Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

1.30.2016

What We Talk About When We Talk About Sexy Robots

Speculative fiction is, at its best, a tool for presenting complex concepts in easily relatable packages. From Star Trek modelling a post-racial world for 60s audiences, to Alien Nation and District 9 discussing immigration and integration and prejudice, to Battlestar Galactica's attempts to reconcile faith and science, and its explorations of artificial longevity and serial incarnation, good science fiction, meaningful speculative fiction, has always tried to do something with its premise beyond the merely spectacular.

Ex Machina is very good science fiction, indeed.

Ex_Machina_FF_Poster2
A lovely alternate poster, courtesy of Francesco Francavilla

1.10.2016

Must See TV, Indeed!

I've talked about The Expanse, before; a book series, written by James S. A. Corey, that deals with intersecting storylines surrounding events that begin with the disappearance of a wealthy dilettante and the destruction of a cargo ship, and ends with... well, given that it's a still-ongoing series, and given what's happened in the series up until this point, it's hard to say where it's going to end.  Though given how quickly things spiral out of control once it really gets going, it's safe to say that it's certainly not going to end with anything that looks all that much like where we started.  The Expanse is brilliant, it's massive, it's detail oriented without being impenetrable, and it's vast without losing track of those all-important human relationships.  It's definitely one of the best book series I've read in a long time.

And now, it's one of the best television shows I've seen in a long time, too.


1.08.2016

The Fandom Re-Awakens


Really, is there anything else I could write about for my grand re-entry into the blogging world?

That's right. We're going to talk about Star Wars: The Force Awakens.

*fanfare*
(The film will now pause for ten minutes while the audience applauds wildly.)
Although I could, of course I could, I'm going to restrain myself from talking about the movie in relation to the history of Star Wars; the prequels, the old Expanded Universe, all those sorts of things. I absolutely will go into those issues at some point, because good heavens is there ample fodder for discussion there! But it feels appropriate to start with the movie, not as the obliteration of nearly twenty-five years of continuity (that's right, I count from the Thrawn Trilogy; suck it, Splinter of the Mind's Eye!) or the rectification of the poor choices and missed opportunities of the now-decade-old prequel trilogy, but as nothing more or less than a movie in its own right. Because ultimately, it has to stand and fall as that.

So, The Force Awakens. Is it any good?

12.04.2013

For Christmas, Give Your Enemies ALL the Bullets!

Games Workshop is feeling festive this December, but in its own way; rather than just giving gifts, it's decided to offer you the chance to buy them.  How generous!

But seriously.  They're doing an 'Advent Calendar' for December, with each day offering up a new digital download for purchase.  The downloads are in the $4-$5 dollar range, just right for an impulse purchase.  December 3rd's was of note for me, because it contained a new Tau Empire formation, one that just so happened to match exactly the contents of a large box set GW just recently put up for sale.

How convenient...

The Firebase Support Cadre has to contain an XV104 Riptide and two squads of three XV88 Broadsides, though the drones are optional.  It costs no additional points, and curiously, can be taken in addition to Allied forces, without requiring the player to run a core Tau force; you could, if you wanted (and could somehow find the points for it all), run a Marine army, with Inquisitor warlord, Allied with Imperial Guard, backed up by a Firebase Support Cadre.  40K is getting weird, guys.

11.26.2013

And Not A Single Lens Flare, Anywhere!

Almost Human, a science-fiction detective series on Global, premiered last week with a two-day event. Last night saw the third episode air, and at this point it feels safe to draw a certain number of conclusions. Pilots can be rocky, but a couple of episodes should give you a good idea of at least the bones of a series, especially one as relatively straight-forward as a buddy cop action/drama piece. Shows can get better, of course, or collapse mid-season, but usually they begin as they mean to go on, until the studio declares they're not allowed to go on any longer.

And I am happy to say that Almost Human has begun almost perfectly.



10.14.2013

The R'Varna - For When You Just Have To Win

So, Forge World has brought out a new Tau kit, the XV107 R'Varna battlesuit.  It's a resin upgrade kit for the Riptide model, with a wide array of chest pieces, back, front and top, two new guns, shoulder pads and shin pieces.  Here are front and back shots of the model, to show off just how much has been added to it; more can be seen at Forge World's page for it, here.


Aesthetically, I don't mind it, though I do have some qualms.  The vanes on the gun don't look particularly Tau-ish, and the 'pulse submunition cannons' don't share any real design details with any Tau pulse weapons.  Or any official Tau weapons, for that matter; more than anything, they resemble O'Ralai's pulse submunition rifle, perhaps mated with the XV9's phased ion gun.  But both of those weapons broke away from the established Tau aesthetic in their own way, and the pulse submunition cannons just take those baby steps and turn them into a full-fledged sprint.  Forge World has been constructing its own distinct Tau look for some time, best exemplified in the XV9 with its bulbous knee joints and winged jump packs, and the XV107 is perhaps the ultimate extension of that to date.  It does sort of bother me, because as nice as at hose models are, they don't entirely look like they fit with the parent line.

I'm not a huge fan of the optical piece, either; I know a lot of people have complained about the Riptide having a pinhead look, but it's already a huge model.  Giving it a 'head' in scale with the rest of its massive frame just makes for an even more absurdly unwieldy model, not to mention making it dangerously top-heavy, and from an in-universe perspective it's hard to imagine that a fixed-forward camera system was an improvement over the existing swivel-mounted hardware.

But the XV107 isn't just a model kit, it's got rules.  Experimental rules.  And I think we all know what Forge World's experimental rules mean.

It's broken as hell.

9.27.2013

Tau Heavy Support – Part 2: These Guns Aren't Getting Any Smaller!

I just realized, I never actually got around to putting  up the last of my Codex: Tau Empire reviews.  Well, let's correct that little oversight, shall we?

Last time we started on the Heavy Support slot, and unexpectedly got bogged down in the infantry choices. So now here we are in part two, and it's finally time to talk about the tanks. And oh, what tanks they are!

8.13.2013

Tau Heavy Support – Part 1: Breaking Out the Big Guns!

The old Heavy Support slot used to be only slightly less of a no-brainer than the old Elites slot; two squads of XV88s and a Hammerhead, with the number of the former depending on the size of the game. Enough has changed, though, that it's not always so easy to decide. And, as Martha Stewart used to say, that's a good thing.

8.01.2013

Like 300, But With Way More Gunfire

I just have to say this; the opening to Dredd is awful. It's just really, really bad. It consists of a freeway chase and a mall shootout, and while the action is decently staged, it in no way, shape or form looks like the kind of world Judge Dredd should be operating in. It looks like it's taking place in a particularly rundown section of contemporary Los Angeles. It's about as underwhelming as an opening can be, really.

Which is annoying, because the rest of this movie is pretty great.


7.23.2013

The Best $7 I've Spent in Ages!

Pacific Rim is one of the greatest, dumbest action movies I've seen in a long, long time. And I mean that in the best possible way. This movie isn't dumb like, say, Star Trek Into Darkness, whose villain's behaviour can only be reconciled by assuming he is both working for and against another villain simultaneously, or The Dark Knight Rises, which completely wastes the entire emotional arc of the trilogy by having the people of Gotham not do a damn thing to save themselves. No, Pacific Rim is dumb in the biggest, coolest, most fantastic way possible, in the kind of way that doesn't let silly little things like reality and physics get in the way of grandiose displays of pure spectacle.

For example, there's a scene in the trailers where the hero's robot, Gipsy Danger, wields a cargo ship like a sword. This scene is dumb as a box of hammers. Just picking up a ship like that from one end would probably snap it in half amidships, nevermind dragging one end along a pretty long causeway. And then it gets swung through the air and collides with a giant monster. Multiple times! You can punch a hole in the hull of a ship like this by hitting it with a particularly sharp rock; the chances that it would've remained intact long enough to serve as a make-shift weapon for not just one, but several strokes, is essentially nil.

But it looks cool as hell!


6.30.2013

Tau Fast Attack – Part 2: The Vehicles - Furious, But Fragile

With six options available, the Fast Attack section is second only to HQ for being crowded out. Last time, we looked at the infantry models available. This time, we're going to see what the vehicles have to offer.

6.27.2013

Tau Fast Attack – Part 1: Fighting On Foot (or Hoof, or Wing, or Anti-Grav Generator...)

Aside from the HQ section, the Tau's Fast Attack is the most heavily populated section of the new codex. And amazingly, of the six units available, the worst of them is still solid enough that you won't get laughed at for plunking it down on the table.

6.23.2013

It's Not Perfect, But What Is?

Man of Steel accomplishes in its 143 minutes what Smallville spent 10 seasons alternating trying and failing, and just plain not trying, to do; show how Clark Kent, a young man of strange parentage alternately blessed and cursed with fantastic abilities, grows into the role of Superman, as much a symbol of heroism as a hero himself. It's not unlike Batman Begins, a similarity helped along by the presence of Christopher Nolan as producer, in the way it tracks its titular hero from their definitive origin point (the alley shooting for Batman, the destruction of Krypton for Superman) through a somewhat dissolute period of travel, into a return to their point of origin, and ultimately the establishment of their superheroic identity amongst the broader public. It's a bit formulaic, but hey, not all formulas are bad.


6.19.2013

Tau Elites – All Suits, Great and Small

The battlesuit. Is there any more iconic unit for the Tau Empire? And of course, the reason it's so iconic is that, in the first and second codexes, it's had to do almost all the heavy lifting for the army, in terms of fielding special weapons. Oh sure, you could put a single fusion blaster on a Piranha, or a twin-linked plasma rifle on a Broadside, but if you needed anti-light vehicle or -heavy infantry firepower, the battlesuit was your choice.

Plus ca change, as the French say.

6.05.2013

Tau Troops – The Few, the Proud, the Squishy

Unlike the HQ section, which was basically reworked from the ground up, the Troops portion of the new Tau codex is more a matter of subtle changes. That's not necessarily a bad thing. Tau Troops might not be Grey Hunters or Guard blob-squads, but they were solid choices stuck with slightly out of date points costs. And thankfully, those costs are now more in-line with the game-wide standard.

5.20.2013

Tau HQ – Part 3: Special Snowflakes, I mean, Suits

The last two special characters in the HQ section of Codex: Tau Empire are the battlesuit commanders, Farsight and Shadowsun. As far as special characters go, these are probably the ones Tau players will be most familiar with, as one of them was taken once in a blue moon and the other was taken occasionally. For the old codex, that was actually pretty impressive.

Farsight was the more infrequently-chosen of the pair, thanks to the sharp restrictions he was burdened with; you could only use him in games of over 1500 points, and he hamstrung your ability to bring a variety of useful units, and also Vespid. Those restrictions are thankfully done away with, though it does raise the question of where the isolated Farsight Enclave is getting its four-fingered hands on XV104s and ion rifles. As a commander, Farsight is pretty well built, with a solid statline, including WS5 and I5, a good Warlord Trait (no scatter when his unit deep strikes), and the option to bring his 7-strong bodyguard team. The combination of a perfect deep strike, six bodyguards with plasma/fusion and target locks and one in support could be absolutely devastating, no matter whose backfield you're dropping into. Of course, at a minimum of 684 points (Farsight, 7 x Bodyguards with 7 x PR/FB/TL, MSS, CCN, PENchip), it had better be.

Strangely, Farsight seems to have left a slot on his commander-variant battlesuit empty, as he takes to the field with just the Dawn Blade (AP2 Armourbane), plasma rifle and shield generator. Where's your VRT, O'Shovah, or your Stims, or a second plasma rifle? Or more to the point, why is the single best challenge character in a book that otherwise has nothing to throw at close combat monsters not wearing Iridum armour standard? It seems like an oversight to me, and more it seems like something that could be justified on the table-top just as well as in the fluff. Farsight leads from the front, preferring a bold, close-in style of combat; why wouldn't the spearhead fighter wear the best armour? He's going to be taking the most firepower right in the chest, after all.

Shadowsun, in contrast, is a veritable tank on two relatively tiny legs. A 3+ save, plus a 5+ invulnerable save, plus Stealth and Shrouded, and if she brings a couple of MV52 shield drones along not only does her unit's average toughness rise to T4, but she has a couple of 3+ invulnerable saves she can pass particularly worrisome wounds off to. She also has Infiltrate, and a perfect Look Out, Sir! when she's in a squad with other stealth suits, and her Command-link drone allows a nearby unit to re-roll its To Hit rolls of 1. Oh, and she's a BS5 model with two fusion blasters that can target two different models. And her unit gets 3D6" for its Thrust move, thanks to her Warlord trait.

While Farsight is clearly designed to be the burning heart of the Farsight Bomb, it feels like Shadowsun is meant to babysit the Riptide. If she only brings the Command-link drone the three-strong unit has three different T values, meaning it sticks with the superior T6, plus the Riptide is more mobile, and it's got a constant 4+ cover save against shooting. Having Shadowsun along basically provides a slightly inferior version of two different Nova charge results at once, without having to risk rolling for the reactor in the first place. And since she's LD10, you could even bring a couple of shielded missile drones along without having to worry that the loss of one of them will send the Riptide scampering. Curiously, though, despite being the Tau character most closely associated with drones, Shadowsun does not herself come with a drone controller.

Shadowsun and Farsight can technically be fielded in the same army together, giving the Farsight Bomb Stealth and Shrouded and adding the ability to deal with yet more units. You know, just in case you weren't already reducing any clustered target to a smoking crater. If you do this, however, be prepared for anyone even passingly familiar with Tau fluff to roll their eyes at you as hard as is humanly possible. It will be the least you deserve.

5.15.2013

Tau HQ – Part 2: Leaders on the Hoof

In the old book, there were two basic HQ choices, and you only ever took one of them because the other one was simply awful. There were also three special characters, and maybe you took one of two, because they were okay-ish, but the third one was awful. Well, brace yourselves for a shock, longtime cadre commanders; infantry HQ units don't suck!

5.06.2013

Tau HQ – Part 1: The Commander

When a new codex comes out, you can basically count on things to either stay the same, or get cheaper. The Tau Commander bears the rather dubious honour of being the only unit in the book to actually get more expensive; 10 points more than the old Shas'O, and a whopping 35 points more than the Shas'El.

But you know what's really surprising? It was worth the cost increase.

4.18.2013

Plenty of Swords, Not So Much Sorcercy

Stop me if you've heard this one; a young man is drawn into the world of a videogame, trapped in a virtual world with no contact with the real one, in a deadly game where there are no 1-Ups, and you don't re-spawn...

Oh. You have have heard that one? Well, I'm going to talk about Sword Art Online anyway, so you might as well get comfortable.


4.10.2013

It's a 'Julian the Apostate' Reference. You Learned Something Already!

Julian Comstock: A Story of 22nd Century America is the kind of book Samuel Clemens would be writing, if he were alive today. Which is not to say that Robert Charles Wilson is the next Mark Twain; he's quite good, but Twain had such an innate facility with language, such an entirely relaxed way of picking out just the right word, that it's difficult for any writer to equal his mastery of the craft. But if Clemens were still with us, I think he'd consider Julian Comstock to be a damn fine adventure.