The Avengers (Movie Review)

The Avengers movie posterBy now, it’s a little late for me to tell you to go see The Avengers. You probably already have, unless you decided to ignore a month’s worth of great reviews. But I finally saw it, and I loved it. (This was not a foregone conclusion. Of the various movies that set up the premise for this one, I had only seen Iron Man. I found it to be okay, even though most people loved it. That hadn’t left me inclined to watch all the others that people said weren’t as good as Iron Man.)

There are definitely problems: Captain America looks less like a believable character than someone in a Halloween costume. The Hulk changes from a malevolent monster to a warrior with self-control, and the movie makes little effort to bridge the gap between those extremes. “Street-level” heroes without superpowers contribute to the fights as well as Thor and Iron Man. And Samuel L. Jackson seems to be phoning it in the first half of the movie, despite the character of Nick Fury being written to his strengths. (He does improve a lot in his less frequent, but more vital, scenes late in the movie. When called on to deliver a “mutherfucking snakes” line, Jackson is up to it.)

These problems hardly matter, though, because the movie makes everything work. It also helps a lot that, like Jackson’s performance, everything gets better as time goes on. Each succeeding action scene is more thrilling, the characters become better established, and the momentum picks up. This is managed largely because the movie had a huge budget to match the sheer audacity of its plans: The disparate heroes and cosmic villains require a lot more suspension of disbelief than (successful) superhero movies usually aim for, but Marvel had the money to make the special effects work. It also succeeds because it’s written by Joss Whedon.

To many people, Whedon is mainly a source of quirky dialog, and some of that pops up here. Unlike comic writers such as Brian Bendis, though, he is able to control his tics and take on other styles. This was a big-budget action movie first, a spiritual sequel to several different movies second, a Whedon movie last. His version of Tony Stark was completely true to the prior movies, and I can only assume that the other characters, who were written very differently, fit the movies I didn’t see.

Whedon’s real talent is respecting established characters. He’s usually done this with characters he created, but comics like Astonishing X-Men have proven that he can do it just as well with other peoples’ stories. He not only rewards the fans who are familiar with the characters, but shows newcomers why the fanbase exists. This made Whedon a perfect choice for this movie, which needed to handle a wide variety of heroes without making their coexistence seem ridiculous. Honestly, as much as I loved The Avengers and would now line up to see any other superhero movie Whedon writes, this still didn’t sell me on the Marvel movies in general. It would be too easy for lesser hands to mess up a premise that involves a dramatic god, a gee-whiz science fiction hero, a monster driven by rage, and more all in one plot. The only character here who I am really interested in beyond this one movie is the Black Widow, played flawlessly by Scarlett Johansson. (Whedon’s reputation as the only mainstream writer who reliably includes strong female characters is now firmly established.)

I feel a little silly making such a big deal out of a summer action movie, but The Avengers really was excellent. With a satisfying plot, time for every character, and big-budget action that really felt exciting, this is a rare achievement. But this wasn’t “just” a well-executed movie; The Avengers may be an important step for superhero movies as a whole.

In the past, I’ve had a general rule that superhero movies succeed to the extent that they make their stories simple and streamlined for a wide audience. Everyone in the X-Men movies gets their powers from mutations, because also throwing in magic and cosmic forces would stretch belief. Spider-Man’s web-shooters are organic, because it’s difficult to accept that he’d also be the sort of genius who could invent such a thing on his own. And so on. I think that’s a big part of the reason that we’ve never had a superhero series stay good for three movies. By that third one, the writers have gotten lazy, and so an alien creature falls to Earth directly onto Peter Parker’s bicycle, because the plot needs to start some way.

The Avengers, as I already mentioned, is an audacious movie. It opens with a scene that draws from Marvel’s stable of cosmic powers. It throws together heroes of magic, science fiction, and good old human toughness. And the result is something that even I, as a comics fan, would have considered accessible only to the hardcore fans. But instead, this is now mainstream entertainment! The credit is split among the huge budget, Whedon’s attention to all the characters, and to the earlier movies that laid the groundwork, but the fact remains that this is a sea change in the way that modern superhero movies work. We now have millions of people who are paying money to follow a convoluted world spread across multiple movie series, and the geekiest features of comic book plots appear prominently. It could even be argued that, because this follows up so much on Iron Man 2, this is a successful third movie in that series!

The Avengers is a fun movie. The Avengers is an important part of a series of stories that will probably be coming out for years. And yes, The Avengers is actually a bold change to the way that movies like this work. It may have all those flaws I listed at the beginning, but this is a huge success however you measure it.

Grade: A-


Lionel Shriver – We Need To Talk About Kevin (Book Review)

We Need To Talk About Kevin cover

Lionel Shriver – We Need To Talk About Kevin

Lionel Shriver’s writing is literary and sophisticated, but don’t let that fool you. Had her career gone slightly differently, it’s easy to imagine her cranking out Saw sequels. She loves to make the audience squirm, and that’s exactly why We Need To Talk About Kevin is so successful: Told by Eva, a mother whose son went on a school-shooting rampage, we get to watch his entire childhood unfold with knowledge that he will get worse, not better, with age. Shriver’s empathetic, human approach makes this horrifying story that much more effective.

That’s not to say that it’s perfect. Part of this book’s draw is our curiosity about why a kid would do this, and parents will be captivated by the fear that their child could turn out the same. However, Kevin is too perfectly evil from the moment of birth to be compared to the kids we know. He refuses to be held or fed by Eva, but always acts like a good kid when his father’s around. He stubbornly refuses to talk at all in front of his parents until he’s secretly learned to speak in complete sentences at the age of three, and he still wears diapers even when he’s old enough to make it clear that he’s just doing so to make his mother uncomfortable. Even before the age of self-awareness, Kevin wants to prove to himself that he is better than everyone and relies on them for nothing.

It’s arguable that Eva’s account is not supposed to be trustworthy; After all, one major question of the novel is whether Kevin’s behavior is his parents’ fault. However, she includes too many details involving witnesses: The first nanny refused to finish a single day when Kevin was just weeks old, every parent in his preschool pulled their child out and then met secretly at another place without him, and so on. If Eva is lying about facts like these, especially when she admits so many difficult things in her writing, then the book would be meaningless. No, to get meaning out of this story, I have to believe Eva’s testimony, and approach this as a horrific tale about a child of pure evil rather than an exploration of kids in general. (The question about Eva’s culpability is also less interesting because of this. Apparently, a lot of readers do blame her for not loving Kevin enough. A great book could be written on that subject, but in this case Kevin refuses her love from the beginning. Instead, I read the book, and that reaction, as an examination of the impossible standards some people will hold mothers up to.)

Kevin is a great character, though, and he does eventually grow into his personality. As a young adult, he does represent the fears that parents have when their child grows sullen and withdrawn. The book would be incredibly powerful if it had rushed to get Kevin to that point.

In fact, almost all the characters are great. (The one exception is Kevin’s sister, a loving doormat who is too perfectly designed for narrative convenience.) Eva is a complex woman with hopes and dreams. Many people consider her a villain for being uncertain if she loves her child, but the fears she privately shares in the book are honest and relatable. The book’s horror works because we get to know her both as a vibrant young woman and as the broken product of eighteen years with Kevin. Franklin, the father, is a great foil for Eva. It’s clear how they fell in love, even if they become so strongly at odds when it comes to child-rearing. (However, it should be said that he sometimes sticks up for Kevin to the point of undermining Eva. If anyone was responsible for the way that Kevin turned out, it’s the father, and Eva’s unwillingness to face this is a real problem for her intelligent, practical character.) Even the people who pass through in a single scene are expertly portrayed.

The story is mostly told in flashbacks, but there is a running plot about Eva’s prison visits with Kevin. As much as he always spurned and hated her, their relationship becomes the most fascinating thing about the book. Near the end, the flashbacks catch up to the modern day, and the plot lines converge with a great payoff. The ending does hold some real (and fair) surprises, even if the reader did know to expect the shooting spree all along.

If I have some complaints about this book, it’s because it’s so good that it demands being held up to a high standard. We Need To Talk About Kevin is filled with great characters and makes real emotional connections with the readers. It only falls short of being a modern-day classic because Kevin’s unbelievable childhood keeps us from seriously considering the questions it asks about killers and their parents. Even so, this is both accessible and intelligent, and will stick with you after it’s finished.

Grade: B+


Imperial Rooster – Decent People (Music Review)

Decent People cover

Imperial Rooster – Decent People

“Anything Goes At A Rooster Show”, the lead track on Decent People, wastes no time in announcing that Imperial Rooster is a quirky, irreverent country act. Featuring L. Ron Hubbard, monkeys, and a vending machine full of raw pickled eggs, it does sound like “a good old fashioned Rooster show” would be a lot of fun.

After that song, though, the band tries to go in too many directions, few of them good. One country standby after another is embraced eagerly, from warnings about divine judgment to an enthusiastic jug solo. I still can’t tell whether the exaggerated country moan in the vocals is satirical or just over-indulgent. At least it’s obvious that the huge body count comes from a less-than-serious love of murder and heartbreak songs. This young band has some strengths, but a lot of weaknesses, and they haven’t yet figured out how to tell them apart.

The attention-craving sinners of “Anything Goes…” and “DWI Marijuana Blues” clash with the God-fearing balladeers who sing “our ignorance will block out the Sun” and warn the listener away from internet porn (with too much fervor to be taken seriously). In case that isn’t enough variety, the singer occasionally switches over to a Tom Waits-esque yell. These all clash, especially when they show up in the same song. (For example, the painfully-slow ballad about their fears for the modern world would be more tolerable if it weren’t named “Korhn Sirup Sundae”.)

If Imperial Rooster has a future, it’s probably in that Tom Waits impression. Not that they have Waits’ gift for lyrics, but the growling and energy distract from their lack of singing skill. “45 Seconds Of Blood” is actually a fun little song, and only partly because it is too quick to wear out its welcome. In fact, “The Beast On The Backs Of Our Children” is almost seven minutes long and manages to stay interesting. It could use some polishing up, but its bloody morality play grunted out over an oompah beat is unique enough to work.

Unfortunately, every decent song like that is balanced out by a few completely forgettable ones. With production that makes the album sound like an unprepared first take and failed humor that never lives up to the promise of “Anything Goes…”, many of these songs shouldn’t have even been considered for release. (Even if women abusing their husbands were automatically funny, “I Like The Way (She…)” is plodding and forgettable enough to ruin the joke.)

There’s one reason I keep coming back to this album, though: “Suzie Anna Riverstone”. This mixes Imperial Rooster’s split personalities perfectly, and results in a song I will listen to on repeat. Modeled after a traditional country tragedy, the lyrics are just too over the top to take seriously, and the shit-kicking energy makes it a fun, self-aware celebration of the genre.

Decent People is a rare thing: An indisputably bad album that still makes me interested in seeing the band live. The country pranksters behind “Anything Goes At A Rooster Show” and “Suzie Anna Riverstone” have to be fun in concert, and given that those songs bookend the album, the band clearly knows those are their standouts. It’s just too bad that they haven’t figured out how to make the rest of their songs work like that.

Grade: D+


First Looks At New Comics: Rachel Rising, Snarked!, and Thief of Thieves

I’ve been reviewing different comic series in different ways. In many cases, I post a single review after the conclusion of a long mini-series or one that had run for only a few years. For longer-running ones, I might check in with a review every 12-24 issues. With mini-series and most ongoings, I group several together for “capsule reviews”. I like this system, even if my choices are sometimes arbitrary. (Why did I review The Unwritten after 24 issues and Morning Glories after 12? Why has Amazing Spider-Man received its own reviews while other Marvel comics are grouped together? Just because, I guess.)

There is one problem, though. It’s a lot of fun to discuss new series when they first come out. It’s also probably more valuable to my readers to talk about new comics while there’s still a chance to jump on board. Therefore, I’ve decided to start writing first looks at new series that I otherwise wouldn’t review for another year or two. (Of course, if it’s not very good, this may also be my last look at it.)

This will still be somewhat arbitrary. A twelve issue miniseries would get reviewed after it finishes, and most ongoing superhero comics will still get lumped into capsule reviews. I don’t always know how long a comic will run, so I may make the wrong decision about whether it needs a first look a few months in. But I’ll do it where it seems useful.

Here are my initial impressions of three non-superhero comics. With a children’s book, a horror story, and a crime drama, there’s something for everyone.

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The First Two Fablehaven Books

Fablehaven cover

Brandon Mull – Fablehaven

I have my misgivings about Harry Potter, but I tried out Brandon Mull’s Fablehaven series even though it was recommended to me as being “like Harry Potter“. I’m glad I did. It’s not clear to me how it will keep up the world-building without eventually getting bogged down and inconsistent, but the first two books were worth reading.

The first book, Fablehaven, introduces the central conceit: Magical creatures live in our world, but are almost extinct. A small group of people keep the existence of magic a secret while also running preserves on which these creatures still live. When thirteen-year old Kendra and her younger brother Seth discover this, they get caught up in their grandparents’ efforts to protect the haven, if not the whole world, from evil forces.

This book draws as much inspiration from dark old fairy tales as safer modern stories. The magical creatures are dangerous and inhuman. The intelligent ones are immortal, and can’t bring themselves to focus on, or even comprehend, the concerns of the brief-lived humans who are trying to save them. Most of the danger here comes from a more complex worldview than simply good versus evil.

This book taps into the mix of the innocent and the horrific that gives classic fairy tales their power. The children, especially headstrong Seth, make mistakes with horrible consequences, and the sense of danger is strong. The first hint of magic they discover is grotesque and unique, and described so viscerally that it still sticks with me. It should be said that the plot pacing is uneven, but that also serves to make the disasters and sudden plot shifts much more surprising.

Until the ending, that is. The resolution manages to fix even problems that seemed irreversible, and retroactively makes the world seem safe and fair after all. This is maybe necessary for its target age range, but felt like a betrayal of the story I had come to expect.

Fablehaven: Rise of the Evening Star cover

Brandon Mull – Fablehaven: Rise of the Evening Star

Fablehaven: Rise of the Evening Star shows Mull’s growing skill as a writer. I have no complaints here about uneven pacing, as the length and plot progression fit the book perfectly. He also appears to be managing the series well. Small events from Fablehaven are now growing into a larger story, and events from the first book are logically followed up on here. This avoids Harry Potter’s problem with characters or spells from one book that just seem forgotten when they could be useful in later ones. It helps that in Fablehaven, magic comes from non-human creatures. People rarely understand how or why fantastical items work, and the magical creatures have established motivations to keep them from becoming directly involved. This resolves most questions of “why didn’t someone just solve the problem with this spell?” Even so, there are a lot of powerful items and creatures on display here, given how small their ecosystem is supposed to be. I worry that that will start to seem inconsistent within a few books.

The immediate problem, though, is that between Mull’s cleaner writing and the reassuring ending of the first book, Rise of the Evening Star never finds the sense of danger that impressed me in Fablehaven. The in-book dangers are still great, and the disasters still happen, but the reader can clearly see the path to a happy conclusion.

Mull has a knack for cool ideas. I don’t want to spoil the creatures the kids encounter here or some of the things that happen to the main characters, but if you ask any young fans about this series, they will probably be bursting to tell you about all the crazy, imaginative things that happen here. That’s true in both books, but seems to be even more prominent now that Mull has found his footing in book two.

Overall, these books are fun if flawed, and their best parts are very memorable. I preferred the more chaotic, unpredictable feel of the first book, but I can see why some people think that the series improves as it goes along. Either way, I’m curious to see what happens next. I’m not sure if it will keep working for me, but it’s doing better than Harry Potter was after two books.

Fablehaven: B

Fablehaven: Rise of the Evening Star: B-


Ascending Empires (Game Review)

Ascending Empires box

Ascending Empires

When I had the chance to sample Ian Cooper’s Ascending Empires at Origins last year, I found it to be a clever mix of strategic empire-building and dexterity games, but wasn’t sure it would have staying power. Now that I’ve gotten to try it several times, I can report that each aspect would be unsatisfying on its own, but that the combination really is compelling.

The basic point of the game is to send spaceships out to colonize planets, and then add new buildings and troops to them. There are technology tracks corresponding to planet colors, and building research stations will let you improve various abilities. Of course, players will start attacking each others’ ships and planets once the galaxy gets a little crowded. Points are awarded for building, researching, and winning battles.

None of these rules are unusual, and the system is pretty simple. There are only three building types and four technology tracks, and most players will never go beyond the basic ship type. There are no engines to develop or clever synergies to build your empire around. Left alone, this part of the game would be a simple race to optimize your builds according to basic rules. However, this is all a context for the ship movement: Players actually flick the wooden ship disks around the board on their turn! This adds a decent amount of aiming skill, not to mention luck, to keep the game interesting.

I like the rules governing the ship movement, which are straightforward but work effectively. Players can choose to be either safe or ambitious in their movement, and the combat rules offer good incentives to aggressive players while giving some good benefits to the defender. Planets are heavy disks that get placed into holes in the board, so ships can’t dislodge them, and “orbital areas” surrounding planets become the goals for ships to land in.

Close-up of the game in play

Battle between the red and yellow players

Quality components matter when the game involves sliding pieces around a board, and Z-Man Games went the extra mile here. There is a large baggie to protect the board from humidity (and warping), extra stickers for the wooden pieces, and rules inserts with clear advice for using all these. (This is especially appreciated after Panic Station, whose initial rule set buried non-intuitive instructions for applying the stickers in the middle of its rulebook.) The board pieces snap together like a puzzle, which keeps it smoother than a folded board or unconnected cardboard would be. Despite all this, though, it’s still a problem that the bumps where the board pieces fit together can upset the best-aimed ship. I’m pleased to report that the pieces do wear well, and if anything fit more smoothly on game five than they did when first taken out of the box. Admittedly, it can be funny to watch the occasional ship careen wildly in the wrong direction due to these “folds in the fabric of space”, but at least one of my games was determined by a single unlucky break when going across one of these boundaries. If it weren’t for the strategy and theme, this wouldn’t hold up well next to a simple dexterity game like Crokinole – and while new Crokinole boards may be expensive, they set a standard well beyond what can be achieved with board game components such as this.

So why does this game work? Well, the main reason is that its quick turns give it a fast pace that perfectly matches its depth and slight chaos. A turn allows a single action, either adding a piece to the board, or making two to four (depending on technology level) ship movements. Even the especially careful ship moving turns will take under a minute, and the tension there is interesting for everyone to watch. If a player chooses a different action, they complete their turn in a few seconds. You’ll have a hard time finding another hour-long game that gives everyone as many total turns as this one. Once the battles start and tension rises, this pace does a lot to add to the excitement. It’s easy to overextend yourself, as every empire’s border is guaranteed to have holes. On the other hand, taking advantage of too many openings will just leave you more stretched and vulnerable than ever. Fighting off enemies on two fronts, while wondering if you can spare the time to ignore the battle for a turn and build more infrastructure, can be a tense experience that feels like it has no downtime at all. Concerns about simple, deterministic game mechanics are forgotten once they get mixed in with battles driven by aim and luck, but those strategic options still give the game an important dimension beyond “pure dexterity”.

Ascending Empires avoids problems with runaway leaders by making the game end quickly if anyone gains a strong position. The endgame is triggered once a certain number of VP chips have been claimed, so the more one player manages to dominate the others, the quicker they’ll end it. That doesn’t leave much time for the other players to sit there watching the game go on without them.

Not as strategic as most empire building games, not as crazy as most battle-heavy games, and not as elegant as most dexterity games, Ascending Empires succeeds by finding just the right combination of these elements. The result is a tense experience that still feels light-hearted and fun.

Grade: B

Neal Stephenson – REAMDE (Book Review)

REAMDE cover

Neal Stephenson - REAMDE

Though Neal Stephenson has become known for dense, 1000-page novels in recent years, he has a knack for page-turning adventure as well. REAMDE returns to that side of his writing, with an action-packed story involving Russian mobsters, spies, and a computer virus. REAMDE doesn’t completely distance itself from Stephenson’s latest works, though: It’s still 1000 pages long, and sometimes the thriller plot gets bogged down by the sheer scope of the story.

The novel is set in a world just like ours, except that a new game named T’Rain has eclipsed World of Warcraft as the dominant MMORPG. Shortly after Richard Forthrast, the game’s creator, gets his niece Zula a job with the company, a virus named “REAMDE” appears. It requires victims to transfer money in T’Rain in order to save their data. Things quickly escalate, and before long Zula is a hostage to a Russian crime lord who wants her to track down the creator of the virus. The story barrels through several unexpected changes and ends up following quite a few characters spread across different countries.

In many ways, REAMDE is structured like an especially large “airplane read” thriller. One of the things that makes it so large, though, is Stephenson’s love for detail. The fight scenes involve considerations of gun ballistics, the countries people end up in are determined by the “great circle routes” available to the airplane pilots, and of course the world of T’Rain is structured around a deep understanding of the mechanics and economics of today’s computer games. Whether these additions sound appealing or boring to you will determine whether you should read this book. They are definitely interesting at times, and even when they get a little dry, they make the story believable. Stephenson’s bid for realism may be a bit misdirected, though, given that much of the plot still depends on coincidences and characters making the right decisions to stay relevant to the book. Still, it’s an exciting story, and Stephenson has finally learned to make his musings quick and relevant to the story instead of the long lectures they used to be.

The other element that defines Stephenson’s stories is his love of geek culture. This has expanded in the past to encompass his fascination with history, economics, and philosophy. Now, REAMDE simply opens the doors to celebrate obsessives of all varieties. The computer geeks are well-represented, but the book includes everyone from Medieval re-enactors to Constitutionalist gun-lovers to cat skiiers (an elitist version of the sport that, of course, Richard’s mountain resort caters to). In Stephenson’s world, everyone worthwhile has a some special driving interest. The way T’Rain is explained in the game, It was successful because Richard chose a developer with a compulsive need to base the game’s geography on real sceince and a story-writer who believes that a consistent fantasy language is the key to the new world.

(It’s actually interesting to consider Richard as a stand-in for Stephenson himself. The book frequently mentions that Richard doesn’t understand the people around him, but his success comes from respecting their eccentricities and recognizing their skills. Is that how Stephenson sees himself relating to the fans he writes for?)

REAMDE is often good, but inconsistently so. The first few hundred pages are great. But just when the reader settles in for a crazy ride that keeps jumping from threat to threat, it turns out that the latest round of bad guys are the real villains for the entire book. I find them to be the least interesting of the conflicts that were introduced in the first third, but pretty soon, it’s focused on them with even the side plots fading away. These other plots and characters do return for the last third, though, and things get interesting again. But in the final hundred pages, they all fall apart.

Stephenson has never been good at endings, but I believe REAMDE has his worst ever. After a laborious set-up to bring all the characters back together (involving unlikely guesses among several), the scene is set for a long, long, long gun battle in the mountains. The detailed logistics don’t really matter, but people keep separating, joining up, flanking each other, and getting in shoot-outs. Most scenes in the end section could have been removed without me even noticing, and in fact I’ve already forgotten (one day later) how the conclusion played out. It felt like Stephenson just reached a point where he said “Ok, time for the bullets to stop missing the bad guy.”

Also frustrating is how small a role the titular “REAMDE” plays in the plot. The book’s title (and press) promise a mystery – what is its purpose, and what does the name even mean? (“Read me?” “Reamed?” “Redeem?”) But the answers are mundane, and resolved quickly. Stephenson actually seems to be on the side of the virus writers, even after demonstrating in the beginning that they harmed a lot of people. Meanwhile, the subplots related to T’Rain are never resolved, and the entire game could have been removed from the book with only minor adjustments to the plot. It’s obvious that Stephenson put a lot of effort into this system, but it just doesn’t mesh with the story about abduction and spies he ended up writing.

Despite its 1000-page length, REAMDE is usually breezy and exciting. For many lapsed fans, this may be the novel that rekindles their interest in Stephenson. For me, though, the boring middle and its inability to juggle all the plot threads set in motion tempered much of the thrill.

Grade: C+


The 2011 Dominion Expansions(Game Review)

Both game boxes

Dominion: Cornucopia and Hinterlands

Cornucopia and Hinterlands, the sixth and seventh releases of Dominion, have finally found the series reaching a point of diminishing returns for me. They are still great additions to the base game, but I’m at the point where I had enough Dominion cards already that these were “nice to haves”, not vital purchases. The main reason I’m only now getting around to discussing these 2011 releases is that I mixed them in with so many other cards that it became difficult to pick them out for specific review. Of course, your mileage may vary. Some people reached this point a few expansions ago, and others are still discussing the next release with the same eagerness I was using back in the Prosperity days. It’s probably telling, though, that Rio Grande is finally slowing down their schedule to one expansion per year.

Even if it arrived too late to feel vital, Cornucopia still adds fascinating new twists to the game. It’s only a half-sized release, the same size as the unloved Alchemy expansion, but this one is as interesting as a full-sized one. It turns a central tenet of Dominion on its head: One of the first hard lessons for new players is that buying every cool card available will lead to an unpredictable, diluted deck. Good players build a strategy around only a few Kingdom cards, sometimes as few as one. About half the cards in Cornucopia, though, reward you for owning a variety of cards. Whether it’s points for the “differently named” cards in your deck, coins for the different ones you played, or bonus draws as a prize for having no duplicates in your hand, they take varied approaches towards encouraging a wide-ranging strategy. A couple other cards actually increase the number of “named cards” available in a single game: The Young Witch is an attack that can be blocked by an extra “Bane” card in the supply (which is any random 2- or 3-cost Kingdom card), and the Tournament comes with five distinct “Prize” cards for players to win.

Cards from Dominion: Cornucopia

This turns out to work very well. Though varied decks are almost always weakened, they aren’t completely crippled. A minor boost in return for the variety can be enough to make it worthwhile. This means that a strategic approach that had almost always been weak in the past is now sometimes good and sometimes bad. This is exactly what makes Dominion such a great game: The new expansions neither fade into obscurity nor completely overpower the old cards. Instead, they open up new strategic avenues that hadn’t been considered in the past, while leaving the old ones available. It’s only the timing that keeps me from proclaiming Cornucopia to be a vital expansion; As it is, it still makes the game a richer experience.

Hinterlands, on the other hand, didn’t have that effect on me. This expansion’s theme is cards that have an effect as soon as you Buy or Gain them. While not completely new, it’s still a relatively unexplored area of the game that deserves more attention. However, one-time effects rarely feel as game-changing as abilities that can be used repeatedly, such as Cornucopia’s. Further, expanding this area of the game adds to the complexity of the rules. Do you understand the timing difference between “Buying” and “Gaining” a card? How does an ability that triggers “when you would gain another card” interact with the on-Gain effect of the card you would have gained? Don’t worry, the rulebook does explain these (with the typical thoroughness that other game publishers should learn from), but this is definitely a signal that Dominion is moving in a more complex, “experts-only,” direction. I don’t mind that in theory, but I wish the release that did this would feel at least as significant as the ones that came before.

Dominion: Hinterlands cards

That said, both of these are solid expansions to my favorite game. I can play this nearly one hundred times per year, and I’m still frequently surprised by how different one set-up can be from the next. Cornucopia only offered a taste of the paradigm-shaking changes of the early expansions, and Hinterlands mixed right in without any surprise, but they maintain the current level of quality and are the reason this game will still feel varied to me a year from now. If I sound a little cynical, it’s because I’ve reached the point where I understand why some people have Dominion fatigue. I still say these games are worth buying, though, and I’m confident that I’ll be standing in line for the next one.

Dominion: Cornucopia: B+

Dominion: Hinterlands: B-

 

Social Distortion – Hard Times and Nursery Rhymes (Music Review)

Hard Times and Nursery Rhymes cover

Social Distortion - Hard Times and Nursery Rhymes

Though Hard Times and Nursery Rhymes is Social Distortion’s first album in seven years, Mike Ness seems to be one of the few punk rock frontmen capable of aging gracefully. He was pulling in country influences years before “punk gone country” became a trend, and always focused on slightly slower songs about life. He was never afraid to admit that life changes sometimes, and by now his fanbase has had time to come around to his point of view on songs like “I Was Wrong”. It’s time for Ness and his band to bring that same honesty to middle-aged life.

For the most part, he succeeds. Ness may not betray his age (he was 49 at the time of this release), but this obviously isn’t the work of wild kids either. Hard Times is a collection of confident songs with nothing to prove. They may be the best-produced of any Social Distortion songs yet, and Ness’ gravelly voice is one that he wears more naturally with every passing year. This may be white-trash blues rock, but it’s smooth and soulful under the rough edges.

Recent trends haven’t made the band veer towards country, but the influence is still there. Their rendition of “Alone and Forsaken” won’t attract as much attention as their old “Ring of Fire” cover did, but in reality, Hank Williams’ work was much more in need of a modern update than Johnny Cash’s. Intense and respectful, “Alone and Forsaken” could pass as a modern song if not for a few archaic turns of phrase. Social Distortion does Williams a great service by demonstrating the excellent songwriting at the core of his songs. Country lyrics seem to creep into many of the original tracks, most notably on the album standout “Can’t Take It With You”. Announcing that he has “never seen a hearse with a luggage rack”, Ness warns the listeners away from material greed with lines that would do a wholesome country singer proud.

The band experiments with a few new things, some better than others. The gospel-tinged backup singers that appear in a few songs are a great addition, but the slow, bluesy ballad “Bakersfield” doesn’t play to the strengths of Ness’ voice or the band’s instrumentation. Similarly, the 1930′s gangsters of “Machine Gun Blues” don’t seem to draw from the more personal sources of inspiration that usually drive Ness’ songs. It’s obvious that the band does best when staying close to their comfort level. That’s fine for now, since it means even the filler songs are part of the album’s core appeal, but it may be a problem in the future. Perhaps that explains the seven-year wait for this one.

Regardless of that, Hard Times and Nursery Rhymes is a consistently solid album that every fan of Social Distortion should own. Usually, I consider claims that a rock singer has “matured” to be more of an insult than a compliment. In Ness’ case, though, maturation is not a gimmick or betrayal of his past. It’s simply part of the process that he has chronicled since the beginning.

Grade: B


7 Wonders: Leaders (Game Review)

7 Wonders: Leaders box

7 Wonders: Leaders

Not long after giving 7 Wonders a great review, I got sick of the game. Everything positive that I said about it is still true, but it’s a somewhat repetitive filler based largely on guessing which cards you will get later. It’s very fun for what it is, but everyone wanted to play it all the time, instead of just as a filler. Within a couple months, I’d played it as many times as I should have over the course of a year. I’m definitely in the minority here, which means that my review turned out to be more accurate for others than for me (but also means that the game keeps hitting the table, so I stay tired of it).

Fortunately, the Leaders expansion has rekindled my interest in the 7 Wonders. It’s a simple idea and doesn’t change the spirit of the game significantly, but it adds enough variety to keep it feeling fresh. It adds a new “Phase 0″ in which players draft four Leader cards. Each Leader offers a unique power, and the players hold them in their hand rather than playing them immediately. Before each of the three main phases, everyone plays a single Leader. (One of your four will never get played.)

Some examples of Leader cardsSo without significantly increasing the playing time or adding new cards to the main rounds of gameplay, everyone is now in a different position. One player may receive extra symbols to support a Science strategy, while another can build Military cards more cheaply, and still another will receive points for playing certain combinations of card types. There are also cards that give immediate bonuses, or reward unusual things like having the card that lets you build a later one for free. Leaders cost different amounts of coins to play, which means money management also becomes slightly more important.

Does Leaders solve the fundamental issues I have with 7 Wonders? Mostly not. The winner will still be the person who got the most synergistic cards passed to them, which is something that skill can only partially mitigate. The Leaders arguably add another way for some people to get a much luckier combination than others. However, they also give you a new strategy at the start of each game, and make each player’s set-up much more distinct than the Wonder boards alone do. (Ignoring your Wonder is a perfectly valid strategic choice at times, but it means that your playing position is indistinguishable from anyone else’s. Ignoring your Leader cards is almost always a bad idea.)

I’m still being careful not to play 7 Wonders: Leaders too often, because I expect that it could become boring in the same way that the base game did. When just played from time to time, though, I’m happy to hear someone suggest it. I assume that for people who aren’t tired of 7 Wonders (which is most of the gaming community), the new life that Leaders adds is even more exciting. This is an excellent example of how an expansion can add something fundamental to a game without changing the elements that its fans love.

Grade: B

(Images above from Board Game Geek. Follow the links for the original and photographer credit.)


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