Monday, 30 March 2020

[YEP-DC] YEPDC Resume Virtual Workshop, Thursday, April 2 at 6pm

Looking to update your resume?

Come to our Resume Virtual Workshop on Thursday, April 2 at 6pm.

Please register at dc@youngedprofessionals.org and we'll send you the link to enter the session.

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Read More :- "[YEP-DC] YEPDC Resume Virtual Workshop, Thursday, April 2 at 6pm"

Saturday, 28 March 2020

Aeranger, Short Film, Review And Interview


When first looking at the short film Aeranger you might be tempted to think you are going to see a fantasy crossover. Instead you are given a solid sci-fi story. The beauty of the story is it delivers what is promised, without try so hard to prove itself. The visual effects are presented in the same manner of solid story telling.

Aeranger was screened at the 2019 FilmQuest film festival (website).

I recommend Aeranger to science fiction fans. This is a great introduction to what Anthony Ferraro gives in his web series and informational YouTube channel (he gives more information on those below.

Synopsis: A space traveler crash lands into Earth while desperately searching for a surrogate planet with the proper resources to save her people and home planet.

Anthony shares his inspiration for Aerangerand for being a filmmaker (from what I've seen, I think he is a solid sci-fi fan and he found his niche). He also talks about what else he likes to do.

What was the inspiration for Aeranger?

Two, first I have a youtube maker channel called create sci-fi where I share how to make props and costumes and basic DIY filmmaking. I am always am making a new project to make "how to' videos about. Second, my last project was a rotoscope style web series called Galactic Galaxy (at FilmQuest last year Video here: https://youtu.be/LfWG-H-pwlA) that was so stylized that I had to make a very traditionally cinematic movie for my next project to balance it out. That project was Aeranger. One of the actresses in Galactic Galaxy Bobbie Breckenridge was someone who I wanted to work with again. I know she has very strong environmental convictions. When I was thinking of the story and concept, I knew it would be out in nature and involve some sort of touchstone there. I always do that because I work with ultra-low budgets so when I have an actor in mind I write for them to make it worth it to invest their time for no financial gain.

What project(s) do you have coming up you're excited about?

I have two pilots I am trying to get made. One is sci-fi horror and one is post apocalypse sci-fi. In the meantime on my channel, I continue to put out weekly How-To videos and just finished a new DIY no-budget sci-fi web series Zenith Runan '80s inspired buddy comedy coming out very soon.

 

What was your early inspiration for pursuing a career in film?

My background is in theatre. At the moment I had to seriously consider if I wanted to continue a career in theatre the whole desktop filmmaking revolution began. I realized my passion was storytelling and moved from theatre to film and never looked back.

What would be your dream project?

A genre episodic show that runs for five years and then two years after the show ends we make a where are the characters now feature film.

What are some of your favorite pastimes when not working on a movie?

Building props and costumes.

What is one of your favorite movies and why?

Hard to say one for me it's everything from Matthew Barney's The Cremaster Cycle, these days lots of episodic TV. As far as film there are three movies I watch obsessively and are touchstones for my work. Excalibur1981, Dir. John Boorman The Outlaw Jose Whales 1976, Dir. Clint Eastwood The Three Musketeers (and The Four Musketeers) 1973, Dir. Richard Lester. The thread is the hero's journey. I love allegory framed in genre filmmaking.

You can find out more about Aeranger on IMDb (link).

You can watch the trailer on YouTube (link).

And, you can check out his channel Create Sci-Fi on YouTube (link).

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

 

Read More :- "Aeranger, Short Film, Review And Interview"

Grav-StuG Kickstarter Inbound!

Just 48 hours away from the launch of the Grav-Sug Kickstarter!






Read More :- "Grav-StuG Kickstarter Inbound!"

Movie Reviews: Star Wars 8: The Last Jedi (Spoilers), Battle Of The Sexes, Wonder, Coco

See all of my movie reviews.

Battle of the Sexes: It feels like forever since I've seen a movie with real, engaging three-dimensional characters, instead of the one or zero dimensional characters you get in Disney and Marvel movies.

The story starts with some background on Bobby Riggs and Billie Jean King. Riggs is an older former champion tennis player, a sexist but talented socialite, who is having difficulty with his family and looking for a new challenge. King is young and at or near the top in women's tennis, but disgusted that, while women's tennis draws the same ticket sales, the athletes get paid 1/8 what the men do, "because". So she starts her own league. Riggs challenges King to a battle of the sexes.

The trailers for this movie made it seem like Steve Carrell's Bobby Riggs was going to be a caricature of the real Riggs (who was certainly flamboyant). Thank goodness, Carrell, and his screenwriter and director, do a fantastic job in giving us a fully-fledged person that we can care about, even as he is, essentially, the bad guy. So, sucky trailer. Emma Stone does an equally fantastic job as Billie Jean King, as do several of the accessory and side characters, who are fleshed out in full glory (or at least as much as their screen-time allows).

The story lingered perhaps a little too long here and there on some scenes, like the initial haircut scene where she falls for her hairdresser (Carol did a better job with its similar love at first meeting scene). And maybe a little more time could have been added to the story to make it feel like a real epic. But never mind. This was a fun, fine, and satisfying movie to watch.

Wonder: From the trailer I wasn't expecting much for this movie, and in fact wasn't planning to see it at all. It seemed like a straightforward movie about a disfigured boy (Jacob Tremblay) being bullied in school, making and losing friends, and ultimately triumphing. Ho hum. So, once again, sucky, sucky trailer.

That story is, indeed, the backbone of the movie, taking up around 50% of the screen-time; if it was all there was to the movie, the movie would be as expected: not bad, but ultimately nothing special and predictable. But the movie spends the other 50% of its screen-time telling other people's stories, sometimes rolling back the same scene multiple times to view it from different points of view. We spend a lot of time with the sister, but also the mother, the sister's friend, the sister's boyfriend, and two other kids in the boy's class. And all of those stories are better and more original than the main storyline, making the movie so much more than just a story about a bulled boy.

The story is screenwritten by Steve Chbotsky (based on a book by RJ Palacio), the same screenwriter and author of The Perks of Being a Wallflower. I saw and loved that movie and wanted to read the book afterwards. The same thing happened with this movie: the movie is good, but you can see the left-out parts of the book peeking about here and there, and you really want to get more into depth with the characters.

Yes, the story is still a bit of a tearjerker, sentimental and emotional, but it is also narratively creative with some interesting, less predictable characters and story arcs. The main, predictable arc (basically told in the trailer) is raised up by being interwoven with the other stories, although it, too should have been better. Well worth a see, especially for kids and teens. Note: Chewbacca is in the movie, which makes it a candidate as an entry in the Star Wars canon, in my opinion.

Coco: Coco follows in the tradition of Moana, Brave, and Mulan in presenting not only a story of a hero's journey but a journey that is kickstarted, guided, and resolved in consonance with the literalization of a non-American cultural mythology. And I don't know how I feel about that.

A Mexican boy's (Manuel) family refuses to have anything to do with music because the great-grandfather ran off to become a musician, leaving his wife and child to fend for themselves. Naturally, Manuel wants to be a musician. It is the Day of the Dead, where everyone puts up pictures to the dead in order for the dead spirits to be able to (spiritually) visit, but of course a) there is no picture of the great-grandfather and b) Manuel doesn't want to have anything to do with his family. Manuel's idol is a famous musician, and Manuel learns, by accident, that this famous musician was, in fact, his great-grandfather. To compete in a music contest, Manuel steals a guitar from this musician's shrine and finds himself cursed into the land of the dead. Who are happily visiting the relatives who have posted pictures for them. The ones whose families have not posted pictures of them are unhappy. Manuel needs his dead family's blessing to get back to the real world, but they won't give it to him unless he promises not to pursue music. So he runs off to find the spirit of his great-grandfather.

Many of the themes, including the central theme, are reminiscent of the ones in the other movies I mentioned, and the movie also borrows some narrative elements from Up. It has a lot of "learning moments", which are familiar, and a few nice musical scenes. It leans heavy on appreciating your cultural heritage, by turning mythological aspects into real ones.

Which I find kind of bothersome. When mythology becomes fact, it is no longer a question of faith or practice or choice. While in real life there is no easy answer as to whether choosing to honor or not your dead ancestors makes you a good or bad person, movies like this imply that you have no choice not to believe in your family's traditional stories: If you don't, you are murdering or causing tremendous pain to actual beings who walk, talk, and feel exactly like any other living beings do. I'm not comfortable with that message. A mature individual recognizes that what we do to honor the dead and our traditions has nothing to do with the dead, but is about ourselves, our families, and our communities. Coco is aimed at children, sure, and this is just a children's story. But I thought that this movie was supposed to be sensitive to the cultures it was representing, not trivializing to them. You can't really have it both ways.

There are no glaring flaws with the movie, although a Mexican family rejecting all music for several generations seems a bit of a stretch. The movie is filled with pretty art, colors, and architecture which I presume represent both historical and modern Mexican culture. I'm not sure that modern children will appreciate the music, except the few numbers that are obviously meant to appeal to them. I'm not sure in what time period the movie is supposed to be; it must be modern, but no one has cellphones or computers. Is that normal for a modern, large Mexican town? Anyway, I liked it more than I did Moana, which I found derivative and boring. I'm sure that kids will enjoy it.

Star Wars 8: The Last Jedi: Star Wars once had something that was different from other sci-fi movies and worlds, something precious and important. Unfortunately, the makers of the current movies don't see that. Instead of making Star Wars movies, they are making modern sci-fi movies indistinguishable from other modern sci fi movies, with the iconography of Star Wars. Which is very painful to me. Chris Bateman bemoaned something similar after watching the Star Trek reboot, and I didn't get it, then. I think I get it now.

Update: see the end for thoughts after a second viewing.

The new Star Trek movies, the X-Men movies, the Marvel movies, the Ghost in the Shell remake, the Blade Runner movie, Looper, Valerian, Avatar, DC's movies, and many other sci-fi movies in the last 10 or 15 years  have a vast similarity to each other, in much the same way that all modern Disney, Pixar, and other American animated children's movie have vast similarities to each other. They may have different writers, directors, and casts, but they are all, essentially, dumbed down. The creators of these movies avoid complex messages, plots, and themes, throw in snarky slapstick between action sequences, fill the screen with copious action sequences at nearly the same points in the movie, present emotions and dialog that is one-dimensional and transparently representative of the characters, and hammer you with neat and simplistic moral messages in their denouements that are understandable and suitable for a 4 year old. Family is good. Be brave. Be true to yourself. Be loving to creatures, the natives, and the environment.

Star Wars 4-6 and 1-3 were not like that, at all. Well, okay, they often had one-dimensional emotions and dialog, but otherwise. Star Wars did not have tons of snarky dialog, except for Leia, and hers was not slapstick snark but a very specific kind of frustration snark. A Star Wars movie took itself seriously, because the movie was about space opera and adventure, not about instant entertainment. The message about choosing the good side of the force was given, not saved as a discovery for the end of the movie. The dark side of the force and the light side of the force were about our moral choices: people could contain both of these powers, but choosing light meant - by definition - choosing good, while choosing dark meant choosing to be selfish, and therefore evil. People could be ambiguous, but there were clear moral choices. Heroism was heroism: choose good and act on it. Every movie felt like it was part of a world that extended well before and after the movie: what you were seeing was a small part of a great epic, because the movie took time to show and make you feel time passing: Luke's daily routine on the farm represented years, his efforts on Dagobah months. The force presented an exploration of mysticism, not just firepower or "lifting rocks". The movies were NOT just sci fi movies with cool weapons and critters; they were NOT Guardians of the Galaxy, which is a close movie in structure, but just as far in feel as all the others.

The came The Force Awakens. The Force Awakens struck an iffy balance between Star Wars ala Lucas and modern sci fi movies. It felt, at times, too much like a Marvel movie. It was missing a lot of the feel of the Star Wars epic and the mysticism, it felt less like an epic and more like a sequence of events. But the characters, especially Rey, were compelling and the structure was well done, so I had hope it might move in the right direction after the makers received feedback from the fans.

Here be some spoilers, but nothing major.

This movie felt like a Star Trek movie with bits of Star Wars thrown onto it. For the first 25 minutes of the movie, I was in pain, holding my head in my hands aghast at the vast empty, non-Star Wars feel to the movie. Then we got to Rey and Luke, and it was filled with snarky scenes that were supposed to be funny, and I felt my stomach drop. It was supposed to be funny that Luke casually tossed the light saber over his shoulder? Really? It wasn't funny AT ALL, not only because it wasn't funny, but because it wasn't what Luke would do, even if he were disgusted by the force and everything it stood for. He would throw it away in disgust, perhaps, or at least show some emotional acknowledgement that this was his saber he had lost. Or ask some questions of Rey. Anything! The scene was a disaster, and I began to get a headache.

The main part of the movie is dull, with an hour long chase scene where nothing of consequence happens. Poe and Finn basically accomplish nothing in the entire movie. Instead, the entire enterprise of heroism is called into question, because, as one character puts it, we don't kill what we hate, we save what we love? What??? So heroes aren't heroes? It is implied not only that people can have both dark and light in them, but that dark isn't maybe so evil and light ins't maybe so good! What??? That destroys the entire freakin' metaphor! I don't want another vague morality movie that tells me that morality is relative. I don't want a treatise on how heroes aren't heroes, because they should follow orders. And I don't need a new lecture on how both sides are just as bad, and another on how we shouldn't treat animals badly (seriously, the movie took about twenty minutes of run time to tell us this).

The scene on the casino was a phenomenal waste of time; maybe it was supposed to be funny, but it wasn't, and it wasn't Star Wars funny. Even the pod race in TPM made more sense and had more meaning than this. And then we have a scene with Ren gratuitously without his shirt, a callback to the underwear scene in Star Trek Into Darkness. The whole movie takes place over what? Three days? So no story development. Please repeat after me: a character learning something isn't character development. It's just learning. Marvel characters learn things, too, but that doesn't make them less cartoonish. Development takes introspection, depth, complexity, time, and sensitivity.

So yeah, I had problems. Not only in the first 25 minutes, but many times after.

However .... admittedly after the first 25 minutes, some of the scenes were really great, and even really Star Wars great. The Rey-before-Snope and the lightsaber battle afterwards were beautiful, because of the shifting nature of the alliance and the confusion that the characters felt in the process. And the battle over the salt fields with the red plumes were a beautiful thing to see. I liked the dynamic between Ren and Rey, and the Luke and Ren scene, too. I liked Rose, but I didn't like most of the scenes she was in. I hated the multiple BB-ex-machina scenes, even more than I disliked the C3PO nuisance scenes in ESB.

Seen from the non-Star War perspective, the movie dragged in several scenes in the middle, but it was at least as entertaining as any other modern sci fi movie, and better because of the interesting characters of Rey and Ren. But I despair about the future of the franchise. With the exception of certain threads and scenes, these are not Star Wars movies, and for that I mourn. I like these threads and scenes; I want them to be in better, far different movies.

Also ... more spoilers ...

Callbacks: So many scenes were callbacks to TESB and TRotJ: training the Jedi, including entering the "dark side" cave, Rey giving herself up to Ren to be taken before the emperor and snatching up the lightsaber, and others. The resistance flying head on into the marching first order elephant things. And, admittedly, ESB spent mosy of its time simply chasing after the Millennium Falcon.

Things I didn't have a problem with that others might: The above callbacks. The changes in the force, such as the mindlink and the projection. Yes, it's odd that previous generations of Jedi never did these things, but they seem like the kinds of things that they would do, and I'm cool with that. This includes the water actually traveling through the mindlink and that Luke projected an image was of his younger self.

Other minor problems: If this takes place only days after the last movie, how could the republic and/or first order be in any kind of different state than it was in the last one? What happened to the galaxy? Why do they keep calling them rebels, instead of the resistance? Pick one. Since when do bombs fall in space when you release them? Fall which direction? What happened to Snoke insisting on training Ren? Or Rey? What the hell was Snoke? He shows up larger than life, he seems to be stronger than the emperor, and then he just dies? Why didn't the new admiral Holdo just tell Poe what the plan was, instead of waiting until the evacuation? Why did she wait until nearly everyone was dead before light-speeding her ship into the enemy? If that's a thing, can't you rig a bunch of ships to do that and decimate your enemies more frequently

Update: Having now seen the movie a second time, my thoughts are adjusting a bit. The parts that I disliked the first time I dislike now even more: in particular the comedy and the BB8 scenes, which are as annoying as Jar Jar but take up even more screen time. There is a difference between conversational humor, which I can enjoy, and slapstick humor directed at the audience, which I don't. I'm further down on the arrangement of scenes and the pacing. I don't like any scenes with Hux. I don't like the plot about, or even the idea that, spaceships run out of fuel in this universe. I still don't like how the director taunts the audience by not paying off stories about Rey's parents, Snoke, the R2D2 map, Chewbacca's grief, and other things.

The parts that I liked before I like even more, which is also what happened to me with TFA. However, after the second viewing,  I'm feeling a bit better about the neutral parts of the story. I don't LIKE the story - both the good and the bad guys throw away the past, Finn and Poe are reigned in as heroes instead of being heroic - but I'm okay with that being the story.
Read More :- "Movie Reviews: Star Wars 8: The Last Jedi (Spoilers), Battle Of The Sexes, Wonder, Coco"

Wednesday, 25 March 2020

[YEP-DC] Distance Learning Resources

As all schools districts in the DMV areas are in distance learning, YEP-DC would like to share educational resources to our members and education community. If there are resources that you are using or recommend, feel free to send them to dc@youngedprofessionals.org. We would share them here in future emails.

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To submit a post to YEP-DC, send an email to dc@youngedprofessionals.org.
To learn more about YEP-DC's job posting guidelines, please visit: http://www.youngedprofessionals.org/yep-dc-posting-guidelines.html.
 
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Read More :- "[YEP-DC] Distance Learning Resources"

Monday, 23 March 2020

Movie Reviews: Thor: Ragnorak, Justice League, Valerian And The City Of A Thousand Planets, Victoria And Abdul

See all my movie reviews.

Thor: Ragnarok: This movie has received heaps of praise, and much of it is for the very things that I hated most about it. And I basically hated this movie.

First off, the plot (spoilers, as if): there isn't one. Thor has to escape from something, then he and Loki get lectured at by their dying immortal father, then their sister shows up and breaks Thor's hammer, then Thor gets caught in some arena, has to fight Hulk for some reason - which is pointless, since they are both indestructible and anyway we all know they won't die. Then they escape, and then Asgard blows up and Thor and the rest of the cast is in a spaceship.

It's not a plot, it's a series of disconnected comedy and battle sequences, with zero tension and not a single character worth a damn. Every hero is going to survive, and even if they don't, there is not a whit of emotional interest if seeing them survive or not (and if they are killed, they'll probably just get resurrected again in the next movie). Hela is so unbeatable, that every fighting scene she was in was a complete waste of screen time: everyone else is beaten, whoop-dy do. Why bother filming it? Loki, the one person who at least had some interesting character in his other movies, is now useless window dressing with almost no character at all. There is only one memorable scene in the movie, and it's the only scene in which Loki displays his old trickster character. It lasts for 30 seconds, and then we're back to an endless blank nothing of emotional involvement.

I honestly don't remember a single line of dialogue outside of "We work together!" and the scene I mentioned above. Was the movie funny? I cracked a smile three times. Admittedly, if I had not seen the trailers, I would have cracked a smile four times. The acting is mostly adequate but unremarkable, and the sets, visuals, directing, and so forth are adequate and unremarkable. There is one pretty scene which would have been enjoyable if it wasn't basically a copy of the scene we saw a few months ago in Wonder Woman. Four cracked smiles are not enough to sustain a movie. There is no tension, and there is nothing and no one to root for. There is no bigger message to learn. There is no real reason for this movie to exist.

There is no explanation as to how Thor's hammer is so easily broken. Thor rips out a hammer shaped piece of plumbing that causes as much damage as his original hammer. Huh? Even after smashing into the Hulk and vice versa, the hammer shows not a single piece of wear. Banner falls hundreds of feet onto a solid surface - without turning into the Hulk - and, rather than dying, the scene is played for laughs (he is unscathed, of course). Thor must have lived for thousands of years, yet he doesn't remember that he is the freaking God of thunder and lightning until he cries like a baby because he does not have his hammer to play with - what a puny god. Any one of these was just freaking insane. But mostly, who cares??? The movie is a bunch of unfunny attempts at insult and slapstick humor and Attack of the Clones levels of emotional dialogue. It's like Deadpool, only I hated Deadpool more because Deadpool was also immoral and visceral, which made me feel sullied. This movie was merely a pathetic waste of time.

Justice League: DC comics follows up a series of boring, gritty, dark, mumbling slugfests - followed by the excellent Wonder Woman - with a return to boring, gritty, dark, mumbling, slugfest. They never learn.

If there was more than 90 seconds of daylight in the movie, I must have missed them. The origin stories are cookie cutter and uninteresting, the characters are one dimensional, at best, and no one has a relationship or seems to care about anyone or anything other than being cool. With the exception of Amy Adams, who has nothing to do but be Superman's girlfriend.

Ezra Miller's Flash takes the role played by Spider-man in the Marvel movies: wisecracking and boyish, but hardly relatable. Gal Gadot continues to be superhuman, but all she gets to do is bash people and make a few encouraging remarks. Henry Cavill as Superman managed to use his tiny screen time to exude a little more personality than the others. The bad guy, the other heroes, and the mcguffin were forgettable.

As were the action scenes. Look, guys, good fight scenes are not ones where lots of people get bashed repeatedly until one of them finally bashes harder and wins, while everyone else walked away un-scarred. Good battle scenes are ones where the bashing is kept in context and a story continues to unfold. Where victory is not finally bashing a lot harder, but where humanity is exhibited, emotional connections are made or rebuffed, and entirely new things come into play (for example, see The Dark Knight). You recent superhero film makers just don't seem to get it; I mean, you make lots of money, so I guess you're fine. But your movies are emotionless shells. They are no better than episodes of superhero TV shows.

Please: give me stories and characters, not beams of light, wisecracks, things going smash, and guys in suits posing. Lots and lots of posing.

This movie was, at least, not terrible or fatally flawed, so it earns its place among the watchable but forgettable of superhero movies.

Valerian and the City of a Thousand Planets: This flawed, beautiful movie was incredibly creative and generally fun. It has a simple Avatar-like theme of some peaceful creatures, some big bad bosses, cute creatures, and mystery. It also has two cute main characters who look like they are barely out of their teens (Dane DeHaan and Cara Delevingne). Unfortunately, while they act well, there is not a smidgen of chemistry or fun between them. A major subplot hangs around their emotional relationship, written by someone who has no clue how to write relationships. So, although the characters are not exactly one-dimensional, they are not engaging.

The move is still fun, since the main plot - who is attacking the floating spaceship and why? - works fine. It is so inventive and fresh, you kind of wish that whomever is behind the visuals and the bestiary would have been working for the Star Wars production team. A visual feast full of surprises, directed and shot well.

Victoria and Abdul: This flat biopic introduces a topic but doesn't do much with it. Apparently, Queen Victoria spent some of the end of her life in the presence of some Muslim Indian man who was plucked out of India to perform a meaningless ceremony for her, but whom she came to think of as a teacher, despite his occasionally hiding or omitting certain aspects of the truth from her. Everyone around her hates him because he is Indian, not to mention that he is taking time and attention away from things she should be doing.

Judi Dench is a treasure, of course, but Abdul (Ali Fazal) and everyone else puts in fine performances. Costumes and cinematography are adequate. But it's not really much of a story, and the story that there is is not developed properly. For example, the movie introduces a Chekhov gun by having Abdul tell Victoria about a mango early on in the movie. In the middle of the movie, someone brings her a mango, but it is rotten. I'm not an expert filmmaker, but even I know that somewhere near the end of the movie there needs to be another mango. Either Victoria finally gets to eat a ripe one before she dies, or Abdul returns to India and reflects on a mango tree, thinking of Victoria, or something. But no. We never hear of mangoes again; the thread is simply forgotten.

Other interesting story elements were hiding in the screenplay, but they also never made it out. Victoria and Abdul walk and talk, everyone else threatens them (both), and then it's all over. The main characters' changing feelings towards each other are presented, but not well. I was left feeling hollow.
Read More :- "Movie Reviews: Thor: Ragnorak, Justice League, Valerian And The City Of A Thousand Planets, Victoria And Abdul"

Project Financing Programme

Greetings ,

We invite all interested project owners and investors to our project financing programme.
I am the investment officer of UAE based investment company, we are ready to fund projects outside UAE, in the form
of debt finance, We grant loan to both Corporate and private entities at a low interest rate of 2.5% ROI per annum.
The terms are very flexible and interesting.

Kindly revert back if you have projects that needs funding for further discussion and negotiation.

Regards,

Sahbani Ben Saad

 

Read More :- "Project Financing Programme"

Thursday, 19 March 2020

Ocado Suspends Its Online Grocery Delivery Service Due To High Demand - Ars Technica

Read More :- "Ocado Suspends Its Online Grocery Delivery Service Due To High Demand - Ars Technica"

Recently Finished Minis

   I haven't done a lot of painting this past month, because of other projects (more on that later), but I did finish a few things a week or so back that I haven't shared, so... here they are, I suppose.


WIP Shot of a piece of jungle terrain. Also the Velociraptors

And the finished piece. I quite like the weathered detailing that was sculpted on it.
This piece is from Fenris Games, along with some of the other bits of stonework in this post.

Terrain for Frostgrave
 The statue is a Bones mini of Ezren, the Iconic Wizard from Pathfinder.
The plinth is from Fenris Games.
Just painted in my usual stone method and added some Valhallan Blizzard.
(That stuff is the bomb. I need more pots to save for when GW inevitably discontinues it).

Reaper Bones Velociraptor and Spike Shells; Fenris Games Runestone

Closeup of the Spike shells, really ought to take better photos.

Another runestone from Fenris, and the ancient Toad from Talisman. 
I've had this mini for probably 20 years, maybe longer. Finally just did it.

   I have some big pieces that I finished this week that I will take proper photos of and post later this week. Maybe. You'll know why I have been so distracted soon, I promise.
Read More :- "Recently Finished Minis"

Storium Theory: Inaction In Action

Sometimes, I see players make comments in a game, explaining why they haven't made a move in a challenge so far:

"I don't think this is something my character knows how to deal with."

"I'm not sure she cares about this."

"I think he's just kind of stunned right now.

"She doesn't know what to do."

Sometimes these are indications of a problem in the story - if all of a narrator's players are telling him their characters don't care about the current situation, it is probably time to revise the situation and figure out how to better relate it to the story at hand.

But...more often, they're a statement that is actually pointing directly at a very interesting opportunity for the character: A chance to make inaction your action.

When you're writing the story of a challenge, things are happening, whether your character is acting on them or not. Each move drives the timeline of the challenge forward. When a card is played, something happens, and the challenge moves positively or negatively, or just towards the end of its story.

So...if your character, for instance, doesn't know how to deal with something, and chooses not to act...that's a choice. And that's his "action" for that moment in the tale.

So let it be an action! Make your move! Show your character's uncertainty or confusion about what to do! Show how your character hasn't cared about the situation, if that's the case, and chooses to ignore it! Show how the situation has left your character stunned, or how he's tired and needs rest, or how his injuries prevent him from joining the battle!

Sometimes, those things are treated as reasons not to make a move, but...that's not what they should be. They are, in fact, excellent opportunities to make moves.

Especially...especially...if you have either Weakness cards to play, or a Subplot.

I'm stunned. I'm confused. I'm shell-shocked. I'm injured. I'm exhausted. I just plain don't care about this.

Those are all excellent weakness plays.

When a situation is ongoing and your character chooses not to do anything about it, that's a great opportunity to show what starts going wrong with the situation because your character is not preventing it. Philosophically, there's nothing really different here from if things start to go wrong and your character tries to prevent it and fails because of a Weakness, right? Something goes wrong either way. The difference is just that your character, in this case, didn't do something to stop it instead of doing something but getting it wrong.

What about Subplots? Well, Subplots are great for these situations too! When a character is shocked into inaction, when she finds something she doesn't care about, when he struggles to understand what he's supposed to do in a situation...those are great times to explore the other mysteries in a character's life or the things the character does care about. There are some excellent subplot moves available that show how the character withdraws into themselves, or starts thinking about how all this ties in with their personal problems, or tries to examine where they are right now...and because of all that, something starts to happen in the current situation, and they're not really sure what to do in the face of it...or even if they should do something.

A subplot isn't a weakness play, mind, so chances are nothing ends up going outright wrong right away, but you can certainly hint that something will! While your character is distracted by his own thoughts, or full of self-doubt, or struggling with what he's supposed to do, or disinterested in what is happening, how does the situation evolve?

If your character doesn't seem certain of what's going on, or doesn't know what to do, or just plain doesn't care...don't just drop out of the challenge. Use that to advance the challenge.

Now...one more point on this. Especially in the case of a character that "doesn't care" about a challenge, this can actually be a great way to figure out what would make them care, and therefore explain how a Strength comes into play, or at least how they get involved in the challenge despite their feelings. If you find yourself thinking that your character just wouldn't get involved for some reason or another, put a little time into thinking about what might happen because of that decision.

Then, write a move based on that...and maybe, maybe midway through the move, you'll realize the character now does know what to do, or does care about the situation, as she sees what is about to happen, or starts watching something she does care about slip away.

Maybe that leads to the character using a Strength and turning things around after all. Or maybe the character ends up doubling down on fear or uncertainty, or just takes the wrong action, using a Weakness. Or maybe, the character's Subplot drives him forward, making him engage with the challenge now that he's seen what it could mean if he doesn't.

Now...this isn't something you need to pull in all the time. (And to be clear, if you find yourself constantly trying to figure out why your character would get involved in something, it may be time to talk to the narrator about how to make your character mesh better with the story.) But there are times when an inability to think about something that your character would do can itself be precisely what drives the story forward and makes an interesting situation.

Don't overuse this, but...keep it in the toolbox. It's a handy trick to pull out and it can lead to some astonishingly interesting moments for a character if used properly.

Remember Spider-Man and Uncle Ben...sometimes, when your character doesn't take action, that ends up driving his story more than anything else.
Read More :- "Storium Theory: Inaction In Action"

Monday, 16 March 2020

Ishar: Legend Of The Fortress: Won! (With Summary And Rating)

Our hero does . . . something . . . in celebration of his victory.
          
Ishar: Legend of the Fortress
France
Silmarils (developer and publisher)
Released in 1992 for DOS, Amiga, and Atari ST
Date Started: 22 February 2020
Date Finished: 10 March 2020
Total Hours: 21
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
 
Summary:
First of a trilogy for which Crystals of Arborea (1990) served as a prologue, Ishar offers a classic kill-the-evil warlord adventure with tile-based, first-person gameplay similar to Dungeon Master or Eye of the Beholder. It has excellent graphics and sound but limited RPG mechanics, including combat and spell tactics, character development, inventory, and puzzle-solving. A couple of original features include a party morale system by which party members can override the player's choice to recruit or dismiss a character and a saving system that requires the party to pay gold, but neither really plays much of a role in the end.

****

I could have gotten three more entries out of Ishar, as this final entry covers more than 15 hours. But I played it over a week-long period in which I was moving from one house to another, and something about the process made it easier to just keep playing than to stop and write. I apologize if I elide anything important in my summary below, but the good news is that a lot of Ishar's gameplay is repetitive. The constant need to replenish your supplies and find a tavern for food and sleep means that you backtrack frequently to the towns of the west while overall gameplay drives you east.
               
Approaching the titular fortress.
        
When I blogged last time, I had explored about half the game, having just crossed the bridge into the land of Silmartil. Lands further along include Kandomir, Urshurak, Vargaeon, Baldaron, Zendoria, Gil-Aras, Uldonyar, Elwingil, Halindor, Fhulgrod, and finally Valathar. That sounds like a lot of territories, but each one generally only has a couple of (respawning) monsters and a couple of encounters. The entire game world consists of four outdoor villages, two indoor cities, two dungeons, and a smattering of huts and other wilderness encounters. It spreads across the entire game what Might and Magic would have on a single 16 x 16 map.

The culmination of the game was far to the east, in the large dungeon (or, I suppose, fortress) actually called Ishar. But to survive its perils, I had to solve several sub-quests in the main game area.

When I last blogged, my party consisted of Aramir the warrior (the starting character), the monk "Unknown," Nasheer the spy, Kiriela the priestess, and Golnal the warrior. Golnal and Unknown were pretty ineffective, and redundant, so I soon replaced Golnal with a paladin named Karorn, and eventually I dumped Unknown for a wizard named Zeloran. To get around party members overriding my dismissals, I simply put the unwanted characters at the front of the party with no armor, and I let them get killed by the next enemy.
         
This is infuriating. I don't know why some NPCs do it and some don't.
        
Nasheer eventually took off while we were sleeping, so I replaced her with a third warrior named Manatar. I liked that balance, but soon afterwards I had to get rid of Manatar to accommodate a quest NPC--a spoiled princess named Deloria who had been kidnapped from her village in Baldaron. I found her in a building in Elwingil, the furthest city to the east.
           
Manatar had good stats, but he wasn't with us for long.
         
Returning her to her father rewarded the party with a vital key to Ishar, but getting her out of the party was a bit of a chore. Karorn decided he was in love with her and refused to let her go. I tried killing Karorn, but his infatuation simply transferred to Aramir, and I didn't want to kill him.
              
Oh, boy. Here we go.
          
The solution to that problem involved a potion. Potions become important in the game during the second half, and it took me a while to figure out how they work. First, you have to find an empty vial, of which there is only one in the entire game, in the dungeon in Rhudgast.
         
The manual gives you the formulas but not the effects.
        
I had previously noted that various shops sell reagents like rat's brains and salamander oil. The manual tells what proportions of these reagents you need to make various potions, but it gives them nonsense names like "Trillix" and "Bymph." What you have to do is find an alchemist named Jon the Unique in Kandomir, who gives you a scroll that translates the nonsense names into actual potion effects. (I think these might be randomized for each game as a copy protection exercise, but I'm not sure.) The manual has recipes for 15 potions, but the scroll only translates eight of them: "Physical Regeneration," "Psychic Regeneration," "Invulnerability," "Cure Blindness," "Apnea," "Disrupt Charme," "Pig Detransformation," and "Brain Wash."
         
A scroll in the game tells you which words correspond to which effects.
         
"Disrupt Charme" turned out to be the potion I wanted, but it required a unique ingredient, "turtle slobber." Fortunately, I'd managed to obtain a vial by first finding a turtle near the sea in Silmatil and then giving it to an alchemist in Zendoria. I fed the potion to Karorn, and he got over his objection to losing Deloria.
             
Where did Jarel get the key to Ishar?
           
By this time, I was so enamored with my wizard, Zeloran, that I decided to fill the empty NPC slot with another one. I found one named Khalin in Elwingil. I spent a fortune getting them both equipped with the "Lightning" spell, which damages all visible enemies on the screen and makes wizards more valuable than warriors except that psychic energy runs out faster than physical energy.
             
Blasting dwarf-bandits with "Lightning."
          
A lot of the game's magic system is wasted. It costs so much to purchase spells that even by the end of the game, each of my spellcasting characters only had three or four. There's no point wasting money on "Healing 3" when three castings of "Healing 1" do the same thing. I never explored a lot of useful-sounding spells like "Dissolve" (turns the party into a gas cloud that can blow through enemies) or "Inversion" (changes NPC alignments). Some of them seem useless--I never encountered any poison for "Cure Poison" or any invisible enemies for "Invisibility Detection" (except for one that you can't detect that way). "Radar," "Invisible Party," and "Invulnerability" aren't even described in the manual, just listed. "Regeneration," "Resurrection," and "Repulse" (sends all your enemies to hell!) could have been useful but I just never had the money. I basically had my wizards cast "Lightning" (and "Mental Shield" when it was clear it was needed) and my priest and paladin cast "Healing I," and that was it.
           
I never learned most of these spells.
          
Money is tight throughout the game. You need it for sleeping and eating--one meal and one night's rest costs over $2,000 in the eastern cities--saving ($1000 each), reagents (enough for a single potion might cost $7,000), spells, weapons and armor, and the occasional training. The shop in Elwingil sold high-level weapons and armor, and by the end of the game I was able to get my two warriors into magic armor and wielding the best swords, but no one else. I spent most of my spare gold on potion reagents because potions of "Physical Regeneration" and "Psychic Regeneration" are worth every penny if you're far from a tavern.

Meanwhile, the places that train characters in strength, agility, and intelligence (I never found one that trained constitution) seem to be there to compensate for very weak characters, not to provide regular character development to already-strong ones. Every time you try to train, there's a chance that it will go very well (increasing the attribute by 2 points), just okay (+1), or poorly (+0). I don't think I ever saw an attribute increase when it was already past 10. Thus, for most characters the only form of development is by leveling, which improves maximum health. Several of my characters hit level caps (Level 10) near the end of the game, but not everyone did.

I grinded quite a bit for my gold and still arrived at Ishar mostly broke. (Ishar itself has tens of thousands of gold pieces, but you'd have to slog them back to civilization while very near the endgame.) I decided the best way to grind was to repeatedly enter and exit the two indoor cities in Elwingil and Urshurak. Each one spawns about half a dozen orcs that leave 500 or 1000 gold pieces each. Repeatedly entering and exiting the city was a good way to build both wealth and experience.
         
By killing a large knight in Osghirod, I got a special helmet that allows you to see invisible enemies. This let me kill the invisible lizardman Brozl, who roams the huge area called Fimnuirh, and to loot from him five fire protection rings.

I spent a lot of time tracking down five rune tablets that you need for the final battle, or you can't hit Krogh. One was out in the open, on a pedestal in Lotheria. A second was in a hut in Zendoria called "The Forbidden House," so-named because my characters got cursed and slowly died of a wasting sickness after entering. I had to inoculate them with a potion before entering. Another was in the dungeon in Rhudgast. A fourth was on a pedestal in the outdoor area called Gil-Aras, but the party went blind the moment I entered the province. I had to use the "Cure Blindness" potion to see well enough to explore the small area. The fifth was in Ishar itself.
            
A rune tablet in an area that causes blindness the moment you enter.
         
In a house in Elwingil, one of Jarel's companions from Arborea, Thurm, gave the party five monks' robes that would disguise us as initiates in a certain place in Ishar.
          
Eventually, having explored everything else, I entered a teleporter in Halindor and found myself across the channel in Valathar. The entrance to Ishar is in the northeastern part of this island, but there were a few things to do first, including defeating the wizard who guarded the entrance. In the far southeast past some encounters with much tougher dwarf-bandits than I'd faced before, I found a pig standing in the middle of the forest. Since a wandering alchemist had recently given me some toad eye, a necessary ingredient for "Pig Detransformation," I figured that's what I wanted to use. I mixed the potion and applied it to the pig, and it transformed into an old woman named Morgula who offered to join my party.
             
When there's a potion called "Transform from Pig" and you find a pig, it's not hard to figure out what to do.
                       
I was reluctant to get rid of Khalin, but I figured Morgula must be special in some way since I had to go through so much trouble to get her. Sure enough, although she's weak as hell and her physical energy depletes while you watch, she has a spell called "Anti-Krogh." After I won the game and was doing my usual post-game research, I found that several web sites claim that Morgula is Krogh's mother, but I don't know where they get that, as her name appears nowhere in the backstory or in any of the NPC dialogue.
           
How do you turn down that kind of appeal?
         
It was finally time to take on Ishar. The fortress is quite large, with three separate sections separated by teleporters. There are numerous doors that you have to find keys to open, and one area that serves as the game's only real puzzle: a sequence of six levers, each controlling two doors in a small maze of corridors. You have to find the right sequence of levers to open the right doors, which I did through trial and error. There's a huge area full of poison gas that you have to mix five "Apnea" potions to successfully traverse.
          
A lever puzzle took much of the time in the final dungeon.
          
At one point, I killed a mage and looted from him an object that looks like the Silmarils logo, but I never found anything to do with it.
          
Anybody want to take a guess?
         
The final corridor features multiple encounters in succession. First, a medusa, for whom you need "Mental Shield" active for everyone to avoid petrification.
          
Why does it look like medusa is a statue? She's supposed to turn people into statues?
          
Then there's a huge red dragon. It takes a long time to kill him--and my primary fighter had to drink two "Physical Regeneration" potions during the process--but he doesn't do much damage as long as you have the gold rings from Brozl.
           
Poor dragon looks like he's cramped.
          
After the dragon was a door we had to be wearing our robes to enter . . .
            
This is the first I've heard of Krogh starting some kind of cult.
         
. . . then a corridor full of individual fights with spellcasters.
          
Killing wizards in the final corridor. I thought this was Krogh at first.
         
It all culminated with Krogh himself. He had a powerful magic attack, but it only took three castings of "Anti-Krogh" to kill him. I assumed it would be harder. I guess maybe it is if you don't take Morgula.
          
The evil Krogh. Fortunately, Morgula has a spell called "Anti-Krogh."
           
Alas, there was no real endgame. After Krogh died, the game played some triumphant music while one of my characters--Aramir, I guess--knelt in a circle of rotating pillars and held a crown above his head.
            
One element of the game that I never solved: there's a sword in a stone that was supposedly left there by Jarel when he swore off violence. Despite the message, I couldn't pull it out at any level or with the highest strength statistics.
          
Any ideas?
         
In a GIMLET, the game receives:
         
  • 3 points for the game world. I like the layout, but otherwise it's a generic high-fantasy place with a generic high-fantasy quest. 1992 CRPG addicts are no longer satisfied with vaguely-described evil overlords trying to take over the world just because they're evil.
  • 3 points for character creation and development. There's no creation process, just an assemblage of party members from the NPCs you find across the land. Development is quiet, almost invisible, and besides those of wizards and warriors, the game really doesn't call upon the varied skills of its other classes. 
  • 4 points for NPC interaction. There are a few fixed NPCs who provide hints and items, and then there are the NPCs who can join the party. I'll allow a point for the uniqueness of Ishar's approach to alignment, where party members must vote to admit or expel new members, and apparently you can order one NPC to kill another, perhaps creating ramifications down the line (I never explored this), but none of it amounted to anything.
            
A few unnecessary hints do not constitute much in the way of "RPGs."
          
  • 2 points for encounters and foes. There aren't really any non-combat encounters, and monsters are generic high-fantasy denizens with the standard types of attacks. They're not even named on-screen. I thought the respawn rate was useful.
         
Here was a powerful thing from inside the final dungeon.
         
  • 2 points for magic and combat. Even if I'd bought all the spells, I don't think they really would have afforded much in the way of combat "tactics." There isn't much to do in combat but attack, cast, and keep an eye on the related meters. The party deployment grid is mostly wasted, and you can't even do the "combat waltz" or other strategies common to Dungeon Master-style games.
  • 4 points for equipment. You have a reasonably good selection of weapons and armor, with numbers denoting their relative effectiveness. The potion system isn't bad except that you only have one flask.
         
This shop in Elwingil offers the best weapons and armor.
        
  • 6 points for the economy. It remains relevant to the end, and I like the way that it forces you to make tough choices throughout the game. It just lacks a certain complexity that I would need for a higher score, plus perhaps more of a "money sink" in those attribute trainings.
  • 2 points for a main quest with some sub-quests but no side-quests. There are no alternate endings or player choices.
  • 6 points for graphics, sound, and interface. The graphics and sound are some of the best we've seen, just about perfect for the scale and nature of the game. I particularly appreciated the ambient sounds (including a murmur of voices in the taverns that I came to believe was "I'm riding down to Livermore with some recruits"). The music is suitably epic, though in my case turned off. The interface was only okay; too much mouse, too little keyboard.
  • 6 points for gameplay. It has some minor nonlinearity and minor replayability (with a different party configuration). It's almost perfect in its challenge (including its enforcement of limited saving) and its length.
            
That gives us a final score of 38. That seems about right. I was thinking that it should at least cross into "recommended" territory, but in the end the game is too sophomoric in core RPG mechanics to break into the "truly good" range.
           
          
I expected the Amiga version to do quite well in European reviews (most U.S. publications, including Computer Gaming World, don't seem to have taken note of it), so I was surprised to find mostly low scores even in Amiga magazines. Scores ranged from 48 (Power Play, September 1992) to 89 (CU Amiga, July 1992). The consensus seems to be the same as mine: the graphics are great, but it lacks in RPG mechanics like combat and character development, and it doesn't have much of a plot. A few noted that with a Dungeon Master-style interface, they expected Dungeon Master-style puzzles. A paragraph from the British Amiga Action (July 1992), which gave it an 82, is representative:
           
Noticeably distinguished in the graphics area, Ishar: Legend of the Fortress plays almost as well as it looks . . . Perhaps the downfall of Ishar is its simplicity; you begin to wish for more activity, interaction, and involvement, more problems and less roaming . . . Certainly a valiant effort by Silmarils and, if they can learn from this, a firm foundation for a sequel.
           
Not everyone felt as positively as I did about the pay-to-save mechanism. My fellow blogger, Saintus, abandoned it after one session for that reason. Magazines, if they mentioned it, mentioned it negatively. In contrast, a lot is made in the magazine reviews about the party morale or alignment system in which characters form bonds, defy orders, and "have their own personalities," none of which is reflected in the game in any interesting way. I suppose Ishar did some trailblazing here, but I'll concede that an NPC "has his own personality" when he actually says something. Yes or no votes on other party members aren't quite enough.
                                             
Does this really add that much?
              
Silmarils will have plenty of opportunities to continue to improve on this system. Ishar 2: Messengers of Doom will be along in 1993 and Ishar 3: The Seven Gates of Infinity in 1994. We also might have them for Robinson's Requiem (1994) depending on my decision on the genre. After that, Silmarils changes its focus to action games and ultimately goes out of business in 2003.

Although some commenters have suggested a certain amount of "Frenchiness" to this game, I think it's safe to say that we've long-since exited the era of truly outré French titles like Mandragore (1985) and Tera: La Cité des Crânes (1986). Instead, Silmarils seems to be following early-1990s Germany by producing copies of successful American games, albeit with some of their own twists. I'll miss the bizarre nature of the 1985-1989 French "golden age," but then again there are still a few titles on my clean-up list.

I gave the choice of the next "upcoming" game to Sebastian, who designed my banner, and he opted for Lands of Lore (1993). That'll be along in a few games. Next we'll finally take a look at Planet's Edge.
Read More :- "Ishar: Legend Of The Fortress: Won! (With Summary And Rating)"