Sunday, August 9, 2026

Captain America: Brave New World

The MCU saga continues . . .

Sam is the new Captain America*. Thaddeus Ross** is president and wants to re-form the Avengers. And Celestial Island*** is the latest topic of concern; made of Adamantium, the world debates if it is better to share or fight over the wealth. Wanting the former, Ross attempts diplomacy at the Celestial Island World Summit. But Ross has a dark secret that may destroy the best-laid plans . . . and he may be his own worst enemy.

Captain America: Brave New World reminds us of the two most forgettable movies in the MCU (see below links) and then contributes to that by being itself largely irrelevant. There were good themes (of the need to reform, take responsibility for your own actions, never give up, and give each other grace), but these were minimally developed (and confusingly so). The confusion revolves around several bad guys, each with a blend of motives that leaves the audience wondering who we are supposed to root for (or against). The action was 'meh' and I was unclear if or how this drove the overall MCU storyline forward. As is increasingly common, you need to be familiar with several (many?) prior MCU releases in film and television. Ultimately, this felt more like a long television show. This came out 1.5 years ago . . . I don't normally wait so long to watch MCU movies, but I didn't miss anything by doing so here.

Rating: C

**See The Incredible Hulk. Then a General (and played by another actor), Ross has risen to POTUS.
***See The Eternals.

Sunday, August 2, 2026

Spider-man: Brand New Day

Continuing from last time . . . [no spoilers below save what was evident in trailers or in No Way Home]

Peter Parker lives in loneliness as he reels from the events of No Way Home. Aunt May is dead. The world doesn't know him; even his besties MJ and Ned have no memory of him. And things are about to get worse . . .  for powerful new threats appear on the horizon even as Peter wrestles with changes in himself. Can people with powers live a normal life, with friends and family to enjoy and help? Or does the great responsibility that comes with great power mean he is destined to do this alone?

It has been a long time (4.5 years) since the last Spidey movie, and it was nice to see the MCU progress this storyline. A few observations:
- This film strikes a markedly different tone from the others; it was 'heavier' and more poignant as various characters grapple with loneliness and pain. It felt less like a typical action-oriented Marvel film and more psychological.
- The characters were done well. It was fun seeing Punisher's incorporation into the movies (after several television series), though they made no attempt to explain why he was suddenly on the scene. Hulk was cool, too. Others were also great, but I won't share details to avoid spoilers.
- The story was alright. Some of the plot twists were obvious; others were unexpected. They do keep you guessing. It does not stand alone; you need to be familiar with prior films, though I guess that is expected at this point.
- The message was simple: we need others ("friendship is magical," I joked with my boys—My Little Pony's tagline is apt here). 

Is this the best Spider-man movie ever? Some so claim . . . I'm not convinced. It is a good film, but I'm not sure it is the best one.

Rating: A

Saturday, August 1, 2026

Hillbilly Elegy (J.D. Vance)

J.D. Vance is a hillbilly. He grew up in Middletown, Ohio, and spent plenty of time in Jackson, Kentucky. From a blue-collar and broken home (poor, an addict mother rotating through husbands, an extended family with their own anger, money, or drug problems), he would beat the odds to graduate high school, serve as a Marine, go to college, go to Yale law school, and have a stable and happy home life. But even if you leave the 'holler' . . . does it ever really leave you? Hillbilly Elegy is his story, but not just his—it is "a memoir of a family and culture in crisis." 

Vance's stated goals here are to help people understand the white poor, the demons they face (and that follow them), what the American Dream looks like for people like him, and how upward mobility feels for a "cultural emigrant." Written when he was just thirty-one, within a decade this man would go on to be Senator (and now) Vice President. Incredible.

This is a sobering, haunting, and yet hopeful/inspiring read. It is mostly a memoir—a select autobiography—with some statistics and insights thrown in on the white poor as a whole. Ultimately, Vance shows that everyone needs help (it's about who you know, who knows you, and how they help you) and grace (we all have our demons and need others to heal). He also has keen insights on the realities of personal responsibility being in tension with the environment you are raised in and its impact on you. Regardless of how you feel about the man's politics, I recommend this book to help understand not just him, but the challenges that face a large percentage of America today.

Rating: A

Wednesday, July 29, 2026

Adamastor

Today's review is of the 2025 release, Adamastor. For one player, it takes 30 minutes.

Overview
You are a captain charged with getting your ship across the seas. But it won't be easy . . . illness, fatigue, weather, and even mutiny may stand in your way. Do you have what it takes to navigate these perils (and any adventures that may await) and lead your ship to safe shores?

Adamastor is a solo game—it is a race against time and perils. After setting up the play area (laying out four map cards, setting your ship on the leftmost, laying out three sailing cards to form the adventure row, setting up the sailing and encounter decks, and drawing 3 more sailing cards as your hand) and determining the weather (see below), play begins.
Key to this game are the sailing cards (two examples above), which have several attributes. They have a card number (top right), weather icon (top left), threat and motivation icons (middle left), navigation points (bottom center), and a trauma or skill (center right). 
- the card number determines order in the adventure row (cards go highest to lowest number)
- the weather icons of the three cards in the adventure row determine the weather for the turn (which determines your action points and navigation difficulty for the turn)
- threat and motivation icons are used during the event phase to determine if any bad things happen or you have enough motivation to gain a skill, respectively 
- navigation points are used to propel your ship. Moving into different spots on the map have different costs, and you must discard from your hand to gain the corresponding number of points
- traumas or skills are gained during the event phase, giving you permanent bonuses or penalties

The game is played over a series of turns. Simplified, these are:
- sunrise (draw a card and add it to the adventure row, then determine the weather and gather the corresponding number of action tokens)
- actions (draw a card, swap a card between your hand and adventure row, or navigate your ship by discarding the needed number of navigation points). Each of these actions costs one token, and you can do as many as you can pay for (including the same action more than once)
-- in the action phase, if you stop on an adventure icon, you trigger an encounter by drawing the bottom card of the encounter deck and doing what it says
- events (check the card symbols in the adventure row, gaining a skill if possible, then studying the perils to see if you have triggered unrest, disease, exhaustion, or mutiny penalties)
- sunset (discard the lowest value card in the adventure row, gaining it as a trauma or discarding if a skill)

The turns continue until you win (by getting your ship across all four map cards to safe harbor) or lose (by a mutiny or running out of sailing cards).
Game in progress, right before I win
Review 
I have never played a solo tabletop game before (meaning one meant for only one player), and I really liked this one. The rules are easily grasped, gameplay moves along swiftly, there are meaningful decisions, and there is a lot of tension—it is hard to win, and if you do, it will be by the skin of your teeth (I played five times and won only twice, both times in the nick of time). The art is gorgeous, too. And I liked the multiple functions of the sailing cards; they are cleverly done. Overall, this one is a winner.

Rating: A

Saturday, July 25, 2026

Christ & Culture (H. Richard Niebuhr)

In the monumental 1951 work Christ & Culture, theologian H. Richard Niebuhr studies a fundamental problem: how Christians over the centuries have related to the culture in which they found themselves. After defining Christ and culture in turn, he offers a fivefold typology (a "mental construct" which he admits in not exhaustive) for the most common approaches/answers, giving historical examples of figures who best exemplified a given type. Highlights follow.
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Niebuhr first sets out to define Christ. He acknowledges Jesus as the authority but argues that describing Him is difficult, as "every description falls short of completeness . . ." Studying how others answer the question, he notes that many focus on a single attribute of Christ to the diminishment or exclusion of others. These attributes include His love, the hope we have in Him, His radical obedience to the father, His faith, His excellent character, His great humility, or His work as mediator. 

Niebuhr then does the same for culture. He argues its chief characteristics are that it is social (and a social heritage), focused on human achievement ("it includes speech, education, tradition, myth, sceince, art, philosophy, government, law, rite, beliefs, inventions, technologies"), it is a "world of values", it shows that what we make "is intended for a purpose; it is designed to serve a good," and it is "for the good of man." Ultimately, "culture in all its forms and varieties is concerned with the temporal and material realization [and conservation] of values."

The Five Types:
  1. Christ against Culture
    • Emphasizing the opposition between the two, this position ("radical") looks at this as an "either-or" decision; Christ is the sole authority and culture must thus be rejected. It can look at the church as a safe/cleansed space and withdraw from the world.
  2. Christ of Culture
    • Emphasizing the agreement between the two, this position ("accomodationist") feels "no great tension between the church and the world" and seek "to reconcile the gospel with the science and philosophy of their time." It can erase distinctions "between God and man by divinizing man or humanizing God."
  3. Christ over Culture*
    • Recognizing the gap between Christ and culture due to man's fallenness, this position ("synthesist") seeks "some sort of reconciliation between Christ and culture without denial of either." They look at things as "both-and", synthesizing reason and revelation. They find civil institutions important and seek to cooperate in such things with nonbelievers while maintaining distinctions.
  4. Christ and Culture in Paradox
    • This position ("dualist") recognizes that both Christ and culture have authority but are opposed; there is tension as we are to obey both—man lives in two realms. They recognize we are all fallen and inescapably part of a fallen/corrupt culture. They are pessimistic about cultural possibilities, believing it can at best restrain wickedness. 
  5. Christ the Transformer of Culture
    • This position ("conversionist") agrees with the dualists that man is fallen but has a "more positive and hopeful attitude toward culture," believing "that such culture is under God's sovereign rule, and that the Christian must carry on culture work in obedience to the Lord."
*Types 3-5 are technically all "Christ over Culture," but Niebuhr gives unique names for Type 4-5.

After this typology, Niebuhr concludes with a caveat: the “examination of the typical answers Christians have given to their enduring problem is unconcluded and inconclusive.” People rarely fit neatly within one type, and we cannot say of a given position that “this is THE Christian answer.” Seeking to obey God in our present situation means wisdom is needed. “We must make our decisions, carry on our reasoning, and gain our experience as particular men in particular times wand with particular duties.” We need humility, dependence on God, and accept we may have differences as we grapple with how we relate to society. The answer may be fluid, with several (or all!) of the above typologies appropriate to situations over the course of our lives given unique circumstances . . . we must thus make our “confessions and decisions both with confidence and the humility which accepts completion and correction and even conflict from and with others who stand in the same relation to [God].”
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I have mixed feelings about Niebuhr's work. 
- the good: I see why it is important, am glad I read it, and valued his insights in this area. He is talented, using profound and witty turns of phrase reminiscent of Chesterton. His knowledge of historical philosophy/theology is impressive. And the categories are a helpful framework for articulating and codifying the different approaches.
- the bad: his definitions of Christ and culture were too vague and inconclusive. His categories are unequally handled, with a discussion for some (but not all) on their biblical faithfulness—the focus is on what people throughout history thought vs. what the Bible says. On that topic, I didn't like how he handled Scripture; I got the sense that he viewed the Biblical writers as having very different (and maybe incompatible?) stances, and I don't think he fairly represented (say) Paul or John.  

I did Niebuhr a disservice by reading D.A. Carson's Christ and Culture Revisited first, which is a critique and a correction of this work. I'm glad I read both, but agree with Carson's assessment that the typology has value only when we recognize that the Bible doesn't call us to hold to one position in all times or ways; we need humility, wisdom, dependence on God, and a willingness to walk with others who may disagree as we seek to faithfully follow Christ.

Rating: B-

Thursday, July 23, 2026

Forest Shuffle

Today's review is of the 2023 release, Forest Shuffle. For 2-5 players, it takes 60 minutes.

Overview
You are building a habitat by planting trees and placing animals, plants, and mushrooms [all represented by cards] around them. Each card has characteristics that tells you how it thrives; if you can place your cards wisely, you will earn more points and prevail. Do you have what it takes to produce a balanced ecosystem?

To start, place the game board in the center, deal six cards to each player, and prepare the remaining deck with three winter cards shuffled in as the rules indicate. Play begins and moves clockwise; on your turn, you either draw two cards (from the board or deck) or play one card to your tableau. If you play a card, you must pay its costs by discarding other cards from your hand to the board. If the board ever has ten cards, those cards are discarded.

Generically, cards are trees or animals/plants/mushrooms., and each has attributes that show how it scores points (generally, by the presence of other types of species it likes). Tree cards must be played first. Once you have a tree, you can play the other three card types, each of which have two halves (split horizontally or vertically and representing two different animals/plants/etc.) and are placed around a tree  (top, bottom, left, or right) as permitted by their orientation and your preference. A tree can have no more than four cards around it unless a card indicates otherwise. Over the course of the game, you can play any number of trees, and they needn't be 'full' (have cards on all four sides). Whenever a winter card is revealed, it is set aside and another card is drawn. Once the third winter card is revealed, play immediately stops, points are tallied, and highest total wins!
Example game layout; image from here

Review
This game is highly regarded, and I enjoyed it. It is simple, though it can be overwhelming given the sheer number of options and ways to score points. (It can feel like a 'point salad' game in that respect.) The split cards were an interesting twist leading to meaningful decisions. Player interaction is low: the main way to interact with your opponents is through the cards discarded to the game board (you can help or hurt others based on your choices there). Otherwise, your goal is efficient resource management, wisely balancing your hand size with playing cards and looking for synergies based on your cards. Overall, recommended, especially for fans of comparable games like 7 Wonders (which is more interactive) or Wingspan (which is more complicated).

Rating: B

Tuesday, July 21, 2026

Batman vs. Teenage Mutant Ninja Turtles

The Foot Clan is in Gotham, stealing experimental tech. Shredder is with them . . and he has a partner. If they have their way, the city will fall and evil will last forever. Batman is on the case, but he'll need help. Maybe some teenagers with ninja skills. Turtle mutants.

I expect any 'cross-IP' offering to be a money grab and thus had low expectations for this 2019 movie. I was wrong; I loved it. The plot is predictable ("the worlds of Batman and TMNT collide; chaos ensues"), the message minimal (but solid), but where this film shines is the humor—it was hilarious. We laughed out loud through the whole film. There are a few instances of language or scary images, but this is a winner, best enjoyed by those familiar with both franchises.

Rating: A