
Force Of Nature Wo kann man diesen Film schauen?
Ein pensionierter Polizist erhält den Auftrag, während eines Hurrikans ein Gebäude zu evakuieren. Doch es gibt ein Problem. Genau zu dieser Zeit befindet sich eine Gruppe Krimineller im Haus, die es auf 55 Millionen Dollar abgesehen haben. Während eines gewaltigen Hurrikans versucht der desillusionierte Polizist Cardillo (Emile Hirsch), die wenigen verbliebenen Bewohner eines. arxsys.eu - Kaufen Sie Force of Nature (4K Ultra HD) (+ Blu-ray) günstig ein. Qualifizierte Bestellungen werden kostenlos geliefert. Sie finden Rezensionen. Force of Nature [dt./OV]. (65)1 Std. 39 Min Polizist Cardillo kommt während der Evakuierung eines Apartmentkomplexes einer Gangsterbande in die. Entdecke die Filmstarts Kritik zu "Force Of Nature" von Michael Polish: 20 Jahre, nachdem sich Ben Affleck in „Auf die stürmische Art“ während eines Hurrikans. Force Of Nature ein Film von Michael Polish mit Mel Gibson, Kate Bosworth. Inhaltsangabe: Als gerade ein gewaltiger Hurrikan über die. Über Filme auf DVD bei Thalia ✓»Force of Nature«und weitere DVD Filme jetzt online bestellen!

Some of the monsters in the same class have different models. For example, a brown bear and a polar bear have different body shapes, there are several types of Skeletons, and so on.
If you count the number of different models, you will get more:. Almost all monsters also have color variations, for example, goblins inhabit different locations and have different colors.
If we take into account all such variations i. Total: 47 different enemies, although many of them are very similar to each other.
I will not list all the enemies of the second part of the game, just give similar numbers. In total it will contain:. There are 6 animals in the first part each represented by a single variation.
In the second part - only 4 animals, but color variations each - 10 unique variations total. Yes, there are fewer types of domestic animals.
But, in fact, the goat and the cow in the first part brought the same resource so I decided that the goat could not be included , and the pig had a little more benefit than zero as I wrote earlier, I did not want to force players to kill peaceful pigs.
Besides that, in the first part there were rabbits and penguins. But in the second part there will also be some peaceful characters. And it will have bosses as well!
Another important feature worth mentioning. In the first part all enemies were purchased. By the way, it is the only thing in the game that was bought - everything else buildings, trees, stones, resources, weapons, clothes and the main character I drew myself.
In the second part there is almost no purchased content. All monsters are unique and were made specifically for this game - you will not find them anywhere else in other games.
Even the ones that were in the first part were redrawn to have a unique look. I already mentioned earlier that there will be bosses in the game.
By killing them, you will release their souls, which will then exist in the form of ghosts. You can talk to ghosts.
Some of them have unfinished business, which they will either tell you directly about, or hint at, if you ask them carefully.
This way you will receive additional quests. These quests are quite complex and it will not always be clear immediately what to do.
To complete some of them, you will have to think, for others - to travel a lot. However, after completing the task, the ghost won't remain in debt, and will help you at the base.
Ghosts can do different things: craft, build, mine resources and repair. I already wrote earlier that in the new game, the work will not be performed by your own as it was in the first part.
Someone should stand by and do the job. Before the first ghost appears, you will have to do all the work by yourself, but then you will be able to assign tasks to ghosts by adding items to the crafting queue.
By the way, queues at many tables have been increased to several slots. You can queue up a few items that interest you, and leave to do other things, and the ghosts will craft.
Usually, the ghosts will look for the job themselves, trying to disperse around the base. Different ghosts will have their own preferences in the work.
Some will prefer crafting, others - construction. You can also make a direct order to the ghost to do a specific task.
Besides that you can equip several ghosts to do the same task simultaneously to speed up its execution although their performance will then decrease.
The ghosts have another useful feature. Wherever you are, you can always summon a tamed ghost and ask it to teleport you home.
In my opinion, ghosts are a very serious change in the game, and I hope players will like it. So, the summer is over and the game isn't ready yet.
Although in the spring I supposed everything would be different. Let's figure it out. Almost everything that was supposed to be done by the end of the summer has indeed been completed.
Absolutely all monsters and bosses are drawn and, most importantly, animated. I had the most doubts about the animation of monsters and bosses, but we did it.
Quests and storyline are also ready. Some dialogs are still going through the final editing stage, but it doesn't take much time. Weapons, equipment, clothing - everything is ready for battle.
All main buildings are also ready. A few points that I didn't think would take a long time turned out to be quite capacious. We are currently working on the final cut scene.
Yes, the thing, what was not in the first part at all. Since the second part of the game has a determined storyline, it also has a determined ending.
Or more exactly, even 2 different endings. Creating final cut scenes takes quite a long time: again it's 3D and 2D animation, unique scenery and music.
But this is necessary to give the story a complete look and not leave players in a state of frustration and uncertainty - "I did so much, but what for?!
The next point, which turned out to be much more difficult than I thought, is the creation of production chains. What and from what resources we will craft, what research will be needed to build the next construction, what types of fertilizers will be available at different stages of the game, what resources will fall out of monsters, and so on.
If you think these tasks are not so difficult, I assure you, they are. In the beginning, adding of various recipes is quite simple. However, later, when you have to bring it all together in one chain, a lot of difficulties and contradictions appear.
A lot of items, resources, enemies, buildings and research, everything depends on each other, and to set up dependencies, you need to keep all this in mind.
In the same mind, which already stores the architecture of the entire game and controls the creation of all content. I even tried to get an assistant for this task - a person who graduated from a game design course.
I spent quite a lot of time explaining him in detail how game systems function, but in result he wasn't even able to structure what was already done at that moment.
Now the task of creating production chains is almost ready. I would estimate about 90 percent. The remaining 10 percent are quite difficult - adding each new resource to the game requires a lot of effort from me.
The next thing is voice acting. The game's voice acting also takes longer than I planned. But it doesn't stand still.
We have already finished voicing nature, weather and buildings. Unfortunately, the monsters are only voiced by 30 percent so far. In order for monsters' voicing not to become the main factor delaying the game release, I will most likely have to start testing the game when not all the monsters will be voiced yet.
It's hard to make accurate predictions. Almost all of my assistants are tired and go on vacation. I myself have not worked for the last week, because I got sick it's okay, it's not covid and I'm already on the mend, I was even able to write this post.
I'll try to describe an approximate plan for the remaining work:. As it is not difficult to calculate, if everything goes according to plan, the game should be released in November.
Previously, levels were not a player's achievement, but simply stages of game walkthrough. Many players didn't like that getting new levels required completing quests which limited players' freedom and that the availability of buildings and recipes depended on it.
Now character leveling up and rising through stages of technological progress don't depend on each other. Fighting monsters, the player gains experience.
Having accumulated a certain amount of experience, the player gets a new level. With each level obtained, the player also receives several skill points.
He can spend these points to increase his health, stamina, accuracy and other attributes. Also for these points you can learn several active skills, such as sprints, dash, block pose, etc.
Such a system will strengthen the RPG component of the game genre and will allow players to develop a character in accordance with their preferences.
Rising up through the chain of technological progress still has certain stages, but now it looks much more natural than in the first part. You don't need to complete quests to unblock new buildings and recipes.
The limitation is very simple: you cannot smelt an iron ingot if you have never encountered iron ore before obvious fact. The game will have a special table for investigation new resources.
If you find something new, take it to this table and explore. For example, researching ore will give you access to a blast furnace and metal recipes.
Quests are still present in the game, but their role is now completely optional, and only tells the player what to do in the early stages of the game.
In the next post I will give a new detailed review of the development progress and try to give new estimates about the release date. As in the first part of the game, some constructions can only be placed inside the house.
However, the way of house building is now completely different. Now there will no longer be ready-made houses, such as a hut or a dugout.
The house will now need to be assembled from parts - floor, walls and roof. You can decide for yourself what size the house will be, what rooms will be inside.
The floor of the house is always divided into blocks 4 by 4 cells each. If you place a new block next to an existing one, its height will be automatically adjusted.
When you place the very first block, the construction grid will show you how far ground roughnesses will allow you to continue building the floor on the same height.
When I developed house foundations, I pondered how high the floor should rise above the ground.
If it will be very high, this will allow players to build large houses even on quite scabrous surfaces. But then you can get large stairs on which players will have to "jump".
Through trial and error I found a maximum value for one stair of 75 centimeters 30 inches. House walls are also divided into blocks, 1 by 4 cells each.
Wall length within this block will be automatically changed to adjust to nearby walls. I had to do a lot of work with the roof.
I wanted to keep roof building process management as simple as possible for players - just specify where roof blocks should be placed.
And at the same time I wanted roof blocks to automatically fold into a single roof with a logical shape, but the roof shape not to be trivial.
To achieve this goal, I developed a system of 23 separate parts, which automatically form the final shape.
I would like to add more decorations to the walls and roof, but I have already spent a lot of time on this constructor. Therefore, even if my hands reach it, it will be after the game release.
Firstly, I wanted icons not to look soulless, as it often happens when using screenshots of 3D models of items. Thirdly, I didn't want to go to another extreme - cartoon-like images.
Also, icons should be easily recognized in small size - you can draw a beautiful detailed object image, but when you reduce its size to fit into the inventory cell, all its details turn into an illegible chaos of pixels.
In search of the needed style we tried many different ways of drawing the same objects. Finally we came to use a realistic shape, simplified details and stylized textures.
I like the result. Icons look neither like cartoons, nor realistic or rendered. A close look will reveal the work of artist in each icon.
The capacity of your backpack will be quite small at the beginning of the game - only 16 cells. However, with time it can be increased by creating different bags.
We've also added a few small changes that I hope will make life easier for players. For example, inventory compaction not only transfers all items to the upper-left corner now, but also groups them by class food, weapons, resources, etc.
Sending items from the inventory to the chest and vice versa can be done now via mouse click with pressed Shift key.
Important scenario items will now not fall into the backpack, but into a purse, from where they cannot be lost if you die.
Character animation is quite a difficult task. There are many minor movements in the shoulders, pelvis, torso turns, etc. We don't pay attention to them, but if they are absent, the character starts to move like a robot.
Not having a lot of experience in character animation, but having the need for a large number of them for the first part of the game, I resorted to homemade motion capture technology.
This sensor uses infrared scanning to obtain a depth map and is essentially a low-resolution 3D scanner. For PCs, there are special programs I used iPi Mocap Studio that allow you to record video, and then to extract human movements more accurately.
All animations of the main character in the first part of the game were made in this way, and it took me only a couple of days.
Main time was spent on manual cleaning of captured animations. In general, I was very happy with the result. Although the quality of animations is not at a high level, I would have done much worse with my hands and spent much more time.
Since the quality bar for the second part of the game has risen, I wanted to make animations better.
To do this, I decided to use two sensors to record animations. In addition, I decided to buy new, more modern ones - Microsoft Kinect 2.
On iPi developers' website I found recommendations for installing the sensors. There are 2 basic configurations - to point the sensors opposite each other, and to point them at 90 degree angle to each other.
First, I decided to test the position of the sensors opposite each other. But it turned out that the quality of the result is no better than recording with a single sensor.
Configuring the sensors using the second scheme allowed to slightly improve tracking quality. Most of the movements were detected by both sensors simultaneously, which increased the accuracy.
So I started looking for an experienced animator. After more than a month of searching I finally found a person, whose animation quality suited me.
Now we make up to animations a day, and in about a week or a little more, the main character's animations will be ready. But there are also monsters and bosses, so animation is still one of the key factors determining the release date of the game.
I hope I'll find a solution to speed up the animation of minor characters. Most of the buildings are already finished. But here I proceed from the principle of the more is the better.
I plan to add lots of more decorative buildings. It takes quite a long time to create them, but we put our heart and soul into them.
We try to think through the mechanism of their functioning and work out all details. Here, for example, is a jeweler's table:.
This table will produce amulets and various parts of complex shapes. According to my estimates, it will take about a month to finish main buildings and another month for decorative ones.
Enemies are also half ready. There will be quite a lot of different ones: wild animals, various fantasy creatures, magicians and knights.
And we'll try to find time to add many new ones before release. Artificial intelligence algorithms have been significantly refined.
I haven't done any fine-tuning of AI yet, but I hope that with the help of new algorithms I will be able to make battles more dynamic and interesting than in the first part.
There will be 5 bosses in the game. Concepts are ready for all of them, but 3D models have been made only for three for now. Creating one model takes about a week, so it won't take much time to finish the rest of them.
The worst thing is to give them unique abilities, because it requires writing program code. I think it'll take me another weeks to script the behavior of all the bosses.
This is what one of them looks like. Meet the Lord of metal:. Drawing models for monsters and bosses is only half the job.
They also need to be forced to move. Character animation is quite a painstaking labor: it turns out to make only separate movements a day.
On average, one enemy takes a week of time. At this moment, it's the main factor that postpones game release, because many characters with ready 3D-models are not animated yet.
In the next post I'll tell you more about various difficulties I had to face while animating of the main character. Yes, there is still a lot that I want to add to the game.
However, some of this work is being done in parallel, and I hope that in 2 months we'll be able to start beta testing. As a result, the game should be ready for release sometime in August.
Yes, I know that the deadline has moved forward. Previously, I estimated to complete the development by the end of spring. But at that time, many aspects were not even started.
Now all the main parts of the game are already affected and we are steadily moving towards completion.
Therefore, I hope that the current forecast will not be far from the truth. In this and in the next posts I will tell you point by point about the current progress of game development.
I will describe what is ready, what remains to be done, and give my estimates for the remaining work. The game code is almost completely ready.
It remains to script all bosses and a couple of minor quests. The rest of the game is already fully playable.
All game locations are already finished. The game has 5 main biomes plus some additional locations and 4 types of dungeons. Map generation algorithms have been significantly improved since the first part of the game.
Now the way to the goal won't be as straightforward as before. You'll have to explore locations to find the right way.
Here is a screenshot of swamps - one of biomes I wrote about earlier:. The sound part of the game is nearly half completed. Sounds of user interface, footsteps and bumps on different surfaces are fully finished.
Crafting, building sounds and surrounding noises are half completed. It remains to record weather sounds, birds singing, unique sounds for different constructions, magic spells and all the monsters.
So, there is still quite a lot of work. According to my estimates, it will take about 2 more months. At the beginning of the first part of the game, it is indicated that all music for it was made by "Storm Warning!
It's a music band my classmate and I founded when we were students. I used some tracks from our tracklist which I composed and mixed by myself.
This time music is technically from the same band again. But now our guitarist works on it. He composes tracks specifically for the game.
The music is very pleasant and fits well into the game environment. There are already more than a dozen tracks ready, and we hope to produce as many more.
The game will have a fairly wide variety of clothing and weapons. There are already more than 50 items of clothing and there will be 20 more. For example, how do you like this outfit?
Many weapons are not ready yet - about a third of the estimated number is done. However, all the scripts are finished, and I only need to make models and draw icons.
It won't take for long. I try to make all game aspects at the highest possible level. This also applies to the game sound design.
In the first part of the game I recorded sounds on a fairly inexpensive condenser recorder Zoom H4n. This recorder has its own low level noise, inappreciable when recording loud sounds.
However, if you record quiet sounds - clicking seeds, taking an object from inventory, bones tinkling, etc. I had to process recordings with a noise reduction filter, and this notedly decreased the final sound quality.
Despite this, sounds recording is a very exciting process. I looked for sticks and stones on the street, broke and threw them, recorded individual sounds, and then assembled from them the sounds of different breaking structures.
To improve the sound quality in the second part I decided to improve my equipment. I did not want to buy separate microphones, stands, a recorder a complete set for professional sound recording.
This recorder was called the best in quality on many forums. I had to wait half a year for this recorder to appear in my region.
However, the recording quality upset me greatly. It was no better than my old Zoom H4n. I made a test recording and compared signal spectrum. On the high frequency ranges Sony is actually a bit quieter, but in the main audible range of Hz it has even a slightly higher noise level.
In addition, it has a parasitic exceeding in the region of Hz. I decided that maybe I got a defective one, so I returned the recorder and bought a new one in another store.
But the situation was the same. I also returned a new recorder. Then I decided to find an experienced professional who will not only have good equipment, but will also be a sounds processing specialist.
After quite a long search I met Eugene. Now we are actively recording sounds for the second part of the game.
We try to make a maximum of live sound and a minimum of synthesized. But we're doing our best. Here is a short video on which you can see the process of recording sounds for Force of Nature 2.
It was decided to completely remove the pig from the game. The purpose of a pig for a farmer is obvious - they are bred for meat.
But I didn't want the game to encourage players to be cruel to peaceful and harmless animals. Want some meat? Eat the boar.
He is not peaceful at all and generally he is the first who gets into a fight. And I don't want to use a pig for such far-fetched purposes as finding worms.
In order to tame an animal, you will still need to make a trap and throw it on the animal several times. But now you will not be able to tame it until you provide it with a place to live.
There are two types of animal houses:. Universal barn will need to be built first, because you don't know which animal you will meet first.
Then it will be more profitable to build specific sheds for certain animals. Feeders appeared in the game.
They can be put on the ground and filled with food. Animals themselves will eat if the feeder is close enough to reach it. After installing such a feeder, you will only need to collect resources from the animals and replenish food supplies in feeder from time to time.
Resources collection has also been simplified compared to the first part. Now you don't need to open the GUI window and click the button to collect resources.
When the animal has finished creating the product, a special icon appears above it. You can click on it and the hero will run up to the animal and take the product.
Unlike the first part, now animals will not accumulate produced products and will not be able to continue working until you take finished resources from them.
But don't be afraid. Like many other buildings, animal houses can be upgraded. At higher levels, these houses will be able to accept food from the animals that live in them.
You will only need to add food in the feeders from time to time and take finished products from houses at once.
As before, building can be done only within markup grid. A special window in the corner of the screen shows how many resources you have for the selected construction.
This is useful if you build a lot of repetitive elements, such as fences. Also there will be a lot of new and interesting buildings that were not present in the first game.
In fact, the whole progress line is new. This will not just be a repeat of the first part with improved graphics. The building process doesn't go by itself anymore.
As for all the work in the second part, to proceed the building you need to be close to the construction. The hero starts working with his hands to increase the percentage of done work.
But don't worry, you won't have to work with your own hands for long. Soon enough you'll have an assistant who will work on the base while you travel the world, fight enemies and gather resources.
Also some buildings can be upgraded to the higher level. They will work faster and give the access to new recipes. For example, here is the first and the second level of tailor table.
In the first part of the game user interface was not very convenient. Many windows replaced each other, which distracted attention.
Now I tried to fix this problem. To begin with, the design itself has changed. Windows can now be moved around the screen.
Windows' header has an interesting animation. Also, the current character characteristics were moved to this window. It seems to me this should simplify the comparison of different equipment, making it possible to immediately observe how armor, running speed, damage per second and other parameters change.
In addition, there will be much more different clothes and weapons in the game than in the first part. To quickly move items between your inventory and an open chest, you can now click on objects with the Shift key held down - this will instantly send the item from inventory to the chest or vice versa.
Building and craft windows have also changed significantly. I tried to get rid of excessive windows and fit all the necessary information into one window.
This is how the building window now looks like:. The list of all buildings is placed to it's left part. It is also possible to select a category crafter, storage, farming, decoration, etc.
The description of the building is now in it's right part, with the ability to choose from several variants for example, the length of the fence.
I hope the new user interface will allow less distraction from the main gameplay and it will become more fun to play. Many times I've been asked to add a female character to the first part of the game.
But adding a new character means not only to draw it, but also to fit all the clothes to it. Grass Fed Ground Venison.
Regenerative Ground Bison. Despite the efforts of a loud and misleading vegan narrative, research is showing that our greatest tool to capturing atmospheric carbon is actually ruminant animals grazing on regenerating grasslands.
Every pound of Force of Nature beef contributes to a system responsible for sequestering 3. Through properly managed grazing, ruminant animals can improve soil health, stimulate deep rooted grasses, increase biodiversity, propagate seeds, aerate soil, and sequester atmospheric carbon.
The strongest force in our solar system, the sun creates plant growth through photosynthesis. Rainfall infiltrates soil and allows grass to grow. Thriving grasslands are effective at recharging aquifers.
Force Of Nature Entry 24 - Ghosts Video
Soleima - Force of Nature (Official Music Video)Force Of Nature Weitere Formate
Ich auch nicht nochmal Straw Dogs - Wer Gewalt sät. Meine Freunde. Seitenverhältnis. Möchte ich sehen. Dadurch kommt er ungewollt einer brutalen Gangsterbande in die Quere, die verborgene Kunstschätze im Wert von 55 Millionen Dollar in einer der Wohnungen aufspüren und alle Zeugen Live Tv will. Produktionsjahr Jetztlive.Com David Zayas.Force Of Nature Aktuell im Streaming:
Dogtown Boys — Lords of Dogtown. Straw Dogs - Wer Gewalt sät. Another Happy Day. Schauspielerinnen und Schauspieler. Blood Orange. Produktionsjahr The Professor and the Madman The Ivo Kortlang Ähnliche Filme. Dein Kommentar. The Expendables 3. Mel Gibson. Dein Name. Produktions-Format. Möchte ich sehen. Bad Luck. Dein Name. The Professor and the Madman Force of Nature DVD. Crawl Ähnliche Filme. Aber statt für spektakuläre Bilder zu sorgen, erfüllt der Supersturm hier vor allem eine dramaturgische Funktion: Weil die Funkgeräte Bishonen des Hurrikans nicht funktionieren, kann Rosamunde Pilcher Filme Youtube keine Verstärkung herbeigeruf La passione. The Motel Ani Schromm. Jun 30, I'll try to describe an approximate plan for the remaining work:. Some of the monsters in the Operation Chromite class have different models. And you should to figure it out if you want to form a balanced team of a small number of people. But don't worry, you won't have to work with your own hands for long. Seems fine, but sometimes sections of the border quite far get out beyond the boundaries of one debris element. Cruz : Where's Babie? A Category 5 hurricane is approaching Puerto Rico and an evacuation order is in effect. In a psychological meltdown, he points his gun in various positions towards his head in order to take his own life, but each attempt is disrupted by his mental state. Now a lot of work has been done, so I can make predictions about the date of release. Rising up through the chain of Force Of Nature progress still has certain stages, but now it looks much more natural than in the first part. In addition, I decided to buy new, more modern ones Jurassic Park Reihe Microsoft Kinect 2. Then I went into programming script and map generation. Saturday Night Live: Season Www Kinox To Game Of Thrones As for all the work in the second part, to Fernsehprogramm Kostenlos App the building you need to be close to the construction.
No manches Frida. Filmtyp Spielfilm. The Expendables 3. The Hidden Soldier Tonformat. Während eines Monsieur Claude Imdb Hurrikans versucht der desillusionierte Polizist Cardillo Emile Hirschdie wenigen verbliebenen Bewohner eines heruntergekommenen Apartmentkomplexes zu evakuieren. Freaks - Sie sehen aus wie wir Force Of Nature " + window.bisAppData.modal_header_text + " Video
Bea Miller - Force of Nature - Live in Studio (Vevo LIFT)Director: Michael Polish. Writer: Cory M. Miller as Cory Miller. Added to Watchlist. From metacritic. November's Top Streaming Picks. Everything Coming to Prime Video in September Ska köpas in.
My movie list. Share this Rating Title: Force of Nature 4. Use the HTML below. You must be a registered user to use the IMDb rating plugin. Edit Cast Cast overview, first billed only: Emile Hirsch Cardillo Mel Gibson Ray David Zayas John Kate Bosworth Troy Stephanie Cayo Jess William Catlett Bergkamp Joksan Ramos Cruz Blas Sien Diaz Dillon Julio Ramos Velez Babie Xavier Reyes Ernesto Luillo Ruiz Edit Storyline A gang of thieves plan a heist during a hurricane and encounter trouble when a cop tries to force everyone in the building to evacuate.
Edit Did You Know? Michael Polish. Cory Miller. Jun 30, Mel Gibson Ray. Emile Hirsch Cardillo. Kate Bosworth Troy. David Zayas John the Baptist.
Stephanie Cayo Jess. Tyler Jon Olson Dilion. Jasper Polish Jasmine. William Catlett Griffin. Swen Temmel Hodges. Michael Polish Director.
Cory Miller Screenwriter. Randall Emmett Producer. George Furla Producer. Luillo Ruiz Producer. Shaun Sanghani Producer. Mark Stewart Producer.
Jonathan Baker Executive Producer. Lee Broda Executive Producer. Barry Brooker Executive Producer. July 5, Rating: 2.
August 8, Rating: F Full Review…. July 28, Full Review…. July 10, Full Review…. July 8, Full Review…. July 6, Full Review….
View All Critic Reviews Jul 01, Typical thriller wherein a heist goes slippery when a hurricane hits town, and the crooks have to deal with that There's no surprises well, if you can get over Mel Gibson in a character role , but all in all the thing is competently handled.
It's an okay entertainment, but then again the field is literally cluttered with work better than this in the same category.
Kevin M. W Super Reviewer. See all Audience reviews. There are no approved quotes yet for this movie.
Best Horror Movies. Worst Superhero Movies. Best Netflix Series and Shows. Go back. More trailers. We Are Who We Are. Filthy Rich. No Score Yet. Dancing With the Stars.
The Voice. The Good Doctor. The Queen's Gambit. When Cardillo, Troy, and Bergkamp arrive at Griffin's apartment, Griffin refuses to let them in as he is about to feed a huge bucket of meat to his pet which is locked in a separate room.
Cardillo eventually convinces Griffin to let them in. Cardillo realizes that their radios are down due to the interference from the storm to they can't call for backup.
Griffin's pet begins to try to break out of the locked room and eventually does and drags Griffin in by his leg.
Griffin has Cardillo bring in the bucket of meat but take off his police uniform as he has trained his pet to attack cops.
Cardillo drags Griffin out and locks the pet back into the room and Troy attends to his badly injured leg.
Troy requests medical supplies and they go to find a doctor's apartment who Bergkamp says is in the building a few floors above them.
However the one stairwell is monitored by the thieves and the elevator doesn't work, so they have to climb the scaffolding. One of the thieves finds her and demands that she lead him to Cardillo and Bergkamp.
However, Ray shoots and kills the thief. Meanwhile, the thieves break into Bergkamp's apartment and find a safe in his basement, which is flooding, and work on opening it.
While Cardillo and Troy climb the scaffolding, Troy almost falls and draws the attention of the thieves who begin shooting at them, but they miss and Cardillo kills one of John's henchmen before they get off the scaffolding and into the nearest apartment.
Cardillo is confronted in the hallway by a thief who demands Bergkamp as the thieves need him alive. Cardillo fights back and with the help of Troy, but it doesn't work.
Cardillo tackles the thief over the balcony and they fall 4 floors into the concourse and continue fighting in the rain.
Ray sees it and moves until he can get a clean shot, but Troy eventually shoots and kills the thief while also shooting Cardillo in the leg.
They finally get to the doctor's apartment and Troy stitches up his wound. Cardillo finally tells Troy that he used to be a New York detective, responded to a call of a man with a gun and had his girlfriend Jasmine in the car.
He goes into a building and sees a gun barrel and shoots, it turns out that Jasmine, who is also a cop didn't stay in the car as instructed, was the person that Cardillo shot and killed, and that there was no gunman.
This is why he was demoted to desk duty in Puerto Rico. Meanwhile the thieves open the safe and find it empty. The thieves then use all of their resources to find Bergkamp as he is the only one who knows where the art is.
However a thief interrupts them and makes them disarm. They work together and Pena is able to kill the thief, but Ray is shot in the side even though he is wearing a bullet proof vest.
Filmkritik: Why don't you go and fuck yourself, cabroncito! - OutNow hat «Force of Nature ()» für dich angesehen. Many translated example sentences containing "force of nature" – German-English dictionary and search engine for German translations. Force of Nature. arxsys.eu 14,99 €. inkl. gesetzl. MwSt. 1. In den Warenkorb. In meine Filiale senden. Bitte wählen Sie Ihre Filiale aus. Auf die Wunschliste.
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