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Japan Reviews Wrestling

Tokyo Joshi Pro 1/4/17 Live Thoughts

January 4, 2017 in Tokyo, Japan

Last year’s Tokyo Joshi Pro show I attended was admittedly my least favorite of the trip, with mediocre wrestling, poor pacing, and the general feeling that I was not their target audience. There were bright points and most of the crowd adored it, but I felt with some tweaks the show could have been significantly better without losing any of the appeal to their dedicated fanbase.

So my expectations weren’t high for this, but I was interested to see if there had been any growth in the promotion / performers.

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The undercard featured a nice assortment of match styles, including Nodoka Oneesan (who debuted in last year’s opener) opening against her trainer Cherry, a 3-way between Rika Tatsumi, Hyper Misao, and Maho Kurone, and Ai Shimizu & Laura James vs Azusa Takigawa & Nonoko with special guest referee Joey Ryan.

The opener was decent and while still developing Nodoka was clearly more comfortable in the ring than last year. The three way had a overriding story of super-creepy Maho Kurone going after TJP’s resident ring announcer Minami Momochi (who was seconding Misao) and Misao or Rika running interference. Maho’s vampire/zombie character, complete with a severed limb she wears around her neck to the ring and gnaws on,  is a great addition to the idol heavy promotion to provide a different feel. All story over action here, but fine for what it was.

The tag match was all comedy, but it was good comedy. The pairing of Azusa and Nonoko benefits both as they have good chemistry. 

Everything was absurd but entertaining. This match was the best Ai looked in the ring of the three times I saw her this trip.

A couple of matches in things paused for idol performances, with two different groups performing a couple of songs apiece. I actually liked isolating them instead of having the singing as part of certain wrestlers’ entrances like last year. It also allowed them to set up speakers/proper equipment in the ring for them (which is impractical when doing one song at a time throughout the show). I understand criticisms of this breaking the flow of the show, but I thought it was fine and fit well with TJP’s general theme/appeal.

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It also tied directly into a later match between two members of the respective groups as Reika Saiki faced Maki Itoh. I was familiar with Reika via social media but never saw her wrestle before. She’s got an incredible physique and uses the power to great effect in the ring, looking quite impressive in her victory over Itoh. It was kept pretty basic (understandable given both wrestlers debuted in 2016), but they put on quite a clean, solid match considering their experience level.

In a rematch of sorts of one of last year’s highlights, Candice LeRae faced Yuka Sakazaki’s “masked twin sister” Mil Clown. I absolutely LOVE the crazy clown gimmick. The mannerisms, moves, etc. were all pitch perfect. Another strong showing between the two, and a touch better than last year’s I think.  Mil gets a victory to avenge “her sister’s” loss last year.

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Saki Akai is clearly TJP’s star, and received the biggest reactions of the night by far. She was in full dominant heel mode, but still heartily cheered regardless as she faced Miyu Yamashita in the semi-main. Saki’s personal maid / manager / henchman played to the crowd a little too much when interfering, but Miyu did a decent job of trying to rally the fans behind her despite it being an uphill battle.

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I still kind of feel like Miyu’s capable of a bit more than I’ve seen from her, but she was good here regardless. Akai played the arrogant heel to the end, including mockingly offering a handshake after defeating Miyu only to pull it back and continue the abuse. I like the total commitment to the character she showed and that she didn’t let the cheers tempt her to play hero to the audience.

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The main event was quite an interesting matchup. Reigning and defending Tokyo Princess of Princess Champion Yu made her wrestling debut in the opener of last year’s show. In contrast, her opponent Shoko Nakajima wrestled in last year’s main event in the finals of the tournament to crown the first champion, coming up short against Miyu Yamashita.

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This started slow, but once they built momentum it turned into a nice example of a grapple heavy and judo influenced style I unfortunately didn’t really see otherwise this trip.

Shoko’s parallel challenge to last year added a bit of depth, and Yu looked natural as champion despite her short amount of experience. It ran a bit long and Shoko was clearly carrying things at times, but overall this had a strong story and good action and was a fitting main event.

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After Yu’s successful defense, Reika comes up to apparently stake her claim as the next challenger. Good choice I think. It’ll be interesting to see if the two relative rookies can elevate each others’ performances in a main event slot.

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I was pleasantly surprised to discover most of the issues I had last year had been addressed. While a lot of the action was still basic, significantly higher average in ring performances in terms of execution and a better array of stories and characters made this a vastly better show while keeping all of the elements that appeal to their core fanbase. The effort was strong up and down the card, paired competitors extremely well, and perhaps most importantly the pacing was much improved, with nothing really overstaying its welcome.

This is a very different product than the other promotions I watch, but it’s growing into its niche and I found this show quite enjoyable. Looking forward to seeing if they’ll continue in this vein going forward.

Categories
Board Games Reviews

Takenoko: Chibis Review (First Impressions)

Takenoko has become one of my go-to games for when I want to play something a little lighter while still enjoying a bit of strategy and depth. It’s easy to teach and fairly straightforward to play, but still has a good number of strategic choices and room for competitive play.

So I was quite excited about trying the expansion, hoping it would supplement and enhance the game without diluting it or making things too complicated. It did.

 

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This is a direct expansion, and as such requires the base game to play. It introduces a “Miss Panda” figure, new land types, additional goals for each of the three kinds, and baby panda tokens (3 for each bamboo color).

The new land types have a Miss Panda icon, which determines when she comes into play, additional movement, and is relevant for some goals. They also have various powers that activate when the gardener is moved to them such as growing bamboo on all irrigated plots of the same color anywhere on the board, one plot where players can chose to grow an color of bamboo, and a “gardener’s hut” tile that allows the player to look at the top card of each goal deck and choose one. All the tile abilities make sense and work well within the established gameplay framework.

 

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The baby panda tokens can be claimed for one piece of bamboo of the same color whenever a player moves Miss Panda to the location of the (original) Panda, and provide small immediate bonuses (including the new ability to exchange a goal card from your hand for a new one) as well as 2 points per token at the end of the game. They are well balanced and seem reasonable in terms of powers and point value.

 

 

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The new goal types are great natural extensions of the ones in the base game. New land goals include having a set number of a land type on the board and formations involving the Miss Panda symbol. The new panda goals are worth more points than the base game goals for the same color/number of bamboo, but can only be redeemed if the Panda is on a lake tile. The new gardener goals are perhaps the most interesting, involving having bamboo stalks of minimum height(instead of exact heights) as well as goals needing varying heights of the same type of bamboo. The point values seemed reasonable and the variety was nice.

 

 

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Overall the new rules expand the depth of Takenoko nicely without being overwhelming. However I would still introduce new players to base game first, if only because of the numerous new tiles with “powers” and the intricacies of having two pandas to move with different effects. The theme of the expansion is quite cute (although the thematic ties of mechanics had my group chuckling often) and it all fits well in the established framework.

Best of all there are small nuances added that increased depth without making things too complicate. Everything in here is integrated well and nothing felt extraneous or unneeded. Excellent expansion, and an easy recommendation if you like the base game.

 

 

 

Categories
Manga Reviews

Until Death Do Us Part Volume 4 Review

“Mamoru-san doesn’t need my help. ”

This collection contains volumes 7 and 8 of Until Death Do Us Part as originally published. Although heavy in action it also features a fairly intricate plot that builds from volume to volume. Best to start reading at the beginning.

 

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Volume 7 picks up right where volume 6 left off, with a key confrontation between characters who have been circling each other thus far in the series. Takashige is excellent at giving just enough to be satisfying while holding back for later developments. Nothing’s settled but a lot is established. Also, fights (and other events) unfold in ways that develop characters. It’s an important and masterful use of craft to keep the manga engaging without losing momentum.

Things later move into a nice spotlight on Haruka as she has an unexpected vision at school. It’s an important story that shows her having to rely on the lessons Mamoru’s been teaching her in unexpected ways.

Then the patient, brilliant Wiseman’s finally ready to make his move…

All arcs here are grounded in nuanced underlying emotions: Genda’s controlled, calculating rage, Haruka’s feelings of inadequacy, Mamoru’s (over)confidence, etc. Haruka’s actions towards the end lead to a heart wrenching situation that illustrates how far Mamoru and she still have to go in understanding each other.

There are also interesting yet logical twists, and having master strategists involved on both sides of every conflict makes the unfolding stories absolutely captivating.

 

Continually fantastic stuff with no signs of slowing down.

 

Categories
Manga Reviews

Until Death Do Us Part Volume 3 Review

“This means hired killers and mercenaries the world over will be racing to Japan to find him.”

This collection contains volumes 5 and 6 of Until Death Do Us Part as originally published. In addition to nuanced plot and characters, this book directly continues an arc started in the previous one. Best to start reading at the beginning.

 

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Until Death Do Us Part is rolling along nicely, with another book filled with both captivating action and compelling, deepening intrigue.

The entirety of volume 5 features the conclusion of an intense fight started last book. It illustrates just how dangerous and hard to control things have become, and raises the stakes drastically.

Volume 6 moves things forward with Blade tackling a new, troubling situation with head on escalation. His blunt nature creates a solid anchor for the chaos around him, and also allows room for the more level headed members of the cast to shine.

And shine they do. They flesh out the world nicely and as I’ve gushed about in every review so far the intertwining and conflicting agendas and points of view of everyone make the manga extremely engaging and compelling. Well developed characters form the heart of any great story, and Takashige’s are great. Certain members of “The Wall,” Detective Genda, and Haruka all get spotlights and important moments. There are also several introductions of characters that will obviously be important later by way of minor, superbly paced cameos.

Another thing that’s impressive Takashige and DOUBLE-S’s storytelling is the economy of information delivery they achieve. The significance and meaning accomplished with little looks, expressions, and careful composition add an incredible level of atmosphere and depth to the narrative.

The book ends with a nice pair of weighted confrontations / meetings that continue to complicate the situation in the best possible sense.  It’s wonderful foreshadowing of long term impending doom as well as leaving things on a mild cliffhanger in the short term.

Another excellent entry in this series.

 

 

 

Categories
Manga Reviews

Until Death Do Us Part Volume 2 Review

“I wouldn’t trust him. He’s a killer.”

This collection contains volumes 3 and 4 of Until Death Do Us Part as originally published. It’s an action manga at its core, but the characters and story are quite layered so best to start reading at the beginning.

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I was pleasantly impressed with the way the first book of Until Death Do Us Part came together in terms of story, action, and art working in harmony to overcome some of the more cliched elements it employs. These volumes are more in same vein with appropriately escalating stakes.

Volume 3 ties up the first major arc that’s been building while setting future plot threads up with interesting new angles and players that continue throughout volume 4. The storylines and arcs feed into each other nicely, with prior events logically progressing into further complications for our protagonists. The main characters are well developed, and have sufficiently nuances personalities and motivations to keep them compelling and the general level of intrigue high throughout continually increasing tension.

The way numerous schemes overlap and intersect continues to be a highlight for me, as Takashige spotlights the intelligence of his characters even when they make mistakes  or get outmaneuvered. This is always important to me in any story, as when anyone acts dumb for plot convenience it ruins dramatic tension.

The opposition also finds clever ways of creating difficulties for Blade which prevents things from getting too one-sided given his vast skills.

In addition I liked some of the philosophical touches in these volumes regarding Haruka’s powers and the fact that sometimes the only choices available are bad ones. The desire of her companions to seek out as “normal” a life as possible for her is another strong theme that seems destined to become extremely important long term.

Good capitalization on the first book’s potential here. I hope the momentum continues.

Categories
Manga Reviews

Until Death Do Us Part Volume 1 Review

“The contract will last… ‘until death do us part!'”

This collection contains volumes 1 and 2 of Until Death Do Us Part (as originally published).

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I really enjoyed this “blind swordsman” variation. It doesn’t have a lot of original elements – the blind swordsman, the young girl with mysterious powers everyone’s after, the use of technology to overcome a handicap, etc. have all been seen before. The combination here though is done well and has just enough twists on the cliched building blocks to freshen things up. The backstory of Mamoru’s (also called “Blade”) organization adds some depth and has a lot of potential going forward. The characters aren’t terribly deep yet but their personalities stand out enough and I don’t think the story suffered. The action is solid and what you’d expect from this type of story.

But what really ends up elevating this for me is the multiple parties with multiple agendas woven throughout the volume and the intelligence of the characters. There are characters on all sides that are carefully planning, reacting, and adapting as unexpected complications pop up. I really love this kind of layered storytelling and the feeling that people trying to commit (or stop) involved, ambitious schemes are using their brains. I hope Takashige can keep things at this level as the series continues.

The art is another huge asset. It’s well detailed and very crisp and easy to follow which accentuates the pace and impact of the action scenes. The characters are all diverse and distinctive in appearance as well. Just high quality work all around.

Until Death Do Us Part grabbed my attention more than I expected and I’m greatly looking forward to more. It’s an action manga at it’s core, so if that’s not your thing this won’t change your mind, but it’s one of the most interesting such series I’ve read in a long time.

Categories
Board Games Reviews

Hanamikoji Review (First Impressions)

Emperor S4’s version of Hanamikoji attracted me with its beautiful art and some good word of mouth, but I didn’t know much about the game going in.

Simply put: it’s fantastic.

 

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This edition has a classic Japanese theme to it. Seven oversized cards representing Geisha (female artisans) placed in the center of the table. For each Geisha there are 2-5 associated item cards which will be played on either player’s side, and whoever has more of that Geisha’s items played at the end of a round wins her favor (represented by a victory marker). If at the end of any round a player has won four Geisha markers or has markers for Geisha worth a total of 11 “charm value” (value on Geisha cards, corresponding to the number of her items in the deck), that player wins the game.

If neither player satisfies a victory condition, another round is played in the same manner except victory markers are not reset. So you can win the favor of a Geisha that your opponent did in previous rounds, but any claimed Geisha will never be “neutral” again during the game.

 

The key to the game is in how cards are played. Each player has four action tokens and will use each exactly once during the round.

  1. Pick one card to play face down that will count for you during end round scoring.
  2. Pick two cards to play face down that will NOT count for end round scoring.
  3. Pick three cards to reveal. Your opponent then chooses one to play on their side of the board, and you play the other two.
  4. Pick four cards to reveal and separate them into two pairs. Your opponent then chooses one pair to play on their side of the board and you play the other two.

 

So in a round each player will see a total of ten cards in their hand, but three of them will end up on the opponent’s side for scoring and two . This “pick and choose” system is easy to understand and teach but creates significant strategic depth. Every step is a difficult decision, from deciding what order to take actions in to picking which options to present to your opponent.

 

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The gameplay design here is phenomenal. You can essentially only ever guarantee a single card in your hand each round is going to count for your own scoring, and the psychology and  strategy of picking what options to give your opponent are vexing in the best possible way. The fact that a single item card is discarded face down before play begins adds the perfect amount of uncertainty and luck, is while players can make reasonable guesses about hidden cards in play things can never be fully counted out.

 

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This is an abstract game at its core, and as such the theme is lightly integrated and honestly could have been anything. But the chosen theme fits well, and the gorgeous art style and graphic design really do enhanced the game significantly.

 

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Overall Hanamokoji is a wonderfully deep 2 player game with simple mechanics that comes together beautifully. I’m quite excited to play it again soon.

Categories
Japan Reviews Wrestling

Wave 12/29/16 Live Thoughts

December 29, 2016 in Tokyo, Japan

My only Wave show this trip was thankfully their big one: Thanksgiving Wave 2016. It felt a little more serious overall than the Wave show I saw last year, although there were still comedic antics in the undercard.

 

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Note: My camera broke the night before and I hadn’t replaced it yet, so I unfortunately don’t have any action photos for this show.

 

1) Moeka Haruhi & Hiroe Nagahama vs Yako Fujigasaki & Yuki Miyazaki

I honestly don’t have much to say about this one. Solid but unspectacular, with nothing that particularly jumps out in my memory either in negative terms (botches, etc) or in exceptional ones (a standout performance or compelling hook). Serviceable opener.

2) Ai Shimizu vs Fairy Nipponbashi

Things opened with an amusing idol worship angle, as Fairy was starstruck with Ai and once she had greeted the voice actress she left the ring satisfied and headed towards the back. Ai, wanting her match, talked to the ref and whatever was then conveyed to Fairy (and the crowd) convinced Fairy to come back and start the contest.

I wasn’t familiar with Ai, who won Ice Ribbon’s Triangle Championship since my last trip and would be defending it at Ribbonmania a couple days after this show, so was very curious for my initial look at her. To be honest as far as first impressions go this wasn’t the best. Most of her offense revolved around her strikes, which looked extremely weak and unconvincing.  Her offense looked a lot better in the subsequent matches I saw featuring her on other shows though. She also does a fantastic rope walk spot (in the style of the Undertaker) halfway around the ring that’s a striking signature.

Fairy’s end of the match was all comedy, from “magic” hip tosses to use of a lightsaber. Nothing offensive, nothing I personally found that entertaining. Meh match for me overall, but was kept mercifully short.

 

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3) Elimination Match: Yumi Ohka, Mika Iida, & Hikaru Shida vs Kaho Kobayashi, Rina Yamashita, & Natsu Sumire vs ASUKA, Kaori Yoneyama, & Sawako Shimono

All three trios were nice, complimentary combinations. I was especially glad to have an opportunity to see more of Iida, and she was impressive here. She was also paired with two wrestlers I’m quite familiar with and like a great deal, so I was behind her trio despite them being the defacto heels here. I was surprised then they were the first eliminated, although it made sense given where the match was going.

I saw Kaho & Rina tag last year, so this was nice extension of that. They work well as a unit. Great back and forth interaction between teams both in the first segment and after Ohka, Iida & Shida were eliminated.

 

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After getting the  team’s victory Rina appeared to move on to other issues and challenged her teammate, effective immediately.

 

4) Kaho Kobayashi vs Rina Yamashita  

This was as good as it could be for being so quick (literally a couple of minutes). Kaho fought valiantly but Rina put her away in pretty short order. These two could tear the house down in a “real” match.

Kaho’s other teammate wasn’t to be left out, and challenged the exhausted youngster to yet other match.

 

5) Kaho Kobayashi vs Natsu Sumire

A touch longer than the last, and Kaho pulled out the victory here to the crowd’s delight.

There was a longish segment afterwards with Gami coming in and presenting something to Kaho, which I later got clarification was due to Kaho going on a tour wrestling in Mexico. Should be a great experience for her.

 

6) Ayako Hamada & Gran Hamada vs Kyoko Kimura & Hana Kimura

The generational angle here was of course immediately obvious despite not being privy to the buildup. Beyond the parent / child teams facing off, the dynamic of one “child” member (Ayako) being of similar age to the opposite “parent” (Kyoko) and the resulting age range of participant going from 19 to 66 and experience range from 9 months to just under 45 years made this a unique spectacle.

Everything was all about the intrigue and the people involved much more than the actual action. A suitable and notable occurrence that was a privilege to be at no doubt and I certainly understand the limitations on Gran Hamada at 66 and appreciate him still performing for us, but I found they didn’t quite create the drama needed to overcome the slow pace of the match, possibly due to going a bit too long.

 

7) Misaki Ohata 10th Anniversary Match: Misaki Ohata & Mayumi Ozaki  vs Hiroyo Matsumoto & DASH Chisako

As no Sendai Girls shows fit my trip, it was a real treat to see Dash chosen to be a part of this match (which I was already excited for as Misaki’s a favorite of mine) and thus give me one opportunity to see her wrestle. This was a fitting and fun “tribute” match.  All four wrestlers were clearly enjoying themselves, particularly Misaki having an absolute blast playing heel alongside Ozaki.

 

Main Event) Regina Di Wave Title Match: Yuu Yamagata (c) vs Ryo Mizunami 

I’ve seen Mizunami a fair bit both as part of Avid Rival (her team with Misaki Ohata that held both the Wave and Ice Ribbon tag team championships at the time of this show) and her trips to the Shimmer promotion in the US. She’s a powerhouse with great charisma in the way she performs and carries herself in general. They built to the right outcome here, with Mizunami toppling Yamagata to claim Wave’s top prize.

The match itself was decent and allowed Mizunami to properly shine at points, but I find Yamagata’s ring style slow and not compelling when she’s on offense. So her playing dominant champion in contrast to Mizunami’s perseverance wasn’t a story that played to her strengths and I felt it could have been better given the talent levels involved.

 

To close the show Ohata was announced as the winner of Wave’s annual “Zan-1” tournament / belt and became the #1 contender to her own tag title partner’s just won Regina Di Wave singles championship.

 

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Fun photo op with me wearing a Misaki t-shirt and Misaki wearing her newly won Zan-1 title belt.

 

As with last year, a lot of the appeal of this show was seeing numerous wrestlers I didn’t get to see elsewhere. The quality was up and down, but there was a point to everything and the angles were interesting even when not executed perfectly.  I also particularly enjoyed the trios tag and subsequent angle with Kaho, Misaki’s match, and getting to see the well deserving Mizunami crowned champion.

Categories
Reviews Wrestling

Evolve 79 Live Review

February 25, 2017 in Queens, NY

Here’s a quick rundown of a phenomenal show from Evolve I had the privilege of enjoying live this past weekend.

 

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1) Jason Kincaid vs ACH 

Jason Kincaid is killing it with his new gimmick, and ACH has been on a tear since leaving ROH and entering Evolve with something to prove. They put on exactly the strong, high energy opener I was hoping for here. The outcome was never in doubt given the story of ACH’s quest for a shot at the Evolve title, but they still managed to keep things exciting. ACH’s bemusement at Kincaid’s unusual offense made a great backbone story for the action.

 

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2) 4-Way Freestyle: Fred Yehi vs Chris Dickinson vs Austin Theory vs Anthony Henry

Yehi was in this as a result of failing to unseat Thatcher the night before. Strong dynamic here with Dickinson and Yehi alternately working together and trying to win on each’s own with the newcomers Theory and Henry taking advantage of every opening  to try to swing things their way. I like both Henry and Theory from what I saw here (and the previous night on ippv), although Henry needs just a touch more polish as his impressive offense lost some impact both nights by not being hit cleanly enough so wasn’t quite getting the reactions it should have. Still a very good debut weekend though.

 

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Great finish with Dickinson, who was exactly the right choice for a strong win here, getting a pin on Theory to kind of steal the victory from Yehi who looked to have Henry finished with the Koji Clutch. More tension between the Catch Point members that look destined to face for the tag titles, but Dickinson offers the CP handshake and things seem fine for now. Nice slow build on that angle.

 

3) Jeff Cobb vs Jaka

Behind the double main, this was the match I was most looking forward to, and man did it deliver big time. Cobb is just so smooth in application of his phenomenal power, and Jaka’s hard hitting style made him the perfect opponent leading to an excellent match that had the crowd going nuts.

 

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Highlights included a delay vertical superplex that just barely missed the ceiling lights and an absolutely jaw-dropping toss-and-catch German suplex by Cobb. Tour of the Islands finally puts down the tenacious Jaka to reestablish some momentum for Cobb after losing to Galloway the previous night. Jaka and Dickinson are very quickly becoming integral parts of Evolve, and both had breakout performances on this show. As for Cobb, the crowd simply adores him.

 

4) Tracy Williams vs Keith Lee

While Lee’s new to Evolve, he’s a 10+ year veteran of the sport, and it shows. His mannerisms, body language, and just the general way he carries himself all speak to knowing the nuances of his craft extremely well.  He also moves in ways unexpected for someone his size, and it all comes together in such an impressive way that he was immediately loved by the crowd.

 

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They worked a brilliant match here, with Williams starting hot and doing everything and then some to sell the idea of having a legit chance against the monster. Really this had foregone conclusion written all over it after Lee defeated Sabre at Evolve 78, but he and Williams built things beautifully to a fantastic nearfall after an avalanche angle slam on Lee(?!) that the crowd totally bit on.

Just excellent stuff from both. Lee came off like an absolute star and the crowd’s chomping at the bit to see him against more of Evolve’s top tier talent.

 

5) Ethan Page vs Darby Allin

First of two big grudge matches for the night. This wasn’t announced or listed as no-DQ, which was an unfortunate oversight given the angle of the match. Page dominated this and eventually handcuffed Allin (with help from the Gatekeepers). Allin gets up and tells the ref he’ll continue, and fights off Page with all his might until the bitter end. Page eventually puts him away though, and he and the Gatekeepers then put Allin in a body bag as Page cuts a scathing, derisive promo saying he’s killed his first career and will now refocus on the Evolve title to nuclear heat. The Gatekeepers then carried the sealed bag with Darby inside right out of the arena.

 

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I ended up torn on this whole thing. I still feel Allin really needs to scale things back before he kills himself, and WHERE THE HELL WAS EVERYONE ELSE DURING THE POSTMATCH?! Sorry, but the company’s top faces really look like assholes staying in the back while Page is literally STUFFING SOMEONE INTO A BODYBAG. Particularly with Yehi getting righteous about something else later and everyone coming to ringside after the main event. You can come out to congratulate the champ but not to save Darby’s life? Seriously?

On the other hand, it’s hard to criticize the angle here despite not liking the logic given the incredible reaction it got. The audience was RABID in support of Allin and hatred of Page, and the two of them played their parts to an absolute T. Incredible stuff, despite my personal reservations.

Given the way it played out I kind of hope it leads to Darby becoming Page’s protege when he returns, taking issue with the exact thing I pointed out above and embracing an “if you can’t beat ’em join ’em” philosophy.

 

6) Matt Riddle vs Drew Galloway

I’m a certifiable member of the Bro bandwagon, so was chomping at the bit to see Riddle and Galloway go to war. And that’s exactly what I got. Between Page and Galloway Evolve has two of the best heels in the sport, and the latter was perfect here trying to put down the upstart who spurned his invitation. As I’ve gone on about extensively, Riddle is insanely impressive for his experience and can work any kind of match deftly.

 

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Both really dug in on the appropriate level of tension and resentment for the story, resulting in a fantastic atmosphere and huge crowd reactions. The beat the hell out of each other to the crowd’s delight.

 

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I was (pleasantly) surprised with result, as I thought Galloway would win to build momentum going into the WWNLive title match and put the babyface behind the 8-ball in the first encounter of the feud. But Riddle pounding Galloway into defeat then being sneak attacked again worked just as well to keep things going.

 

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Williams and Yehi came out to save Riddle from being piledriven on his own Progress Atlas title belt, then Larry Dallas (with new bodyguard Earl Cooter) broke the news that all three members of Catch Point were in the WWNLive title match. Ending makes more sense now, as it didn’t occur to me that they’d use Riddle’s Style Battle win to sneak him into that match. Yehi offers the Catch Point handshake, but the group dynamics continue to be an issue as Riddle declares he’ll win and walks off.

Yehi calls him out as not being a team player, but the angle is suffering the same problem as when Gulak did the same a while back: Yehi has a point as Riddle hasn’t been there when his teammates need him but he’s far more loved in the crowd’s eyes so is immune to criticism. For example, Yehi’s accusing “it’s not your show Matt”  was met with a “YES IT IS!” chant from the fans. We’ll see how it all goes.

The title match will be quite interesting.

 

 

7) Evolve Championship Match: Timothy Thatcher (c) vs Zack Sabre Jr

The previous title match between these two at La Boom was one of my favorites of 2015, and I was beyond thrilled when this rematch was confirmed. I’m pleased to say this turned out just as good.

 

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The support for Zack and heat for Thatcher was incredible. Thatcher finally seemed comfortable in his heel role, hitting all the right notes to whip the crowd into a frenzy. I’m a huge fan of both, and while a lot of fans have (understandably) cooled on Thatcher’s work during the last year he’s provided a solid core from Evolve to build around during his reign. And when he’s on, he’s one of the absolute best around. Sabre’s one of his greatest opponents, and this was a fitting crescendo for Thatcher’s dominance.

 

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Zack eventually tied Thatcher into knots , and after a few perfect moments of building anticipation Thatcher submitted and the crowd ERUPTED at the crowning of a new champion.

Thatcher teased respecting Zack and handing him the belt, but when All Ego jumped Zack to make a point Thatcher decided to drop the belt and just leave instead. Nice way to keep him a heel. ACH saved Zack and talked Zack up while making it clear he was also coming for Zack’s title, then most of the roster came out to surround the ring in respect to the new champion. Zack gave short, heartfelt comments about inclusiveness in wrestling. Classy move that if possible makes me adore the man even more.

 

Overall

Simply one of the best overall shows I’ve ever attended (despite a few logic issues which may go away as things unfold in the future). Kudos to all involved.

Categories
Board Games Reviews

Santorini Review (First Impressions)

Had been really looking forward to getting to try this out, as both the concept and aesthetics looked fantastic.

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The basic game of Santorini hits the easy to learn yet hard to master sweet spot all abstracts strive for. Each player has two builder pawns on the board, and a turn consists of picking one to move one space in any direction then building one level (as appropriate) on an adjacent space to the moved builder. When builders move they may change levels (up one or down as many as they like), and a player wins if they get a builder on level three of any building.

Adding strategic choices are two restrictions: a fourth level can be built on buildings, capping them and preventing builders from scaling them, and if any a player can’t legally move one of their builders on a their turn they lose the game.

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It’s a wonderfully realized abstract that I immediately enjoyed. There’s a depth to it that will take some time to get a firm grasp on, like any good game of this type. It also supported by beautiful, high quality pieces. The theme doesn’t matter much for the base game, but the aesthetics are great and do add a “centerpiece” feel to the game.

In addition, the theme DOES matter for the included variants. Each player can pick a character to play (based on Greek Gods and Heroes) that grants them a specific powers. The powers make Santorini a COMPLETELY different game, adding asymmetry and numerous new strategic options that must be considered. One power we played with even added an alternate victory condition for one player.

Players HAVE to significantly adjust playing style depending on both their own power and opponent’s, which is great as it takes a phenomenal base game and changes it into something equally compelling. Both versions great and indicate impressive longevity for the game as players experiment with various pairings of powers and likely also switch back and forth with the base game.

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Rules are also included for the forthcoming expansion, with explanations of the new powers. There are also pieces and variant rules for playing with three people or even four (with team rules), although it’s mentioned the game is really designed to be one one one.

Put it all together and Santorini is an wonderful game that clearly had a lot of effort put into every aspect to present to really make it something special. Thrilled with how this one turned out.