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Sunless Sea

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Likes the letter Z.

This roguelike game has you captaining a ship in top down fashion to explore the terrifying pitch black waters of the Unterzee and collect various currencies while evading or fighting the pirates and giant monsters that lurk those waters.  


Takes a bit of getting used to.

They do warn you that your first few captains may perish, but they can always pass something down to their successor to make future runs slightly easier but really death wasn't the problem for me: it was the slow movement.

Yes, the ocean is scary when there's something around. The other 70% of the time is just traversal and with such a slow pace this game commits the sin of having too much empty space without anything to do. The journal interface also took a bit to get used to but while clunky, its fine compared to the other problem. As such I can't recommend this and give it one and a half zeebats out of five.

Insight: In combat, try stay behind enemies so they can't shoot you.


The Alienist

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Aka psychiatrist.

It's 1986 and to help solve a series of gruesome murders, titular alienist Lazlo Kreizler (Daniel Bruhl) is called to help the police to solve the crime and catch the killer. There's quite a bit of production value behind this one with good set pieces and costumes to back up the decent acting though there are bridges in the plot you'll need to ignore. Large rickety bridges.


The intrepid and always well dressed heroes.

Season two sees Dakota Fanning's character take more of a lead role in the series since Lazlo is somewhat unlikable at times, though this does make it sway a bit too much into the "girl power" spectrum. Regardless, both seasons make for interesting TV especially if you are into period murder mysteries. I give it three climbing hooks out of five and would watch season 3 if one is ever produced.

Hades

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Dying moves the game forward.

In this action roguelike, Zagreus, eager to run away from his hellish home will let nothing get in his way, not even death! Unlike most games death isn't a game over though - instead it is a set back which puts you right back at the start... however, thanks to a magic mirror you can actually make Zagreus stronger per attempt and then there's the absolute brilliant part... death actually advances the story. 


You've got a long climb ahead...

Being the son of Hades, being sent back to the start lets you meet more people / possibly even adversaries who you've fought/yet to fight, have more fantastic dialogue with everyone and generally get to know what is actually going on.

It's also clever in the way it works the randomness in like just as you get used to a boss it's suddenly switched out to a new person to throw you off, and the way the rooms are generated on your escape route. You can always pick what reward you are after when you choose the path, but if you've been dutifully doing your father's tasks you might have actually created rest chambers and the like to aid your escape.

While the game play does get repetitive in that you need to go through a to b to c, the genius design alleviates it to some degree making it a pretty enjoyable experience. I give it three Obols out of five.

Insight: It's worth working on the Minor Prophecies to boost your currency.

March 2021 Review: Goodbye Muffin

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Just a short one this time as I'm a bit down. Muffin, Jim's pet malamute, passed away yesterday. She was a good dog. :(



Gaming wise, I know I told myself I'd be doing less story posts but I simply can't help it when I play a game like Pillars of Eternity which is what's kept me busy for most of this month almost to the exclusion of everything else! The same goes for the crazy board game known as Cthulhu: Death May Die so expect to see some of that coming up soon.

BLOG STATS

One Year Ago

Like many others I got locked down by COVID. I also started posting about my adventures in Enderal.

Five Years Ago

I started playing Thea and was enjoying foundry quests in Neverwinter Online, most by content creator master Eldarth. Needless to say he long gone since the foundry got shut down, as are his epic creations - much to Neverwinter's detriment.

Most Viewed Posts in the last 30 days

February 2021 Review: Hello and Goodbye Sharandar
Longmire
Gloomhaven: Jaws of the Lion

That's a first, having a blog status post take the top spot. I guess the mix of Sharandar news and a Wordsworth poem is a winner! The other two are understandable as both Longmire and Gloomhaven: Jaws of the Lion are quite popular pieces of media.

Pillars of Eternity: Eder's End

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[Part of the Cursed story line]

Dulf leant heavily on his staff as he approached the small town of Gilded Vale, whose main landmark was a great dead tree at its center and upon whose branches were hung human corpses. "Folk Lord Raederic didn't like," explained a pipe smoking man who later introduced himself as Eder.


Corpses as ornaments always makes an impression.

Dulf was greatful that the warrior helped him to the tavern to recover with some hot soup. He was only half way through when a pair of elven mages approached his table, one of whom he recognized from his time at the Thayan arena! "Dulf Ebonbeard, I am glad to see you also escaped that mad man," said Gezzthemin with a sly grin.  

It turns out most of the arena group escaped from Baeloth after the warp and now Gezzthemin and his new wizard friend Aloth were doing adventuring work at the local abandoned temple for some coin and invited Dulf and Eder along. "Come on old man, you'll feel better once you've cast a few spells."

Gezzthemin was a poor liar, but Dulf knew that meant the place was dangerous and thus he and Eder agreed to join the task. Sure enough the place was haunted by malevolent spirits and man sized bats which killed Eder. The three wizard party manages to clear the place out though, and gets a lot of coin in the process.

Insight: Arcane Assault is a cheap, fast and semi-spamable (2 per fight * number of wizards) AoE ability that's useful against clusters of weak enemies.

Pillars of Eternity: Raederic's Removal

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[Part of the Cursed story line]

Having found old allies Hort, Gerrod and Symm Haximus - Gezzthemin's party finds great success in helping out the people of the Gilded Vale, to the point where they ask them to deal with the cruel Lord Raederic. His castle is pretty easy to infiltrate with Hort's athleticism getting the team up the parapet walls, but the wall guards are no joke - forcing the squad to sneak around them.

Luckily the temple priests in the upper floor are less well armored and are easy to murder. Even their high priest contact who has a key to open a shortcut to the throne room is killed when he attempts to make bargains for it.


The priests are no problem, but the temple knights are a different story...

In no time at all, the team stands before Lord Raederic's throne and in a brief but intense battle they slay the lord and his cronies, allowing the rebel forces control of the keep. They return to the Gilded Vale as heroes, where the townsfolk are already taking down the corpses that had been strung up to the central tree.

Having been injured in the fight, Gezzthemin and Gerrod opt to stay behind to recuperate, leaving the team's leadership to Dulf. A crazed, ugly pyromaniac monk named Durance in the tavern recognizes Dulf's new "condition" and speaks of a man who has a similar aura in the ruins of Caed Nua. Without anything better to do, the team decides to head there next with Durance leading the way.

Insight: The fighter's knockdown ability is very handy. Eventually ranger pets get a version of this too!

Pillars of Eternity: Durance's Death

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[Part of the Cursed story line]

Outside the ruins of Caed Nua the party meets the bard (chanter), Kana, who is interested in the relics below the keep. Knowing people are stronger together Dulf lets him join the party as they rid the courtyard of spirits and the basement of vermin.

They also find a mad man down there who and recognizes Dulf as a "watcher" like he himself is. Alas, this ends in a one sided fight in which the mad man is slain but at least he left a hint regarding a group known as the "Leaden Key" somewhere in the city of Defiance Bay. Since the path there is blocked, Dulf decided to make Caed Nua their new base of operations, calling in Gezzthemin and Gerrod to oversee the reconstruction of the road and the stronghold itself.

Meanwhile, the team explores the vast dungeon underneath the basement finding all sorts of creatures down here such as kobold-kin, ogres and a drake. At level seven Kana finds the tablet he is looking for but is disheartened to find it in tiny pieces. Worse still, a powerful lightning bolt from a wandering elemental hits Durance right in the nuts - killing the pyromaniac.


Doorway combat, a mainstay of RPGs.

A friendly ghost warns Dulf not to proceed further ("because you are too low level dawg") so the team retreats back to the surface just in time for the road to open to allow travel to Defiance Bay.

Insight: When outnumbered (which is almost always), doorways are a great place to setup for battle. Position everyone well then just send one person (usually the tank) to lure baddies back.

Pillars of Eternity: Kana is Killed

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[Part of the Cursed story line]

On the road to the city the party meets a short ranger named Sagani and her pet fox Itumaak who are looking for someone. Dulf offers to help so she comes along as the team makes a detour to scour the nearby areas first. This turns out to be a mistake as the next area is a drake breeding ground and one of the beasts has Kana for a snack!

Enraged, the team go on to hunt all the drakes including their big leader in the nearby flaming cave. Despite clearing everything in there and all the way to the ocean, there is no sign of the person Sagani is looking for so the team returns to the original plan of visiting Defiance Bay, stopping at the weapon vendors stall to purchase rifles and pistols all around.


No doorway? No problem! Narrow terrain works just fine even against "flying" creatures.

A local adventurer's guild called "The Dozens" isn't very helpful in giving out jobs so Dulf and company end up freelancing again, eliminating some drug dealers and cleaning the catacombs of monsters and scum. It turns out beneath the catacombs is the hideout of the Leaden Key! Not willing to spook them, Dulf uses an ingenious disguise to bluff his way in alone and collect intel on the shady group - leaving them none the wiser.

Insight: Firearms are slow to reload but using them as an opening salvo is a great alpha strike before switching out to your usual weapons.


Pillars of Eternity: Gezzthemin Gutted

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[Part of the Cursed story line]

Back at the Caed Nua stronghold, Gezzthemin has hired new guards to aid in its defense and among them are the familiar faces of Mercy, Crazy Lea, Alias and Arzang. Together with Gerrod they forge into the depths underneath the fortress once more and reach level eight and find a crazed, adra addicted fampyr looking to become king of the level by getting Gezzthemin's team to kill the rest of his kin and in exchange he will let them descend further.

Arzang's suggestion of simply killing this fampyr is outvoted and the squad ends up fighting a handful instead. They turn out to be deadly enemies due to their charms, an effect fully felt when Crazy Lea stabs Gezzthemin in the belly and carves out his insides - killing him. The team eventually slays all the other fampyrs and surprisingly the new "king" keeps his word - offering free passage downwards.

The team instead returns to the surface to rest and resupply, sending a messenger to Dulf's squad with news of their expedition. Upon hearing the news, Symm and Hort return to the stronghold to assist the dive teams while Dulf replenishes his own troop with the paladin Pallegina, werewolf druid Hiravias, and cipher (psychic) known only as the Grieving Mother.


Werewolf form is cool!

Insight: Fampyrs are faster than the other undead. This means if you have enough space to run, you can isolate them from their pawns.

Pillars of Eternity: Pallegina Pummelled

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[Part of the Cursed story line]

Following the trails of the Leaden Key leads Dulf's team to the icy North of the White March where they are set upon by a wandering group of evil monks who beat Pallegina into a pulp and breaking all her bones! The paladin does not survive these injuries.

Fortunately a friendlier monk named Zahua comes to their aid to defeat these attackers, and in thanks Dulf takes him back to the stronghold so that Arzang can undo the curse on a sword bound to Zahua's hand. In doing so he learns that a neighboring lord is raising an army to claim Caed Nua for himself!


I'm just going to skip over a few other cool encounters in the White March. :P

In response, Dulf attempts to raise his own army by aiding the Crucible Knights at Defiance Bay complete their forge-knight automatons. Alas, these go crazy and slay all the knights at the base. The other two alliance options don't work out either, with the Dozens still refusing to help and the criminal House Doemenel begin wiped out due to an argument during negotiations.

And so Dulf faces the invading army with his small group of allies where he, Aloth, Arzang, and Gerrod spend most of the battle transforming enemies into piglets and then roasting them with fireballs while the others keep the enemy swarm at bay. It is an easy victory, and they celebrate with plenty of bacon afterwards.

Insight: Don't immediately shapeshift with your druids. They have some handy spells they can throw first before getting stuck into melee. Any summoning spells / items are especially good.

Pillars of Eternity: Lea Levelled

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[Part of the Cursed story line]

After the war the dive team finally reaches and clears out the last floor (15th) beneath Caed Nua, only losing Crazy Lea on the way as she was crushed by a boulder thrown by a deep spriggan. At the base was a powerful dragon who simply wanted to be free but had grown too heavy to fly so they helped it in another way: by beating down a random woman and holding her still while forcing the dragons essence inside her (that is literally in the game). The dragon was most thankful for this gift and the heroes made a powerful ally.


That's a scary looking beast.

Elsewhere, Dulf's squad headed back to the White March to continue chasing the trail of the Leaden Key into a long abandoned and haunted dwarven fortress guarded now only by spirits and automatons. One such machination, the Devil of Carroc, is friendly and self aware enough to join them - helping to disarm the more difficult dangers in the place which had pretty much wiped out their quarry's exploratory team.

At the deepest part of the fortress Dulf finds a legendary forge and decides to reignite it. Unfortunately, this also awakens a new threat in the region.

Insight: Building up Caed Nua offers some good stat boons when you rest there. Said stats (in combination with crafted food and magic gear) let you access those conversation options you wouldn't normally be able to.

Pillars of Eternity: Hiravias Halved

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[Part of the Cursed story line]

Having cleared the dungeon, the Caed Nua group spend most of their time keeping the peace around the stronghold - a peace disturbed by a mercenary army attacking their quiet neighbour, the archmage Concelhaut.

As the mercs are jerks they are wiped out, only for the team to discover Concelhaut is a bigger jerk - and a lich! The archmage laughs at the notion of needing help and decides to kill them for their trouble. Hiravias is cut in two by one of his ancient death guards before the others can behead Concelhaut, taking his skull as a trophy.


That table is handy in separating the lich from his guardians.

They then meet one of Concelhaut's rivals, the archmage Llengrath, who orchestrated this attack. Llengrath makes a pact with the Caed Nuan's as thanks for their service - giving them another powerful ally.

Meanwhile Dulf is dealing with powerful enemies in the White March - giant mechanized men who are resilient to damage. They seem to be coming from the direction of a remote monastery, so Dulf leads his squad there next with the help of barbarian pilgrim Maneha.

Insight: Concelhaut's skull is the best mini-pet in game, as it allows you to summon the lich to help you in battle!

Pillars of Eternity: Devil Destroyed

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[Part of the Cursed story line]

The Abbey of the Fallen Moon is well guarded, but fortunately the guards are all idiots as Dulf manages to bluff his way past them AND their leader, allowing Maneha access to their salt pool which removes some bad memories for her (by getting tentacled).


And the rest of the party just watched...

Indeed, the team only end up fighting one insane monk on the lower levels which Dulf then floods as a distraction so the team can reach the frozen lake beyond. There in the center is a huge chunk of a fallen moon - and the base for those mechazoid monsters. Fighting their way in, they find a way to sink the entire thing but not before the Devil of Carroc is pulverized into pieces. Dulf too almost dies in the ensuing collapse but is saved by Aloth who finally reveals he is a Leaden Key spy, but wants out of the organization swearing allegiance to Dulf.

The group returns to Caed Nua for a trial where Aloth reveals the Leaden Key are after all things animancy and are especially targeting the animancy hearings back at Defiance Bay. While most of the Black Pit crew vote against trusting Aloth, Dulf and the others overrule them and take them with him back to the city to continue the hunt for the Leaden Key.

Insight: Monks have some amazing abilities which makes Zahua pretty awesome. It also means fighting through the abbey will be super painful as all those monks have the same moves.

Pillars of Eternity: Dulf Demented

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[Part of the Cursed story line]

The first stop for Dulf, Aloth, Sagani, Zahua, Maneha and the Grieving Mother is the Leaden Key hideout in the sewers where they murder everyone. Then it's onto the Ducal Palace to try get into the hearings but are unable to without an invitation. The only group left that may have one are the Dozens, but again they refuse to help.

Aloth convinces Dulf this is because they are on the Leaden Key payroll so they too are all killed and as the violence spills out onto the street - more guards and more brave citizens meet their end against the enraged Dulf. Eventually, when the streets run red with blood, Aloth points the attack towards Hadreth House, the local intelligence facility who again are not forthcoming with an invitation. "They must be on the take too," whispers Aloth.

So Dulf slays them all while Aloth watches with glee. In truth, only Hadreth House had the capacity to stop the Leaden Key and with them out of the way his mission was complete. With a flick of his wrist Aloth vanished, leaving the Dulf to face the justice about to befall them from his own friends as Symm, Hort, Alias, Mercy, Gerrod and Arzang arrive to stop the blood bath.

Out numbered and shaken by what they were doing, Dulf's team just stood aside as Arzang and Gerrod broke through the old wizards magical defences and then burned his mind, leaving him a stuttering and incoherent shell of a man.

Then they abandoned him there as he deserved - unrecognized, unloved and doomed to wander the streets of Defiance for the rest of his days.


The end.

Insight: So, this is the non standard ending of the game (kill Lady Webb) and one I got locked into since all the factions were dead. Supposedly, Hadreth House would also give an invitation to the hearings as a last resort but only if you personally kill all the other faction leaders. Too bad for me, this design didn't count on the Knight Crucible commander getting killed by enemy NPCs (the forge knights he so badly wanted to create). Oh well, I'll chalk that up to poor design, or is it genius design? :P

Last Bastion

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Can you defeat the warlord(s) of the Baleful Queen's army?

With an monstrous army laying siege, up to four heroes can cooperatively defend the castle and will achieve victory if they can defeat the warlord (or warlords on harder difficulties) leading them before the town falls under the grasp of evil (three grasps of evil to be precise).


It's a colorful board, and one that packs away nicely in the box.

On your turn your monster board activates first - any already there use their "I'm already here" ability, and if you have space you draw a new monster who uses its "I've appeared" ability while if you don't have space you suffer a penalty. Then, in any order, you can move and do an action - which could be move again, use the ability of the castle tile you are standing on (which move around per game), or fight something that is adjacent to you (for most heroes) so corner tiles are great for dual fighting.

Fighting involves rolling three custom D6's which each usually give you a 33% chance to score a hit which you can then improve by using the matching colored equipment (discard for insta hits) and a few other tricks. The number of hits required depends on the monster you are attacking, and if you beat the required number it dies. If you fail, nothing happens.

It's pretty simple to learn and pretty fast once you get the sequence down with games going around an hour. It is also challenging - more so if you play with less than four people. Component quality is great, and the game play is really engaging too so its one I definitely recommend and give it four bomb carts out of five.

Caveat: This is a remake/reskin of a game called Ghost Stories though, so if you already have that one there might not be too much here that is different, other than the theme.

Insight:
Don't waste turns fighting (rolling dice) until you have favorable odds.


Sleeping Dogs: Definitive Edition

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The law is different for undercover cops.

Wei Shen (voiced by Will Yun Lee) is an undercover cop trying to take down a triad in Hong Kong, and to do this he must do criminal acts as a gangster to keep his cover intact while also balancing out doing criminal acts as a cop because... its fun? And that's the important bit: FUN!

The multitude of activities in the open world map of Hong Kong range from the mundane to the hilariously out there. You have street racing, fight clubs, karaoke, chop shop thefts, debt collection, and for collectors lots of lock boxes and shrines to discover and vehicles and clothes to purchase. Yep, different sets of clothes provide different bonuses and I cannot think of another game where I changed attire so frequently. It's so easy to get engrossed in this one, even if Wei tends to inexplicably lose firearms all the time.


Occasionally, cars are made of explodium!

Losing guns doesn't matter though as guns are actually a "rarity" in the game (yeah, not so much later) making gun play one of the weakest aspects of Sleeping Dogs. Still serviceable, but just OK. Most of your fighting will instead be ye olde school martial arts with a system similar to Batman: Arkham Asylum but more robust. I cannot stress how brilliant the systems all work so well together. Also, if you get the Definitive Edition you have the additional content of the DLCs!

Nightmare at North Point sees Wei take on supernatural beings (which features a rarity - the Chinese hopping zombie / Jiangshi), Year of the Snake deals with an end of the world cult who have way too many explosives, and the Zodiac Tournament is where you are invited to a remote island to fight against the other best fighters in the region. An easy one to recommend I give this game four and a half DZS-90s out of five. Yes, even with the random bugs. It's just so much fun!

Insight: Always get massages. If you are going to fight, also drink some Dragon Kick and eat some street food before hand. Also, remember car-fu is stronger than any kung-fu so feel free to run over any criminal scum when you can.

Sequence (Board Game)

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Connect 5.

In this competitive game, up to 12 players in either two or three teams (whatever divides equally) are given four cards and on a players turn they play one card which often just lets them put one of their tokens on the matching space and draw one from the deck. 


A light an easy party game.

The only specials are that the corners of the board can be filled using any card, single eye Jacks let you remove enemy tokens and two eye Jacks let you put a token anywhere. The first team to place five tokens in a line horizontally, vertically or diagonally TWICE wins the round.

While there is some strategy involved, luck plays a major factor. Not only are you at the mercy of your cards but you also cannot communicate with your team (or sit beside them). It is very fun though, and there is very little down time which keeps everyone engaged (and I played with eight)!

A light and fun game, perfect for parties and easily recommended. I give it three sequences out of five.

The Lost Pirate Kingdom

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Sailing away with a mercury injector...

We've had Romans, we've had Ottomans, and now we have a Pirate based documentary/drama based around Nasau and the golden age of piracy. Time flies fast in this six episode series but you can tell the budget is a definite constraint based on the sets, computer graphics, and the reusing on footage to the extent that its like one pirate kept robbing the same ship... using the same moves... hmm.


Anne as the mandatory eye candy.

While I found it entertaining enough, it is definitely lower quality than the previous docu-dramas mentioned here. Recommended only if you have an interest in pirate history, or are a fan of Black Sails. I give it one an a half fire ships out of five.

Castle Panic (and Wizard's Tower, Dark Titan and Engines of War)

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Where boulders are missiles.

Your castle is under attack by goblins, orcs and trolls and it is up to six stalwart defenders to cooperatively fight them off by playing cards! The only way to lose is if all your inner keep towers are destroyed, and the only way to win is to defeat all the monsters.

A turn is pretty simple - first draw up to your maximum card limit, and replace one if you want. Then you can also opt to trade one with another player. Afterwards, play as many as you can then draw two new monsters - some of which aren't monsters at all. They could be plagues, bosses, extra monster moves, or simply MORE monsters than you initially thought.


Feels good to clear the field.

Definitely a lighter game thinking wise, but one that is still very fun and plays really fast. Easy to set up, easy to play, and easy to take down - each game will be around an hour. I give it three and boulders out of five. Note that playing with more players and more expansions (the three below) does add to everyone's downtime, which is a weakness of the game.

The other big weakness is quarter backing - though somewhat mitigated in that you don't show each other your cards, some card counting people with good memory (*cough* my mother *cough*) might push other players for an optimal move.

Insight: Always check if the next person to play has a good trade before players further on to lessen the chance of the monsters dodging you plans.

Castle Panic: Engines of War

This expansion adds a resource deck to the game and removes the random brick and mortar cards from the usual selection. Now you can order your engineer to build weapons, traps and repair walls. Functionally though, you will only want to build that catapult to fight against the new threat of enemy siege engines which are the highlight of this expansion. They are doubly nasty in that destroying one simply lets the two orcs hiding underneath pop out.

Definitely different from the other two expansions but one that seems mostly under utilized (outside the catapult) in our games - except in the instances where someone has a turn with no enemies in range.

Insight: Build the catapult as a priority.

Castle Panic: The Dark Titan

While this adds annoying elite monsters that require dice rolls to kill, it also brings the super handy support and cavalier tokens (friendlies) that make an awesome change to the steady swarm of enemies. The titular Dark Titan Agranok, an 8 hit point enemy, is awesome too as he comes with five levels of difficulty (so far we've beaten the first three). Of all the expansions this is my favorite as it can really pile on the difficulty but doesn't change much else in the game.

In fact if you only play with Dark Titan you don't need to do the extra setups at the start with the other two expansions: no extra decks to shuffle (new cards go in existing deck) and no extra enemies to keep outside the pile (other than six starters as per normal).

Insight: Try hold the barbarian and nice shot to deal with Agranok.

Castle Panic: The Wizard's Tower

Having a friendly wizard in the castle is not only amazing, it is almost mandatory against the new enemies he brings - some of which breathe fire! This expansion includes a nice monster bag for tokens, some ok new enemies, and the super handy wizard deck which you can slowly draw cards from as long as the wizard's tower (which replaces one of your usual towers) remains standing.

While its definitely cool I feel it suffers from being "too cool" in that the only correct move is to draw wizard cards when you can - anything else being sub-optimal. Why pull a color limited, one point of damage archer when you could get something that deals one damage to everything on the board, or sets them on fire (1 damage every time they move) or simply insta kills everything in an arc (provided you sacrifice your own corresponding tower)?

Still fun when you want to see everything / most things wiped from the board in a single move.

Insight: As mentioned, always draw wizard cards when you can. Not all are winners - just most.

In the Heart of the Sea

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Call me Ishmael.

Chris Hemsworth leads the talented cast as one of many Nantucket whalers in a voyage of adventure and survival. It's a pretty interesting story which features a few good action scenes. Indeed, the only thing that detracts for me is everyone trying to do the Nantucket accent with makes Chris sound like a Nantucket Australian, and possibly one poorly done CGI shot.


A whaling do they go...

Not necessarily a film for action fans but its nice enough to watch just for the story - especially if you are in a sea faring mood. I give it three harpoons out of five and would definitely watch it again.
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