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Saturday, March 28, 2020

Building Cities!

What's going on everyone!?


Today for the #2019gameaday challenge I played a solo game of Carcassonne on the mobile app with 2 AI and actually won!

It was a good game and very close until the ene but some wisely placed farmers ended up winning me the game!

As one of my favorite games I don't think I'll ever get sick of this one!

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

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Music From The Lost Realm

Music – the thing we listen to while we drive the car, exercise, walk around, meet with friends, live. Music makes us dance, it keeps us on our toes, it makes us cry and sing along. It enhances and sometimes manipulates our feelings until we feel part of the story being told, or actually until we really feel there, side by side with our favorite heroes.

Video games abide by this rule too – players need to know that the fate of the world depends on what they're going to do next. How we underline their actions, especially with music, has big repercussions on the feelings a game can evoke.

In November we met with Kalle Ylitalo, composer of Oceanhorn 2: Knights of the Lost Realm, to discuss what fans can expect from the new soundtrack. Kalle had already worked on the Oceanhorn: Monster of the Uncharted Seas original soundtrack, alongside Japanese legends such as Nobuo Uematsu and Kenji Ito. When we met, Kalle was taking a small break with Arttu Jauhiainen, flutist, one of the six talented musicians attached to the project.

"One aspect that makes composing for Oceanhorn so pleasant, is that I can concentrate on creating beautiful melodies which often have a hint of Finnish folk music in them," says Ylitalo. "This is something that comes very intuitively for me, so composing music for both the new title and the previous has felt very natural. These melodies have their roots in my early childhood when my mom used to sing a lot of Finnish folk songs to me and my brother."



His involvement in the project has roots in the past: "I've been a friend of Heikki (Repo, Cornfox & Brothers Creative Director and Co-founder) for a long time. Back then, as a teenager, he was already developing games. I don't think I helped him out with the music at that time, but I am now!"



Kalle is currently composing the Oceanhorn 2: Knights of the Lost Realm soundtrack in a new direction. "I feel that the first game was more of a classic adventure, and the soundtrack reflected that. Oceanhorn 2 has more diverse elements, and I've been trying to create musical traditions for each of the cultures in the game." The Pirta theme is a good example of that. There's a shakuhachi flute there, and steam-pipes sounds. "I'm really happy with those tracks because they sound like no existing music culture that I know of," adds Ylitalo. "The role of the real instruments and musicians here is to really make the score come alive. Everyone can hear the difference it makes when a talented professional interprets a melody, compared to a midi-instrument."



Arttu has worked on many different projects, but this is the first game he works on. "I haven't had a chance to play the game yet, but can't wait to try it when the music is implemented, can't be anything other than great!"



Along with Arttu (Flute, Piccolo, Alto Flute), the game's score features Lauri Sallinen (Clarinet, Bass clarinet), Sanna Niemikunnas (Oboe, English horn), Rista Tuura (Violin), Anna Grundström (Cello), and József Hárs (Horn).

"In the first game, there was this flute theme played by the protagonist's father", said Kalle when we asked about how's the main team shaping up. "It was an excellent melody, so I decided to base the main theme on it. That is the only melody in Oceanhorn 2 we have used in multiple tracks. I can't say anything more, or it would be a spoiler!"

--

Want to receive these updates before anyone else? Subscribe to the Oceanhorn newsletter on https://www.oceanhorn.com


Monday, March 23, 2020

HOTT 52 - It's All About The Lines And Remembering The Rules Correctly!

I took a quick moment to knock out another game of HOTT over Friday night/Saturday morning. It was a quick game, as I'm starting to remember how things flow and the combat factors/modifiers. I did have one unique situation come up that I'm going to ask the "experts" on.

I have a whole gaggle of elements for orcs, goblins and humans. From these many stands, I can generate quite a few armies, so I have tables that I roll against. The biggest determining factor is if the army is mostly militia, mostly regular/professional (trained) or a mix of the two. 1d6 tells me who fights who! I also found that the "random" generation of terrain once again was lumping it into one side of the board, but I went with it. I am working on flatter replacements for HOTT.

So... how did this battle go?



Once again, a Human army was defending their stronghold against a force of Orcs and Goblins. The human commander sent their knights dashing to the left around the woods, in hopes to threaten the Bestial's right flank and peel off some of the elements from their long line.



The Orc Warchief had a similar idea and sent his goblin wolf riders dashing past the humans and the rough terrain that was ill suited for the woods-friendly goblins. They had an excellent view of the human stronghold and the human commander themselves!

  

The Orc Warchief details two elements of blades to confront the flanking knights. They are evenly matched and the Warchief prays to Moloch that his "Bloody Fangs" will rend human flesh! Meanwhile, the orc line starts to shift and expand, to hopefully overlap the humans!



The Warchief's prayers to Moloch fall on deaf ears, or the foul God was unimpressed, as the orc Blades fall to the human knights! Meanwhile, the orc line marches towards the humans and falls under their missile fire. Several units recoil from the casualties and the advance is blunted a bit.



Desiring to retake the initiative, the Warchief orders his troops to close to attack! The human commander decides to detail a warband to confront the flanking wolf-riders.



The battle goes badly for the attacking bestials! Orcs fall to the spears and blades of the defending humans and the warband destroys an element of the goblin riders! The goblin warband manages to turn to flank the human line, but the brave archers from a nearby village manage to hold them off! Desperate to regain some initiative, the Orc Warchief closes to give battle to the Knights, only to see his personal bodyguard driven back!



The casualties mount for the Bestials and the Warchief reluctantly orders the withdrawal of his forces from the field of battle. The humans cheer in victory - their losses were light and they'd given the Orcs a Bloody Nose instead of facing Bloody Fangs!


The dice told the story of this battle as well. The Orcs/Goblins lost 12 AP and the humans only lost 2 - a resounding victory! I expected the long line of the orcs would come into play, but the knights flanking and some timely shooting that resulted in the orc line splintering really set the tone of the final outcome.

That is something I like about HOTT, getting to the meat of the meal quickly!

My only question was regarding this one situation.



The humans attacked the Orc Blades (outlined in red) in a front/close the door flank attack. The orcs scored VERY well and forced the frontal human spear to recoil.

Now, at this point, I had forgotten about a rule in HOTT which I **JUST** remembered and confirmed right now...



So both the frontal and flanker should have recoiled, but I didn't recoil the flanker!

Instead, I became concerned as to whether the blades should turn to confront the flankers, or proceed forward towards the frontal spears. I made a dice roll and they turned to face the flankers. Who ended up destroying them anyway. So I guess I just answered my own question of which was the right choice in my own blog post.. NEITHER were the right choice. Duh. (smacks my forehead).

This is one of the reasons I'm not throwing in a lot of extra elements like magic, gods and the like for now... I just need to get the basic rules down!

I did get my 15mm Saxons for my human warband elements, to fill those empty Wb stands; they are jumping to the front of the painting line. I do need to buy a 15mm human mage, priest, and make some orc/goblin/human hero elements. THEN move on to more land elf, sea elf, chaos humans, kobold, halfling elements...

It never ends, does it. The madness. The obsession... *happy sigh*

Friday, March 20, 2020

Chassuer Pics And Update


 At the beginning of the month I made the trip up to the WHC for Gerry's birthday game, as I said before, a bit sad, as everything is going to close there and move to Basingstoke for next year. The event itself was however as much fun as it always is, thanks to all the players and of course Gerry for putting it on and Anne for putting up with 10 hungry gamers all week.
We played 3 games, an Eylau scenario which saw me playing Davout with a flank attack being faced off by Gerry who led me a merry dance fending off my infantry with repeated cavalry charges and lots of his pesky light infantry units ....I wasn't a huge fan of his new light infantry rules before and I'm less of one now!...to be honest, I don't mind the rules themselves but its the quantity of the units he is employing that I feel is colouring the game. The odd btn here and there would be fine, but with some formations having 3 or 4 of these each they can dominate. I don't think the staggered bases add much to the visuals either.
That said, we had a great time, so who cares?
 Game 2, Friedland, saw me battering away at Herbert, quite a relaxed game. He wasn't coming forwards into my massed Russian gunline and I wasn't going to far forwards into the minefield defence he'd set up around a village. He had to wait until my flank was threatened and the position unhinged by (wait for it) copius quantities of Light btns romping through a wood on my right. Then I had to fall back slowly but he didn't have the strength to press his attack. The French weight was elsewhere on the other side of the river.
The final game was an 1813 "what if" - Spremberg, a normal game without the light btn rules etc, to be honest I enjoyed this the most despite the fact that we cocked up our deployment and had too much cavalry in the wrong place (in front of a redoubt, - although we didn't know it was there). Nonetheless we had a fine game.
 A biggish project prior to Christmas was going down to the new WHC at Basingstoke to see Mark Freeth's new set-up..well, at the moment its a big, airy, empty unit! Not strictly true after me visit as I dropped of a very full van load of timber in order to help mark build the all important tables. I've volunteered my rudimentary carpentry skills to help him and we are going to start building in the new year. Should be pretty straightforwards but blimey, do you need a lot of wood!
He finally has his website up and running so I said I'd pass it on here to any of you avid readers who hadn't seen it  
All sorts of stuff in there, lots of pics (some taken by me!) and info on the fairly packed programme he has prepared for 2011.
So, if any of you fancy a big game weekend he deserves your support, I shall certainly be able to get over there more often in future. I timed the drive, door to door is less than an hour from West London! Big difference to the five hours each way to Scarborough.

Last, but not least a quick word about the photos, I realised I have no pics of Napoleon on this site....Now I thought that was a bit remiss considering the majority of stuff here is "Napoleonic". So a pic of him and his staff and naturally the accompanying regt of Chassuers to go with him. Mostly Connoissuer figures with a few Surens I think- all painted by Doug Mason and now all about to move from Yorkshire down South.
Anyway, Happy New Year to you all.

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Thursday, March 19, 2020

Trollblood Hooch Hauler Model Review

The Hooch Hauler.  Personally for me this is a tale of woe and triumph.

I was incredibly excited by the CID rules, and when I saw the rules stayed as is and we saw the final render I was ready to buy this model day 1.

Then the price hit and while I wasn't expecting to pay so much, I did because I love Trolls and the rules seem like they have a lot of synergy and makes a neat package that slots into almost any caster in the faction. Luckily I had just about the cost of the Hauler left over from selling some of my old GW models and while I expected that to go further in financing new hobby purchases, I took the plunge day 1.

And then the agonizing wait began.

Then finally it arrived....and sat in my house for two weeks in its box. 

Basically work was pushing me into a lot of overtime and we had a lot going on with the family that by the time I got my daughters in bed at night (the only time I can dedicate to actually building a model), I was so exhausted that I didn't have the will to start building what is literally the largest and most complex model Privateer Press has ever produced. 

This weekend I finally dedicated the time to build it, and it was an adventure. 


Friday night I started assembly with a porter at my side. I figured some alcohol would be thematic and help me get through this monster of a model.

I'm not kidding when I say this model is a monster. The modelers at PP did an utterly incredible job so that when it came to where the injection points for the molds on the various pieces went, every single part had the extra flash in places where you would not see it once the model was assembled.  

Clearly there was a lot of thought put into the design in terms of model assembly goes. This was absolutely necessary actually, because when it came to extra flash/resin on parts of the model there is an absolute ton of it. 

This is what my work area looked like when I called it quits later Friday night, and that's with a good round of initial cleaning already wiped away!


Saturday night I returned to my project, this time armed with a healthy pour of some fine Canadian rye whiskey.

To my surprise I was able to push through another three hours of pinning, cleaning, and gluing and was able to complete the model.


Suffice it to say this thing is HUGE!  I wanted to see if I could possibly get it even temporarily into the foam for my other 120mm based models and did a group shot for size comparison.


Model Quality

The quality on the Hooch Hauler is frankly outstanding.  I'm not sure if it's because it's a small production run done as part of the new Black Anchor Heavy Industries (ie. produced in house at PP in Washington), or if it's because this is the first production run using the molds - but the details are really good. 

The parts of the model you'll see are really well detailed and...absolutely clean, there weren't any mold lines to remove whatsoever. As stated there was a lot of flash and resin to chop off with clippers and a fresh exacto blade, but none of it impacts the model in a aesthetic way.  The mold designers at PP deserve a lot of credit, they really did their homework with this. 

Assembly

This thing was a monster to get through, very intimidating at over 40 pieces and some parts that definitely want pinning. 

That said, I pin a lot of my models because I want to ensure they hold up, but I had to do far less of that with this than I initially thought I would.  The designers here really did a fantastic job with almost all of it so that things generally fit together in a tab-in-slot kind of way that didn't necessitate pinning.  And they fit! So often things don't line up easily, or you have to pin anyway - but everything came together shockingly well for a model of this size and complexity.

That said there are some pieces where I paused to wonder if it was a necessary trade off or an intense pathological hatred that drove part of the assembly.  The drivers seat was definitely a challenge, I ended up pinning into the cushion the driver sits on and then pinning that deeply into the barrel.  And then there are the torches at the top. They have a pretty deep slot/tab design, but the bases of them weren't big enough to be able to drill into to attempt to pin them in.  What's worse is that they're a necessity so that you can put in the cloth between them, which then serves as the mount/glue point for the troll up top jumping on the catapult to launch the primary gun.

To PP's credit however that part went together far easier than I thought it would. I was anticipating a lot of greenstuff to hold that cloth in place - but it was surprisingly easy. The troll also glued on shockingly well onto the cloth so it went very quickly to get the last bits assembled. 

Finally the instructions were very detailed, probably because they had to be for a model like this, but it was greatly appreciated.  Overall when I was assembling it, I was generally impressed by how much thought went into making the assembly as easy as it could be for a model this complex. 

If this is what Black Anchor Heavy Industries is going to produce quality wise, then they've really hit it out of the park on that front. You certainly have to pay a pretty penny for this model, but the quality you're getting is spot on. 

Other Factors

I am hoping that Battle Foam will quickly have a foam tray designed for this model, but it's going to have to be as tall as the Gargantuan foam trays as you can tell from the last picture.  If one isn't coming soon I'll probably create something myself for it using some plasticard and foam. Transporting it is going to be a bit nerve wracking until then. 

While I think the model is gorgeous, part of me kind of wishes it was a bit more modest. It's huge, and it's detailed, and it's complicated - which is all built into why it's so incredibly expensive. This definitely feels like a project that PP turned over to their artists and just let them push themselves as far as they could go.  It's definitely an achievement in terms of design and production, but it comes with such a high cost.  

While that sounds awesome, as an engineer I've been around long enough to know the value of having a project manager come in and say "this is great, but you might want to tone it back some to keep costs down."  

No one did that at Privateer Press when it came to the Hooch Hauler.  They stopped at "it's great" and decided to take a risk selling it as the premium product it is. 

Gaming

I should get my first games with the Hauler this week.  As it is a Hooch Hauler + Northkin Raiders + Full Krielstone + CA is 45 points, which in Storm of the North is 2 free solos and 15 points away from maximizing your free points allotment. In fact it does the same thing in Kriel Company, once the Hauler is officially added to that theme - but KC is such a terrible theme because of the limitation on "ranged only beasts" that I generally don't want to go down that route list wise. This is a shame because it's the only other theme we have to play our first Battle Engine in, but as it is, I'm not sure what I can get in there to make it work. 

I'm very intrigued to play the list with Grissel1 using the package above plus some Long Riders, a Mauler, and a Brawler.  Calamity and her fell calls would work very well with the Raiders gun wise or the old yo-yo'ing Long Riders.  Beyond that, I think there's a place for this in either Grim, though I'm struggling to pick out exactly what I want in each of those lists. 

Conclusions

The Hooch Hauler is definitely worth it if you care about model quality and aesthetics, though the price point is way higher than what I expected to pay for a single model in WMHD.  You definitely get your money's worth in the final product, the only thing is questioning whether or not the model should have been made to this size and complexity.  

As a product it feels like PP has taken a big risk here. I hope they do well because I love what the company is doing, but I guess we will see if this kind of product is successful for them. 

Blue Dwarf Group

The wood and white have now been finished up and I started in on the blue on the dwarves. This is going to be a long one, I think. There's a lot of small areas that I'll need to be careful on. After that it's leathers, flesh and hair. Fourish weeks left before Fall In, still hoping to make it.

Warmaster Dwarves Warmaster Dwarf Command Warmaster Warrior Butts Warmaster Dwarf Thunderers Warmaster Dwarf Anvil of Doom (+2)

Gamers Harassing Gamers


There's a gamer on twitter @DraconickGaming who's been harassing a friend of mine (and fellow gamer).  Targeting him and the people he works with.

What kind of a loser does that?  Let's end his kind of abuse.  If I wasn't blocked, I'd confront him myself.  Why this guy can't leave people and products he doesn't like alone, I have no idea.  But I'm not going to lay down, do nothing, and let him destroy my friend and his small, independent gaming business.  

VS

Sunday, March 15, 2020

Terrorist Takedown 3 Free Download

Terrorist Takedown 3 Free Download

Terrorist Takedown 3 Free Download PC Game setup in single direct link for Windows. It is an amazing shooting game.

Terrorist Takedown 3 PC Game 2019 Overview



Terrorist Takedown 3. A Delta Force team is sent to Mexico to stop a terrorist organization. Members of the organization are working on a new chemical weapon and they want a ransom from the local government. Use modern fire arms and special Ops technics allowing to quickly and efficiently locate and eliminate the enemy

Technical Specifications of This Release.

  • Game Version :
  • Interface Language: Russian
  • Audio Language : Russian
  • Uploader / Re packer Group:
  • Game File Name : Terrorist_Takedown_3.iso
  • Game Download Size : 949 MB
  • MD5SUM : 78ea4686781adb50b60c6e2e25da3909

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  • Mouse & keyboard.

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Thursday, March 5, 2020

Contra Rogue Corps CODEX Free Download

Contra Rogue Corps CODEX Free Download

Contra Rogue Corps CODEX Free Download PC Game setup in single direct link for Windows. It is an amazing action, adventure and indie game.

Contra Rogue Corps CODEX PC Game 2019 Overview

CONTRA is back! Two years after the Alien Wars ended, the Damned City erupts from the final battleground. From the midst of the chaos, a group of scoundrels emerge.
They might not be typical heroes, but they're here to save the world… or get rich trying.
Featuring action packed battles, customisable gear, gigantic bosses and explosive multiplayer action.
o Local and Online CO-OP action for up to 4 players
o 4 outrageous characters, each with their own weird style and colourful attitude
o Build over 100 weapons and augment your character with bionic body parts earned in-mission
o Character progression, weapon development and customisation ensure extensive replayability
o Crazy new heroes and big bosses join the Contra universe.
Pre-order to get two T-Shirt skins for Hungry Beast. One featuring the iconic duo Bill and Lance, the other featuring the classic Contra logo.
Mature Content Description
The developers describe the content like this:
The game is full of obscene language, insults, gore and general off color humor to that reflects the nature of such a group of individuals. Some examples include:
– Player can also shoot another player. This can be done during a multiplayer match. Human opponent collapses to the ground when life bar is depleted. Player can then pick them up and throw them into the saw machine.
– Enemy corpse is blown upwards onto the players screen during an explosion.
 

Technical Specifications of This Release.

  • Game Version :
  • Interface Language: English
  • Audio Language : English
  • Uploader / Re packer Group:
  • Game File Name : Contra_Rogue_Corps_CODEX.iso
  • Game Download Size : 8.53GB
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* OS: Windows 7 / 8.1 / 10 (64 bit) (64 bit OS required)
* Processor: Intel Core i5-4460 (3.20GHz)
* Memory: 4 GB RAM
* Graphics: NVIDIA GeForce GTX 650 (2GB) or better (DirectX 11 card Required)
* DirectX: Version 11
* Storage: 14 GB available space
* Additional Notes: Controller required to play
Recommended:
* Requires a 64-bit processor and operating system
* OS: Windows 10 – 64bit (64 bit OS required)
* Processor: Intel Core i7-4790 (3.60GHz)
* Memory: 8 GB RAM
* Graphics: NVIDIA GeForce GTX960 (2GB)
* DirectX: Version 11
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Konami Digital Entertainment
 

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Comparing All Four Versions Of A Star Is Born

There are four movies called A Star is Born, all roughly following the same plot (here be spoilers):

An aging, alcoholic, male entertainer is just beginning to exceed the tolerance people allow him for his talent with the ridicule and distress he engenders with his destructive, obnoxious antics. Just at this time, he hears or sees a young woman with talent languishing in a small-time position and takes it upon himself to short-list her into fame and fortune. She initially resists, but falls for him and takes the opportunity. She becomes absorbed into the soulless hit-making factory of Hollywood and becomes wildly successful,, while the world turns away from him. They marry and move in together. He runs out of opportunities and people call him a has-been, in so many words; he even ends up taking phone calls or interview requests for her from people who don't even know him. She wins an award (Oscar or Grammy) and he shows up late to the ceremony and interrupts her speech with some kind of drunken scandalous antic. She asks her manager to give him some pity opportunities; he turns them down. She resolves (more or less) to quit the business in order to live a smaller life with him, since she realizes that he can't handle the situation as is (with her being successful and him not), but he discovers this and decides to kill himself in order to prevent this. She spends some time in self-pity. In the end, she publicly performs or says something to acknowledge his importance to her.

1937: Leads are Esther Victoria Blodgett aka Vivki Lester (Janet Gaynor) and Norman Maine (Fredric March). This is a fine film, although very much a period piece of the time it was made, so there are some rushed dialog, odd pauses, harsh sound, and bad lighting. The plot is well-paced and scripted. The actors are both likeable. The main actors recite some of their speeches woodenly but passionately at the camera (or just off to the left) and there are some hysterics. Everyone else talks like a 1930s gangster.

In this version, the main characters are actors. Esther starts on a farm and travels to Hollywood but meets rejection. Norman gets her into his pictures when he sees her waitressing. Someone directly and quite rudely tells Norman that he is washed up. Norman punches him, so Vicki has to bail Norman out of the police station. Norman overhears Vicki planning to give up her career, so Norman walks into the ocean  Vicki ends the movie by looking at the camera and calling herself Mrs. Norman Maine.

This is a fine and memorable movie, worthy of being redone.

1954: 17 years later. Esther Blodgett aka Vicki Lester (Judy Garland) and Norman Maine (James Mason). In this version, the main characters are actors / vaudeville performers singes and dancers. Norman finds Esther singing in a nightclub. The movie is punctuated with several musical performances that, I suppose, were entertaining to audiences of the 1950s. Anyway, they look a lot like bad musicals from that era, like the Road movies and so forth.

I have a hard time conveying the contempt I have for this film. It's mostly in two parts.

Firstly, the acting is always fairly terrible, but sometimes it rises to the level of horrifically terrible. The actors stare at the screen in horror with long pauses, bite their knuckles, fling themselves onto furniture, and weep or shout like idiots.

But mostly, James Mason's Norman grabs, yanks, hurls, pushes, interrupts, orders, and otherwise abuses Judy Garland's Esther throughout the whole movie, yet the movie conveys this as rough but charming. It's sickening. By the time she falls in love with Norman, he has done nothing but pull her through doors, push her into cars and rooms, and otherwise abuse her, but all she can think of is how he takes her breath away (duh, by never letting her think or talk). Most of the abuse comes from Norman, but some of it comes from other people, too. She is a rag doll. It's jaw-droppingly painful to watch. The very little agency she has in the film is to sing and dance, or to wail and cry over how sad it is that she can't do anything for Norman ("She can't! She can't! She can't! Ohhhhh aaahhhh aaahhhh!")

Norman overhears the fateful conversation and is (overacting) horrified and drowns himself. After getting yelled out and yanked by a few more people, Vicki ends the movie by looking at the camera and calling herself Mrs. Norman Maine. And then ...

1976: 22 years later. Esther Hoffman (Barbra Streisand) and John Norman Howard (Kris Kristofferson). This movie is thankfully a step up from the previous one. It's diverges a bit from the others as to how it fills in the plot scenes. The main characters are now singers. The movie starts with a big crowd and drunken stage performance.

They took the main outline of the plot and decided that everyone already knows it, so the movie is about 50% plot and 50% Barbra and Kris being playful and making love. It's very 1970s, not only the hair styles and crowd scenes, motorcycle and car driving, but with the casual flashes of nudity and almost relaxed attitude toward infidelity (it's an insult, but apparently an easily forgivable one). And now we have cocaine, not just alcohol.

The result is somewhat loosely plotted and kind of boring. We skip all the scenes of how she turns into a star (she just does, in a 2 minute montage), we skip her changing her name (she pooh-poohs that idea after being asked by a reporter), we skip the courtroom bailout scene, and we skip most of the conversation that is supposed to lead to his death. She yells at him once for sleeping around, saying that she doesn't want him to drag her down, and he races off into the desert and dies (whether by accident or deliberately is left a bit vague). She ends the movie by singling another song, no name assertion.

It's not only that neither of the main characters are likeable. It's that they don't have much in the way of character to like or to not like. John is kind of sympathetic. Esther is kind of ... well, she's just Barbra Streisand.

But Barbra can sing, and she sings fine. So fine that you kind of wonder how it is that she was languishing in obscurity to begin with.

This is not worth watching, but the soundtrack is lovely. And then ...

2018: 38 years later. Ally (Lady Gaga) and Jackson Maine (Bradley Cooper). The main characters are singers. The movie starts pretty similarly to the 1973 one (with better camera-work and sound), but the alcoholism is more subtle.

This one is, by far, the best one, with incredible performances, scripting, directing, and shooting. The music is amazing, and Lady Gaga is a great singer (okay, Barbra was better, but that's a given for just about anyone). Possibly the only issue I have is the rushed scenes leading up to his decision to kill himself. Ally only half-heartedly tries to throw Jackson some pity-bones (she says one quick sentence about not go on tour without him). The scene that struck me as most wrong was that someone flat out says to Jackson that he is a drag on her career and should disappear, rather than him overhearing it (like he does in the first two movies). It's not that this couldn't or wouldn't happen, it's just a less sympathetic way to depict it happening.

Jackson hangs himself instead of drowning. And Ally ends by introducing herself as Ally Maine, and then she sings a final song while she looks directly into the camera.

Bradley and Lady, as well as everyone else, do a great job of pacing and acting. They are likeable and tragic. The songs are pretty great, too. And the story is, apparently, timeless.