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Curvature, Movie review from the 2017 FilmQuest Film Festival

Curvature is a time travel adventure with a suspenseful twist bringing the lead character, Helen (Lyndsy Fonesca: RePlay, Agent Carter), full circle on herself.

Helen is a robotics engineer who, at the start of the movie is found recovering from the tragic suicide of her engineering husband. She retreats to the family cabin only to find herself waking up on her couch in the city with amnesia. The amount of time she is missing in her memory matches with the experiments her husband was doing with time travel.

With the help of a concerned friend, Alex (Zack Avery), she starts retracing her steps to find out what happened.

Helen comes to understand she sent herself back in time to stop herself from killing her husband's murder, his business and research partner Tomas (Glenn Morshower: Transformers: The Last Knight).

And the adventure begins.

The premise gives the movie a strong start. The acting is strong including the star power appearance of Linda Hamilton (The Terminator) as Florence, Helens Robotics advisor from her school days. The presence on the screen really shines and Diego Hallivis directs them into some stunning performances.

However, the story has some flaws that take away from the story. I noticed a couple of breaks in character and in the plot that made me step back some from the film. Which was a sad thing because I like what they were doing and where the story ended up.

The actors did what they could with the characters, and they did a great job. The flaws presented were in how the characters were written. It felt like there were changes made during production that didn't get incorporated well.

This could very well be the case because I heard the filming of Linda Hamilton's role had to be cut short because she had to leave the set to take care of personal matters.

Removing the minor flaws the story moves well. The scenes are well set and even though there is a very scientific look where it is needed, other parts, with the minor details in the background sets it in a current reality.

There is always a question of an ethical dilemma when time travel is concerned. This provides the basics that we've become used to. There is also an added subplot, developing an additional ethical dilemma, woven in throughout the film.

When we reach the end of the movie the separate plots are brought together nicely. Helen is brought full circle on herself. When she realizes what her true motive was, and, in a sense, is, it brought me back into the story.

Curvature has some mild language use, which would probably give it a PG-13 rating. There is nothing in it that would bring it close to an R.

I saw Curvature at the 2017 FilmQuest Film Festival. The film was nominated for 6 awards at the festival: Best Director (Diego Hallivis won this award), Best Actress (Lyndsy Fonseca as Helen), Best Supporting Actor (Glen Morshower as Tomas), Best Sound, Best Score, Best Ensemble Cast.

Overall I found Curvaturea really good movie giving it 3 ½ out 5.

I give the acting and directing 4 out of 5.

I give the writing 3 out of 5.

Curvature is still on the film festival circuit. If you like sci-fi thrillers, I think you will like Curvature for its twist on the general theme that has been used before.

Director: Diego Hallivis

Writer: Brian DeLeeuw (also wrote Some Kind of Hate)

Cast: Lyndsy Fonseca (Helen), TV RePlay and Agent Carter; Glenn Morshower (Tomas), Transformers: The Last KnIght; Linda Hamilton (Florence), Terminator; Noah Bean (Wells); Alex Lanipekun (Kraviz), The Brothers Grimsby.

Curvature is 91 minutes long and was produced in the United States.

Originally published by Utah Geek Magazine.

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

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H.I.D.E. (Hidden Identity Dice Espionage), Game Review

Originally published by Utah Geek Magazine.

Secret agents keep secrets. The better you are at hiding who you are and your mission, the better the rewards. While working to stay in the shadows, you also work at revealing those trying to force you out.

H.I.D.E. (Hidden Identity Dice Espionage), designed by Keewoong Kim and distributed by Mayday Games, puts each player in the role of a secret agent. You're working to keep your identity and agenda secret while exposing other players.

H.I.D.E. uses a pool of dice that are four different colors and marked with the four different missions. Players randomly select a die from the pool and stash it in their hideout. The color is random, but players select their mission. Missions are given a random monetary value. You can earn more money by outing other agents.

After selecting your mission, four dice are randomly selected and rolled. These dice will provide information about your hidden die. In order, players select one of the rolled dice and place it in one of two locations in front of them. One location lets everyone know the color and mission do not match your hidden die. Thus, the other location must match some piece of information about your die. This gives away more information, but it gives an additional advantage.

By revealing more about yourself, you can attempt to expose another player. You make a call about their hidden die. If you are right about both the color and the mission, they’re removed from the rest of this round (not the game)—and you earn a rank and any available reward.

After four phases of dice rolling, those players still in the round complete their missions and collect the reward. If multiple players are going after the same mission, there’s a shootout. This goes back to how players selected and placed the dice in front of them earlier in the phase. Dice previously placed to reveal more information are used in the shootout. This is an added advantage of where you place the die you select.

Players have a gadget card to help them out during each of the rounds. Timing the use of the card can make a difference in the round. You can use it to change the icon on one of the rolled dice, or possibly during a shootout.

There are two ways to win. First, the player with the most money wins after three rounds. You can also win if, at any time, a player gains a fifth rank. Ranks are gained by taking another player out of a round, so this can end a game early. In our games this didn't happen because a player's reward for taking out another player is collecting the removed player's rank cards as their reward. Players re-enter the game with no rank.

We played several games back-to-back and had a good evening of gaming.

H.I.D.E. is designed for 2–5 players, ages 10+, for 30 minutes per game.

Thanks to Mayday Games.

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

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The Gateway, Movie Review screened at FilmQuest 2017

Originally published by Utah Geek Magazine.

A particle physicist, Jane Chandler (Jacqueline McKenzie—The Water Diviner and Deep Blue Sea) has been working with her assistant Regg (Ben Mortley—Pale Blue Eyes and The Woodcutter) on making teleportation a reality. They are close to a breakthrough in their research as they've been able to dematerialize items, but, they haven't been able to get anything to materialize in the receiving chamber. A further complication is thrown into her research when her husband is killed in an accident.

While still grieving, she starts reviewing her research to bring her back to reality and her two children. At which point she comes up with an idea that might explain why the objects they've been teleporting are not rematerializing—they are being sent to a parallel universe. With a little ingenuity Jane is able to prove it.

But, Jane is still working through the grief of losing her husband, Matt (Myles Pollard—X-Men Origins: Wolverine and Tucker and Dale vs Evil). With what she has been able to prove, she comes up with a plan to travel to the other universe and find the man she's lost.

If it wasn't for the fact of the title and the marketing quote, the initial setup of the two teleportation chambers brings to mind the plot of a teleportation gone wrong story. Instead, it is a solid story bringing information from current research taking place around the world to heighten and deliver on the theme of being grateful for what you have.

What sets this movie apart are the subtle details used to illustrate the differences between the parallel universes. These are shown in the characters portrayed and the details added to the alternate universe to give it a different feel.

Wonderful acting brings each of the characters to life. The story is centered on Jane and Matt, and the writing of the characters really reflects that. The additional characters may not be as developed but they are what is needed to build the story.

I'm not saying the actors did poorly in portraying the characters, or even a breakdown in the storyline. They weren't the focus of the story. The additional characters, especially the children played by Ryan Panizza and Shannon Berry gave some pungent points to the scenes, rounding out the story being told. They brought another level of emotional involvement, and a viewpoint of the differences in the alternate character that otherwise would not have been visible.

Myles Pollard as Matt and Ben Mortley as Regg had the opportunity of playing the same characters in two different "roles" (Jacqueline McKenzie, had scenes as her alternate also). The two actors created two distinct characters fitting to the setting they were from. Pollard gives us the Matt of this world and the Matt of the other world in great contrast to each other. He accomplishes the differences without having to be blunt.

To help set the mood of the alternate universe there were touches in the settings that set the tone. The lighting and coloration of the alternate universe immediately gave the feeling there is something different. There were also little touches added to the look of the characters and backgrounds to further the feel.

None of this would have worked if the science wasn't done right.

I've followed science and have worked with a number of scientist, albeit not particle physicists, and The Gateway does a good job of representing the science. There was enough of the theory and practical activity being presented to give a sense of plausibility.

Teleportation has been getting more attention lately with the some of the research that has been coming out of places like Australia where The Gateway was made. I could tell consideration was given to current activity in the field. But don't be worried if you aren't a science geek. The information is delivered so that you don't need to be caught up on the peer reviewed articles coming out of the journals. I felt the amount they touched on, and how they did it kept with the pace of what they wanted to achieve. Personally, I wasn't thrown out of the story because they tried to get too much science involved, or skimmed over it too lightly.

I had the opportunity of seeing The Gateway at this year's (2017) FilmQuest Film Festival. At the festival it was nominated for best screenplay, best actor (Myles Pollard), best actress (Jacqueline McKenzie), best VFX, where it was up for several awards including the screenplay and the two lead actors.

During the question and answers after the screening it was noted that the script for The Gatewaystarted out as a time travel story. As they were working on it they felt there were a number of time travel movies already on the market and they wanted to do something different. They did.

Changing the story to dealing with a parallel universe works.

The other point brought up about the movie was they were looking at obtaining distribution in North America and Australia.

Overall

I liked The Gateway. A solid story maintaining a theme to give it cohesion from beginning to end. Enough detail to the research going on without being overbearing.

The story was compelling and there were twists that fit into the subtlety of the rest of the movie. We are given a promise at the beginning, and the promise is delivered. Even though, it may not be in just the way we thought it was going to happen.

The acting, directing, and cinematography were all well done. The feelings and mood of the movie were portrayed well.

I give The Gateway4 out of 5. It is worth seeing.

Director: John V. Soto (The Reckoning and Needle)

Writers: John V. Soto, Michael White (a large list of science related books since 1992)

Time: 90 minutes

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

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Samurai Dice, Game Review

Hikaru
Hikaru stood alone with his weapon poised on the field of honor. Ayako was making his way carefully to where the two would meet. Hikaru was prepared, he knew this place. He knew where there was sure footing and where not to be allowed to be pushed back towards. He watched Ayako moving closer, searching with his eyes the ground and the other surroundings. Ayako would be a formidable opponent, which was never a question.

Thuderegg Productions is following up their samurai role-playing game (RPG), Kaigaku (link to review), with a Samurai Dice.

Samurai Dice is being described as a cross over between an RPG and a fast-paced dice game. It is a combat dice game where you ae using characters to help in the strategy and outcome of events. There are some other aspects that work as a crossover to the RPG Thunderegg has already published.

I was sent a link to try the introductory version of the game which has each player controlling a party of heroes. The goal is to defeat your enemies before the other players defeat their enemies.

You're not attacking the other players. I do see where house rules could be established to allow player versus player action. The rules are designed so enemy abilities activate randomly. This allows a certain element of "surprise" of not knowing what your enemy is going to do.

The heroes are controlled by the players and their abilities are decided on before the rolling of any dice. And, of course this gives an advantage to the heroes. This unbalancing is not a bad thing in this game because this is not about getting through the battle to see who wins, it is a race to see which player is the first to defeat all of the enemies.

The game can be played in rounds, or with everyone rolling their pool of five dice at the same time. The dice mechanic used is easily learned and makes the game easier to play with younger players.

In the promotion pack are a couple of cards depicting the artwork style being planned for Samurai Dice. It looks to be very similar to the artwork used in the RPG.

What sets this game apart is it is being designed as a compliment to Kaigaku, the developer's RPG. The characters not only fit into the genre and style, but use some of the same basic mechanics of building the dice game. This would allow the information on the cards to be complimentary to the RPG.

Ayako
The dice version also allows for hero advancement. This would allow for players to create a continuous game lasting between sessions if desired.

Samurai Dice also would make a good filler game while waiting for the gaming group to arrive. Setting the mood with the cards, even if they aren't being used in the role-playing.

The four on four version set into the promotional version only took 10–15 minutes. With the additional cards being considered and variants on rules a game could be easily adjusted to fit an available time slot. We also looked at the possibility that a game could be set up on a point system of tracking the number of opponents defeated. This would allow an open ended game that could be stopped at any point, be it a time limit or Samantha has arrived.

Samurai Dice is being developed by Jacob Ross and distributed by Thunderegg Productions. The version I looked at did not have estimates of time or number of players. However, I think both of these are adjustable. No age limit was given but I am thinking this would be a 10+ or 12+ game because of the decision making of which enemy to fight and when to use abilities.

Samurai Dice went up on Kickstarter the first of October 2017.

Hikaru stands alone, again. Now, his weapon was lowered and soiled. It was an honorable battle. Ayako laid on the ground while Hikaru paid his respect to the fallen warrior.

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

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The Dark City Hork, The Market Bar

Orc King by Mananedo on Deviant Art
There is a bar with its main entrance leading into The Market, a bar most residents of the city of Hork know, or know about. Because it is so well known, the current owner, Negrut, has never given it any name other than what the general populace calls it, The Market Bar.
  
The Market Bar sits about halfway towards the end of The Market that opens up to it full height, just before the roof raises past the third level. There really is no reason for its location other than that is where the original owner was able to take up residence and start selling whatever beer, grog, or other concoction he was able to create or obtain.

What The Market Bar Looks Like

 The Market Bar consists of a main room with four different entrances and a number of backrooms.

The main room has a bar along one side (a solid plank set on a couple of mismatched sized barrels) with no stools to sit on, with tables and chairs scattered around the rest of the area. Like the bar, none of the furnishings are built of high quality. Some show signs of being repaired and give the look of ready to use impromptu weapons. Most of the surfaces are not level and almost everything has a little wobble. One of the side rooms contains more furniture that can be quickly put out.
  
The place is kept clean by orc standards. This means there is nothing dead or dying in here that is not considered edible.
  
No signs mark any of the entrances to The Market Bar, and there are no doors on any of the entrances. Along with the larger entrance that heads into The Market there is an entrance in the opposite wall leading out to smaller tunnels on the same level and a stairwell to the side going up one level and down two. Going down allows access to the smaller halls of the next two levels.
  
From MattKatz on Deviant Art
Going up allows a patron to access some additional tables located on the balcony overlooking The Market. Every so often a staff member will go up there and collect mugs and plates left there, but there really isn't any regular service to the balcony unless the patron is an orc of renown or one that shows they are willing to pay well for the service before the leave the common room. The balcony allows a little more privacy, but when more is desired Negrut has a couple of private public rooms along with his kitchen and storage and person chamber.

 The only thing noticeably different of any of these other chambers is the furniture is in better repair. Those in the private areas don't even look like they have been used in a fight.
  
Who Works at The Market Bar
  
The bar is run by the retired orc warrior Negrut of a clan from beyond the city. Sometime in his past, and it is believed by many that it was because he came from a distant clan, Negrut lost his left eye, hand, and foot. Since his retirement as a fighter Negrut has learned clerical spell casting from the priests of Gruumsh. The connection with the temple would be enough to provide Negrut protection with threats of retaliation. But Negrut is one of the rare orcs who is truly pledged to the city of Hork.
  
Although Negrut is no longer a fighter by profession, he is a powerful knowledge broker. This work is done through himself, his staff, and through his bar. All of them are granted a level of protection from their extensive lists of clients.
  
The Market Bar is the place contacts meet, a neutral ground. Neutral doesn't mean that fights don't happen here, it means Negrut and his staff protect their own and don't take sides. Along with meeting known contacts, staff members and Negrut are well acquainted with many informants, and spies willing to pay for information. Many orcs come to sell information to the owner and staff and allow them to do as they will with the information instead of getting directly involved.
  
Money is earned by the bar because every patron is expected to buy something, and the longer they stay, the more they better be spending. No one is allowed to just sit and wait. One would expect the drink and food to be overpriced and not good under those conditions. It is only slightly higher than average and the food and drink is better than average. Negrut knows he has distinguished guests in his rooms, even when he doesn't recognize any of them.
  
Staff members are free to sell any information they learn in the bar. They all pay a percentage to Negrut on the extra income (this rule is explained only once to new staff). If the information is considered even more valuable they will share it with their boss for additional profit. Because of this ability to earn extra income The Market Bar has an attentive staff. This rule also applies for any items staff members come across and sell, usually while cleaning up from fights amongst the patrons.
  
Fights are not discouraged, but the staff does not start them and is expected to defend the back rooms when they happen. They will take advantage of opportunities when they arise during the scuffles.
  
It has also been known that unwary, and unknown, travelers have been given directions by a staff member never to be seen again.
  
From Neverwinter Campaign Setting
For Negrut, the information he deals in is that which would impact the city, clans, temples, or major guilds. His connections are placed high in the organizations and he is well trusted. He also has a network of informants who provide information that none of the networks ran by his clients seem to be able to get.
  
The Market Bar never closes. Negrut spends much of his time in the common room, but he also has his private chamber and freely roams the market in safety because of his recognizable appearance. He maintains enough staff to keep the bar open and if something was to befall any of them there are plenty who are willing to work there.
  
Non-Orcs
  
There is seldom a non-orc in The Market Bar. If one is present, they had better arrived with a known orc and remain accompanied by them. If they are not, the rest of the patron will forcibly remove them. If they show themselves to be very capable, the rest of the patrons start to grumble and leave. Negrut will ask them to leave because if they don't, they will cost his reputation and the loss of his business, and the person is marking themselves for who-knows-what once they leave back into the halls for paying such an insult to all in his establishment.
  
If an orc, and even some non-orcs, mention they are looking to buy or sell information, there is a good chance someone will direct them to The Market Bar. In fact, if they think they can also earn some money from the transaction, they may take them personally. Most the time though, the place is used as a place to meet an established contact, at a prescribed time.
  
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


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Salt Lake Comic Con 2017

Originally published by Utah Geek Magazine (check out their site and Facebook page for more pictures).

There is no simple way of wrapping up an event like Salt Lake Comic Con 2017 in a single simple sentence. Exclamations can be made, but they can't tell you what it was about. I attended all three days of the event and had the opportunity of meeting with a lot of people there to get some ideas of what the event was and what it meant

Who Was At The Con

For many of the people coming to Salt Lake Comic Con it was a place to have the opportunity of meeting the media stars they have come to enjoy. For many this means thinking of those who perform on our favorite television programs and movies—and there were a lot.

Michael Rooker and Dick Van Dyke
For three full days we had the opportunity of meeting, getting autographs and photographs, and spending a few minutes with those entertain us on the big and little screen. Along with those who are well known there were those getting started. Independent film makers were there sharing their visions. Other forms of art were also well represented.

The artist alley was comprised of artists who have worked on major animated productions and books along with those who are just starting out. I think every art form was represented (I'm not going to try to name them all because I know I will miss somebody's favorite). I talked with some of the artists who were impressed with the attendance of Salt Lake Comic Con. A couple who travel between conventions were really enjoying the level of knowledge and courtesy their fans have in Salt Lake City.
This was not just in the form of two-dimensional art work. There were a number of crafters sharing what they create. There were all the accessories you could be looking for to complete an outfit for out on the town, or at the next cosplay event. There were those who had items to show your fandom in more everyday items like pens and blankets. If you were unable to find what you were looking for, you could talk to people and they would help create what you wanted. One shop was laser etching on the spot.

There were other fandoms in attendance. Books are strong forms of entertainment and there were some wonderful authors sharing their thoughts and their books. Forewarning: I am biased about books. They are my first love of entertainment (second is games). I talked with authors covering a wide range of genres and they, like the artists, were impressed with the people they were meeting. A number of authors were selling out of their stores and I know a couple who were frantically coming up with extra copies for Saturday because they had sold out on Friday.

John Barrowman
The gamers were not left out. Both electronic and tabletop games had strong showing, both in providing products and in looking for games. Salt Lake Gaming Convention had a location where people were able to sit and play console games.  There were also game shops with items so fans could show which games are their favorites.

Tabletop games were also available. Along with the game shops, I know there were a half-a-dozen developers showing their games. There were also accessory companies with dice, bags, and boards. An open gaming room was there with the Adventurer's League hosting tables and open table space for everyone to use. Some people found this a nice reprieve from the volume of the general floor.

I am also happy to say there were organization in attendance who help the community at large. There were cosplay groups and other organizations who were there raising awareness and support for people in need. I am even more happy to report those organizations said they had great support from the people they came in contact with, either at their booth or out and about throughout the convention.

Who Was Really At The Con

Conventioneer
The largest group at Salt Lake Comic Con were the fans, you who are reading this. Throughput the event I heard speakers claim if it wasn't for the fans, none of this would matter. It's true. Not in the way that a cynic would claim because of ticket sales, but because it is the energy and enthusiasm of the individual fans coming together that make conventions exciting and fun to be at.

There was no point during the entire convention where cosplay was not occurring. There were cosplayers in strollers to those with walkers. There were cosplayers for every area of fandom. I like to think I have a good understanding of the different areas and I met players I didn't recognize. And, yet, along with those of us not in costume, we were all sharing in the event.

I enjoy seeing how people were gracious in their play. People of all shapes, sizes, ages, and abilities were good to each other. We were having fun. We recognized those who had done something we appreciated and we were gracious in being appreciated.

Conventions are hard on the body. I know people who are most likely sleeping away this afternoon (I am writing this on the Sunday after) and I am there with them. Others are still cleaning up from the merriment. While others are making their way home, or to their next engagement. Event fans in attendance will most likely take some time to allow themselves to recover from the time spent at the convention center. We attended knowing the physical consequences.

This convention is about reviving the spirit of creativity and fun. We went because we were seeing not only the people involved in the creation of the stories or bringing those stories to life, we were seeing the characters they represent. Many were becoming the characters to show our appreciation for what they have given us. We go because it gives us the memories of past stories, and the hope of new ones.

More Conventioneers
It is the people I meet that make conventions so great, and all the people who were part of Salt Lake Comic Con 2017 made this event a wonderful memory. This goes to the organizers, the guests, the attendees, the workers in the booths, the workers of the convention center, and the volunteers.

I tip my hat (it was either a cap or bowler depending on which day) to everyone. Now, I think I will take a nap and start getting ready for the next event.

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


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Dead Shack, Movie Review Screened at FilmQuest 2017

Dead Shack is a horror/comedy/young adult (YA) movie with the tropes you've come to expect. It takes place in a cabin in the woods and there are zombies. There is the smart aleck younger brother. There are teenagers who save the day, and along the way they deal with some of their own teenager problems. There is humor which would push it to a PG level, and there is language, which would take it to an R rating. These elements combined to present a solid story, but none of them stood out to grab me.

That is because, Dead Shack is a YA horror film. The expected layers of a YA story are present. There are teenagers who, because of their familial situations, are socially struggling. They encounter a situation they bring to the adults. The adults don't believe the outlandish story, and then are unable to do anything about the problem. With a little luck and ingenuity, the youth come up with a plan bringing them through the experience. By the end the teens are changed, presumably for the better.

The Characters and Acting Are Solid

Each character in Dead Shack was their own person and the portrayals of the characters were enjoyable because personalities didn't break. Fitting into the YA setup is the tough sister, Summer (Lizzie Boys), her smart aleck brother, Colin (Gabriel LaBelle), and his friend Jason (Matthew Nelson-Mahood) who allows himself to be pushed around and likes Summer. The three are on a camping trip to a cabin in the woods by the sibling's dad (Donavon Stinson) along with his latest girlfriend (Valerie Tian). The kids go exploring and see the neighbor (Lauren Holly) feeding her family, who happen to be zombies.

The Plot is Young Adult

In a horror film I expect to see characters get killed. Some of them you want to see get it, while others are rooted for to make it through to the end. After the initial introduction to are main characters I was fairly confident of who was going to make it through and who wasn't. And those expectations were met.

I found the plot to be predictable because it fit into the YA format. I talked with others who were in the screening and they had different thoughts about the predictability of Dead Shack. They felt there were unexpected turns that kept them guessing till the end. The main point of enjoyment for them was the teenagers solving the situation.

The humor in the movie goes along with the genre. There are some funny situations and the commentary from Colin is a typical teenage boy who has few restraints.

Dead Shack also has some heart to it. Even with the dysfunctionality of the family, they are still family and they are going to do what needs to be done. This theme was carried through from beginning to end giving the movie coherence.

Overall

Dead Shack is a good movie for spending some time with. There is nothing overly gross or disturbing. A couple of scenes come close—it is still a horror movie—there is some flesh eating and hammer bashing.

The YA format in books and movies is strong right now and Dead Shack is a solid representation of the genre.

I saw Dead Shack at FilmQuest2017 in Provo, Utah. It is currently on the film festival circuit.

Dead Shack was shot and made in Canada.

Director: Peter Ricq

Writers: Phil Ivanusic, and Peter Ricq

Length: 82 Minutes

I give it a score of 3 out of 5, a solid movie

Originally published by Utah Geek Magazine.

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

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).

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