Thursday, 10 June 2021

AoS Death Faction - Updated 2,000pt list

So with the release of the Soulblight Gravelords Battletome, I went to work on updating my Death faction army with a more updated list (and adding more miniatures to it). As you have to pick a Bloodline, I will stick with Legion of Night as it's rules fit my army the most with it's mixture of Skeleton and Bat themes. That said, it's Artifacts of Power aren't very appealing, so I'll most likely stick with the ones from the armies Realm theme, Ghur (the Realm of Beasts).

Heroes:

- Wight King (King Nicholas - General)

    -Command Trait: Unbending Will

- Necromancer (Queen Judith)

- Necromancer (Priest Herbert Fernston)  (*this option can be altered - see below)

- Vampire Lord (Count Bartholomew - King's Personal Advisor)

- Vampire Lord (Countess Miranda - Queen's Personal Beastmaster)

Battlelines:

- 10 Dire Wolves (The Hunting Pack)

- 20 Deathrattle Skeletons with Spears (House of the Crimson Fox)

- 20 Deathrattle Skeletons with Blades (House of the Azure Hare)

- 10 Grave Guard with Blade & Shield (House of the Blazing Dragon)

- 10 Grave Guard with Great Wight Blades (House of the Emerald Serpent)

Other Units:

- 5 Black Knights (House of the Violet Stallion)

- 6 Fell Bats (three from each of the 2 houses of Bats)

Monsters:

- Terrorgheist (The Baron)


So this is the army as it currently stands. As mentioned, that one Necromancer is a fill in (he was my conversion for Warcry, but only just got a name (could still change it) and have no background lore for him. So, there are a few other options, with the first one being to replace him with the Warscroll Battalion: Deathmarch, as given I have a lot of Deathrattle, this could prove useful for some maneuvering. I could also look at more Felbats or Black Knights as well, along with Endless Spells, though these options I'd still need to purchase models for.

So yes, I do have all the models in this current list and they have been put together & undercoated, though if anything it's going to take time before I finish the rest of them (around 70 models to go). As for further expansion options, either some Nighthaunt allies (spirits are part of the Kingdoms lore) or adding a second Terrorgheist (so Baroness?) and more reinforcements for the Grave Guard units. Going to focus on getting them finished before adding anything else first.

Monday, 24 May 2021

Death Battletome: Soulblight Gravelords - Thoughts and Opinions

So yeah, changed it to Thoughts and Opinions instead of Review because I felt that it lacked the format of a review, so my format won't change, just the title.


Vampires are back with an updated book to reflect all the new stuff.


The Lore:

Basic stuff, with a nice bit of text for the big man himself Nagash, but also bringing us up to the events of Broken Realms: Teclis, though it limits that part to a basic summery so you need to get the book to get the full lore of events. There is a page dedicated to each of the five cursed bloodlines, which for me is something I very much appreciate over the complete lack of information given in the Death Guard Codex, so a thumbs up on that. Oh, and of course we have a basic rundown on the background of both the faction and the characters & units within it.


Allegence Abilities:

So because this faction is more Vampire focused, the rules for General Death Faction are not in this as is the Soulblight Allegiance (as these are replaced with more specific Bloodlines). Also, Arkhan the Black and his Sacrament are not in this (including a number of units, but that's for later).

As such, you must pick one of the five Cursed Bloodlines to be your allegiance. These are:

  • Legion of Blood (aka Neferata's Legion)
  • Legion of Night (aka Mannfred Von Carstein's Legion)
  • Vyrkos Dynasty (Belladamma Volga's group aka The Cursed City box set group)
  • Kastelai Dynasty (Prince Vhordrai's group aka The Fist of Nagash)
  • Avengorii Dynasty (Lauka Vai's group aka The Monster Focused Army)

Each faction has their own Battle Traits, Command Traits and Artifacts of Power. As far as their unit focuses that each one tends to favour are on: Blood is mostly Vampires and Deathrattle troops, Night is mostly everything, Vyrkos is Deathrattle, Deadwalkers and Dire Wolves, Kastelai is Vampires and Bloodknights and Avengorii are Terrorgheist and Zombie Dragons.

Grave sites are still there and are used to bring summoned units that you set aside on to the field and Deathless minions is the same as before. Wizards in the army who cast a spell on a 9+ and that spell is not unbound by your opponent, then after you apply its effects, you can apply those same effects again, so that's sweet. 

The Reanimated Horrors replaces the negative Bravery rule from the Standard Bearers, so in this army your Deathrattle and Deadwalkers will subtract 1 Bravery if an enemy unit is within 6" of one of these units or subtract 2 if they are within 6" of two or more of these units (so you can only have a max of -2 Bravery). Finally, both the Endless Legions and Deathly Invocation give you abilities to restore wounds/models to units, as is expected to in an army of the living dead.


Spells:

So there are two spell lists, one for Vampires and one for Deathmages. Vampires spells are focused more on offensive and self buffing, where as Deathmages spells are more weakening your opponent along with a single spell that can do damage and heal the caster. Despite having two separate lists, there is one spell called Invigorating Aura, which any wizard in the army can cast, which is another spell to help heal/restore models. This means there are plenty of ways to help keep weaker unit numbers up and the higher wound ones survive longer.

The one thing to got me however, was that they are the only Death faction without it's own Endless Spells. Very confused by that decision.

The King Shall Return

Warscrolls & Pitch Battle:

Obviously there is way to much for me to go through, so instead I'm going to point out a few of the pros and cons that have stood out to me.

So as mentioned above, with the Reanimated Horrors rules, the Standard Bearer rules for Deathrattle instead let you re-roll rolls of 1 for Deathless Minions rolls. While I like this, I am a little miffed at the Deathrattle Skeletons. Their rules have drastically changed from the past ones, with a slight points increase. To be fair, I'd like to try them out before making a final conclusion, it's more the fact that now I have to alter the arm of my Skeleton Champions weapon as the only way to give your champion it's extra attack is by giving it the new Mace and Helberd weapon options they now have. Yes, my biggest gripe is that I now have to convert a Champion model. Also, Deathrattle Skeletons no longer have musicians. I have no idea why, but I can only assume that they couldn't come up with a good idea for an instrument sculpt, so they scrapped it. Still going to keep the single one I have though (I'll just shove a shield on his back or something). Oh, and spears are the exact stats as blades (yes, they are now 1" range too). Yeah, I don't understand either.

Fellbats also seemed to have changed a bit. They got a slight points reduction and had Scent of Gore ability replaced with Single-minded Ferocity, which just comes down to the loss of a possible double amount of attacks and gain the ability to retreat and then charge again in the same turn. I mean, given how bats react to you when you walk by the tree their in, yes a bat does indeed retreat and then charge back to the tree as you walk by it, but I don't know if this will make them more effective given that none of their stats have changed. 

To top it all off, the Bat Swarms are no longer. Once again, another Swarm unit forsaken by the sands of time. Then again, we don't have Arkhan, the Morghast (they like staying with the Bonereapers it seems) and any of the Nighthaunt from the Legions of Nagash book too, so there's that.

Now obviously there are a lot of nice things to replace that. First off, both crews from the Underworlds boardgame are in it, along with all the living dead in The Cursed City box game. I feel this some what makes up for the fact that every Vampire model was removed from the Store to be replaced by a single model. As for what replaces Arkhan, we have the bestial Vamp lady Lauka Vai, or you can make a Vengorian Lord from the same boxset. These new leaders are the kind of creativity I've been wanting to see, and their rules are rather nice too. You want a monster themed army, give these two a look.

Speaking of new leaders, we finally have the Wight King on Skeletal Steed. He looses a single attack and the Tomb Blade rule to get the ability to cause Mortal Wounds on a 2+ when he charges. He also gets increase speed, two wounds and steed attacks. Still has the same Command Ability as his on foot counter part, but that's not a bad thing.

Zombies have got models that finally match the one of the Corpse Cart, though there rules have been changed quite a bit and got a slight points decrease. They are still good and being Deadwalkers benefit from certain rules and abilities.

Actually, there are a number of characters and units that have had their points slightly altered, but it's more the min/max unit count in the Pitched Battle Points section. Now the minimum unit is whatever the box model count, so units like Zombies are not 20 instead of 10 and Dire Wolves are now 10 instead of 5. So they are now in line with the Grave Guard that got the change in a previous update, though I can see that some might be annoyed with this change, particularly since I've seen so many run Dire Wolves in packs of five, partly as support or objective runners and partly as cheap Battleline units to free up points and spots for more effective units (Though if you're playing Vyrkos Dynasty then you'll probably take a unit or two). I imagine people will be re-evaluating their options and points after some of these changes.


Final Thoughts:

Despite the loss of Bat Swarms, I really do like this book. I feel that for most units that got a points change, it shouldn't effect things too much. The fact that they don't have Warscrolls for a Terrain piece or any Endless Spells is interesting, but I imagine that the current Endless Spells are still good, assuming you'll spend your time casting them as oppose to restoring wounds on units or weakening enemy units.

The inclusion of three new Allegiances/Cursed Bloodlines certainly adds more options/play styles to the faction. I really like how the Avengorii Dynasty makes Terrorgheist and Zombie Dragons battleline units and now all I want to see is an Avengorii monster army take on the Sons of Behemat. Would be very interesting to see.

Also interesting is their Allies, Flesh-Eater Courts and Nighthaunt. No Ossiarch Bonereapers despite Nagash is in this book. I mean, I get that the Deathrattle are very nervous as they are just bones and the Bonereapers want said bones, but you'd think the Vampires or Nagash would simply stop it. I can't wait for this conflict to be examined in future Age of Sigmar fiction and games.

So in conclusion, if your playing these Legion of Nagash armies, you'll most likely get this one as it's the replacement for Legions of Nagash (seriously, that name is no longer used in the web store and the book is no longer available). If your wanting to play an army of Skeleton, Zombies, Vampires or a mixture of the three, then this is also the book for you. If your on the fence about picking this faction for your army, I suggest either looking through the book at a local hobby store or checking out the miniature range and see if they connect with you (you can also check out the Warscrolls both on the web store or Age of Sigmar App). 

I can't wait to work out new army list with this one.

Sunday, 14 February 2021

Site and Health Update

I figured this was well overdue, so a quick update on what has been going on. So obviously my mental health has not been great, with the Christmas period hitting it quite hard. However, it is the physical health that has taken a big hit, with a nasal/sinus condition I've had for a few years taking a sudden deterioration around the September/October time and it causing all sorts of frustrating problems for me. Luckily I get to see a specialist on Monday, so with luck they can figure out all the problems and we can work on fixing it.

So where does this leave all those planned projects?

Eeerrrr......

So my housing situation hasn't changed, so as such I still don't have the space to work on any of the puppets and puppet based projects, so sadly they are still on the storage and wait status. Very disappointing for my, but this limitation is a real motivation killer. I'll still work on putting ideas together, I just can't do anything with them.

Miniatures are in a similar boat, with some of the larger models being unsuitable to work on just now, while the recent Warcry faction books have really been a massive let down and so working on new warbands has halted as such (I'll most likely review one such book to explain why I'm so disappointed). Many of the Moonstone, Malifaux and Burrows & Badgers miniatures have been based and undercoated, but not much else.

Painting has been problematic. With the recent medications for nasal along with my usual Asthma ones, the shaking in my hands has gotten bad at times. As such fine detail work like highlights, patterns, eyes etc. have been difficult, if not frustrating, to do. So I've been needing something to do that didn't need me to be too neat.

So I've gone back to a batch of models I did previously and have chosen to expand on them. These are the Warhammer 40K Death Guard. So back in......oh wow, July 2019 (just looked back on the Blog history to find a post on it, no idea why the pictures are gone though) I put in for the local paining comp using a Pox Walker and a Myphitic Blight-Hauler for two of the categories. I found Death Guard are painted to look too clean, so I wanted a messy bunch. At that time I got a few more Pox Walkers and a few Plague Marines done. Though I don't remember the exact paints and techniques I used back then, I still plan on finishing more of them off. As such, these will be what I focus on, paining the base colours on a bunch of different ones at once, then focusing one each one separately to focus on washes, rusts and other effects. Will also give my thoughts on the Codex and the game in general in the future too.

As such, this is the current plan. Sorry I've been gone for a bit, but hopefully I can do better this year.

Monday, 5 October 2020

October Thoughts 6/10/2020

So in the last thoughts in September, I talked about different generations and their views of cartoons and what some considered weird cartoons. Since then I decided to watch a bunch of compilation videos featuring the intro's to cartoons of the 80's and 90's (which I did over a number of days as they took up quite a few hours to watch and look up). I must say, there are a number more that I would now consider weird, but more so that I would like to actually watch.

So there are a bunch I now want to track down and watch. Some are ones I do remember watching and would like to see again, while others are ones I had never heard of and am just interested to see. Of course, that's easier said then done as beyond the shows intros, much of the actual content is extremely difficult and some almost impossible to find (so far Charlie Chalk is the only one I've found as a full series). This is rather frustrating, as you can't get them on DVD or anything and with very few online videos, it feels like a big loss. That said, feel like I've got a better chance of finding episodes for most of those shows then I have of finding a single episode of Commander Crumbcake online.

If I find some I may actually do a few Animated Reflections on them, given that I'm trying hard to return to doing that series again.

October 2020 Projects

Just an overall update on all projects, with most now on hold while I sort some stuff out. If things do happen then I'll certainly do an update, but for the moment I'm just keeping things on hold and hopefully they'll start back up soon, though it might not be in this month.

My Crash Bandicoot 4 Opinions

So finally beat the final boss and have had some time to process my thoughts. As such, I felt the need to write this since everyone else seems to be voicing their views, though I feel mine might infuriate most fans of the game (I don't mean too, it is just an opinion after all). Also, my history with Crash games is mostly limited to the N.Sane Trilogy and CTR: Nitro Fueled and beyond that I've played like one level from the first crash game on the original Playstation, so I don't have the long term nostalgic history to have a full on discussion about the franchise (though I have seen the cutscenes and gameplay of other Crash games). As such, I'll break down my thoughts in sections and yes, I'll put in a light Spoiler Warning just in case.

Gameplay:

So since this is where most of my problems lay, this is where I'll start. Most of the mechanics are the same as the previous games, though I don't feel the slide-jump is really used as well like in said games (except in the Flashback levels). I'm also not sure if there are any response time differences in the various versions as there was in the N.Sane Trilogy, though that's because this time I only got the Xbox One version. Perhaps down the road someone will have a comparison out, simply cause at times I felt the Xbox version didn't respond quickly enough to my actions.

I did have some issue with Tawna's wall jumping ability in a few spots, but I feel the biggest issue I had was with depth perception. Certain parts of levels became unnecessarily difficult for jumps and landings plus some of the obstacles on the rail sections, but at least the side scrolling sections were great (though that last level was such a pain). While I did expect the game to be very difficult (they did say it would be harder then Crash game), some of the levels were just really annoying, particularly the second half of The Crate Escape and the last level Cortex Castle.

I did enjoy Dingodiles gameplay and felt it was the most fun to play out of the three addition characters and feel he should have had more levels. I do feel the level design was alright for the most part, though I felt there needed a few shorter levels thrown in as some of these levels go on for far too long. I feel they went for a more epic scale at times. The masks and their abilities were great for the most part, but they become less fun or interesting towards the late game (also, Akano is the least interesting of the mask powers). Bosses are a mixed bag. Thought both the N.Gin and the final boss were the most creative and fun to battle while some others were more annoying.

There is some multiplayer aspects, but considering the difficulty, I don't think anyone I know would want to play it. As such, I can't comment on it. Gems are also a thing, with each level having six (one for getting 40%/60%/80% of total Wampa fruit in level, all boxes, dying no more then three times and a hidden gem) and once you unlock N.Verted Mode, there are the same six gems in each levels N.Verted stage. Each level has a skin to unlock with a number of gems needed to unlock them. The first few worlds only require six gems, but once you pass the point in which you unlock N.Verted mode, those levels going forward require more gems to unlock the skins (with the final level requiring all twelve to get). There are also Flashback Tapes in certain levels which you need to get too without dying in order to collect and unlock the Flashback level (basically, challenge levels themed as Cortex experiment chambers). So as far as unlocks go, there are plenty.

Visuals & Sound:

People seemed to have mixed opinions on both the character designs and the art style. For me, I place the character designs below those of N.Sane Trilogy and CTR:Nitro Fueled, but above everything else (especially that of the Titans/Mutants game). As far as the visuals for the levels go, I think they're amazing. Very creative and imaginative, with so many smaller details that really add to design. One of the games biggest positives for me.

Music was alright, still going to need more time on this one as I'm going over the tracks to find a few that will stand out to me. Mostly don't remember really any beyond the first two levels, but that might be just personal taste, so I'm still considering this a positive. Voice work is also great, though once again we have a few characters who have had their voice actors recast again, but Cortex is still the same so I'm happy (though the ending does have an In Memory of Mel Winkler who was Aku Aku's original voice actor, which I'll be honest, I was unaware he passed away so I'm very glad they put this in).

There are references galore in this game. This can be things like the letters on the fridge in the first level that spell Crunch, to pictures of characters from various games scattered about to even box placement in parts of levels that are placed in the same way from levels from previous games. They really put a lot of work into these references and easter eggs and it'll be interesting to see how many will show up on people's lists.

Story:

Oh boy, so for the most part the story is alright, though honestly I feel there was some missed opportunities with this. Taking place after the Crash 3 Warped, the villains of Uka Uka, N.Tropy and Cortex are stuck in their time prison and their conversation does state that many years have passes for them (so did they just age normally or did they transform back because of something is still unclear). Uka Uka exhausts his power to tear open a portal in time and space, with the villains abandoning him to go through. This leads to Aku Aku sensing something serious and sending Crash on his way. 

This game decides to make it a Crash and Coco team story, though it seems Coco has the more prominent roll when dealing with other characters, particularly with Tawna (I think I was on to something when I said she may have seen Tawna as a big sister figure). At least the game confirms what happened to Tawna's world version of Crash and Coco, though what dimension is hers I still don't know as the world map indicated she emerges from a rip in reality instead of just being on a world and getting involved like Dingodile does.

However, they could have done a lot more with this multiverse/timeline theme. Perhaps have levels, music and bosses from the other sequel games to show off how they still exist in alternate dimensions (guess I really just love to have a Twinsanity level with a comedic Cortex escort level with A cappella music track). I mean, they even use time travel towards the end and don't have any conflict with the heroes wanting to use it to prevent certain events from happening. Perhaps down the road I'll look into this plot line and what I would prefer to have seen happened. Overall, still more in the story then in the original trilogy, so a positive I guess.

The humour is absolutely perfect (though that one part from the 100% ending is just dark). I think the moment it fully won me over was when the games credits kicked in and that voice over began. My frustration just washed away with the joy of that comedy piece. It's obviously toned down from Twinsanity, but is stronger then most other games in the series. Oh yeah, there are bonus endings for 100% completion and 106% completion of the game.

Overall:

If you found the challenge of the first Crash Bandicoot game to be fine or easy, then you'll no doubt enjoy the challenge of this game. Trying to get all the gems feels harder then it did in Crash 1 and I wish people would stop comparing games to Dark Souls when it comes to difficulty (I find trying to get all the gems to be a lot harder then playing Dark Souls anyway). While I love the visuals and the references, I just didn't enjoy some of the levels and I doubt I'll play them again. I'd probably have more to say on this game, but for the life of me I just don't know how to word it right. 

So overall, I think most people will love this game for various reasons and if you feel like a challenge then certainly give this game a go.

Friday, 2 October 2020

Animated Reflections: Attack of the Killer Tomatoes Cartoon

Ah, Killer Tomatoes. I must admit that it was this cartoon that eventually lead me to seek out the movies. This cartoon was based on the first two movies from what I can see and came out the same year as the third movie (Killer Tomatoes Strike Back), but from what I've seen the third movie has no influence on the cartoon, unlike the first two. Actually, I think the cartoon had some influence on the fourth movie (Killer Tomatoes Eat France) as we see the three tomato characters of Zoltan, Fang and Ketchup being incorporated into it with some minor design alterations and both Fang and Ketchup getting name changes.

So what is this show about? Well, when I said it was based on the first two movies, it really is more a collection of characters and ideas from those movies re-imagined in a cartoon setting. It certainly feels like a different take on the second movie, but with alterations to characters for whatever reason that they decided for these changes. The characters themselves are very much aware that this is a cartoon and will point out things as a result of this. It ran for around two seasons, but never got a storyline finish (but I'll get to that later). It's theme song is also based on the second movies take of the original theme (though still not as good as the second movies theme).

So first off we have the good guys. These consist of Tomato War veteran Wilbur Finletter and the Tomato Taskforce who are an alternate version of the team from originated in the first movie, with Floyd being an alternate take on Greg (both are underwater experts) while Mary Jo is the alternate take on Gretta. Sam still seems to be the same in that he is a 'disguise expert'. This lot are more of a joke team for the most part, with them more likely to get into trouble then to solve it. Wilbur has the most time of the group and runs a pizza shop, always trying to create more outlandish dishes that no one wants to eat.


No, the real heroes are Chad, Tara and F.T. Unlike their movie counterparts, Chad is much younger, but is still Wilbur's nephew. F.T (Fuzzy Tomato) is more active, though more so that it's a cartoon and he's not just a live-action prop, and apart from Chad, Tara and the Villains, most think he's just an ugly dog. He also ends up being forced to taste Wilbur's latest pizza's, much to his disliking. Tara is still one of Gangreen's experiments, but instead of music, it's salt that turns her back into a tomato and pepper that turns her into a human. Tara is also the main reason I remember this show, mostly from her scenes from a season 2 episode that was a sort of Phantom of the Opera parody. Looking through the episodes, I think there may have been more to the character that would have made her memorable to a young boy's mind and it's unclear why in some episodes (I'm looking at you Tomato of the Black Lagoon) there wasn't a gag with the censor lady showing up to protest the more 'mature' style of particular scenes.

Speaking of which, the other characters on the side of good are Whitely White, a television reporter who seems to be everywhere and reports everything. The Censor Lady who is responsible for showing up to censor things as her running gag and finally Tomato Guy. Tomato Guy is more interesting as he is basically that one guy from the first movie who says the word 'Tomato' and causes everyone to flee and while that still is his gimmick for parts of the first season, they do tend to expand on him and give him a much bigger role in some episodes. So credit where credit is due, they took a one gag character and expanded on it, which is a nice change to see. 

Once again, John Astin returns to provide the voice for an animated character he also preformed the live version of. The alteration is that instead of Professor Mortimer Gangreen, he is now Dr Putrid T Gangreen and now has a greenish skin colour to match the look. In season two, he claims to be the first cartoon villain to have conquered the world in a single non-multipart episode and not be defeated. Whether that claim is true I am unable to confirm. One interesting thing to note is that he claims he is not a mad scientist, just an angry one, which got me thinking; Sheep in the Big City also did this gag, but that show was made later on and I have no doubt that this show didn't create that gag, so who first created the 'not mad, angry scientist' gag? Point is, I'm a big John Astin fan and I need to move on.

His minions consist of his Igor, a rather dim surfer dude stereotype who wants to be a T.V personality and it often getting into trouble with the Doctor. Finally we have the tomatoes Zoltan and the gang of five (which strangely, throughout season one only shows four tomatoes). Zoltan and his gang are much of the same joke minions, with Zoltan being the one with any real speaking part. This would change in season two where they are transformed into mutant tomatoes and each one gains it's own unique look and personality. They would successfully take over the world in the second season, though how they manage to keep control of it is a mystery to me. This would ultimately force Gangreen and Igor to team up with the Tomato Task Force (who is now an underground resistance) in an attempt to stop the tomatoes.

Ah yes, the second season. Looking back on my Blazing Dragons reflection, I should never have separated the seasons (mostly cause trying to write the second one up is much harder then I thought), so instead I'll address the issues I have with the second season of Killer Tomatoes here. 

There was a massive change between the first and second seasons of the show, with the most obvious being the animation. It became computer animated and it really does show. Personally, it wasn't for me and looked more like it should have been cutscenes for an early 90's video game instead of a show.

Then there was the intro song. While it remains the same for the most part, they added kids to it both visually and to sing along to it. I'm wondering if it was meant to tone down some of the 'scariness' factor of killer tomatoes, but to me it just feels like a toy ad every time and it's really off putting. The story structure also changed, instead of one off episodes it was now it was a continuous story. I'm still not sure how I feel about that. Some of the humour took a hit and wasn't as good as the first season. Also, Tara also got an outfit change and is now active in tomato form and I believe everyone knows about Tara and F.T being tomatoes, which is very weird.

Seriously? This is the guy who conquered Australia? How?

Ultimately, the show was cancelled before resolving the tomato world dominating plot, which was a bit of a shame. My guess is season two wasn't as popular as beyond the first four episodes, finding any other ones after that is near impossible. I was at least able to find most of season one online and after re-watching most of the show again, I can say I did enjoy it. It is very much your generic Saturday morning cartoon and its main theme of killer tomatoes isn't going to be for everyone, so I can see why most would have given it a pass. Given how critical people are these days, I think most will prefer this over the movies. I certainly found some of the gags of the first season funny and the show was entertaining enough for me to watch for the most part. If you can, check out a few of season ones episodes if your curios.