.

.
Showing posts with label thriller. Show all posts
Showing posts with label thriller. Show all posts

Sunday, May 22, 2016

Comic Book review: Tokyo Ghost, Volume One: The Atomic Garden


Despite cover art that might evoke thoughts of Akira and Mad Max, Tokyo Ghost falls nearer to the themes explored in Ghost in the Shell, with a presentation that teeters towards Tank Girl and Robocop. It is an extremist vision of a future controlled by one corporation, a world run into the ground with pollution and technological addictions. At the center of this story are Debbie, one of the few citizens of mega-city Los Angeles who has remained clean, and her boyfriend, constable Led Dent, a tech junkie who is known as feared as the most effective of enforcers in L.A.

Led Dent frequently tracks down those who have tried to cheat his employer out of money, or those who seek to upset the twisted dystopian order of the city. And Led carries out many of his jobs with extreme prejudice, destroying mechanical and organic obstacles alike. Debbie, meanwhile, does not think so highly of L.A., nor does she care much for Led’s employer, but she sees the jobs as a necessary evil, a means of escape from this world drowning in its own addictions and misery. While Led’s hulking form and beast of a motorbike play into much of the series visual ‘pop’, Debbie’s bright pink and purple color scheme denotes her livelihood, her hopes for a better tomorrow, and the fact that – even in such a rotten city – her soul is still filled with love for Led.

The series explains that, many years prior, Led Dent was a kid named Teddy. Debbie and Teddy fell in love, but as the world went to hell in a hand basket around them, Teddy felt weak, unable to protect Debbie, or himself, for that matter. Teddy subjected himself to a number of implants in order to become the gargantuan and fearsome Led Dent, but in doing so, sacrificed his soul and much of his free will. Seeing Led constantly jacked in to a series of radio and television feeds as he carries out his missions, Debbie is determined to get him clean, to bring back the boy she fell in love with, by escaping to Japan, rumored to be the last country on the planet devoid of technology.

The environments in Tokyo Ghost display and absurd attention to detail. Many signs and company names can be picked out from any single one of Tokyo Ghost’s cityscape panoramas, while the lush greenery, tranquil waterfalls, and feudal buildings of Japan present a stark contrast. It is a series that rides on the wilder side, with the gore and sex often being gratuitous to further drive home the notion that this future is controlled by selfish individuals whose concerns are not with the common folk. For those who grew up during the boom of cyberpunk anime and films, Tokyo Ghost may be worth a look. This first volume ends on a note that may leave readers a tad puzzled, even caught off guard. With that in mind, I feel it is worth stating that this is but the first act of Tokyo Ghost, and there is plentiful opportunity for the story to be elaborated upon in later volumes.

My rating: 8 (out of 10)

Saturday, March 12, 2016

Comic Book review: Spider-Man: Anti-Venom


While all-American Flash Thompson was running black ops missions for the U.S. government as the new ‘Agent Venom’, former host of the Venom symbiote Eddie Brock renounced his past life and sought to cleanse hurting individuals of their diseases and addictions. Under the new alias of Anti-Venom, Eddie Brock remains slightly unhinged, seeming to perceive himself and the Anti-Venom as two halves of a whole being. Despite his terrifying and alien visage or his lack of subtlety, Brock hopes to provide aid to those in need, especially when it comes to one young woman named Jenna.

Brock helps to get Jenna clean early on, but then enlists her help in tracking down the local dealers who led her to become a junkie, in the hopes that it will prevent others from heading down the same dangerous path. And while Brock does manage to find some small-time local dealers, he also discovers that the trail leads all the way to another country, where a well-connected drug lord lives. Brock ends up crossing paths with Frank Castle, aka The Punisher, who would similarly like to take down this cartel, but isn’t exactly the most trusting of Brock, being all-to-familiar with his past actions as the former Venom.

In the chaos that erupts between Anti-Venom fighting drug dealers, The Punisher fighting the same thugs, and the two antiheroes fighting one another, young Jenna is taken hostage and transported directly to the head drug lord’s well-guarded estate. Anti-Venom and The Punisher stop their fighting in order to track down this larger target – or at least, Anti-Venom does, as The Punisher still attempts to blast Brock away on a couple of occasions. Anti-Venom is shocked at these attempts on his life by Frank Castle, even frustrated, but he refrains from physically lashing out in anger, which presents some comical back-and-forth interactions between the two.

The pairing of Anti-Venom and The Punisher proves to easily be the highlight of this short-lived series. While Jenna is a central focus throughout, early issues make it seem as though something larger may come of her placing trust in Anti-Venom. Unfortunately, she proves less of a full-fledged character and more of a convenient plot device during the later issues. The pacing is rather slow early on as well, and the thugs lower on the chain prove to be pushovers in the presence of Anti-Venom. Even the final foe is an over-confident fool in the presence of Anti-Venom and The Punisher, which removes any real tension from the conflict, save for the well-being of the antiheroes in the midst of bombastic firefights.

My rating: 6 (out of 10)

Sunday, January 3, 2016

Comic Book Review: Captain America: Castaway in Dimension Z


Penned by Rick Remender, Captain America: Castaway in Dimension Z is a two-part storyline that reintroduces Steve Rogers as part of the Marvel NOW! comic run. Dropped into an alien realm ruled by the maniacal Arnim Zola, Captain America must escape a technological fortress and battle horrific alien tribes if he hopes to survive and make an escape home. Neon blues and purples decorate the bizarre backdrop of Cap’s new surroundings, and, in many ways, it feels like the First Avenger has been dropped into Remender’s other dimension-hopping series, Black Science.

Castaway in Dimension Z opens with a bang, and despite Cap’s ability to escape from Zola’s clutches, he ends up furthering the wrath of the Nazi-turned-robot villain by taking Zola’s artificially-created son with him as he escapes from the facility. The two encounter plenty of challenges over the many years they remain in Dimension Z – the monstrous wildlife is plentiful, and the two are nearly killed by a tribe of rock-like beings, only managing to come to peaceful terms with them thanks to a universal communicator that Cap has on him. But Cap did not escape Zola unscathed – he was infected with a technological virus that haunts him more and more as time passes, and Zola attempts to break Rogers’ mind.


Cap’s decision to take the boy (who he names Ian) from Zola, is brought into question as something of a morally grey action. As is later revealed, Ian was not the only child Zola intended to raise, but he did intend to brainwash both of them to do his bidding. Meanwhile, Zola’s virus torments Steve Rogers with questions of the justification of tearing the boy from his home, teaching him his own values and sense of right and wrong. As readers, we certainly know that Cap’s virtues will always trump those of Zola, but in the eyes of a child who has never known anything beyond this tumultuous and bizarre reality, it’s a lot to take in.

Less compelling to this narrative is Steve Rogers’ out-of-nowhere decision to finally attempt an escape plan after many years spent in this hellish domain, and a full beard grown. Certainly, Zola has many scientific monstrosities at his disposal, and storming his technological fortress is no small feat, but there is practically no explanation as to why Cap decides to wait until Zola’s plans for invading Earth are nearly complete before taking any sort of heroic actions. Visually, it’s an interesting setting to have Cap stranded in, and breaks from the familiar Hydra or A.I.M. bases that the First Avenger so frequently storms. Plot-wise, Castaway in Dimension Z is slow-going, and doesn’t offer many satisfying answers.

My rating: 6.25 (out of 10)

Sunday, November 15, 2015

Comic Book review: Age of Apocalypse, Volume One


Considered by some to be one of the best Marvel event series of the 1990s, X-Men: Age of Apocalypse tells the story of an alternate history where Charles Xavier was killed by his psychotic son Legion decades before his school for gifted children could provide a safe haven for troubled youth, and before the legendary X-Men could become a fighting force for good among mutant and humans alike. Instead, Xavier’s death provides Apocalypse and his loyal horsemen a clear path to launch a campaign against humankind, keeping with the all-powerful mutant’s beliefs in ‘survival of the fittest’. Born of Apocalypse’s conquest is a dire future, where humans are corralled into pens like cattle, where mutants are hunted to either be hired into Apocalypse’s ranks or killed for opposing him, and where one Erik Lensherr champions the causes of his old friend Xavier and forms his own team of X-Men.

What is so captivating about the Age of Apocalypse story is the manner in which it takes familiar characters, partnerships, and rivalries, and turns them on their heads. Magneto is now a hero, an icon among those mutants who would dare to stand against Apocalypse and strike back at his dystopian regime. Rogue is Magneto’s wife, and together they have a child whom they name after the late Charles Xavier. Logan is still survivor of the Weapon X program, but is never referred to as Wolverine, and loses one of his hands in a battle with Cyclops, the latter of whom works for Apocalypse under Sinister as one of their most trusted officers. Nate Grey, the X-Man, is a highly powered telekinetic who travels with a band of misfit performers including Toad, Sauron, and Forge, while Sabretooth, Wild Child, Blink, Iceman, and Morph round out Magento’s team of X-Men.

It’s a dark, gritty vision of the X-Men, but rarely feels like it is pushing an ‘edginess’ simply for the sake of selling to older teenage audience. The dialogue is appropriate to the setting, while remaining overall friendly to readers of a broad age range. Character and environment artwork maintain a consistent direction throughout, though each artist does add their own slight spins on these faces and places with which readers will spend many hours.

What is unusual about this first numbered volume in the Age of Apocalypse series is that it gathers a strangely disjointed collection of issues together. Unlike the later volumes, the span of time that is passing across the issues collected in this first trade paperback is hard to pin down. Likewise, it would appear that certain events from issues placed toward the back of this volume actually occur simultaneous or even before issues that are placed near the front. Some of the storylines in this first volume lend a significant amount to establishing the characters and state of the world in Age of Apocalypse. Others, like Blink’s solo romp through the Negative Zone wherein she loses her memories and is caught up in a power struggle between Blastaar and Annihilus’ loyalists, add very little to the core plot, acting as largely uninteresting (sometimes annoying) distractions.

Still, Age of Apocalypse is a wildly engrossing story, and even with its shortcomings, this first collected volume offers some genuinely enjoyable subplots. Its disorganized nature simply falls a bit short of the quality of the later volumes. For those who enjoyed the Prelude or random issues of the later Age of Apocalypse tale, I can assure you that the series only gets better from here.

My rating: 7.5 (out of 10)

Comic Book review: Armor Wars (2015)


Technopolis, as its name implies, is a sprawling hyper-futuristic metro, where all citizens are forces to wear variants of the Iron Man armor to prevent themselves from contracting a lethal virus that was unleashed on the region many years prior. Tony Stark is resident baron, and often clashes with his brother Arno. James Rhodes is Tecnopolis’ designated Thor, wielding a giant hammer and shiny Asgardian-inspired mechanical suit. And young Kiri Oshiro and Lila Rhodes, both resourceful teens who know a thing or two about tinkering with and repurposing the tech of these armored suits, begin unraveling the mysteries surrounding the death of Kiri’s boyfriend Peter Urich, aka Spyder-Man.

James Rhodes, meanwhile, begins his own investigation into the death of Spyder-Man, suspecting that Kingpin Wilson Fisk might have some involvement. Meanwhile, Arno Stark begins sending reconnaissance troops like Stingray to scope out just what his brother Tony, Kiri, Lila, or anyone else who may have interacted with Spyder-Man are up to. These interwoven plot threads make for a decently compelling narrative, while also preventing the story from becoming too convoluted.

Armor Wars is a standout entry among the Secret Wars spinoffs for the manner in which it handles its processes of world-building. The constant threat of being exposed to the natural world paints an eerie world where humans grow to accept rocket-powered machinery as an extension of themselves. Armor Wars also offers a few really strong plot twists, while simultaneously avoiding playing on a scale too grandiose for its own coherence.

The theme of where man ends and machine begins is certainly common to Iron Man-centric tales, but it is fresh to see a large portion of the story through the eyes of youth Kiri and Lila. There are a couple of points where the story slows down more than is perhaps ideal for Armor Wars' overarching plot, pacing which would be better-suited for a series that is not limited to a five issue run. Overall, however, Armor Wars is an enjoyable read, a dark mystery driving toward an action-packed climax. Of all the Secret Wars spinoffs, Armor Wars performs as one of the best at keeping itself within manageable boundaries of narrative pacing and character development.

My rating: 8.25 (out of 10)

Saturday, November 7, 2015

Comic Book review: Ghost Racers


Within Battleworld, there exists the Killiseum, an arena where all manner of deadly sporting events are held. Notable among them are the lethal, high-speed free-for-alls that pit a half-dozen Ghost Racers against one another. Classic Ghost Rider characters like Johnny Blaze and Danny Ketch take to their flaming bikes, dodging environmental hazards that stand between them and the finish line. But the main character, and hero of the day, is Robbie Reyes, the most recent host to have taken up the mantle of the Ghost Rider before the collapse of the multiverse resulted in the formation of Battleworld.

Much like his introduction in the Marvel NOW! series, Robbie Reyes is a caring older sibling to his brother Gabe, their parents absent, and their home located in a neighborhood that is anything but glamorous. Robbie takes to the race in his sporty muscle car, with the spirit Eli guiding him, and is currently the favored racer. But those who lose are subjected to a number of torture devices below the Killiseum. The Ghost Racers are also – to a certain degree – under the control of the sadistic Arcade, and should one of them get out of line, he can easily sick the others on them. All of this makes for a considerable threat when Robbie and Eli hatch a plan to escape Arcade’s perverse sport once and for all.

The art direction and dialogue in this limited series wonderfully match the grungy atmosphere that has often been associated with the Ghost Rider comics, as well as other Marvel tales aimed at teen audiences on up. Character designs do well to present a variety of Ghost Rider styles, while also paying homage to the series’ long history. Ghost Racers is not an overly-complicated story, but it does present a sufficient number of hurdles for Robbie to overcome. As lead protagonist, Robbie is just as likeable a character as in his Marvel NOW! debut. Ghost Racers proves an entertaining read – one that is surprisingly well-paced, given its smaller scope when compared to many of the other Secret Wars tie-ins.

My rating: 8 (out of 10)

Comic Book review: Age of Apocalypse (2015)


Set in a similar dystopian future realm as the original 1990s comic run of the same name, the Battleworld warzone of Age of Apocalypse sees the titular mutant overlord attempting to quash any rebels that might rise up against his new world order. Apocalypse’s ideology is that of ‘survival of the fittest’ and believes mutants superior to homo-sapiens in every possible way. Apocalypse relies on his loyal horsemen, as well as twisted and villainous versions of otherwise-iconic heroes like Beast to carry out his will.

The 1990s run of Age of Apocalypse spanned practically every conceivable X-Men series of the era, and to this day remains an epic undertaking of the Marvel brand. Therefore, it was inevitable that this 2015 Secret Wars tie-in was destined to fall short of the original’s magnificence. With only five issues to deliver its own spin on the Age of Apocalypse narrative, this 2015 story does more ‘telling’ than it does ‘showing’, expecting that readers are already familiar with the themes of survival, alliances of necessity, the path of anti-heroes, and fighting for what little hope remains in a bleak future despite overwhelming odds, that were at play in the 1990s run.

Age of Apocalypse significantly shakes up a familiar cast. Iceman, Rogue, Sinister, and Weapon X (aka Wolverine) are all present, but play significantly smaller roles than before. Instead of having a child with Rogue, Magneto is married to Emma Frost, while Captain Marvel, Namor, and other non-mutants are worked into the narrative, but not necessarily in ways that benefit the story. While this new Age of Apocalypse limited series does throw a couple of major curve balls into the mix, the final chapter feels like an afterthought, tacked on as an idea that sounds better in theory than in actual application.

The art style is solid throughout, while the environments are appropriately dark and dreary. However, given that the X-Men and the readers alike are fully aware that Apocalypse’s domain is but one of many that make up Battlworld, the dire atmosphere that permeated throughout the 1990s original is almost entirely lost. Age of Apocalypse is a quick read that serves to deliver its own self-contained narrative well enough, but similarly is a tad generic, and lacks the spark of imagination and intrigue sported by some of the other Secret Wars tie-ins.

My rating: 6.5 (out of 10)

Friday, October 23, 2015

Comic Book review: Thanos Rising


A limited five-issue series, Thanos Rising steps back in time to the formative years of the Mad Titan. The story displays his birth, his youth, his teenage years, and the eventual murderous streak that would leave him obsessed with death – both the act and the mystical character of the same name. The art throughout is superb, highlighting bright, metallic surfaces on Thanos’ home moon of Titan, while damp caverns are displayed through rugged inking and the ruins of annihilated worlds convey a haunting air.

Thanos is born into a society that knows no war, no conflict. They are a people of science, and despite Thanos’ unusual purple skin and dark eyes, his father, Mentor, takes to him just as he would his other son, Eros. Thanos’ mother, on the other hand, is immediately horrified by the sight of her child, believing there is something very wrong within him, and attempts to kill him with a knife. She is stopped, and spends many of her years institutionalized. During this time, Thanos grows into a curious, incredibly intelligent child. He seeks to make friends with other students his age, and grows queasy at the idea of dissecting lizards for his studies – a far cry from the cosmic villain he will eventually become.

One girl in particular catches Thanos’ attention, and continues to over the years. She is, in many ways, his enabler, convincing him even at a young age to carry out acts that will result in bloodshed, beginning with a group of lizards who attacked his friends during their exploration of one of Titan’s otherwise-off-limits caves. Thanos Rising has excellent pacing throughout, as each chapter jumps ahead years at a time to the most pivotal moments of the Mad Titan’s rise to infamy. Each section slows down to highlight Thanos as a character – his motives and personality, as well as his gradual embrace of murder, first justifying it as a means to try and discover that which sets beings of higher intelligence apart from animals. But when Thanos receives no answers from his gruesome handiwork, he comes to admit that he finds murder an enjoyable task.

As an adult, Thanos leaves his legacy on many a planet, fathering children with seemingly countless females of varying races. Thanos also makes his mark by joining a crew of space pirates and daring to challenge their leader. For Thanos is not content with mere pillage and plunder – he would see worlds break before him. Thanos Rising presents compelling and appropriate justifications for how would come to earn his reputation and title as ‘The Mad Titan’. His estrangement from his father does not come to pass until the final chapter, but it bears significant weight on the narrative of Thanos Rising, as well as the many conquests Thanos will ultimately carry out. The only oversight in Thanos Rising is the decision to not incorporate Thanos’ brother Eros into his development – he is mentioned once or twice, but never makes a physical appearance, and given how well the late-story clash between Thanos and his father played out, it could have raised the quality of this story even more.

My rating: 9 (out of 10)

Tuesday, October 20, 2015

Comic Book review: Inhumans: Attilan Rising


The Inhumans have long stood among the strangest of Marvel’s organized costumed supers, living in a secret society which utilizes hyper-advanced technology, and subjecting themselves to the gene-altering Terrigen Mists as a coming-of-age ritual. It is curious, then, that the Battleworld series focused on the Inhumans turns this familiar formula on its head. In this strikingly different version of the Inhumans tale, Black Bolt is host of the Quiet Room, a bar which permits many of Battleworld’s denizens entrance for drinks and company, provided they do not start any quarrels within its walls. In truth, the Quiet Room is a front for Black Bolt’s growing rebellion against Baron Medusa and her Doom loyalists.

Medusa, meanwhile, has access to the highly-advance technologies commonplace in previous Inhumans comics. She is devoutly loyal to Doom’s law – more so than many of Battleworld’s other resident Barons. And she is ever-suspicious of the Quiet Room, believing that it more than what it appears. Sending in one of her most trusted spies, Kamala Khan, Medusa hopes to expose any dissenters and quash their aspirations before they can move against her.

On Black Bolt’s side are his ever-trustworthy compatriots Karnak and the 1602 version of Matt Murdock, as well as a patrol that consists of young Inhumans, a Hulk, and G-Man, a Ghost Rider who appears to hail from the Marvel Noir universe. As luck (or perhaps a lack thereof) would have it, G-Man and company’s activities are what first tip Medusa off to the possibility that Black Bolt may be plotting against her, but there are plenty more twists and turns that come to play throughout the course of this story.

Inhumans: Attilan Rising begins with a style not unlike the Marvel Noir stories. The dangerous game of ‘cat versus mouse’ that Black Bolt and Medusa are playing builds the suspense as the sell one another bold-faced lies. The first two chapters are something of a slow burn, taking additional time to craft this unusual vision of the Inhuman conflict. But by the conclusion of issue three, Inhumans: Attilan Rising picks up its pace and its intensity, and delivers a few key powerful twists that significantly improve the quality of the narrative. Inhumans: Attilan Rising’s slow start should not discourage readers from seeing the five-issue series through to its conclusion, because the explosive series of events that make up its finale are well worth the price of admission.

My rating: 8.5 (out of 10)

Monday, October 19, 2015

Comic Book review: All-New Ghost Rider, Volume One: Engines of Vengeance


Robbie Reyes lives with his younger paraplegic brother Gabe in a crime and violence-ridden part of Los Angeles. Robbie does his best to look after his brother, being his apparent only family in the area, but has to juggle high school, his low-paying job as an auto mechanic, and the dangers of the neighborhood. He hopes to save up enough money to move both himself and his brother to a safer residence, and often has to ask one of the teachers at Gabe’s elementary school if she can babysit while Robbie works extra hours.

Local bullies throw a wrench in Robbie’s plans when they decide to push Gabe out of his wheelchair and steal it, taunting him and calling him names. Robbie, furious over this, tries to fight the bullies and reclaim the wheelchair, but is outnumbered and promptly has his face beaten and bloodied. After returning Gabe home, Robbie hatches a half-baked plan to ‘borrow’ (without asking) a sporty muscle car from a nearby house for the evening, in order to compete in a street race and win some hefty cash. But shortly after the race gets underway, Robbie finds himself being tailed by thugs who work for a criminal drug dealer that owns the very car that Robbie stole. Cornered in alleyway, Robbie steps out of the car, only to be gunned down and killed on the spot.

However, a spirit named Eli revives Robbie, healing his prior wounds, and giving him the powers of a Ghost Rider. Robbie is then able to chase down some of the goons who tried to finish him off, but others still escape. Armed with the ability to phase through structures and teleport to the car he stole, Robbie regains his ride from the thugs, and lets Eli inform him on how to make the most of his newfound Ghost Rider powers.

Robbie is so likeable at an early stage in this series because of how much he sacrifices for his brother. He is a genuinely selfless protagonist, telling his brother not to go outdoors after dark because people play unsafely with firecrackers (guns, in actuality), and not putting up with a pawn shop owner who would like nothing more than to cheat Robbie out of every penny he’s got just to get Gabe a subpar replacement wheelchair. Robbie is one of the only students in his class that puts forth real effort, and his teacher greatly respects Robbie’s maturity and desire to create a better environment for himself and Gabe. All of this makes for a very interesting contrast to the general chaotic, violent, and terrifying visage of the Ghost Rider, though Robbie’s bodiless soul of a companion Eli seems to understand his host’s vindications quite well.

That said, there are a few moments where Eli proposes more violent, cure-all solutions for the problems plaguing Robbie’s neighborhood. While Robbie does well to opt for alternate solutions where few people are hurt, save for gun-toting thugs and armored drug runners, it presents an interesting contrast that could be extrapolated upon in future volumes as an ‘inner demon’ conflict. This first volume of All-New Ghost Rider is smart to paint its conflict on a relatively small scale, and the last page feels like it has given proper closure to Robbie Reyes’ origin story. Come what may, this first volume of All-New Ghost Rider is a brilliant start to a series that has so much more potential, and is among the strongest of the Marvel NOW! relaunches.

My rating: 8.75 (out of 10)

Sunday, September 20, 2015

Comic Book review: Saga, Volume 5


It’s now been multiple years since Alana and Marko began their life on the run from the many factions that view their hybrid child Hazel as a bargaining chip or threat to galactic stability. As the fourth volume saw Alana, her mother, and Hazel forcibly separated from Marko thanks to the actions of one misguided and extreme janitor, this fifth volume bounces back and forth between the ferocity with which Alana will defend her daughter and the uneasy alliance forged between Marko, the now-exiled Prince Robot IV, coastal rancher Ghus, and thespian/drug addict Yuma. There is a also, a secondary plot concerning The Brand, Sophie, Lying Cat, and Gwendolyn, as they search for a means to revitalize The Will, who is still out of commission.

This fifth volume of Saga does well to focus the spotlight back on Alana and Marko more so than the previous two volumes did, but it does teeter back and forth in uncertainty as to whether or not it wants to redeem these two main protagonists. While they may be worlds apart from each other for the majority of this most recent volume, their thoughts of one another do weigh heavily, as their last interaction before they were torn apart was one of confrontation and hurtful words. And yet, while Alana does appear to bear some degree of regret over her exchange with Marko, her cunning and maternal defensiveness are somewhat undercut by the fact that she doesn’t seem to give a rat’s ass about anyone other than her own family. Marko, meanwhile, decides to turn to the drugs he so abhorred to escape his feelings of guilt over losing track of his family, and even displays a savage nature from seemingly out of nowhere.

While not nearly as overwhelmed in its attempts to juggle multiple story threads as the previous volume, this latest entry still feels a bit thinly stretch as more characters are introduced to the already burgeoning cast. Many of these newcomers see their stage exits by the end of this fifth volume, but it’s still almost too much on the plate when you consider the number of characters who have held minimal importance on the larger plot for the past two volumes. And at the end of this collection, there’s merely more cliffhangers and open-ended threads, with not but a few subplots being resolved by this trade paperback’s conclusion.

While Saga’s adult language and ‘edgier’ presentation factor were amusing early on, they have since become obnoxious elements of its identity. The series tries too hard to jam vulgarities into every other sentence, and the sexual imagery is largely without purpose – it’s perfectly acceptable to explore the relationship Marko and Alana forged during or even prior to Hazel’s conception, but it’s wholly unnecessary to show the act of a dragon fellating itself for a cheap laugh or ‘shock value’. While not as sour an entry as the fourth trade paperback, this fifth volume of Saga only does so much to return the series to the spark of imagination and intrigue, as well as the focused path that were so prominent in its first two collected volumes. As much as I wanted to continue enjoying Saga, I feel these most recent releases have turned me off to the series enough that I can confidently state that this is the end of my investment in Brian K. Vaughan's space opera.

My rating: 5.5 (out of 10)

Thursday, September 17, 2015

Comic Book review: Age of Ultron vs. Marvel Zombies


Among the wilder concepts to come of Marvel’s 2015 Secret Wars event is the four-part Age of Ultron vs. Marvel Zombies. On the far edge of Battleworld, a giant wall has been constructed to keep the more problematic creations from Marvel’s comic history quarantined – those problems, of course, being the undead hordes of Marvel Zombies fame and the ever-evolving rage-filled A.I. known as Ultron. The Zombies wish only to devour those individuals who are tossed into their so-called Deadlands as punishment by the Thors for breaking God Emperor Doom’s laws, while Ultron seeks to eradicate the zombies and their impure nature in his quest to perfect this no-man’s land.

While this is certainly a curious pairing, it would prove a tiring conflict very quickly were a third party not introduced. At the start of this limited series, a version of Hank Pym from the wild west town of Timely is banished to the Deadlands. With little to defend himself and limited knowledge of the Battleworld realms beyond Timely, Hank would most certainly be a goner, were it not for the arrival of Vision, Simon Williams, and Jim Hammond. The trio rescues Hank Pym, bringing him to their makeshift fortress/home in the middle of this desolate region, with the hopes that he might be able to create a counter to Ultron and his devious machinations.

This stranger-in-a-strange-land Hank Pym is, naturally, taken aback, having practically zero knowledge of their modern technology. But he did manage to partially construct a clockwork equivalent of Ultron once upon a time, and, after some convincing, agrees to aid these three synthetic men. Vision, Simon Williams, and Jim Hammond, are not the only three whose lives are factored into Pym’s decision, as there are many other survivors living in their shielded community – most notably, the love interests of these three heroes.

What lends Age of Ultron vs. Marvel Zombies to be a more compelling tale than the cover art might let on is the juxtaposition of this bleak environment and its terrifying armies with a focus on classic Marvel heroes, all of whom have previously struggled with the concept of what it means to be a man versus what it means to be a machine, and where they fall in that spectrum. Hank Pym, meanwhile, is more so the tether that binds the story together.

There are some more frequently vocal members of the undead hordes, which lends the zombies some personality beyond shambling, starving husks. And the situation becomes even more so dire when Ultron proposes a plan that could unleash both armies on the rest of Battleworld. At four issues in length, Age of Ultron vs. Marvel Zombies has nearly-perfect pacing. It incorporates daring science projects, golden age heroism, and a nicely varied but appropriately-contained cast. It has fun with its diverse roots, embracing its oddities and weaving an entertaining and well-rounded narrative.

My rating: 7.5 (out of 10)

Saturday, September 5, 2015

Comic Book review: X-Men: Age of Apocalypse Prelude


Before Age of Apocalypse’s wildly different vision of the X-Men universe properly came into its own, Charles Xavier’s insane son Legion awoke from his long coma to find he had gained some degree of control over the multiple personalities swimming around in his head – enough control, that is, to formulate a plan to travel back in time to kill Magneto and alter the present day, but enough foresight to consider the ramifications of such a major rewriting of mutant history. The buildup to Legion actually putting his plan into action is something of a slow burn, but an effective one just the same. Seeing all of the major X-Men and a handful of both their allies and enemies as they are most well-known makes the transition to their dystopian Age of Apocalypse counterparts all the more powerful, as the contrasts between these are often drastic. Similarly, it offers better context to readers not as intimately familiar with the X-Men legacy.

There are two prominent points in history that this Prelude volume covers: the ‘present day’ before Legion’s actions cause a rewrite of the history of the X-Men readers once knew, and the past when Charles Xavier and Erik Lehnsherr (aka Magneto) shared a newly-forged friendship and were only just becoming familiar with the emergence of mutants around the globe. It is both insightful and amusing to see the relationship these two prominent leaders shared in their younger days, with Charles exhibiting more aggressive and impulsive behavior at times, and Magneto questioning the extent of the power other mutants could possess. While it is clear that these two do not share a perfectly matching view on the world and the struggles that it might one day face, there is a mutual respect that serves to shape Magneto’s ideologies in the later volumes of Age of Apocalypse.

Given how dark and desperate the world has become by the time volumes one through four of Age of Apocalypse roll around, it should come as no surprise that the X-Men, despite their best efforts, fail to stop Legion’s plans. However, these events do not play out in a predictable manner, as Mystique is the first to attempt to kill Legion in his comatose state, only to be thwarted by the members of X-Factor. The fact that different parties of mutants spend enough of their time squaring off against one another as opposed to focusing solely on Legion, as well as the fact that the extent of Legion’s powers are largely unknown until late in this Prelude, are what grant him the upper hand.

The X-Men throw nearly every plan that can scramble together on such short notice once the past becomes threatened by Legion’s intent to kill Magneto and alter the present. Cable and Domino are called upon, and both Charles and Jean attempt to maintain a psychic link with the mutants in the past. When the final hour is upon these heroes, they share a few somber, yet appropriately intimate exchanges with one another, before an awe and terror-inspiring wave wipes over the Earth, erasing the world as it once was and putting the Age of Apocalypse in its place.

My rating: 9 (out of 10)

Sunday, August 30, 2015

Anime review: Jojo's Bizarre Adventure: Stardust Crusaders - Battle in Egypt


Picking up directly where the mid-season break left off, the Egypt arc of Jojo’s Bizarre Adventure sees Jotaro Kujo and the rest of the Stardust Crusaders facing down the last remaining loyal followers of Dio. Most notable among these foes are the Nine Egyptian Gods, foes whose Stands prove among the most intimidating and powerful the heroes have encountered yet. And at the end of the journey, in mansion deep within the heart of Cairo, awaits the main villain himself, Dio Brando. Yet, the Stardust Crusaders have a few cards up their sleeve, revealing clever and previously unseen applications of their Stands, a few assists from the Speedwagon Foundation, and a new ally in the form of the temperamental and selfish Iggy, a scrappy dog who wields the Stand known as The Fool.


This second half of the Stardust Crusaders anime feels more tightly-wound, its narrative more focused. From the moment the heroes set foot in the Egyptian desert, there is a sense of urgency about their journey that was no so prevalent in the first season. The stakes are also higher, with these new villains challenging Jotaro and company in battles of wits or other indirect means, while those that do fight them outright play host to some of the series’ stranger but more memorable Stands.

The voice work is superb, all around. While the core has the obvious task of carrying the show from one episode to the next, the villains who appear for only two episodes at a time leave a lasting, often humorous impression. As is only appropriate, Dio’s presence commands as much attention as they show can offer Stardust Crusaders chief villain. The final confrontation between Jotaro and Dio is among the most intense and rewarding endgame battles in any anime of this episode count I’ve come across.


Meanwhile, the vast majority of Dio’s loyal henchmen and women receive ample screen time as well. Some of the fights feel perhaps a bit more drawn out than necessary, but by and large, it is to the series’ benefit, as practically zero of the finer details are left out from the manga version, and the battles are not resolved in too quick a time frame that would negate the drama and intensity. Each member of the main cast undergoes significant maturation since the outset of their journey, and it’s wonderful to see just how naturally this is conveyed. Later episodes play at viewer’s emotions with masterful technique, as there are callbacks to the earliest moments of the Stardust Crusaders’ quest, as well as a severe gravity of present events as they unfold.

The animation budget seems to have received a considerable boost since the first half aired, which in and of itself gradually improved in quality from the airing of its first episode to its twenty-fourth. While most characters stick to a particular color palette for their clothing, scenes where the Stand fights become especially intense warp to more psychedelic colors, a nice nod to manga author Hirohiko Araki’s tendency to present variations on the previously-established appearances of characters. The soundtrack is catchy, moody, and always appropriate, with rock influences playing in subtly as Stands clash and the Stardust Crusaders scour Egyptian streets for any clues that might lead them to Dio.


Stardust Crusaders does offer a definitive conclusion to its own arc, and does provide a satisfying endgame for the three story arcs thus far. However, there is still plenty of money to be made by David Production should they choose to animate Diamond is Unbreakable and other later arcs of the manga, and I have no doubt they would do a similarly stellar job adapting the stories of Josuke Higashikata, Giorno Giovanna, Jolyne Kujo, and so on. It has been many years since an anime left as strong an impact on me as Stardust Crusaders has managed, but I believe it is safe to say that David Production has made one of the greatest adapted anime series of all time. In so far as I am concerned, Stardust Crusaders has earned its place among the company of Neon Genesis Evangelion, Fullmetal Alchemist: Brotherhood, and Unicorn Gundam as one of the most impressive works of its medium.

My rating: 9.75 (out of 10)

My rating for the Stardust Crusaders series as a whole: 10 (out of 10)

Sunday, August 23, 2015

Comic Book review: Black Science, Volume Three: Vanishing Pattern


The final act in the first arc of Rick Remender’s Black Science continues to thrill with wildly inventive hodge-podge realities and a more pinpointed take on the established narrative style than was seen in the previous two volumes. As volume two concluded, we were made privy to the fact that Grant McKay was in fact alive, despite having been led to believe he had perished beneath the crushing weight of clockwork machinery. And smartly, this third volume makes an early objective of explaining just how the scientist, pioneer, and previously deadbeat dad cheated death. The explanation is brief, yet befitting the tale that has been woven through the previous installments, and simultaneously provides some concrete footing for the answers that are revealed before this third volume’s climactic finale.

If there is one theme that rings constant through volume three, dubbed Vanishing Pattern, it is a story of redemption – specifically, the redemption of Grant McKay in the eyes of his children and unlikely comrades. There are still misunderstandings among the exploration team, and selfish actions that lead to physical confrontations. But the emergence of a father who actually cares about his children and the chance to see them reach home safely is a rewarding payoff having understood Grant to have previously been a cheater, a liar, and a workaholic who was absent for the majority of his children’s formative years. It may not a complete hero’s journey, but it is refreshing to see him act the part of a decent human being, not only taking responsibility for his poor judgment in the past, but also taking the role of leader more seriously.

Meanwhile, Grant’s children appear to have a greater stake in the story as a result of their placing faith in their father. While Nate received a healthy amount of time in the spotlight during Black Science’s second volume, his elder sister Pia takes center stage for a couple of chapters in this third volume, standing up to a couple of key characters who would dare to try and tell her to sit back and let the adults make decisions on her behalf. While it is true that the cast has been thinned a decent amount since Black Science’s first chapter, the dynamics played off among the current band of misfits feels the most natural and manageable yet. Grant still does not trust Kadir, and Kadir may not be out to prove himself a hero to anyone, but it is that very uneasiness between the two most action-oriented males of the party that makes their relationship so perfect.

Vanishing Pattern sees the party visit but one lone world, whose situation is worse than ever. In this reality, the counterparts to Grant, Shawn, Rebecca, and the other cast members concocted some form of virus that spread across the planet – a planet where Roman Praetorians make use of jetpacks, wrist-bound flamethrowers, and other space-age tech in their quest to punish those who allied themselves with the scientists who damned their world. As is the case with nearly every encounter made across the various planes of reality the main cast has made, the initial run-in with these royal warriors turns violent quickly, and they slowly but surely begin to unravel the mysteries of what went so horribly wrong in this world, while simultaneously deducing the pattern of events that has led them to this place and time.


As random as the Pillar’s jumps appeared to have been, there is, in fact, a pattern that is revealed, as well as an intended vector. Volume three does not answer all of Black Science’s lingering questions, but it does clear up a few key mysteries prevalent during this first act. The art style is, once again, superb throughout, with terrifyingly gorgeous decayed cityscapes splashed across full pages, and the high-flying action of jetpack chases expressed with incredible intensity. The oranges and reds of blood and fire clash violently against the dull and darkened interior of this world’s facilities, wonderfully symbolic of the death and destruction that has been wrought upon this reality, as well as how starkly out of place the exploration team is as strangers in yet another strange land. The finale is, yet again, a cliffhanger – one that excels in shock and horror, yet feels a very appropriate tail-end to this more intensely-focused portion of Black Science’s grander narrative.

My rating: 9.25 (out of 10)

Xbox 360 review: Shadows of the Damned


Shadows of the Damned is, in many ways, simpler in design than some of the more well-known Grasshopper Manufacture games. The story tells of Garcia Hotspur, a leather-jacket wearing and tattoo-decorated demon hunter who is brimming with hardened attitude, on a journey into the depths of hell to rescue the soul of his beloved Paula. Garcia is accompanied by Johnson, a demon who has renounced his hellish nature at the cost of losing his body and being reduced to a flaming skull. Johnson is both tour guide and weapon to Garcia, transforming from a simple torch to three different firearms – pistol, machine gun, and shotgun – each of which receives appropriate, fun and inventive upgrades as the plot progresses.

From the earliest moments of the game, the dynamic between Garcia and Johnson proves among Shadows of the Damned’s highest points. Johnson always has a timely quip to lend to the narrative, and even pokes fun at Garcia’s reading skills during one of the optional storybook segments which offers further exposition to the game’s handful of boss characters. Shadows of the Damned is less reliant on pop culture references than other Suda51 creations like No More Heroes or Lollipop Chainsaw, and the majority of humor therein is quite crude. As such, the delivery sometimes falls flat, but the game never shies away from a fast-paced and intense balls-to-the-wall presentation.


Shadows of the Damned presents a wonderfully cohesive vision of hell that strings together environments that are twisted mockeries of earthly planes within impossible spaces, while sprinkling in fairy tales of the boss characters’ falls to damnation. There are occasional, if not relatively small areas to explore or travel back to in search of an upgrade gem, but by and large, Shadows of the Damned follows a very linear progression through each of its stages. It does offer a solid variety of fun and wildly different gameplay elements that pop up from time to time, including a turret segment and a bowling minigame. The weak link among these is a side-scrolling shoot-‘em-‘up segment reminiscent of a particular stage in Grasshopper Manufacture’s 2D action platformer Black Knight Sword, but here, it feels not only awkwardly pasted in, but more of an annoying hurdle than a clever spin on the established familiar third-person shooter gameplay.

On the subject of the three firearms at Garcia’s disposal, they each bear grounded designs that become increasingly alien and appropriate given the game’s netherworld setting. Red gems upgrade the rate of fire, ammo capacity, reload speed, and so forth for each, as well as the quick-time melee responses for Johnson’s torch form. Each of the firearms performs well in taking down enemies that require particular strategies to be defeated, and overall, these three weapons handle in a manner that is equally balanced between familiar standards of the shooter genre and fresh gameplay variety, and are thus highly intuitive. Much as these guns do well at felling foes, they also serve to solve a number of short-lived but mildly thought-provoking puzzles.


Tunnels filled with shadowy mists that connect portions of some of the game’s levels, as well as moving floors and staircases, incorporate a dash of adventure gameplay. At times, ammo for particular weapons can be sparse, though Garcia can always count on a demon-human hybrid mutant with a hillbilly accent to offer up his wares at a small price at least once per level. The soundtrack is rockin’ from start to finish, with mellow industrial tunes reminiscent of Silent Hill dipping in frequently – fitting, not only due to the game’s narrative direction and themes, but also because the soundtrack was scored by Akira Yamoka.

Shadows of the Damned is not a particularly difficult game, nor is it a particularly lengthy one. There will be learning curves associated with chase sequences at a mere two or three junctures, but beyond those momentary hurdles, players should have no trouble blasting their way through the hordes of hell to reach Garcia’s beloved Paula. The boss fights each present a new strategy, and are enjoyable across the board, though they certainly do not leave as lasting an impression as the boss encounters in Grasshopper Manufacture’s action entries of No More Heroes or Killer is Dead. Perhaps Shadows of the Damned clocking in shy of the ten hour mark is just as well, given the rather straightforward tale that is spun along the way, and the moderate amount of replay value it offers.

My rating: 7.25 (out of 10)

Monday, August 17, 2015

Comic Book review: Divinity


Divinity is my first exposure in any capacity to Valiant comics, and while I typically don’t tread too far from Marvel and the occasional Image series, I found its premise of a Soviet cosmonaut returning after a thirty-year mission with godlike powers to be compelling enough to gamble on a purchase. It is clear from the outset that, while we as readers are being fed the background information regarding the Soviet Union’s role in the space race and their advanced engineering methods, narrator and main character Abram Adams no longer perceives these events in a set sequence as his fellow earthlings do. From the first page, Divinity provides a very strong showing of the defining traits of its pivotal character and his impressive powers, as he rescues a man from injury in the Australian outback, and transforms other individuals into their true selves, whether these new forms involve regaining their youth or becoming wild animals.

Abram Adams has the power to create and manipulate – as well as, presumably, destroy – in the blink of an eye, and the events between the beginning of his training for the bold 1960s journey to the stars and his sudden return to modern day Earth are sprinkled in at a gradual but appropriate pace. Even with fringe science designs for both the rocket and space suit, the wonder and terror of what lies unknown far beyond our own blue planet is weaves a compelling plot that is quite convincing within this fictional retelling of history. There are difficult choices to be made, even before the mission begins, and – for better or worse – the ramifications of these will stay with Abram for the rest of his days.

Where Divinity's quality falls short is through its insistence on shoehorning other Valiant heroes into what was otherwise a great standalone origin story. Perhaps if Abram had a brief encounter with one of the heroes, it would have served its purpose in assimilating him into Valiant’s preexisting comic book universe more smoothly. Instead, the entire second half of this graphic novel sees Abrams portrayal shift from main character to primary objective of X-O Manowar, Ninjak, and couple of other previously established heroes who act as anything but in their attempt to contain Abram after no obvious threat was posed from him. These characters invade the narrative in as harsh a manner possible, and from that point on, the story is about their first encounter with Abram, their perceptions of him as an inexplicable danger, which robs the second act of nearly all the aspects that made the previous half such an enjoyable read.

I understand that any comic label that is larger and has more budget to work with than the indie scene wants to bring all of their properties together and coexist within the same space of fiction. But an origin story needs to be just that – the origin of one important character or team. Divinity has a truly commendable first two chapters, but manages to get so steeped in the much during the latter half that it simply loses its fun factor. It’s true that the Marvel Now! properties did feature cameos by Tony Stark and Beta Ray Bill early on in their runs of Guardians of the Galaxy and Nova respectively, but these inclusions never warped the entire presentation or focus of their stories in the way that Divinity’s invasion of heroes does. Despite an open ending with the possibility for many more stories involving Abram and the people he impacted in the Australian outback, the conclusion of his story for this first trade paperback collection is, bluntly put, lazy and unsatisfying.

My rating: 6 (out of 10)

Thursday, June 11, 2015

Comic Book review: Guardians of the Galaxy, Volume Four: Original Sin

My review of Guardians of the Galaxy, Volume Four: Original Sin.  Written by Brian Michael Bendis, Illustrated by Ed McGuinness and Valerio Schiti.


My rating: 7 (out of 10)

Monday, May 11, 2015

Comic Book review: Avengers: Ultron Unbound

My review of Avengers: Ultron Unbound. Written by Roy Thomas, Dann Thomas, Bob Harras, and Ben Raab. Illustrated by Dave Ross, Manny Clark, Kris Renkewitz, Scott Kolins, Larry Alexander, John Czop, and Vince Russell.


My rating: 6.5 (out of 10)

Tuesday, May 5, 2015

Comic Book review: Black Science, Volume Two: Welcome, Nowhere

My review of Black Science, Volume Two: Welcome, Nowhere. Written by Rick Remender, illustrated by Matteo Scalera.


My rating: 9 (out of 10)
Related Posts Plugin for WordPress, Blogger...