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Thursday, March 5, 2015

Comic Book review: Captain Marvel, Volume One: Higher, Further, Faster, More

My review of Captain Marvel, Volume One: Higher, Further, Faster, More. Written by Kelly Sue DeConnick, illustrated by David Lopez.


My rating: 8.75 (out of 10)

Comic Book review: Black Science, Volume One: How to Fall Forever

My review of Black Science, Volume One: How to Fall Forever. Written by Rick Remender, illustrated by Matteo Scalera.


My rating: 9.5 (out of 10)

Comic Book review: Doctor Strange: Season One

My review of Doctor Strange: Season One, an updated telling of Stephen Strange's origin story for modern audiences. Written by Greg Pak, illustrated by Emma Rios.


My rating: 7.75 (out of 10)

Comic Books Inbound!

On top of my previously-established routine of posting video game and anime reviews and related posts, I will gradually be incorporating my comic book/graphic novel reviews to this blog. These will all be in video format, as opposed to the text-based video game and anime reviews. The reason for this is that I have already recorded many of my comic book/graphic novel reviews and posted them to my YouTube channel, but I feel that, as ‘geek culture’ bleeds over in so many different forms of media, it makes sense to me to begin including these reviews on this blog. That said, this does not mean that I am placing any less priority or care on my video game or anime-related posts. I will likely be posting multiple reviews from my comic book/graphic novel collection to this blog at a time for a while, starting with some of the more recent reviews I have done, and will then slow down the rate of posting these as I get caught up with the backlog of reviews I have already filmed and uploaded.


With all of that in mind, I figured it might be worth mentioning just which comic book storylines I am planning to follow this year (and potentially into the next). First up, I found the first trade paperback volume of Rick Remender’s Black Science to be one of the most fresh and interesting ideas to hit the medium in quite some time. I’m a sucker for old-school science fiction in the vein of Ray Bradbury, and this has a lot of that, plus some crazy dimension-hopping, with a dash of the ‘savage’ and ‘horrific’ thrown in with the classic 'science gone wrong' and 'this is what happens when man tries to play god' repercussions. I will most definitely be picking up the second trade paperback with my next proper comic book haul.

Similarly, I plan on picking up the second volume of the current Captain Marvel series, starring Carol Danvers, who will apparently be dealing with the revelation that her cat is in fact the hundred-egg-laying alien creature that Rocket Raccoon previously tried to convince her it was. The first collection was solid, and I’m trying to get a better feel for the character outside of the Avengers team format. I’ve also preordered Rage of Ultron, as the couple of Marvel Original Graphic Novels I recently read (The Infinity Revelation, Avengers: Endless Wartime) proved solid standalone tales. I also wouldn’t mind taking a look at Angela: Asgard’s Assassin later this Summer, as she was a rather fun, though obviously dark and troubled character during her appearances in the current Guardians of the Galaxy run.

As per usual, I will continue collecting Guardians of the Galaxy and Nova, as those are my two main Marvel reads right now. And tying into that, I do plan to get both the Legendary Star-Lord trade paperback and the Guardians of the Galaxy/All-New X-Men: The Black Vortex later this year. I may, however, be dropping Brian K. Vaughan’s Saga if this next trade paperback collection does not absolutely blow my socks off, as I found the fourth volume rather disappointing on the whole. It will be a while before Saga’s fifth volume releases, as the series took a brief hiatus until just recently, but I’ve basically given it the ultimatum of ‘this next volume needs to be straight-up incredible or I’m leaving it behind'. Vaughan’s other well-known series, Y: The Last Man, certainly hit its lowest point in terms of intrigue around the fourth trade paperback, but it was an awesome ride from there on out. Saga’s most recent outing bored me throughout until the last two issues, but by that point I had lost a great deal of respect for someone who had previously been one of my favorite characters.

Finally, with Marvel's new Secret Wars and shift to Battleworld, there are a few series I have my eye on. I loved the Paul Jenkins and Jae Lee Inhumans limited series, as well as the way Attilan's royal family played into War of Kings, so it may come as little surprise that Inhumans: Attilan Rising sits at the the top of my personal 'most-anticipated' list for these upcoming Marvel stories. And carrying on my obsession with wacky cosmic stories, I'll certainly pick up the new Infinity Gauntlet. I am curious to see how both X-Men '92 and Age of Ultron vs. Marvel Zombies are handled, and will give both of those a shot.

I’ll be posting three reviews this afternoon (directly after I post this little update, in fact). After that, expect a few more reviews every couple of days or so, in no particular order aside from me trying to present a nice variety to work with.

Sunday, March 1, 2015

3DS review: Persona Q: Shadow of the Labyrinth


The first game from the Persona series to be released on Nintendo’s 3DS is an odd summation of Atlus’ works, to say the very least. All of the useable party members from Persona 3 and Persona 4 are drawn together in a school that seemingly exists outside of normal time and space – the Persona 3 heroes and heroines hailing from the year 2009, while the Persona 4 cast arriving from some point in 2011, which is as simple and convenient an explanation as is need for why the characters look exactly the same as they did during their respective major adventures as any. Persona Q: Shadow of the Labyrinth adopts a chibi art style that translates surprisingly well to the slightly altered gameplay of this spinoff title, while the dungeon crawling elements are ripped directly from the Etrian Odyssey series of RPGs.

It’s a curious amalgam, no doubt, but one that works wonders for this surprisingly fully-realized sidestory. Regardless of whether you play the story from the perspective of the Persona 3 cast or the Persona 4 cast, the premise and major story points play out in effectively the same manner, albeit with greater input from the respective cast members on one side or the other. All of the party members find themselves pulled into the Velvet Room, face-to-face with either Elizabeth or Margaret, who explains that the threads of fate are working in ways they cannot explain, yet they know what lies ahead is important to the protagonists’ personal journeys. Upon arriving in an alternate version of Yasogami High School, the P3 and P4 cast members are introduced to Zen and Rei, two amnesiacs who are apparently the only individuals they can interact with outside of their Velvet Room associates. When the party realizes they cannot leave the school due to two doors leading to their respective eras within the Velvet Room being locked, they begin to investigate the first of the school’s festival exhibits, which turns out to be a winding and multi-level labyrinth. Zen and Rei seem quite familiar with the behavior of the Shadows that lie in wait within the labyrinth, despite not having any Personas to call their own, and thus accompany the party on their first exploration of this new realm.


Combat carries over some key elements from the core Persona games, but swaps out others. Instead of earning an immediate second strike on an enemy after exposing which magical element it is weak to, party members are instead treated to a boosted state, wherein they will be allowed to move faster the following turn as well as utilize magic and specialized physical attacks at no cost from their SP or HP meters. The same goes for landing critical strikes. Many of the enemy types will prove familiar to Persona veterans, so those who have previously experienced Persona 3 or Persona 4 may find the variety of run-of-the-mill enemies less trifling early in the game. Capitalizing on this strategy can lead to a higher chance of being offered the Persona series’ signature cartoonish ‘pile-on’ all-out-attacks, and chaining these in successive turns can result in significantly faster victories, as well as experience point reward bonuses and new Personas.

With sixteen playable characters to choose from, there is a lot of freedom offered to how you organize your party. While you are required to keep at least one of the protagonists in the mix at all times, the other four spots can be split between the front and back rows, with three open spaces per row. Should you prefer to place your heavy hitters on the frontline, this can lead to enemies taking greater damage from bash and cut attacks, but will simultaneously place those heroes more directly in harm’s way, as they will generally be the first to take the brunt of an attack. The back row, meanwhile, is ideal for support members, as well as ranged attackers. Some players may prefer three in the back and two in the front, while others prefer the opposite – it’s all a matter of personal preference, though careful strategy and management are just as important as ever, as Persona Q’s difficulty factor increases a bit more frequently than that of Persona 4.


Each labyrinth plays host to a strikingly different thematic, including the fantasy realm of Alice in Wonderland and a haunted school exhibit based off classic Japanese horror tropes. Each is introduced as being exhibits put on as part of the school fair, yet behind their innocent exterior lies a complicated series of hallways and multiple floors, each ending with boss fights that appropriately match the tone of each labyrinth. Entertaining as their brief moments in the spotlight are, the bosses do not play nearly as an integral role in the development of the story and characters – quite unlike the bosses encountered in Persona 4’s Midnight Channel, which served as the darkest parts of the P4 party members’ psyches and self-images, allowing them in turn to grow as individuals once they had learned to accept these imperfections.

Navigating the labyrinths can take a brief while to grow accustomed to, as filling in shortcuts, points of interest, and locations of stairwells is up to the player. This is where the touch screen and stylus come to play an integral role, as any errors in the labyrinth’s layout displayed on the mini-map or missteps in navigation are the player’s responsibility. Knowing where shortcuts are located is key for solving some of the game’s more involved puzzles, and can also provide a quick escape from a pursuing FOE, which effectively serve as the closest thing Person Q has to offer for miniboss battles. Treasure chests can reward players with new armor, weapons, and accessories, while larger chests often house rare and more powerful items, but can only be opened once a floor’s map has been filled in to one-hundred percent completion. Power spots offer up rare materials, typically with one or two being located on any given floor on a labyrinth.


FOEs are incredibly powerful, and though some of the game’s ‘request’ sidequests ask that your party take them on to reap tempting rewards, it is typically best to wait until your party is decently leveled up from their exploration of the following labyrinth before returning to face these beasts in familiar territory. Each FOE sports a unique visual style and behavioral pattern that, much like the game’s bosses, match their respective environments – The card soldiers in the Alice in Wonderland labyrinth patrol set paths, while sometimes directing their attention to tending to bouquets of flowers. Other FOEs will attempt to draw you in from a distance, while others still will adjust their speed and behavior based on whether or not you are in possession of a particular item specific to that labyrinth.

While social links have been entirely removed from the experience, the aforementioned requests can still be accepted the school’s Nurse’s Office. Some of these have a time limit, and these ones typically yield greater payoff, both in terms of physical items and experience points. Some requests can only be activated by visiting specific areas of the game’s labyrinths, while others require use of specific party members. Thankfully, these never result in tying your hands too much with regards to how you can or cannot carry tasks out, and the requests are divided quite evenly between combat-focused treks back into familiar labyrinths and dialogue selection options among your friends and allies related to the school’s fair activities.


Visiting the Velvet Room is, once again, the means through which you can fuse Personas to gain more desirable abilities. Whereas in previous Persona titles the protagonist was privy to use of as many Personas as he/she could carry at a time, Persona Q restricts the P3 and P4 protagonists to use of their iconic main Personas and one other interchangeable Persona. However, the tradeoff to this restrictive measure is that every one of your party members – with the exception of Zen and Rei – can also utilize a secondary Persona alongside their primary canon Persona. This rule also applies to Rise and Fukka, the game’s labyrinth navigation specialists – while they do not join combat directly, their Personas can make use of abilities specific to their roles, offering up offense and accuracy buffs based on the fullness of the P3 or P4 protagonist’s ‘leader skill’ meter, as well as passive ones, like a wider range for detective shortcuts within a labyrinth or a higher rate of cancelling out preemptive strikes from enemies.

There is a limit of sixty individual items to you party’s inventory, which may seem like plenty of storage space early on, but can lead to many trips back and forth from labyrinths later in the game. Any materials recovered that are not specific to a certain sidequest can be sold to Theodore, the youngest sibling of Margaret and Elizabeth, who can craft new weapons, armor, and equipable items from them. Theodore also offers up occasional tidbits of information on particular enemies and sections of the labyrinths as they relate to specific sidequests, making his role in the game a bit more than simple shopkeeper.


The tone of Persona Q is not unlike its predecessor Persona 4 - dark and tense at times, with an overall sense of free-spirited adventure that is a successful match to the teenage heroes and heroines it revolves around. With the social links and larger world absent, Persona Q does not boast as fully-realized or complex a narrative as the core numbered entries, but it is a surprisingly meaty experience for a spinoff. While interacting with your friends in the halls of this phantom Yasogami High does not actually play into the endgame result, the dialogue flows very naturally and shows that a great deal of care went into preserving these characters and their mannerisms. While greater depth to character interactions during these periods of downtime would have been appreciated, the illusions Persona Q relies on to cover this gap are moderately successful, and - if nothing else - maintain the game’s atmosphere well enough.

The soundtrack is jazzy and upbeat, incorporating some hip-hop flair and hard rock vibes into vocal tracks. Other tunes are remixes of tracks that debuted in previous games, but they mesh quite nicely with Persona Q’s new audio offerings. On the whole, the sound design of Persona Q is among the best the 3DS has seen yet, with endearing performances from series veterans and the couple of newcomers alike. Persona Q could have easily been a quick, one-and-done, bare-bones spinoff, but instead it offers up an energetic and intriguing story. The main story will likely last players sixty hours or more, and the bonus ‘new game plus’ allows both money and the compendium completion to be carried over into higher difficulty settings and the opportunity to try out new party configurations. While it may not have all the makings of a proper numbered entry in the Persona series, Persona Q: Shadow of the Labyrinth is nonetheless a labor of love, filled with references to previous games and fluid gameplay that offers an incredibly rewarding experience for fans of either Persona 3, Persona 4, or both.

My rating: 9 (out of 10)

Tuesday, February 24, 2015

Top 5 Star Wars: Rogue Squadron Missions


Star Wars: Rogue Squadron has long been among my favorite video game tie-ins to George Lucas’ films. I loved how bold the original N64 entry was in exploring new worlds and crafting the narrative of Kasan Moor and Moff Seerdon through the eyes of the more well-known Wedge Antilles and Luke Skywalker. I also appreciated how fine-tuned its Gamecube sequels were, as their dogfights still rank among some of the smoothest-playing I’ve encountered in any sci-fi game that emphasizes ship-to-ship combat. The Rogue Squadron games were special, in that they devoted themselves to an aspect of the Star Wars universe that is far too often overshadowed by the mysticism of the Jedi vs. Sith conflict, and made a home-run with it. Even the third game’s insistence on shoe-horning on-foot missions was a minor setback when infiltrations into Imperial bases via a hijacked AT-AT or a preemptive strike on Imperial shipyards were account for. Below are my five very favorite missions across the three Rogue Squadron titles, and why they stood out so much.


#5 – Assault on Kile II: Some might consider my love of the Y-Wing to be odd, and that my insistence on using it in as many missions as possible over the course of the Rogue Squadron series’ run to border on having a death wish. I’m not sure when my obsession with the slow but heavily-armored Y-Wing began, but one of my earliest memories in piloting it come from the N64 mission Assault on Kile II, wherein Rogue Squadron must keep a low profile as they fly low to the ground, navigating a maze of increasingly narrow valleys. It’s a search for Imperial outposts that must be handled with the utmost care, lest the local patrols overwhelm Rogue Squadron. While the Y-Wing can take more of a beating than some of its brethren, its best to avoid combat while chugging through the tight passageways that link the few more open areas, as just one tailing TIE Fighter can shoot you down very quickly.

#4 – Death Star Attack: I will openly admit that I prefer when the Rogue Squadron games branch out into original scenarios as opposed to revisiting familiar battles from the films. However, as cliché a choice as it might be, there is no denying just how perfect a job the second game did in capturing the Rebel’s strike on the first Death Star. The opening cutscene that recreated the X-Wing and Y-Wing squadrons approach, the buildup to the iconic trench run, and then the tight quarters that the fighter pilots must account for as they race toward the exhaust port - all of this is handled in such a fine manner, and few other Star Wars games have since been able to match its quality in their own depictions of the Battle of Yavin. The chaotic laser crossfire depicted in the background, the huge jump from the first game in regards to super smooth textures of the various towers and turrets littering the Death Star’s surface, the multiple portions of the mission, and the sheer scope of its presentation were a magnificent showing for the first mission of this sequel, and hooked my eleven-year-old self in with wide-eyed wonder at what the rest of the game had in store.

#3 – The Search for the Nonnah: One of the earlier missions in the original Rogue Squadron has you searching for a downed transport known as the Nonnah on a wet and murky world. It’s a race against the sparse Imperial forces who are similarly scouring the area for the Nonnah’s crash site, and was among the first missions in the Rogue Squadron series to peel the focus away from combat. Instead, fighting the Imperial’s local deployed walkers and tanks is reserved for the end-mission climax, with everything beforehand a time-sensitive traversing of deep ravines and the occasional run-in with a small rival TIE Fighter squadron.


#2 – The Jade Moon: In what is one of the first major stepping stones in the narrative of the original Rogue Squadron, Kasan Moor accompanies the veteran pilots of the titular X-Wing squadron to the Jade Moon of the Loronar System. It was the first proper test of Moor’s loyalty to the Rebel cause, as she had only recently defected. At the start of the mission, Wedge Antilles voices his concerns about Moor’s trustworthiness, and though Luke wishes to focus on the task at hand, the eerie track that accompanies this assault on an Imperial Supply depot perpetuates an air of suspense and uncertainty - a tune made so apparently popular, that it saw reprises in both sequel games. It is a mission that pits Rogue Squadron against many different enemy types, from TIE Fighter variants, to AT-PT walkers, to rotating missile turrets, and does a great job at encompassing just how the members of Rogue Squadron behave during more high-risk scenarios.

#1 – Battle of Endor: This climactic battle from Return of the Jedi was exciting in the film, but the cuts back to Luke aboard the Death Star and Han, Leia, and Chewbacca on the forest moon sort of distracted from the true scope of the ship-to-ship combat. In Rogue Squadron II, it is fully realized, a nearly chaotic number of ships zipping in and out, this way and that. Your objectives change rather frequently, keeping you on your toes as you attempt to defend the Rebel fleet before pushing the fight back toward the Imperials. Facing down two Star Destroyers is one of the most immersive moments in this trilogy of games, and the slow approach toward them is the perfect buildup to one of the greatest tests of your piloting skills.

Monday, February 23, 2015

3DS eShop review: Pokémon Shuffle


Pokémon Shuffle follows in the line of Pokémon Trozei and a number of other Nintendo properties that have spawned puzzle game spinoffs over the years. The gameplay is simple enough – line up three of the same Pokémon in order to clear space and allow more blocks to trickle down. Each time a set of three or more Poké-blocks are cleared, it will inflict damage upon the opposing Pokémon accordingly. And yes, Pokémon Shuffle does take typing advantages into account. Optimizing a team’s format to deal greater damage to a Pokémon can lead to faster victories, and any remaining turns that went unused during a match can be factored into a bonus at the end, improving your chances of catching a Pokémon.

What makes Pokémon Shuffle such a distinct release for Nintendo is its role as the company’s first major ‘free-to-play’ release. Players are allowed to tackle five matches at the outset, with each attempt using a single heart, one of Pokémon Shuffle’s in-game currencies. The early stretch of Pokémon Shuffle is quite generous, as NPCs reward you with jewels, another of Pokémon Shuffle’s in-game currencies, which can be exchanged for either more hearts and thus subsequent attempts at puzzles, or for coins, the third and final of Pokémon Shuffle’s in-game currencies.


As the game progresses, overcoming certain hurdles will reward you with more jewels, which is a welcome substitute for the otherwise thirty-minute wait time it takes for a single heart to replenish. It also lessens the pressure from Pokémon Shuffle’s intended ‘pay-to-win’ formula. Coins, meanwhile, are rewarded in small amounts at each successful conclusion of a match, and can be exchanged to earn a few more rounds in a single given match, a slight boost in the experience points earned by your party members, the chance to start out with a mega-evolution bonus, and more. These coin-based rewards are among the game’s most expensive rewards, and gauging just how much your in-game currency is worth can play a major role in strategizing for matches.

Similar to the jewels, coins are sometimes earned at mile markers, or simply by ‘checking in’ with the network servers on a daily basis. Another of Pokémon Shuffle’s online components comes in the form of special matches, which are only available for short periods of time, but pit you against rarer Pokémon that can make strong additions to your team. Finally, the 'EX' missions pit you against higher-level and even legendary Pokémon, but remove the limited number of turns in favor of a timer countdown that can last anywhere from thirty seconds to a few minutes. Often, these higher-level Pokémon will dish out attacks of their own in an attempt to hinder your progress or throw off your combo chains.

Of course, given the ‘pay-to-play’ formula Pokémon Shuffle is designed to experiment with, there is the option to exchange real world money for in-game currency, and while I am no less opposed to this formula on the 3DS than I am on tablets and phones, it may be worth noting that the exchange prices in Pokémon Shuffle are somewhat less costly than their iOS and Android contemporaries. That said, Pokémon Shuffle is a refreshing addition to the microtransaction school of design, in that the application is not so much that you are paying to win, rather that should you choose to pay, you will be extending your playtime with the game immediately as opposed to waiting a half-hour or more before your next possible match. If you are taking to this game as a casual title to play a few bouts at a time in between sessions of other, more meaty 3DS titles, it’s a solid product that provides intuitive entertainment for free. For those willing to pay for more jewels and coins, your mileage with Pokémon Shuffle may vary.

My rating: 7 (out of 10)
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