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Tetris: The Card Game
Tetris: The Card Game
2011 | Abstract Strategy, Card Game, Video Game Theme
One of the first video games I can remember playing is Tetris. The colorful Tetrominoes, the catchy theme music, the excitement (and anxiety!) as the speed gradually increases – what isn’t there to love? Tetris is an addicting game that has withstood the test of time, so I was extremely excited when I was gifted Tetris: The Card Game. Does the card version have a foothold in the Tetris fandom? Or does it fail to complete any rows in the matrix? (Haha, see what I did there?)

Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.


A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.


Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.

Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.
  
Daring Dustbunnies
Daring Dustbunnies
2019 | Bluff, Card Game, Racing
I have never once entertained the thought that every time I run the vacuum cleaner I may be sucking up fluffballs that are psychically linked to magical beings. Why have I never thought of this before learning of this game’s existence? What kind of egocentric human am I?? Well no more! I now care about each pile of dust accumulating under my couches and will strive to keep them there as long as I can. Or at least as long as my wife allows.

Daring Dustbunnies is a card-driven racing game for two to five players. In it players assume the roles of mystical rabbits whose fate is linked to colored fluffballs attempting to get close to the vacuum without being sucked up into it. Through timely card play the mystical hares can eke out a win or suffer the ultimate fate of being sucked into the evil Hoover (not a sponsor) of death.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T


To setup place the Start tile and Vacuum tile on the table with room tiles between depending on the number of players. The gold, silver, and bronze medals, all six fluffballeeples, cat, and dog tokens will be placed on or near the modular board. Each player will be dealt two character cards, choosing one to represent themselves and the other to be flipped as a resource and Fate token organizer. Fate tokens are dealt to each player. The players will look at the Fate cards and then place them face-down on their inactive character tile. Each player receives one Wire token, three starting Static tokens, and four Move cards. The remaining Move cards and Charms cards are to be shuffled and set in decks near the board. The player who last used a vacuum will be the starting player and the game may begin!
On a turn the active player will choose one of their Move cards to play and resolve. Move cards typically show a numeric value and color of fluffball to be moved. Should the player throw a 1 of Pink, then the pink fluffballeeple is moved one space closer to the vacuum tile. If there are no other fluffballs on this space the player will perform the space’s special action. This could include playing an extra Move card, flipping the top Move card and resolving, dumping a Move card from hand, taking or giving a Move card from hand from/to another player, or moving another fluffball one space forward. If a fluffball lands on a space containing another fluffball the moving fluff instead receives a number of Static tokens equal to the number of other fluffballs on the space.

Some Move cards do not move fluffballs. Instead they may activate the Cat or Dog, which forces fluffballs either toward the vacuum or away from it, respectively (darn cats). Some cards are Talismans which force the active player to reveal their Fate card for the remainder of the round. This is important because maneuvering fluffballs in order to keep their own Fated fluff free from the vacuum is a perilous task for the player. Once their Fate token is revealed other players may then focus Move on that color fluff in order to knock out its player for the round.

Once a fluffball approaches the vacuum tile and is forced to move into it, the fluffball stops at the Tube of Destiny. Within this tube fluffballs are able to be saved with savvy cardplay, but one more Move card played matching the fluffball’s color is a death sentence to to the Bag of Beyond. Fluffballs in the Bag may not be saved by any means.

Ways a fluffball can be saved from the Tube are by Charm cards, Wire tokens, and character special abilities (possibly). Charm cards may be played before or after a Move card has been played on any turn. They are powered by Static tokens (game currency) and can offer a multitude of special powers. Wire tokens are provided at game setup and can move a fluffball backwards (away from the vacuum) for a cost of ALL the player’s Static. All characters will have special abilities printed on their character tiles, and are able to be used once per round. As each game lasts three rounds, these are very powerful.


Play continues with each player taking turns playing their cards, using Charms and special abilities, and refilling their hand of cards once all cards in hand have been played until all end of round conditions are met. The fluffball closest to the vacuum without being inside it is awarded a Gold medal, the next closest the Silver, and next closest the Bronze. At the end of three rounds players compare numbers of medals won and determine the winner!
Components. I want to start by saying I absolutely adore the theme and art style of this game. How quirky and wonderful is this theme? And it is so colorful and stinking cute! I just smile a giddy smile every time I play this because I am just having so much fun getting into the theme and using the components. That said, this game uses a lot of different components and the quality is very very good across the board. The only real minor quibble I have is the design of the Static tokens. They are supposed to be placed below the Fate token on the backside of the character tile, but that area of the tile coupled with the busy Static token design sometimes causes my eyes to go a little funny. It’s very busy-on-busy. If only one item was busy and the other a little more plain I would be completely happy with the components.

The gameplay is very unique and enjoyable. Yes, I know several games that use cardplay to move tokens along a race track. But usually in games like that the goal is to be the first across the finish line. Here the player wants their linked fluffball to be closest to the finish line without actually passing it. This little twist is something I very much appreciate and causes players to adopt different strategies than one might normally utilize.

The different special powers of the characters and Charms cards are also aspects that help raise this game’s favor. Add in the abilities of the Cat and Dog and now there are so many options for players to choose as they play the game. I know Andy Hopwood, designer, takes pride in his ability to offer games with familiar playability but with a twist. Daring Dustbunnies is no different, but is also quite a bit different than what I was expecting.

I happen to very much love this game. My 4-year-old son and I also play a watered-down version of the game without the special powers and Charms (because he can’t read yet), and he absolutely adores it. In fact, my boy enjoys just carrying the vacuum tile around the house as he would a treasured stuffie. If THAT doesn’t say “great game,” I don’t know what does.

Wait, yes I do know what does. I can say it. Daring Dustbunnies is a great game! As I am learning more about Andy Hopwood’s games I am starting to appreciate the wonderful designs and this one is one of his best, in my opinion. If you are looking for a cute and excellent game with an inventive theme and familiar gameplay, but with a twist, then you need to look into Daring Dustbunnies. Purple Phoenix Games gives this one a frantically Fated 16 / 18. Play it with your littles. Play it with your significant other(s). Play it with family and friends. I have a feeling all will enjoy it.
  
Unearthly
Unearthly
Cynthia Hand | 2017 | Young Adult (YA)
9
8.8 (10 Ratings)
Book Rating
The characters, the writing, the plot (0 more)
Couldn't wait for the next installment (0 more)
Ethereal and Intelligent
Contains spoilers, click to show
Clara Gardener has a vision, and a purpose. Her realizing that purpose is the main focus of the tale Unearthly. Clara has been blessed: she is genetically one quarter angel. And being part angel is more common than one might think. Clara has a brother, also an angel-blood. She also has a life in California before fate and the story take us to Wyoming.

The focus of Clara’s vision is a young lad named Christian Prescott, who is the McDreamy of Jackson Hole High School. In the vision, they meet and she flies him away from a raging forest fire. Part of the book is devoted to the mystery surrounding this seemingly simple supernatural event. The other parts have Clara honing her holier skills, such as flying.

Clara definitely has feelings for Christian. These feelings are complex because of his place in her alleged destiny. Yet there’s another boy threatening to capture her attention, potentially putting her purpose in jeopardy.

I found this book to be very insightful. Elements of the plot hearken back to a time when I was young and thought love could change everything. Hand easily incorporates elements of teenage angst and high school life without ever being cliché. The book touches on the aspect of religion without going overboard and drowning the reader in dogma. The idea of God is discussed, but not dissected. I applaud the author’s decision not to be so heavy-handed in this regard.

Hand evokes beautiful imagery, especially in her descriptions of the angels’ wings. The descriptions of the Wyoming scenery are also beautiful. The narrative informs us of the basics of angelology without getting too terribly geeky. The plot thickens with every chapter, and Hand’s descriptive writing style helps keep the reader engaged. There is a bit of a plot twist at the end. That, and the artfully crafted love triangle, will leave you anxiously awaiting the next book in the trilogy.

This book is a must-read for anyone who’s ever considered liking Twilight. The plot is in a bit of the same vein, as this book falls into the paranormal romance genre. But the descriptions of Clara’s experiences are far more intense and thought-provoking. The vision of Clara’s purpose mystifies and overwhelms her at times, and also makes her infinitely more interesting a heroine than Bella Swan.

In the end, it seems even those with vision do not have all of the answers. I am elated to see the author’s success and look forward to passing these books down to my daughter.
  
You're Next (2013)
You're Next (2013)
2013 | Drama, Horror, Mystery
EVERYTHING!!!!! (0 more)
One fucked up family gathering... Hey, who invited the sheep??
Contains spoilers, click to show
When I sing the praises of a movie in it's entirety, people who read my reviews know I think it's amazing.
First things first, let me get the blowing the writer put of the way... Simon Barrett is a God amongst horror writers. He brings you to the edge, makes you think you know what's going on and then drives a stake through you beliefs like Van Helsing...
Your typical home invasion movie turns into a sinister and diabolical insurance scam that deflates the typical nature of this formerly typical plotline... I know, I'm saying typical alot...fuckin bite me.
Adam Wingard is an absolutely kick-ass director who I personally have watched grow in the genre, and who I have come to trust when it comes to picking a film out... Regardless of what people say, had Death Note not been a successful anime series before he took the helm of the movie, it would've been glorified as a work or horror/fantasy art.
Take your (that word again) typical upper class family, stick them in a deserted home for a family get together. Add another horror director, Ti West, and Wingard and Barrett's favorite actors... Joe Swanberg, A.J. Bowen and Amy Seimetz... Dash in some Australian hottie, Sharni Vinson. And add one of the most amazing Scream Queens to ever grace the screen, Barbara Crampton. And chuck in some relative nobodies for fodder and you have the ingredients for a wild ride.
You're Next appeals to me because home invasions happen. It has a reality to it that can be matched by 2008's The Strangers and a more recent addition, Hush.
This movie delivers on all fronts.
The Killers are a band of ex Marines who are contracted but an unlikely source to carry out the deaths of rich mom and dad.
The children in the family are the height of dysfunctional, thus proving money can't buy you sanity.
And the twist in this movie proves that secrets can be hidden well in a script if the proper distractions are in place.
One thing I'd like to add before I end this is the masks work by the Killers are straight creepy. Whoever thought to put them in those is genius. And they made for some great marketing posters and internet spots.
Simple flat white masks that have not scared me to death since I was a child and seen the iconic Michael Myers for the first time.
Barrett and Wingard make movies that are more reality based and that scare the bejesus out of you.
Check out A Horrible Way to Die if you don't believe me. It will not disappoint.
  
Crown of Midnight
Crown of Midnight
Sarah J. Maas | 2013 | Science Fiction/Fantasy, Young Adult (YA)
8
9.1 (48 Ratings)
Book Rating
Crown of Midnight was a wonderful sequel - it improved on pretty much everything from the first book.

Celaena doesn't really do much assassination? Now she's the King's Champion, and it's her job. <spoiler>Well, okay - maybe there's still not too much assassination going on. But there's definitely more action!</spoiler>

That pesky love triangle gets completely done away with (which makes me question why it was an issue in the first place, aside from being there to create drama), and in its place a believable, sweet romance is started.

(I am Team Chaol. All the way.)

Dorian actually grows as a character, and is more than just a stereotypical womanizer.

Even the scope of the story is larger. Where the first book was primarily centered around the castle, Crown of Midnight actually gives us a look at the city. Or, well, certain parts of it, at any rate. And while the threat is still the same vague threat as the first book, by the end, things start to fall into place about what exactly happened ten years ago, and where magic disappeared to.

I really enjoyed this one, which was nice, given my lukewarm feelings about the first book in the series. A good portion of my change of opinion is because of the growth of Dorian and Chaol - particularly Chaol.

I am a sucker for many things in fantasy. I love a good assassin. I love magic, especially when the magic system is well thought out. I love thieves. And I also love loyal knights who have to deal with the bombshell of finding out that everything they thought they were protecting was a lie.

Just watching Chaol fight to reconcile his old loyalties and what he grew up believing with what he now knows to be the truth was beautiful. He goes through an amazing amount of character development, and is easily the most complex character in the story. (Which is why I'm Team Chaol. Even though Celaena doesn't really deserve him.)

He actually reminded me a lot of Darres, from the [b:Vampire Game, Volume 01|282294|Vampire Game, Volume 01|JUDAL|https://d.gr-assets.com/books/1343116853s/282294.jpg|273847] manga. Dang it. I need to reread that entire series.

Unfortunately, Celaena stopped me from absolutely adoring this book. She didn't grow very much as a character - in places she actually seemed to regress - and the "twist" was painfully predictable. Even if I hadn't guessed it back at the start of the first book, based on the type of story this is, there's more than enough to pick up on what's going on.

So my reaction was less, <i>"GASP!!!"</i> and more, <i>"Why has nobody else figured this out???"</i>

Especially the king. You'd think he'd be all over that.
  
Little Darlings
Little Darlings
Melanie Golding | 2018 | Fiction & Poetry, Horror, Thriller
8
7.8 (6 Ratings)
Book Rating
I looked at Melanie Golding’s debut novel, Little Darlings, several times on NetGalley before I decided to click the read now button, and after spending the whole day reading it, I’m certainly glad I did. I’m not a mother myself, but Golding’s prose brings to life the very real concerns that any parent faces: the fear of losing their children. In this beautifully written book, readers are introduced to a deliciously dark fairytale, alongside the ultimate horror a parent can encounter.

Lauren Tranter is a new mother to beautiful twin boys. Cautious and brimming with worries common to becoming a parent, she finds herself quickly in a predicament: a woman has shown up at the maternity ward, demanding Lauren’s children in exchange for her own. When Lauren refuses, things quickly become murky and, when her children go missing at the park, her life is turned upside down.

I have a bit of a tumultuous relationship with a few of the characters in this book, and it’s a bit difficult to really nail down how I feel about them. For the most part, I absolutely adore Lauren–perhaps because I feel she’s portrayed exceptionally. Her husband, on the other hand, I can’t stand. Arrogant and self-centered, all Patrick seems to care about is himself. The detective, Jo Harper, falls squarely in between these two. Coming off as unlikable early on, she quickly finds her way into the reader’s heart with her go get ’em attitude. In part, it’s because of her noble desire to get to the bottom of things: to determine whether or not Lauren is mad, or if there might be some truth to what the new mother is saying.

Golding’s command of language lends a dark atmosphere to her novel. With excerpts from tales on changelings spaced throughout the book, she creates a deeply disturbing reality, where as a reader I found myself questioning everything. She simultaneously makes both sides of the plot’s story, that is Lauren’s side and the side conducting the investigation into the attempted abduction of her children, equally believable. I’m still asking questions, even after finishing the book. Oh, and the things uncovered toward the end of the book adds a delicious twist on top of Lauren’s plight.

Little Darlings is a wonderful read, and I read the majority of it in one sitting. It starts out a bit slowly, but once things begin picking up, Golding’s style drives the story forward at break-neck speed. After reading this, I was thrilled to discover it’s already been optioned for a film and I eagerly await its release. This book is definitely a must read for fans of psychological thrillers.

I’d like to thank NetGalley and Crooked Lane Books for providing me with a free copy of this book in exchange for an honest review.
  
The Wicker Man (1973)
The Wicker Man (1973)
1973 | Horror, Mystery
Come. It is time to keep your appointment with the Wicker Man.
Though we never even lay eyes on it until the final few moments of the film, the Wicker Man, both as pagan image and classic horror flick, has become an icon of the genre.

But if you are expecting some dimly lit, slow burn slasher movie, then you will be sorely disappointed. The Wicker Man spends most of its runtime, which varies from its various versions, Theatrical, Director’s and Final Cuts, providing us with a pretty decent, if not disturbing insight into paganism.

Or more over, Paganism verses Christianity. Both spiritual, both magical, yet one is fun and the other is boring. The virgin sacrifice by the sexually liberated heathens is played out brilliantly.

The beauty here is that the final twist is so well conceived and executed throughout the entire film that even though most of us know the ending whether we have seen the film or not, it is not spoiled by that foreknowledge.

It is a kin to the previously released Planet Of The Apes (1968) or the much later Sixth Sense (1999). Both spin out complex genre tales which culminate in “that ending”. But in this case, Edward Woodward delivers a chilling performance in the finale, as he is taken to his death, locked inside the burning Wicker Man to be sacrificed in order to restore the poor harvest of the previous year.

“Don’t you see that killing me is not going to bring back your apples?”

But Woodward’s character is a devout Christian and he has only his faith and a dogged view of the world to aide him. Unable to accept the seemingly free spirited community in which his finds himself, one where sex is commonplace as he himself is still a virgin.

On the other hand there is Lord Summerisle, Christopher Lee, who steals the show as per usual as the charismatic leader of the this pagan community and the descendant of a lord who routed Christianity from the Highland Island a century before.

But whilst on the surface it may seem like a rather academic subject, the film is a trippy 1970’s sexploitation movie in many ways. Some of the sex and violence fits in well with plot but other moments, such as the nude dance by Britt Ekland, though actually doubled by Lorraine Peters is a prime example of a needless, if not memorable sequence.

Overall, The Wicker Man is low budget British movie of the 1970’s and one which has endured to earn it’s classic status, by meeting the main criteria of being smart, engaging and visually compelling, along with several standout performances throughout.
  
40x40

Andy K (10823 KP) Feb 18, 2019

A classic!

40x40

Ross (3284 KP) rated Perfect Crime in Books

Feb 19, 2019 (Updated Feb 19, 2019)  
Perfect Crime
Perfect Crime
Helen Fields | 2019 | Crime
8
8.0 (1 Ratings)
Book Rating
More tense, gripping crime set in Edinburgh
*** Disclosure - I received a free advance copy of this book from the publishers and NetGalley in exchange for an honest review ***


The 5th book in the increasingly badly titled "DI Luc Callanach" series (he is hardly in this one!) follows much the same template as the other 4 books. A body is found in mysterious circumstances, here it is the body of a young man who appears to have thrown himself from the top of a tower in East Lothian. Soon thereafter, other bodies start to turn up, all looking like suicides or are people who had previously tried to commit suicide. At the same time, another body turns up, this time with a personal connection to one DI Callanach. So again we have the two investigations running in parallel. Though because of the apparent connection, the eponymous DI Callanach is taken off active duty and is largely absent for the second half of the book.
The main investigation is interesting: someone taking against those who do not value their life and have tried to end it in the past, and he decides to end it for them. However, there is a twist along the way that just did not feel right. For this murderer to suddenly become a Red Dragon-style character was somewhat at odds with the story at that point.
The lesser investigation was more interesting as there was so much evidence suggesting Callanach committed the murder, though we believed he hadn't.
As with previous books, a story written in Edinburgh (or other cities with an identity) by someone who doesn't live there has a good chance of missing the mark with the dialogue. People we are led to believe are proper sumbags do not come across as that, their phrasing is just so wrong. I had found this in the previous books, where incidental characters had no discernible voice or characteristics and were just vanilla plot devices.
Similarly, the murderer at one point uses a phrase no Scotsman has ever uttered and that took me right out of the book.
The plot is more or less faultless, with all events and motives seeming plausible, except one issue right at the end where an item of evidence was so mis-handled as to be laughable, but served the plot perfectly.
On the whole, this was a good enjoyable read, but I had guessed the identities of the murderers quite early on. Far from original and moments that just felt like clangers.
I am guessing this is almost the last we'll see of Luc Callanach, who has (rightly) been relegated to support cast from book 2, in favour of the strong, better-defined, female character.
  
Chitty Chitty Bang Bang (1968)
Chitty Chitty Bang Bang (1968)
1968 | Family, Musical, Sci-Fi
Contains spoilers, click to show
This was the first time that I've seen this children's classic since I was a child, and I suppose that I'd hoped that it would live up to its reputation. In all fairness though, I din't like it that much when I was a child, if I'm honest and my children, though some DO like it, others seemed to have mixed feelings. At best, it's likable but never lovable and at worst, it just isn't liked at all.

So, as an adult I watched this loose adaptation of James Bond's, Ian Flemming's novel, with every good intention, but in the end was left disappointed. Firstly, at 2 hours and 20 minutes long, it feels like an epic, and a completely unnecessary one at that. Its intermission is turned into a Batfink or Adam West's Batman styled cliffhanger rather than a thematic or narrative break that it traditionally should have been, even going so far as to recap the action in the second act!

The songs weren't great either, generally bordering on tedium rather than holding my interest. The story seems to be a little off kilter too, with a seemingly fatal crash destroying the eponymous car before its eventual restoration by Dick van Dyke. This was the culmination of a five-minute title sequence showcasing the early Grand Prix's of 1907 and '08 which for a family film seemed to drag somewhat.

But after an hour of songs and character development, we finally take off in the flying car to the fantasy land of Vulgaria, only for the whole experience to be a fantastical story told by Van Dyke's, Caractacus Potts! All in all, this was a strange film, but not in an entertaining way like Willy Wonka's Chocolate Factory, the connection being Roald Dahl's involvement with the screenplay, but in a rather boring way, with events just seeing to happen without any really cause or need. One hour of story, then another one of fantasy. How many other films can boast this kind narrative twist and get away with it. It just seemed to be indulgent and plodding.

It would defiantly have been improved if the car was actually magical and did actually take them on this adventure rather than suggesting that it is perfectly okay to sing and dance around the real world but it's a stretch too far to have a flying car! It should have been a fantasy through and through rather than six of one and half a dozen of the other.

Ultimately, Overrated in my opinion and since the view of FOUR children, boys and girls ranging from 7 – 15, is that it's watchable rather than fully enjoyable, I suspect that this film is being viewed through rose tinted glasses.