an older game engine, what bethesda have created is simply beautiful. In the Ash Heap to the south, a towering collosus of a mining machine in perfect detail stands 100ft above you and to the north of the map, a downed space station, everything recreated in stunning detail. Some of the sights are truly amazing.
Whilst Fallout 76 has had a lot of mixed reviews I can't say it's been a dissapointmet like some others, yes it heavily relies upon your interaction with other players so if you play solo it can seem a bit lonely and repetitive especially when doing the same events everyday but I went into the game knowing it was going to be different and that gave me another way to look at it objectively. Yes it needs more content but I can safely say, this game has so much potential and is another winner for Bethesda.

Purple Phoenix Games (2266 KP) rated Port Royal in Tabletop Games
Jun 12, 2019
Port Royal looks and sounds like a pirate-y game, but be warned – it’s not. It’s more about what gets done behind the scenes, in the port as you prepare to cast off on an adventure! You’ve got to hire a crew and trade with others to gather necesssry supplies. Put your bookkeeping to the test, and SEA if you’ve got what it takes. (See what I did there?)
Port Royal is the central hub for trading and commerce in the kingdom. Ships from distant countries come in to trade, and crew-members-for-hire wander the docks looking for work. Do you have what it takes to make a name for yourself in this bustling port? Put your bargaining skills to the test to find out!
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Port Royal is a card drafting game of press-your-luck in which players are trying to amass 12 or more Influence Points. Each turn is played in two phases: the Discovery Phase and the Trade and Hire Phase. During the Discovery Phase, the active player draws cards one at a time to create the Harbor for that turn. The cards revealed will either be Characters, Ships, Missions, or Tax cards. The active player can draw as many or as few cards as they would like, with one catch – if you reveal a ship with a flag matching one already in the Harbor, the turn is a bust and all cards are discarded! Think wisely before trying to push your luck when creating the Harbor! If you’re too risky, you could bust, but if you play it too safe, you won’t have many card choices for the next phase. During the Trade and Hire Phase, players interact with cards in the harbor. The number of cards players can take depends on the number of different ships in the Harbor. Players can hire characters by paying their hiring cost in gold, can discard ship cards and collect gold for performing a “trade,” or can complete Mission cards if they have the required symbols on their hired cards. The Discovery Phase is performed by the active player alone, but the Trade and Hire Phase can be performed by each player, in order, after the active player. If you decide to act on another player’s turn, you must pay them one gold coin. The game ends at the end of a round in which one player has amassed 12 or more Influence Points, collected from Character and Mission cards. The player with the most points wins!
One thing that I really like about Port Royal is that it’s a competitive game, but not a confrontational game. Besides paying to act on another player’s turn, there’s not a lot of player interaction, and as someone who can get pretty competitive, I really appreciate that. Yes, we are competing against each other, but with so little interaction, I’m more focused on my own strategy and cards than I am in trying to sabotage my fellow players. Another thing I like about Port Royal is the push-your-luck aspect of the Discovery Phase. I like it more than other push-your-luck games because all decisions are made by the active player – you’re not having to bluff or directly compete with another player when drawing your Harbor cards. It’s still a game of chicken, but against yourself. There’s still the element of push-your-luck, but it feels a little more safe than nerve-wracking.
All that being said, what I don’t like about Port Royal is the actual gameplay. Since there’s so little player interaction and the entire Discovery Phase is performed by one player alone, it feels like there’s a bit of downtime. Unless you’re the active player, you only get to act during half of every turn, so time is spent just sitting and watching other players. It ultimately all comes down to how quickly everyone performs their turns, but there’s just not a ton of engagement in my opinion. Don’t get me wrong – it’s a neat game. It just feels a little boring to play sometimes. It also takes some time to build up momentum to successfully execute a strategy. Everyone starts with 3 gold coins, but most cards cost more, and depending on when you get to act in the Trade and Hire Phase, any cards you could have afforded may already have been taken. So it might take several rounds before you’re able to really begin implementing a solid strategy, with the first few rounds just being a card-grab.
For the most part, I enjoy playing Port Royal. It’s mildly strategic, but the lack of interaction can make it feel a little stale sometimes. It’s not a game I pull out every single game night, but it’s one that I would most likely play if someone suggested it. Purple Phoenix Games gives Port Royal a buccaneer’s 7 / 12.
https://purplephoenixgames.wordpress.com/2019/04/16/port-royal-review/
Port Royal is the central hub for trading and commerce in the kingdom. Ships from distant countries come in to trade, and crew-members-for-hire wander the docks looking for work. Do you have what it takes to make a name for yourself in this bustling port? Put your bargaining skills to the test to find out!
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Port Royal is a card drafting game of press-your-luck in which players are trying to amass 12 or more Influence Points. Each turn is played in two phases: the Discovery Phase and the Trade and Hire Phase. During the Discovery Phase, the active player draws cards one at a time to create the Harbor for that turn. The cards revealed will either be Characters, Ships, Missions, or Tax cards. The active player can draw as many or as few cards as they would like, with one catch – if you reveal a ship with a flag matching one already in the Harbor, the turn is a bust and all cards are discarded! Think wisely before trying to push your luck when creating the Harbor! If you’re too risky, you could bust, but if you play it too safe, you won’t have many card choices for the next phase. During the Trade and Hire Phase, players interact with cards in the harbor. The number of cards players can take depends on the number of different ships in the Harbor. Players can hire characters by paying their hiring cost in gold, can discard ship cards and collect gold for performing a “trade,” or can complete Mission cards if they have the required symbols on their hired cards. The Discovery Phase is performed by the active player alone, but the Trade and Hire Phase can be performed by each player, in order, after the active player. If you decide to act on another player’s turn, you must pay them one gold coin. The game ends at the end of a round in which one player has amassed 12 or more Influence Points, collected from Character and Mission cards. The player with the most points wins!
One thing that I really like about Port Royal is that it’s a competitive game, but not a confrontational game. Besides paying to act on another player’s turn, there’s not a lot of player interaction, and as someone who can get pretty competitive, I really appreciate that. Yes, we are competing against each other, but with so little interaction, I’m more focused on my own strategy and cards than I am in trying to sabotage my fellow players. Another thing I like about Port Royal is the push-your-luck aspect of the Discovery Phase. I like it more than other push-your-luck games because all decisions are made by the active player – you’re not having to bluff or directly compete with another player when drawing your Harbor cards. It’s still a game of chicken, but against yourself. There’s still the element of push-your-luck, but it feels a little more safe than nerve-wracking.
All that being said, what I don’t like about Port Royal is the actual gameplay. Since there’s so little player interaction and the entire Discovery Phase is performed by one player alone, it feels like there’s a bit of downtime. Unless you’re the active player, you only get to act during half of every turn, so time is spent just sitting and watching other players. It ultimately all comes down to how quickly everyone performs their turns, but there’s just not a ton of engagement in my opinion. Don’t get me wrong – it’s a neat game. It just feels a little boring to play sometimes. It also takes some time to build up momentum to successfully execute a strategy. Everyone starts with 3 gold coins, but most cards cost more, and depending on when you get to act in the Trade and Hire Phase, any cards you could have afforded may already have been taken. So it might take several rounds before you’re able to really begin implementing a solid strategy, with the first few rounds just being a card-grab.
For the most part, I enjoy playing Port Royal. It’s mildly strategic, but the lack of interaction can make it feel a little stale sometimes. It’s not a game I pull out every single game night, but it’s one that I would most likely play if someone suggested it. Purple Phoenix Games gives Port Royal a buccaneer’s 7 / 12.
https://purplephoenixgames.wordpress.com/2019/04/16/port-royal-review/

Jordan Binkerd (567 KP) rated American Vampire, Vol. 6 in Books
Jul 21, 2019 (Updated Jul 21, 2019)
Not all the art works (for me) (1 more)
Adult content.... but if you made it this far in the series, that's not a surprise
Filler Anthology, but still fun...
Note: this review is transposted from my personal review blog, and so was originally written several years ago.
So, it has come to this. The sixth and latest collection of American Vampire comics. Now it’s not just my library’s slow acquisition policies holding me back, but the fact that there haven’t been any more published yet! Apparently the creators put the book on hiatus for a while, but they’ve at least started publishing again. I just have to wait for it to hit the collections….This particular collection is a couple of one-shots they put out in the meantime to keep our appetites whetted–one from the main American Vampire team, one with them letting a whole bunch of other comics creators play in their sandbox. Obviously, this review could spoil events from the previous collections.
First off, we have THE LONG ROAD TO HELL. Snyder and Albuquerque set out the story for this one together, with Albuquerque taking over to script and draw the story. Billy Bob and Jo are the Bonnie and Clyde of petty thieves, picking pockets by night to add to their stash. They’re hoping to have enough soon to cover the cost of renting a chapel, but one fateful encounter with a vampire coven recruitment team and everything changes…not for the better, I’m afraid. Jasper Miller is a young orphan, favorite target of a group of bullies. It seems that young Jasper is a very insightful young man, and some of what he knows makes these bullies very nervous, and he decides that the open road would be safer for him than the old orphanage. Vampire hunter Travis Kidd we’ve already met back in Vol. IV, and it’s good to see that he survived the ambush he willingly dove into at the end of that book. Seems to have picked up a katana somewhere in the interim too, which is always cool. Fate has these four on a collision course, and blood will be spilled by the time they reach the end of the road….
Moving on to the American Vampire Anthology, we open with the frame story by Snyder and Albuquerque. THE MAN COMES AROUND is set in 1967 as Skinner Sweet hides out in the middle of nowhere, hoping to avoid the major events he can sense just over the horizon. Seems there’s always someone trying to kill him, though…. Jason Aaron and Declan Shalvey then enlighten us as to what really happened on Roanoke Island in THE LOST COLONY. Here’s a hint, vampires were involved. We then move on to BLEEDING KANSAS, where Albuquerque puts down his pencil and takes a shot at writing the story, leaving the art to Ivo Milazzo. Set against that tumultuous time and place, Albuquerque and Milazzo set down for us a tale of what I can only assume are Henry Jones’ grandparents. Next up, Jeff Lemire and Ray Fawkes serve up a tale of terror in the frozen north with CANADIAN VAMPIRE as ex-Mountie-turned-bounty-hunter Jack Warhammer is hired to find out what happened to a German fur trading expedition missing in the wild. Becky Cloonan handles both the writing and art for GREED, starring Skinner Sweet and featuring his first encounter with those crazy folks who hail from a place called “Hollywood….” Francesco Francavilla then pulls the same trick for THE PRODUCERS, detailing the birth of a star as he makes a shady deal in exchange for fame and fortune. Gail Simone and Tula Lotay treat us to Hattie Hargrove’s origin story in ESSENCE OF LIFE, showing us just what happened to her that made her willing to screw over her best friend in the world. Gabriel Ba and Fabio Moon share both the writing and artist credits for LAST NIGHT, as a lounge singer describes to a reporter the events leading up to the previous evening’s massacre at the club. Finally, Greg Rucka and JP Leon tell the tale of a dying drunk and the lowlifes who try and shanghai him in PORTLAND, 1940.
On the whole, I really enjoyed this as per the usual for this series. The writing was stellar, and the anthology format really served well for the world being depicted. As with any comics anthology, there’s a wide variety of artistic styles represented, and some of those styles I’m not really a fan of, but that’s largely a matter of taste. I could sit here and tell you that I really wasn’t a fan of Ivo Milazzo’s art on BLEEDING KANSAS (which is true), but the next guy might have loved it. I could laud Tula Lotay’s work on ESSENCE OF LIFE (also true), but the next guy may not have been a fan. That’s kind of how it works–peoples’ tastes are pretty subjective. I did enjoy getting into Hattie’s head a bit more than we were able to back when she was introduced, and Skinner Sweet’s adventures are always fun–I’ve mentioned before my weakness for antiheroes. As a historian, Roanoke’s lost colony is always a fascinating topic, and a number of the plot twists contained here were very satisfying if not always surprising. I really can’t wait for the next volume to come out so I can see the payoff to some of the plot threads being set up both here and in the teaser from the end of volume V….
CONTENT: R-rated language. Brutal, bloody vampire violence–these aren’t sparkly, angst-ridden pretty boys, these are monsters through and through. Some explicit and implicit sexual content, including what more or less constitutes a rape. No real occult content, as there isn’t a spiritual element to this version of vampirism.
Original review link: https://jordanbinkerd.wordpress.com/2014/08/15/review-american-vampire-volume-vi-by-scott-snyder-rafael-albuquerque/
So, it has come to this. The sixth and latest collection of American Vampire comics. Now it’s not just my library’s slow acquisition policies holding me back, but the fact that there haven’t been any more published yet! Apparently the creators put the book on hiatus for a while, but they’ve at least started publishing again. I just have to wait for it to hit the collections….This particular collection is a couple of one-shots they put out in the meantime to keep our appetites whetted–one from the main American Vampire team, one with them letting a whole bunch of other comics creators play in their sandbox. Obviously, this review could spoil events from the previous collections.
First off, we have THE LONG ROAD TO HELL. Snyder and Albuquerque set out the story for this one together, with Albuquerque taking over to script and draw the story. Billy Bob and Jo are the Bonnie and Clyde of petty thieves, picking pockets by night to add to their stash. They’re hoping to have enough soon to cover the cost of renting a chapel, but one fateful encounter with a vampire coven recruitment team and everything changes…not for the better, I’m afraid. Jasper Miller is a young orphan, favorite target of a group of bullies. It seems that young Jasper is a very insightful young man, and some of what he knows makes these bullies very nervous, and he decides that the open road would be safer for him than the old orphanage. Vampire hunter Travis Kidd we’ve already met back in Vol. IV, and it’s good to see that he survived the ambush he willingly dove into at the end of that book. Seems to have picked up a katana somewhere in the interim too, which is always cool. Fate has these four on a collision course, and blood will be spilled by the time they reach the end of the road….
Moving on to the American Vampire Anthology, we open with the frame story by Snyder and Albuquerque. THE MAN COMES AROUND is set in 1967 as Skinner Sweet hides out in the middle of nowhere, hoping to avoid the major events he can sense just over the horizon. Seems there’s always someone trying to kill him, though…. Jason Aaron and Declan Shalvey then enlighten us as to what really happened on Roanoke Island in THE LOST COLONY. Here’s a hint, vampires were involved. We then move on to BLEEDING KANSAS, where Albuquerque puts down his pencil and takes a shot at writing the story, leaving the art to Ivo Milazzo. Set against that tumultuous time and place, Albuquerque and Milazzo set down for us a tale of what I can only assume are Henry Jones’ grandparents. Next up, Jeff Lemire and Ray Fawkes serve up a tale of terror in the frozen north with CANADIAN VAMPIRE as ex-Mountie-turned-bounty-hunter Jack Warhammer is hired to find out what happened to a German fur trading expedition missing in the wild. Becky Cloonan handles both the writing and art for GREED, starring Skinner Sweet and featuring his first encounter with those crazy folks who hail from a place called “Hollywood….” Francesco Francavilla then pulls the same trick for THE PRODUCERS, detailing the birth of a star as he makes a shady deal in exchange for fame and fortune. Gail Simone and Tula Lotay treat us to Hattie Hargrove’s origin story in ESSENCE OF LIFE, showing us just what happened to her that made her willing to screw over her best friend in the world. Gabriel Ba and Fabio Moon share both the writing and artist credits for LAST NIGHT, as a lounge singer describes to a reporter the events leading up to the previous evening’s massacre at the club. Finally, Greg Rucka and JP Leon tell the tale of a dying drunk and the lowlifes who try and shanghai him in PORTLAND, 1940.
On the whole, I really enjoyed this as per the usual for this series. The writing was stellar, and the anthology format really served well for the world being depicted. As with any comics anthology, there’s a wide variety of artistic styles represented, and some of those styles I’m not really a fan of, but that’s largely a matter of taste. I could sit here and tell you that I really wasn’t a fan of Ivo Milazzo’s art on BLEEDING KANSAS (which is true), but the next guy might have loved it. I could laud Tula Lotay’s work on ESSENCE OF LIFE (also true), but the next guy may not have been a fan. That’s kind of how it works–peoples’ tastes are pretty subjective. I did enjoy getting into Hattie’s head a bit more than we were able to back when she was introduced, and Skinner Sweet’s adventures are always fun–I’ve mentioned before my weakness for antiheroes. As a historian, Roanoke’s lost colony is always a fascinating topic, and a number of the plot twists contained here were very satisfying if not always surprising. I really can’t wait for the next volume to come out so I can see the payoff to some of the plot threads being set up both here and in the teaser from the end of volume V….
CONTENT: R-rated language. Brutal, bloody vampire violence–these aren’t sparkly, angst-ridden pretty boys, these are monsters through and through. Some explicit and implicit sexual content, including what more or less constitutes a rape. No real occult content, as there isn’t a spiritual element to this version of vampirism.
Original review link: https://jordanbinkerd.wordpress.com/2014/08/15/review-american-vampire-volume-vi-by-scott-snyder-rafael-albuquerque/