I want to take this moment to thank my good friend Jarrett for taking the time out of his first Comic-Con to pick me up this stunning treasure. Gee, what a pal! Any other SDCC absentees have an extraordinary friend bring home a gift or two? Do share.
Tuesday, July 31, 2012
My Friend Went to Comic-Con and All I Got Was...
...THIS SUPER-FREAKING-AWESOME "GOON" PRINT FROM ERIC POWELL!!!
Labels:
Art,
Comic-Con 2012,
Eric Powell,
Friends,
Gifts,
Poster,
Print,
SDCC,
Signature,
Swag,
The Goon
Monday, July 16, 2012
It Came from Comic-Con 2012!
As I write this, the festivities of Comic-Con 2012 are coming to a close. I'm sure there are many unfortunate souls who could not attend this comic book/entertainment mecca in San Diego (count me in the majority) and most have looked forward to every minutia of news coverage--I would love to see the last five day site-traffic record for Bleeding Cool, Comic Book Resources, IGN, Comics Alliance, and Coming Soon right about now ( I bet I visited each more than 50 times a day). Now that the road of reportage seems to have come to a close, I would like to recap some of the most significant news I've read in the last several days and give my thoughts on the matter. (*SPOILERS* Some spoilers from the film Prometheus will be found below. This is your first warning. *NOTE* This is a list based on MY interests and opinions. If you saw something at SDCC that made your eyeballs melt out of their sockets, please comment down below.)
1.) Neil Gaiman and JH Williams III Bring New Sandman
What do you get when you mix two of comics most genius and inventive creators to ever touch the medium? Hopefully the answer is this next installment (or possible prequel) to the DC Sandman comics. In my opinion, anything JH Williams III touches is beautifully stylized. I would personally like to challenge the man to draw a crappy picture of something. Maybe an onion...or a dead seagull...or how about George W. Bush taking a shit in a port-a-potty... Anyway, my point is he can't do a bad job and I suspect this new project will be a masterpiece.
2.) Creepy Movie Announced, Christopher Columbus Directs
Horror anthology films have a manner of failing miserably at the box-office: Creepshow, Tales from the Darkside, Trick R' Treat, and Grind House. Although each one holds a special place in my heart, for some stupid reason many people refuse to see them. Good thing director Christopher Columbus doesn't give a crap about the statistics and has decided to move ahead with turning the classic horror comics into a 4-part anthology film. Now, the question we must all ask, which stories should they adapt for the screen?
3.) Trailer for Sam Raimi's Oz the Great and Powerful
It's been three years since Raimi's 2009 film Drag Me to Hell and that's too damn long a absence. Thankfully we have this magnificent little trailer for Oz the Great and Powerful to fill the void Raimi's set upon us. My current fear for Oz is how much influence Disney has on the production of the film. I can already tell from the trailer alone that they're catering to a 3D (yaaaaaaaawwwwnn) audience and are making the film similar to Tim Burton's love-it-or-hate-it version of Alice in Wonderland. Only time will tell.
4.) Quentin Tarantino Makes Django Unchained Comic Mini-Series
Tarantino announced that a 5-issue comic book mini-series of Django Unchained would premiere in time for his movie, set to release on Christmas Day. On one part, I'm completely ecstatic to see one of Tarantino's creations put in the comic medium. My only disappointment comes from the decision for DC Comics to publish the mini-series. Which only means you can bet your sweet, little ass this comic will be loaded with more advertisements than you could possibly imagine.
5.) NEW GODZILLA MOVIE!
One of the biggest Comic-Con mysteries to date is finally answered. The rumor of a new American Godzilla movie has finally been confirmed and after years of waiting for some news we can definitely confirm Monsters director Gareth Edwards is leading this production with Legendary Pictures. My only wish is for the trailer to go public and appear sometime this week, or preferably alongside this week's The Dark Knight Rises premier.
6.) Prometheus Toys ***SPOILERS***
NECA toys unveiled a second wave of Prometheus toys to be released some time within the year. I personally LoVeD the film and would be more than happier to own one of the pre-xenomorphs shown down below. The first series is slated for a September release, with the second to follow in December.
***SPOILERS***
7.) Comic Book Men Season 2
Maybe this wasn't announced at this year's Comic-Con but it was certainly confirmed; a second season of AMC's Comic Book Men will appear in October alongside The Walking Dead. And thank goodness! For all the bad publicity this show got thanks to Comics Alliance, I believe this show continues to spark interest in the comic and collector culture. This is just the kind of crazy antic show that comics need to survive in this unemployed-eat-unemployed world. For all the naysayers who believe the show paints a bad picture of comic book shops, how about redirecting some of that rage on the 20 plus seasons of Simpsons who features one of the most damning stereotypes--the Comic Book Guy.
8.) Eric Powell Kickstarts The Goon Film
After finally succumbing to the demand of his fans, The Goon creator Eric Powell announced he will create a Kickstarter page to help finance The Goon film. What sounds like a dubious battle could certainly be the ultimate way to finalize the film. Email Goon@Blur.com to receive a notification when The Goon kickstarter goes live.
9.) Hellboy 3 on the way?
From what I understand, Ron Perlman wants to do it and Guillermo Del Toro wants to do it. But considering Guillermo Del Toro has umpteen projects in the works, the chances of seeing Hellboy 3 a reality sometime soon is too far away. From the way Perlman talks about the story for the third movie it will definitely be worth the wait.
10.) Marvel's Guardians of the Galaxy
In all honesty, I'm never balls-to-the-wall crazy for superhero movies. Captain America--good movie. Thor--too slow for my liking. The Avengers--fun to watch but could use some editing. The Amazing Spiderman--didn't I see this movie already? One of the recent movie announcements Marvel added to their roster is Guardians of the Galaxy. What exactly do I know about the film? Well, there's Rocket Raccoon and Groot, and some characters you see below. Yup, that's all I really know. From the looks of the concept art alone, this film could mark a resurgence in sci-fi adventure films, which is just what I'm hoping for. Maybe, just maybe, Marvel will trim down on the expected quota of superhero tropes but hopefully this film dives into the territory John Carter and Prometheus began to explore.
Wednesday, July 11, 2012
Hellboy Returns!
Among a cavalcade of comic book announcements this week (thank you San Diego ComicCon), Dark Horse Comics sent out this small promotional gem. Originally planned for an October release date, creator Mike Mignola pushed back Hellboy's five issue story arc return, Hellboy in Hell, for a December 5th release. According to Mignola, the change was made to ease pressure on his drawing capabilities. I can only imagine what other goodies will be sent our way from SDCC.
Friday, July 6, 2012
Hellboy Fulfills a Wish
This picture of Ron Perlman dressed as the big red guy and Zachary, a Make-A-Wish child, is floating all over the internet by now. Who cares if you've seen it on other sites and it's not that news worthy at the moment--I have to give compliments to Perlman for making this child's wish come true. Bravo, sir. Bravo.
Monday, May 21, 2012
'I'll Take You to the Moon & Leave You There Vol 1' Review
After a successful Kickstarter campain, an entire year's worth of comic book art and short stories created by independent artist Skuds McKinley is now available in paperback format to purchase and own. Almost a year ago one of my dear friends sent me a link to McKinley's website Batshit Art and ever since I've checked up on the Pennsylvania based artist, watching his progress in the comic medium grow, his storytelling strengthen--post by post, panel by panel. And as a comic gossip junky, there is nothing I enjoy more than watching the beginning of a young, up and coming artist's journey. With the launch of McKinley's new book, just where does he wish to take us? To the moon of course.
I'll Take You to the Moon & Leave You There Vol 1 encompasses a medley of artistic styles and story genres. Within the 54 pages of black and white comics, readers will find high-fantasy adventure, requiems for young love, personal, mental anguish, and Bill fucking Murray. All these placed between two lovely colored portraits. If independent comics and anthologies the likes of Dark Horse Presents gets you hard in the morning, consider this your new pulp fleshlight.
After reading I'll Take You to the Moon the most important aspect I noticed about McKinley's work is the broad spectrum he draws from other artists. His work evokes the pulp art from comic legends Daniel Clowes, Charles Burns, and Paul Pope. If you can imagine a blend between all three of those artists, you have the evolving work of McKinley. His art is both unashamedly bold and experimentally daring. And it is my conclusion his work will only continue to mature for the better.
One of my favorite stories from the bunch is "Egg Hunt," a silent tale about a nomadic adventurer's journey to steal eggs from a gigantic larval beast. Not only is the adventurer's garb and character design intriguing but the monster in the tale does not disappoint. This is one of the stories that features McKinley's masterful skills with inking and refuses to be read in anything other than black and white. Another worthy short is the poetic "No Pill Today." Only three pages long, this snippet explores the shadows of pharmaceutical drugs and user's dependency. The inks on the panels of this short will leave you wondering how McKinley creates such amazing detail. And if anything speaks for his unique tongue at storytelling, this is the story to read.
Luckily for all you fine folks out there discovering Monsieur McKinley's art today, Skuds intends to release a new package deal on his personal website that includes "the comic book a dope ass shirt, and two art prints. all limited edition as fuck." Head on over there to check out the latest comics, art, news , and to pick up a sweet copy of I'll Take You to the Moon. Until next time, I'll see you on the moon!
Monday, May 14, 2012
Big Wow! ComicFest 2012--This Weekend in San Jose!
That's right folks. This beauty of a poster says it all (and there's a second poster down below). If you're looking for more specifics, you can find the official website here which includes the entire guest list and schedule of events. Check it out now!
Friday, May 4, 2012
First Saturday in May is Free Comic Book Day!
Mouse Guard, Labyrinth, Cursed Pirate Girl, etc.,
published by Archaia Entertainment
Mega Man,
published by Archie Comics
Moomin,
Drawn & Quarterly
2000AD,
published by Rebellion
Valiant,
published by Valiant Entertainment
Labels:
2000AD,
Alan Moore,
Archaia Entertainment,
Archie Comics,
Cursed Pirate Girl,
Dappermen,
Drawn Quarterly,
FCBD,
Free Comic Book Day 2012,
Labyrinth,
Mega Man,
Moomin,
Mouse Guard,
Rebellion,
Valiant
Tuesday, May 1, 2012
"Once Upon a Bye..." Stephen King Returns to the Dark Tower - 'The Wind Through the Keyhole' - Review
Throughout the last year, many of my friends have egged me to read George R.R. Martin's series A Song of Ice and Fire. To this day, I have not. Nor have I watched any of the popular HBO television series. For good measure I've managed a general rule of thumb for beginning continuing series in book format: I'll read it when it's completed. Most often times there is only one way of reading a series and that is consecutively, one book after the other, until the final's spine is bent and worn from tender and approving hands. I stand by this rule after rereading the Harry Potter books whenever a new one was released (5 and 6 I disliked the most and bemoan ever revisiting) and once more I regretted diving into Robert Jordan's first The Wheel of Time books before learning he passed away before it's completion... Such death might have befallen Stephen King in 1999 and ended any chance of a conclusion to his Dark Tower series. But fortunately for many fans the world wide--drum roll, please-- King lived to tell the tale.
Released last week, King returned to his finished fantasy saga with a middle installment The Wind Through the Keyhole, and sure enough, I was there with my foot in my mouth, ready to continue a series I thought I had once finished. Set between the events of The Dark Tower IV: Wizard and Glass and The Dark Tower V: The Wolves of the Calla, King proclaims this new mid-world adventure "Dark Tower 4.5" but ensures new, prospective readers that this tale can be enjoyed without reading any other Dark Tower escapade. How is this possible? Well, without giving away too many spoilers, the story of The Wind Through the Keyhole is a story within a story within a story. And just how does that make any sense whatsoever? To put it simply, the gunslinger Roland and his ka-tet are holed up during the onslaught of a ferocious storm. While waiting for the storm to pass, over a campfire Roland tells two stories to his friends: one about a quest to hunt a skin-man (mid-world's version of a werewolf) and a children's fable about Tim Stoutheart, a young boy befallen with troubles in an episodic fantasy adventure.
After King's first attempt and success at prequel material for the Dark Tower series in Wizard and Glass, my expectations for this books were unintentionally high. With that previous episode, King somehow managed to spin a preexisting tale with enough intrigue, surprises, and beloved new characters, all the while keeping a manner of suspense, to ensure the book a keystone in the Dark Tower series. This reaction caused me to open Wind Through the Keyhole with the same expectations. Sadly, the stories delivered about Roland and his ka-tet do not advance the reader in his or her understanding of the overarching Dark Tower series. While reuniting with Roland, Susannah, Eddie, Jake, and Oy is as relaxing as sipping on iced tea during the summer heat, any ominous threat is little to none considering King's Constant Readers know all the characters survive between books 4 and 5. King merely uses a torrential storm as a plot device to lure his characters into an excuse for Roland to relate a past story.
This first story involves Roland's hunt for a murderous creature known as a skin-man, a shape-shifting human that changes his or her body into various werebeast anomalies. In Roland's journey, his father sends him with Jamie DeCurry in hunt of this skin-man. This sandwiched story offers an interesting premise, but does not feel as filling as one would hope. Several characters are introduced but none of them are built with gusto like in Wizard and Glass. Even the search for the skin-man becomes slightly bothersome, obtrusive, and borderline boring when no action sequences unfold until the very end. Although King creates a horrendously terrible monster, we only ever see the creature's aftermath or hear of it's destruction. Both of which result in little to no fear for the skin-man and results in almost a complete lack of caring. If someone forced me to put a label on this genre, I would call it a murder mystery with slight elements of horror. The only offering this tale adds to the Dark Tower series is insight into Roland's plagued memory of killing his mother and how he managed to cope with his loss in the following years. But even the small element of revelation we get is nothing eye-opening.
The true gem within this novel is a story Roland tells a young boy while waiting to confront the skin-man. This story features the same title as the title of the novel and is truly a reason for fans of Stephen King (whether you've read this series or not) to give this book's pages a flipping. If I could describe this tale-within-a-tale I would say it's a perfect cross between King's Eyes of the Dragon and his short yet sweet novellas in Different Seasons. Yes, this story is that good and definitely worth the read. Once readers begin this fairy tale like adventure, they will begin to understand one of King's main reasons for writing this book was to get this story off his chest. Of course he could have thrown it into a collection of novellas but seeing how it involves mid-world, Randal Flagg, and gunslingers alike, the story does not feel misplaced. As I said earlier, the story revolves around a young boy named Tim Stoutheart who encounters family troubles. His recent predicament causes him to undergoes a quest into the deep, dark forest with plenty of twists and turns of both the fantastic and the macabre to make anyone wonder where this creative wonderment has hidden inside King over the past several years. My strongest hope for this story is King's possible intention of creating something larger out of this character. He leaves Tim's world open ended and hints to various adventures forthwith. Seeing how most of his book are interwoven, anything is possible and hopefully King decides to return where this story leaves off. A Dark Tower spinoff would be a great surprise.All in all, my trouble with this Dark Tower entry is equally outweighed by the pleasure of a single story that encompasses most of the book's 300+ pages. Roland and his ka-tet's story is 34 pages long, the skin-man prequel is 107 pages, and the separate Tim Stoutheart adventure is 155 pages for good reason. On a side note, I am a little depressed the book was not mass printed with illustrations like many of King's previous Dark Tower books. There was a limited 1,500 copies printed with illustrations from Jae Lee (artists behind Marvel's Dark Tower comic series) but forking over the extra cash for those copies is ludicrous. Plus, in my opinion, the cover art featured for this mass-market hardcover is one of my favorites of Stephen King's novels. For those unbeknownst to this series, I certainly recommend reading the previous Dark Tower novels to enjoy this book completely but if you're a little restricted on time these days, I'd suggest flipping through to the middle and enjoying one hell of a read. You won't regret it.
Rating: 4.5/5
Thursday, April 26, 2012
English 'Ni No Kuni: Wrath of the White Witch' Trailer is Here!
Finally, after years of waiting for an English trailer to the Level-5 video game 'Ni No Kuni: Wrath of the White Witch,' the intolerable delay is over. As suspected from previous Japanese trailers, the premise to the Studio Ghibli rendered game appears somewhat similar to classic children stories like The Wizard of Oz, Alice in Wonderland, and The Lion, the Witch, and the Wardrobe in which a child finds him or herself mixed up in an otherworldly adventure with plenty of wondrous magic and fantastical beasts. Here is the most recent trailer:
Looks like Level-5 pushed back the US release of 'Ni No Kuni' once more from winter of 2012 to the first quarter of 2013. I'm slightly saddened by this since it seemed like a such a wonderful Christmas gift (for me and many others). But as long as Level-5 works out all the devious bugs in the gameplay and records prime voice-casting, I am more than delighted to adjust my calendar. Certainly this first English trailer proves the wait is worthwhile.
Also noted recently, Game Informer's Kyle Hilliard reported a possible 'Ni No Kuni' sequel in the works. Level-5 CEO Akihiro Hino apparently "wishes to continue with the series, but it depends on how well the game performs overseas." My advice to anyone who wishes for a sequel based on the above trailer: begin spreading the word. Post the video on your facebook, send the url on your phone, share pictures on tumblur. Basically do anything you can to gain interest in the game, and slowly yet surely a fan base will begin to gobble up this delight. If we start early, we have a chance. Who wouldn't want Studio Ghibli involved with another video game?
Friday, April 20, 2012
Shin Megami Tensei: Devil Survivor 2: Making the Apocalypse a Blast!
As anyone could tell from my article about a month
ago, “What is “Shin Megami Tensei”, and Why Should You Be
Playing It!”, I am a huge fan of the series as a
whole. I also mentioned at the end of
the article that SMT’s new baby was releasing soon. Well, it released (February 2012), and I have
basked in another great creation by publisher, Atlus. I have to say that the first Devil Survivor
is definitely my favorite title in the SMT series thus far. It had some of my favorite characters in
almost any video game series, all of whom are slightly damaged, but still
manage to overcome their problems to save the world. It also had a story with multiple endings
(which can be a chore sometimes if the game is tedious or boring), and each
play through revealed something new about what was going on in the world the
characters were trapped in. I felt that
with each play through I discovered another layer to the story that I missed or
hadn’t been revealed before. Needless to
say, Devil Survivor 2 had some HUGE shoes to fill. Honestly, I don’t feel that DS2 had the depth
that its predecessor had, but sometimes it’s all about the ride, and this was
defiantly a fun and satisfying ride.
The story opens on the unnamed protagonist (from
here on out I will refer to him as “Hero”), and his friend Daichi finishing
their mock exams for college entrance (think PSATs). Daichi introduces Hero to a website on their
cell phones called “Nicea”. The boys
refer to the website as “The death site” since rumor has it that the site is
supposed to send emails about your friends dying. It all seems like a joke and they decide to
head out shopping, and then home. On
their way home they run into Io, a girl they both know from their school. On their way to the subway they receive their
first email from Nicea. The video they
receive shows the three of them being crushed by the subway train being
derailed by an earthquake. As they
arrive at the train station, sure enough an earthquake erupts and derails the
train – however three demons appear and save the kids from being crushed. The demons insist on fighting the kids, but
are quickly beaten and are forced to form contracts stating that they will aid
the kids in their endeavors. Upon
beating the demons the kids realize that a new app has been added to their
phone, the “Demon Summoning App”. From
here the trio faces off against feuding hoards of survivors using the “Demon
Summoning App” for personal gain, a secret government organization that knows
more than they are letting on, and a diverse cast of characters who join them
in their quest of seven days to save each other and Japan from something far
more powerful than a few demons being summoned by some thugs or a government
organization.
Devil Survivor 2 is primarily a Strategy RPG. The story progresses through a lot of
dialogue between the characters that eats up time. Each event that you encounter takes 30
minutes of time from each of the seven 16 hour days. These encounters consist of talking with
other characters in an attempt to get Hero to know them better, investigating
options for how to overcome problems, and event battles that are designed to
move the story along. This component of
the game imposes a sense of urgency that each decision may be the last one for
you or one of your many comrades. Should
you receive a Nicea death video for one for your friends you need to be aware
of how long it takes you to activate the key event that would save their
life. Should you be even one event too
late, say goodbye to that comrade forever. It’s not just saving your buddies that's important, you also need to
spend time with everyone. As you get to
know each character and choose responses to their situations you will level up
your “Fate Meter” with them. For every
level you increase with each character’s “Fate” you unlock something that can
make them or you stronger. This system
is very similar to the Social Link system that Persona 3 and 4 feature. Unfortunately it is very likely that you
won’t max out the Fate Meter for everyone and may end up having some of the
characters defect as the story moves on. Your responses also effect what happens to the characters. For example I was particularly mean to one
character (oh lord he was annoying!), and he was killed shortly after, but on
my second play through I was kind to him and he became my strongest ally. I love this kind of choice system, even
though it is overly simple compared to other games out there. The
difficulty of juggling the fates of the thirteen playable characters and saving
those that need to be saved can be a daunting task, but it is definitely worth
investing in the characters you have in your party a lot, especially later in
the game when you start to see how each character’s stats are progressing.
The action in the game is where the “strategy” comes
into play. Each battle is fought on a
large grid in different locales. Sometimes you take on demons, other times you face off against fellow
demon tamers who are either losing their minds from the chaos or simply trying
to survive. You have four teams
consisting of one leader (the demon tamer) and two demons that you have either
purchased from the demon auction, or fused from other demons. When you start, the only form of offense you
have as a tamer is “Attack”, but you can “skill crack” physical moves, stat
boosts, and magic spells from other tamers and demons you defeat. You can fully customize each team leader with
a set of 3 offensive skills, 3 stat related skills, and 1 special skill. There is a huge array of skills to crack, and
depending on the stats of each character, not everyone will be able to equip
every skill. You have to be aware of
each character’s strength and weakness (for example, don’t give a magic based
character with low strength a physical skill). You are also forced to be aware of which demons you add to your
teams. Several times I found myself with
a leader and demons who all had “fire” based magic, but the creature I was
fighting either drained or reflected the magic back at me. The battles alone are worth playing the games
several times. On my second play through
I was able to keep a few of my overpowered demons and watch as a level 99 Satan
mowed down a level 2 Pixie…kind of masochistic I know, but it’s fun!
Even though this game had some very likeable
characters, I have to say that I feel this is the weakest cast SMT has put
together. In the first Devil Survivor
each character had problems and deficiencies that made them relatable and real
despite their anime design. In DS2 the
cast as a whole is very sugar coated. A
lot of the angst and drama from the first game was replaced by bits of inner
turmoil offset by humor that in some cases seemed out of place. As you advance the “Fate Meter” you see that
there is more to each of the characters than originally thought, but there are
no real revelations with the exception of one that you don’t really get until
the very end of the game. I felt that
the characters were a letdown. In all
fairness, the deep dark characters from the first game spoiled me and I was
expecting more of the same. I definitely
can’t say that I disliked any of the characters, but the multi layered
developments of the characters from the first game are gone, replaced by a
bunch of teens and twenty-somethings that seem way too well adjusted to the end
of the world. There are moments in the
story, however, where I really related to what the characters were
experiencing, especially when one witnesses the death of their mother.
Despite the downfall of the character development,
the story as a whole saved this game for me. Again, I was spoiled by the dark, at times downright evil, story that
the first Devil Survivor offered up. DS2
is much more light hearted. Essentially
the question in DS2 is, “Did humanity chose the right path?” The obvious answer is “no”, but you as the
hero are forced to examine each of the characters views on what path humanity
should take and make your own decisions. There are some great revelations about the origin of the human race, as
well as the origins of the demons. I
found myself rooting for nearly all sides of the conflict that arises when the
final question of what direction humanity should take is posed. You are forced to make your choice and fight
for it regardless of which path your friends choose, making some of the decisions
very difficult to make. The questions
that were asked of humanity in these choices were deep enough to make me
consider where I would really align myself should this kind of apocalypse
really occur. If I could alter reality
into anything, which path would I set humanity on? Eventually I chose all of the paths to
achieve all endings, but I have my personal favorite.
As much as I loved the first Devil Survivor, I think
had I not played it first (especially since 1 and 2 are not connected at all in
story) I probably would have loved DS2. Unfortunately I was extremely spoiled by the original Devil Survivor,
and although DS2 is a very loyal sequel, it wasn’t my favorite. That being said, it is still an excellent
game! As games go, this one is defiantly
above average in style, sound, presentation and story. This game is definitely the last great game
on the Nintendo DS before the 3DS takes over the market completely. Even though I had my own personal gripes
about story and character, I still loved fighting through the apocalypse to
save humanity from a power greater than the strongest demons. Where Devil Survivor had revelations and
characters that made it more of an experience than a game, DS2 was a situation
driven apocalyptic story that was simply fun to play. It is a great addition to my SMT collection,
and I really enjoyed it as a whole. The
success of this game has spawned a Manga adaptation in Japan that
focuses primarily on Io rather than Hero. I personally would love to see this translated and brought to the States
as I am curious to see the game from her perspective. I definitely recommend this game for anyone
who had played Pokemon as a kid as I often refer to this series as “Pokemon for
adults”. If you have a Nintendo DS this
is a game that can’t be missed. It
definitely isn’t perfect, but I love it all the same. Take the dive and decide what path humanity
should take.
8/10
By Justin Hopper
Wednesday, April 18, 2012
Dark Horse Announces Two Buffy Spin-offs - 'Spike' and 'Willow'
At this year's C2E2, Dark Horse announced plans of creating two new Buffy spin-offs, a Spike and a Willow miniseries. With Dark Horse's success of Buffy and Angel comics, does this announcement really come as any surprise?
Here are the details on Spike: written by Victor Gischler (X-Men, Deadpool: Merc with a Mouth) and drawn by Paul Lee (Buffy the Vampire Slayer, The Devil's Footprints), Spike promises to be the series all Joss Whedon fans will be talking about. Spike ventures off world in his bug ship in order to get away from some personal frustration on terra firma, and winds up sucked into a demonic plot to take advantage of the absence of magic on earth. Gischler said, "What I love about working with Dark Horse on Buffy-related material is that they take great care to capture the feel of the characters and stories from the television show, of which I was a huge fan. Getting my hands on the characters I've loved so much over the years is a dream come true." Spike #1 expected release is August 22, 2012.
Now the specifics on Willow: written by Jeff Parker (Thunderbolts, Agents of Atlas) and drawn by Brian Ching (Star Wars: Knights of the Old Republic, Witchblade), Willow tells of the story of the witch's obsessive journey to recover her magic. Willow is on a quest to bring magic back to the world, and she'll do anything to make it happen, including forming some unhealthy alliances after cracking the code to travel to other dimensions--something thought impossible since the destruction of the Seed. Willow #1 is slated on sale for November 21, 2012.
Resident Alien #0 - Review
Of all the avenues to be explored with the tale of aliens
amongst us, Resident Alien takes a rather surprising spin. With its
introductory issue, there is no large conspiracy hinted at, nor a fight for
survival between human and alien. This series avoids the pitfalls of the sci-fi
genre and instead takes a turn for the Average Joe, paring down the cliches
until you have just the man, or alien. You will not see a spaceship in a single
frame of the first issue, except for the smoke billowing from the one our protagonist,
the so-called Dr. Vanderspeigle, presumably crashed.
We find ourselves at a remote cabin where the doctor is
called upon by the police to lend his skills as a completely normal human physician or so he is able to make them
think with his extraterrestrial powers (presumably some sort of telepathy). We
the viewers are blessed to see him in his natural form, sporting purple skin,
typically large black eyes, and pointed ears. Frankly, I'm surprised our doctor
needs powers to cover up his looks in the first place, being that he's so
humanoid in appearance. Though he's been attempting to be as incognito as
possible, Vanderspeigle is easily persuaded to take on a role which puts him in
direct interaction with the locals.
What Peter Hogan has done with Resident Alien is beautifully
craft potential. Part sci-fi adventure, part murder mystery, this story is
bursting at the seams with all kinds of exciting possibilities and has you
rooting for our other-worldly doctor to fit in despite the perils of doing so.
Paired with the beautifully concise artwork of Steve Parkhouse, this series is
off to a great start and will leave you itching to find out how it all unfolds.
By Chandler Levine
Ragemoor #2 - Review
Welcome back to Castle Ragemoor! On April 18th, Dark Horse Comics releases the second installment of this four-part mini-series about a living castle, the cursed owners, and the bevy of beasts harbored inside. Like all great Gothic horror, Ragemoor #2 begins with poetry; Herbert Ragemoor (the "Master" of Ragemoor) longs for his heart's desire: the newest castle guest, the lovely Anoria. In effort to win her affection, Herbert sets forth on a heroic hunt to eliminate the plague of baboons which infests the castle grounds. Little does he know, in the deep, dark recesses of Castle Ragemoor, far worse creatures are certain to appear.
To be honest, the sole reason I've purchased Ragemoor revolved around my fancy for Richard Corben's artwork. But with each issue, I'm beginning to admire and take notice of Jan Strnad's delightfully poetic prose. The beginning of this issue is the best example of Strnad's writing I can recommend. His choice of using a poem as a means to transition the first issue to the second works flawlessly. Throughout the issue, Strnad's writing remains passionate and deceptively dark ultimately equating a wonderful Gothic tale.
As always, Corben's artwork bends the gap between illustration and reality. A couple weeks ago I read an article on Corben's method of creating the characters and environments for Ragemoor, specifically with the help of clay and CGI 3D models. I honestly wish Corben included some special feature in the back of each issue just how he created each page--one can only hope it appears in the trade. With this second issue Corben continues depicting wonderful characters and fantastical creatures. I only have one complaint for the mini-series so far; please make this ongoing!
Rating: 4.5/5
Monday, April 16, 2012
Abe Sapien Volume 2: The Devil Does Not Jest TPB - Review
The latest adventures of B.P.R.D. agent Abe Sapien are pooled together in the trade paper back edition of Abe Sapien Volume 2: The Devil Does Not Jest And Other Stories (available in stores April 18th, 2012). This volume collects the Abe Sapien one-shot Abe Sapien: The Haunted Boy and two other separate two-issue mini-series, Abe Sapien: The Abyssal Plain and Abe Sapien: The Devil Does Not Jest. Each of the three various stories are written by Mike Mignola and John Arcudi. So if you're anything of a Hellboy or B.P.R.D. fan, you'll know what kind of story and tone to expect. Never read a copy either of these titles? Not to worry, Abe Sapien Volume 2 is the perfect diving point for new readers.
To begin, The Haunted Boy sends Abe on a seemingly simple excursion to investigate a recent haunting after a young boy drowned. As simple as the assignment first appears, it quickly escalates with an explosive resolution. Artist Patrick Reynolds provided the art for this issue. His character depictions are finely detailed and contain an eerie realistic quality found in most Creepy or Eerie collections. Once the monster steps out from the shadows (and yes, there are monsters in all of these stories), Reynolds constructs a mesmerizing horrific creature certainly worth praising. Although Mignola and Arcudi's story struggles for originality, Reynolds serpentine-like art will coil around you until the point of paralysis.
Back in the water (didn't expect the wet, blue stuff to appear as an overarching theme here, did you?) Abe leads a naval crew to a sunken Soviet U-boat to recover a magical relic. Over the course of two issues, The Abyssal Plain treats readers to this sea-farthing tale and shows how Abe implements his "research" skills as a member of B.P.R.D.. Peter Snejbjerg illustrates this one. His work is slightly cartoonish for my tastes, mainly in regards to the character's facial expressions. One moment in the story the captain of the boat makes an offhand remark about how the dead will rise from the sea and kill every man aboard the boat. As he makes this false prediction, Snejbjerg takes the reigns to draw a what-if scenario which is anything but scary. The scene created is more silly and humorous than anything. With the art aside, the story is semi-interesting. It manages to build and build in momentum until finally the expected tidal wave of excitement and adventure becomes a sparse, single drop. Extremely disappointing.
The final story appearing in this volume is the two-issue The Devil Does Not Jest. After the grandson of a famous demonologist pays Abe a visit, the two set forth to uncover his mysterious murder fifty years ago. As with most of the stories in the collection, Devil offers the same trite workings. Fans of the horror genre will appreciate artist James Harren's monstrous depictions, but fans of an original story will wish they invested money elsewhere. Although certain moments of this short makes for fun, leisurely reading, the story remains easily unremarkable.
In summation, the stories featured inside Abe Sapien Volume 2 are worth reading and enjoying as brain candy but otherwise easily forgettable. As with most Mignola creations, the back of the trade features wonderful character sketches and designs. Without these intricate and lovely additions I would easily give this title a lesser rating. Even with Dave Stewart's wonderful coloring talents, the aforementioned stories lack originality. I highly recommend flipping through a copy and reading a portion at your book store before making the purchase.
Rating: 3/5
Labels:
Abe Sapien,
BPRD,
Dave Stewart,
Hellboy,
James Harren,
John Arcudi,
Mike Mignola,
Patric Reynolds,
Peter Snejberg,
Review,
The Devil Does Not Jest,
The Haunted Boy,
They Abyssal Plain,
TPB,
Volume 2
3 Story: Secret Files of the Giant Man - Review
Craig Pressgang (otherwise known as “3 Story”) could only be a
character in a Dark Horse Comic. Anybody
who has read the previous graphic novel of “3 Story: The Secret History of the
Giant Man,” is familiar with the life of Pressgang--a man who grows to be
over twenty feet tall and who is employed by the CIA during the Cold War. Matt
Kindt has done an excellent job continuing the story of Pressgang, bringing to
light more stories of individuals whose lives were impacted by the life of the
Giant Man.
In this
issue, the reader will see adventures of the ill-fated Giant Man as he travels
to Paris, Egypt, the Philippines and Vietnam on “good-will” missions on behalf
of the United States. The stories are slightly relaxed, but are not dull,
though if action is what you want, you won't find it in this issue. Through the narrator’s observations, we
discover the loneliness faced by Pressgang, a man of such celebrity across the
globe, whose body continues to grow and suffers from ill-health.
As shown through many of his previous works
including “3 Story: Secret History of the Giant Man” and “Super Spy,” Kindt has
found his medium. His artwork is simple, yet it isn't bare; the flows of
water-colors invoke an art-school feel. His skills are mature and the art lends
itself to set the tone for the melancholy and reflections of the characters
involved. Simply put, “3 Story” couldn't be illustrated or told in any other
way.
Any fan of Kindt's
and his “3 Story” tales or any of his other works will surely enjoy this comic
and hopefully there will be more to follow.
Look for “3 Story: Secret Files of the Giant Man,” on the shelves at
your local comic book shop, on April 18.
Reviewed by Kyle Day
Reviewed by Kyle Day
Friday, April 13, 2012
Ennis' Arc Comes to a Close - Crossed: Badlands #3 - Review
Fans of the The Walking Dead comic and television series know nothing about horror and depravity the way Garth Ennis and Jacen Burrows do. As creators of the original Crossed comic series published by Avatar Press, Ennis and Burrows gave a devastating glimpse of a world run amok by a plague much worse than slow, undead flesh-eating zombies. Just how much worse? Well, lets just say The Walking Dead has yet featured zombies shooting at our batch of survivors with semen-covered bullets. Wait, did he just say "semen-covered bullets"? Yes, and there are far worse things awaiting your discovery between the pages of Crossed.
Enter the world of Crossed, a series like many others to feature a small band of displaced survivors pulling together to out thwart a maleficent force in an apocalyptic setting. Neither living nor dead, the Crossed appear as a ruined form of normal human beings but with the iconic trademark of a bloody cross branded upon their face. Crossed behavioral characteristics incorporate the worst of any human actions cranked up to level 11: rape, murder, bestiality, pedophilia, torture, incest, cannibalism, necrophilia...you get the picture. But behind the horrendous threat which this series is named after, my main attraction has been and will forever remain (take this as a demand Avatar) Ennis' writing talents.
With this week's release of Crossed: Badlands #3 readers have the chance of enjoying Ennis' beautifully crafted prose as this short three-issue arc comes to a close. Like the two previous issues published before, Ennis' manages to engage readers with his clever and careful way of building favorite characters and then pushing them into moments of peril. Since this is the last issue of his arc, expect the worst. From the very first page my jaw dropped from surprise and as I continued reading my heart quickened in beats up until the final nerve wracking ending. As usual, the Ennis/Burrows team complete a masterpiece short in this dark, dark world known as Crossed. For any new readers out there, I highly recommend picking up the first two issues before diving head first in this one (ask your retailer to order them from Diamond or buy directly from Avatar Press). The gradual build is absolutely worth the payoff in this final issue.
To date Avatar Press continues publishing on-going Crossed series featuring various writers (David Lapham, Simon Spurrier, and Jamie Delano) and artists (Javier Barreno, Raulo Caceres, and Leandro Rizzo). I've given a couple of these series a chance but the real cream and butter goes to Ennis and Burrows. Unlike other teams, their stories remain subtle until an unexpected moment skull fucks your brains out. Other writers like Lapham go for the gruesomely bizarre and focus less on characters/storyline and more on violence/shock-factor. Of course, this is only one man's opinion.
Rating: 5/5
Tuesday, April 10, 2012
Alabaster: Wolves #1 - Review
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| Alabaster: Wolves #1, written by Caitlin R. Kiernan, art by Steve Lieber, with cover-art by Greg Ruth |
Several weeks ago, I posted an interview with one of my all-time favorite artists Mike Mignola on Bleeding Cool. Somewhere on the comment board a Bleeding Cool reader voiced his/her distaste for Mignola's work, saying "[he] couldn't write a good story to save his life. He uses the same damn formula over and over again." The reader continues by saying Mignola's characters are "big dumb heroes with boilerplate 'personalities.' They hit supernatural foes with their fists in order to defeat them." Was I surprised by this comment? No, absolutely not. Nor did I feel an angry, vengeful spirit-like need to reply to the reader. But his/her words did make me think and reconsider the heroes we appreciate the most in comics. How many of our classic heroes use their brawn instead of their brains to defeat their vindictive foes? Should we encourage one method over the other, especially if both actions equate worthy results? I don't have an answer for this, but instead I have a suggestion or recommendation to that Bleeding Cool reader or any other reader curious to examine how a game of wits pans out in a comic. Take for example this weeks Dark Horse release Alabaster: Wolves #1.
International-Horror Guild writer Caitlin R. Kiernan, artist Steve Lieber, and colorist Rachel Rosenberg finally bring one of Kiernan's well known heroes Dancy Flammarion (a name worthy of a second glance) to the four-color world. As a teenage, albino vagabond, Dancy travels with the guidance of an angel through a post-apocalyptic world filled with monsters and other evil foes. In Alabaster: Wolves #1, we find seventeen year old Darcy traveling through a desolate town in South Carolina and waiting for a bus to arrive. Unbeknownst to her, something a bit more sinister than public transit waits to pick young Darcy up--for dinner! But before the evil creature pounces on Darcy, a challenge is made. A challenge of riddles. Like Bilbo Baggins and Gollum's classic game of riddles in Tolkien's The Hobbit, this clever contest exhibits exactly the kind of demonstration of wits opposite of most superhero comics. Which makes me sad to declare this comic is only mediocre in aspects otherwise.
I have never heard or read any of Kiernan's written works before Dark Horse decided to publish this comic. After reading this first issue, I don't expect I'll read more of her work or create the fan-base Dark Horse hopes to expect. For a first issue of a brand-new, potentially ongoing series, this beginning plagues the reader with questions: who is Darcy Flammarion? Where does she come from? How did she survive an apocalypse? Is this set in the future? In the past? Why does an angel with four-heads follow her around? Why is Darcy compelled to fight monsters? Question after question after question. Some dialogue and narration reveals answers but nothing stays concrete for a reader to understand just why they should care about this Darcy and her ongoing/past adventures. Whoever decided to begin this story in media res cast a poor judgment call. Along with general writing aspects, I became overly irritated with Darcy's simpleton demeanor and lazily, stupid narration. If the word "ain't" never bothered you before, expect it to by the end of the issue--even one of the characters in the story mentions it! By no mean am I saying slang or hickish words should not consist within character dialogue, but there is such a thing as hammering a nail too deep.
Praise for this comic goes to Lieber's artistic skills, Rosenberg's colors, and Greg Ruth's gorgeous cover art. Anyone who is reading and enjoying Brian K. Vaughan and Fiona Staples' Saga will enjoy the similar approach of sequential art. I suggest flipping through the pages and enjoying the artwork, but this comic is still not worth buying only for the art alone. As much as I want to praise this comic for incorporating a battle of the minds scenario, the story races at a snails pacing to finish. Which makes me wonder, what other comic books incorporate methodical strategies to defeat villains rather than relying on fisticuffs? And how does the story pacing feel with those comics? Anyone have any suggestions?
Overall, I say place this comic as far away from your buy pile as you can. If for some compelling reason you feel you MUST have it, I recommend reading it in stores first and seeing whether or not the narration and dialogue bothers you as much as it bothered me. Since this is a first issue, I'm hoping the story picks up in future issues. But for $3.50, I would save the money and buy something you really want.
Rating: 2.5/5
Tuesday, April 3, 2012
Creepy #8 - Review
Horror comic fans rejoice! Dark Horse Comic unearths another spine-chilling horror anthology with the quarterly release of Creepy #8 (available in stores tomorrow). Lurking the black and white pages of this new horror collective appears brand-new stories from the likes of Jeff Parker (Thunderbolts, Hulk), Colleen Coover (X-Men: First Class), Rick Geary (A Treasury of Victorian Murder), Doug Moench (Batman), and Kelly Jones (Criminal Macabre), with a classic reprint of Bruce Jones and Bernie Wrightson's "Jenifer", all wrapped in a glorious cover by Richard Corben.
Every issue of Creepy is a Pandora's box of chocolates. Whimsically unrelenting, brutally honest, and frightfully electric, you really never know what you're going to get. And dammit if it isn't nice to open and find out! This holds true for this quarter's issue. Five shorts float above a seemingly calm surface, where far below in the murky uninhabitable depths many surprises hungrily await.
The strongest of this new batch of tales is definitely "The Lurking Fate that Came to Lovecraft Part 1" written by Moench with art provided by Jones). Set in the manner of many Cthulu mythos, Moench and Jones will captivate any fans of H.P. Lovecraft with this twist filled tale. Jones grisly and gruesome portrayal of Lovecraft beasties sent my toes curling from fear. Like Alan Moore's Neonomicon and Neil Gaiman's Only the End of the World Again, Lovecraft connoisseurs will appreciate the amount of detail put forth here. But the best has yet to be mentioned; there is promise of a part two in next quarter's Creepy!
The weakest and more lackluster of the bunch is "Loathsome Lore" (written by Dan Braun, art by Kyle Baker). This two page "story" is less of a weird-tale and more of a historical ramble that revolves around the theme of horror in rock n' roll. As both a fan of horror and music, I must express my distaste with the two featured among other worthy tales. Perhaps if this two-pager were tagged on at the end with a historical note, "Loathsome Lore" would feel more fitting. Otherwise it stands out equally unimpressive as it is unfitting. Despite the content, Baker's artwork does exhibit the gritty edge I look for in an issue of Creepy. A consolation prize, I suppose.
The three remaining stories "Nineteen" (written by Parker, art by Coover), "The Mausoleum" (Geary), and Jones and Wrightson's classic "Jenifer" are each splendidly different in artistry and narration; a batch certainly worth reading with the lights on. And for the price of $4.99 this 48-page black and white comic is worth the penny for Richard Corben's cover art alone.
Rating: 4/5
Labels:
Bernie Wrightson,
Bruce Jones,
Colleen Coover,
Creepy #8,
Dan Braun,
Dark Horse Comics,
Doug Moench,
H.P. Lovecraft,
Jeff Parker,
Jenifer,
Kelly Jones,
Kyle Baker,
Review,
Richard Corben,
Rick Geary
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