Review: Archon #1

The vibe of this issue is interesting. It’s clearly inspired by Lord of the Rings and Dungeons and Dragons; it’s at times serious, but other times goofy. It’s hard to say with this first issue how exactly it’ll play out, if it’ll continue this balance or if it’ll favor one tone more than the other. Either way, I found it to be an enjoyable issue. It intrigued me and was very entertaining for someone who’s a fan of the aforementioned influences. The story begins with a Lord of the Rings style opening until it pulls back to reveal that it’s a D&D game going on. The game is interrupted when the DM’s mother busts in and informs him that his day off is cancelled and he needs to help out in the family restaurant. In the restaurant we meet our main character Gareth Thompson and his daughter Corrie. After an exchange with another restaurant customer we learn that Gareth would love to pursue music, but because of his ex-wife and a foreclosure he’s on his way to interview for a security job in Las Vegas at a new hotel by the name of Archon. Points for using the name of the series in the story.

Archon-#1Now I’m going to kind of spoil something for you. If you’ve see both covers to the issue then it may not be a huge spoiler.

Once Gareth arrives at the hotel he pulls out his job offer letter and everyone freaks because it’s red. He’s ushered to the back where he runs into real goblins. I mean he doesn’t seem to know that, but they are. After that we continue to see a variety of fantasy creatures that all seem to work at this hotel. I’ll leave it there, not much of a spoiler, but still more than I knew going in.

As I said in the beginning there’s this strange bit of reality and fantasy to the story. You honestly feel for Gareth’s situation, but then when he takes the job you have to wonder how this is all going to play out? What’s his role in all of this? My only gripe with the story was his interaction with the customer at the restaurant. There’s a lot of political correctness going on in the scene for an era that’s not known for being very “PC.” That and I didn’t really get why Gareth spotted the customers car and followed him with his eyes the minute he hit the ground. In the end it works out, but it wasn’t the best start to the scene.

The artwork doesn’t always vibe with the serious tone that the story hits. It’s okay, but the art is so stylized with everyone having big boxy jaw lines and exaggerated features that while still illustrated convincingly, didn’t play to the strength of the art. Again I think the second issue will help establish the tone more. Overall though the art is consistent and enjoyable. I really liked the character designs and the exaggerated features. The fantasy creatures in particular were designed well and a nice touch to the story.

I’m very curious about this series. I don’t quite know where the series is going to go, but I’m curious to find out. It’s hooked me with its strong references to LoTR and DnD. I’ll be curious to see how Gareth fits into the story and if the Regan era references will play out in the larger story. Overall though it’s a fun issue to check out.


Score: 3/5


Archon #1 Writer: John J. Perez Artist: Marco Maccagni Publisher: Action Lab Entertainment Price: $3.99 Release Date: 8/26/15 Format: Ongoing; Print

Review: Ninjak #5

After last month’s mythological and masterful diversion into the origin of Roku, Ninjak returns to close out its first arc in a satisfying way, leaving more breadcrumbs to follow through the back-up stories to keep us coming back in a couple months. In what is essentially the resolution to the cliffhanger at the end of issue 3, Ninjak takes on Roku and Kannon who have discovered that he is not who he seems. He’s able to hold his own against Roku before Kannon orders her off so that he can fight Ninjak himself. Luckily for us, both he and Roku beat the living crap out of Ninjak (regular readers will know that I love when the hero gets the living crap beaten out of him to rise above it--it’s like those classic Daredevil or Spider-Man stories). Eventually, Ninjak is able to triumph over Kannon using an equal mix of inventiveness and cruelty, as is his wont. Cutting ties with Neville and taking over from Kannon at Weaponeer to try and track down the remaining six of the Shadow Seven, we leave Ninjak in the murky scenarios where we found him. In the flashback sequences, we see Colin as a child find out that there is much more to his parents than he knew, and it’s a secret with violent and lasting consequences; in his young adulthood, he mourns the death of his handler while betraying her to save himself and remain a spy.

NINJAK_005_VARIANT_ALLENNinjak has never shied away from being a complicated book, which should come as no surprise; I don’t believe Kindt has ever sat down with the intention of writing a simple one. There are layers upon layers to peel away, from Colin’s childhood, through his agent training in the “Lost Files” back-ups, through to the exploded view diagrams of Ninjak’s tech that Kindt includes on the inside cover of each issue. In fact, those diagrams, which would seem skippable at first glance to a casual reader, often offer up a better insight to Ninjak’s psyche than an entire issue. Which is not to say I begrudge the issues; they have interesting interactions and pretty boss fights.

This book has walked a thin line in the last five months between what it means to be a spy, and what a book about a spy should be about. If James Bond went undercover in SPECTRE, killed Blofeld and became head of SPECTRE to take down the organization, that would be this book--it would also be a horrible James Bond story. Where Bond is debonair and always wins, Ninjak is a spy who is highly trained and incredibly skilled, but has become accustomed to not necessarily winning, but to losing less. He is in a business of acceptable losses, both to his personal life and his professional life. He loses a handler to keep himself in business, he loses his support as a spy to become a better mole. He’s a man accustomed to cutting himself off, no matter what.

I’m especially intrigued by the end of this issue to see where the “Lost Files” are going to go. I have a pretty decent idea of what the second arc of the main storyline will be, as it’s pretty clearly stated. “Lost Files” right now seems like trivia about Ninjak’s origin, but knowing Kindt and Mann are in this for a long haul, I’m intrigued to see where it’ll be in five, ten, twenty issues, and if it’s going to dovetail with some epic finale for the series, or if they will rather use it as a graceful counterpoint to the end of Ninjak.

Either way, this book is as solid as ever: reliably entertaining, gorgeous to look at, courtesy of Clay and Seth Mann, Brian Thies, Butch Guice and Ulises Arreola, and I’m excited to see where Kindt, Mann, Guice and co. are taking it next.


Score: 5/5


Ninjak #5 Writer: Matt Kindt Pencillers: Clay Mann, Butch Guice Inker: Seth Mann, Brian Thies Colorist: Ulises Arreola Letters: Dave Sharpe Publisher: Valiant Comics Price: $3.99 Release Date: 7/29/15 Format: Ongoing, Print/Digital

Review: Tumbler Down

I’m going to start off by telling you that I really enjoyed this one-shot story. It is going to be incredibly difficult to tell you about the story because really it’s the journey of reading it that makes it so good. I’m just telling you that up front because things could get short and vague, but really this is a one-shot worth checking it, if only because one-shot stories are becoming increasingly rarer and rarer in the world of comics. So many “one-shots” are really just attempts at generating interest in a larger story. Tumbler Down is a self-contained story and it’s better for it. The issue opens with a man running into a bar out of the rain. He stands before a big dude who suddenly embraces him. We get a quick exchange of names, our main character’s name being Frank and his friend’s being Dom. Dom asks about the wife and we see a panel of a polaroid picture of Frank’s wife doing it doggy style with an unseen man that is definitely not Frank. Oh I should mention this issue is for mature audiences or if you’ve managed to buy this without your parents checking then hey good for you. Dom asks Frank what he’s going to do about his wife to which he replies, “Something really bad.”

This sets the stage perfectly for what we’re about to encounter in this story. We know that Frank has some dangerous connections which means that he’s not the cleanest person in the world. We go on to see how he discovered his wife’s adultery and from there out story moves on until it passes the point we started at.

Tumbler-DownIt’s a very tightly woven story. The pacing is quick and while you can kind of guess the ending, it moves so fluidly that it’s rewarding either way. A large part of the success is the page/panel layout that artist Jesse Davidge has picked to accompany Rob Andrews story/words. Each page continues the mystery of how the story will really end. There’s a great deal of misdirection going on and it works very well for the story.

Davidge’s style is familiar in a way. I’ve see more of Davidge’s work, but it’s more than that; there’s some artistic influence that I can’t quite place. It’s a nice mix of gritty and clean linework. It’s also very dynamic at times. At one point a punch is thrown, but just before that you see the anger in Frank’s eyes. It flows very well making Davidge a hell of a visual storyteller.

A lot of the art’s success comes from the coloring from Allison Chan. I love the lighting that Chan uses. Each location and setting has its own unique lighting effect that works to create the mood and atmosphere for the scene. It really makes the book look gorgeous. If you appreciate good coloring in comics, then you’ll really appreciate Chan’s work on Tumbler Down.

If you’re looking for something fun and entertaining to read this week, then I would recommend this book. You don’t have to invest a lot of time or money into it and the story is definitely worth reading. Books like Tumbler Down are exactly why I read indie comics and I hope to see more of this quality in the future.


Score: 4/5


Tumbler Down Words: Rob Andrews Artist: Jesse Lee Davidge Colorist: Allison Chan Publisher: Blatant Studio Price: $0.99 Release Date: 7/29/15 Format: One-Shot; Digital Available on Gum Road or Comixology

Review: God Hates Astronauts #10

Alright, folks. Strap-on to your dildo controlled, rocket powered magical time traveling wheelchair, because motherfuckin’ Gawd H8s Fapstronauts 10 is here! The final issue! Last of its kind. The end. No more. That’s it. They’re finally taking good ol’ Ryan Browne out into the back shed and putting him out of his misery. RIP Ryan Browne (please work on a new series with Charles Soule already). I swindled this review out of my fellow comic bastich/roommate Nick, who lost it after an intense match in which he crumbled under my fantastic submission maneuver, the “Pabs Blue Ribbon.” That’s right. He tapped out like a BITCH. Hold on, I think he heard me. What? … Yeah, I called you a bitch! … No, in the review. … Yeah, the review of the book you lost. LIKE A BITCH! … Bring it, son! Anytime!

God-Hates-Astronauts-#10Anyway, he won’t be bothering me now. In this issue we find out that our good bud 3-D Cowboy is doing great! And we join Starrior and her gang of superpowered bro husbands, plus a giant head, minus a foot, as they venture into the land of Super Gentendo 64 to rescue little Starlina from becoming their power battery. Meanwhile on Earth…

Anyone heard that?

Just me? Ok. Moving on. There’s something very interesting to be said about  God Hates Astronauts as a series. From the surface it seems like it’s a random mash up of jokes and craziness. Like what would happen if some weird version of 4chan has been filled with a bunch of pre-teens who’ve just learned how to curse because they were kept in basement with nothing but Marvel comics, videogames, and art supplies. But once I’ve sat down and studied this issue, there is something more fun to be had here. Ryan Browne managed to mash all these comic and videogame references in a way that doesn’t feel tiresome even after 10 issues and several rereads… what?

I swear someone is moving around outside my window, guys. It’s ok, I’ll get this review done even if it kills me. And it won’t. I mean, it’s just a comic book review.

Dios Odia Astronautas could have easily been a series done with simple, almost simplistic art, and it would have a similar effect, or would be chucked off as another web comic from a crazy guy who writes great jokes. Instead there was no spared detail in this comic. Browne’s penciling was on point with every panel in every issue, the background work alone should earn him taking over Howard The Duck after Chip Zdarsky is inevitably murdered by either a fan or Matt Fraction wearing the skin of a fan and-- FUCK!

Folks! My fellow reviewer and new arch nemesis Nick “Petunias” Philpott has crashed down through my window Jason Bourne-style and use his momentum to put an elbow drop that threw me off! He is trying to pry my hands off the keyboard but I’ve managed to push him away and now have him on a headlock, I believe the rest of this review will be written with my expertly trained toes, BUT WAIT! He’s broken off the lock and drop me into a jawbreaker! He’s now swinging from the couch and bounced back to deliver a closeline that damn near ripped me in two! He’s going for the cover! There’s a referee running in from the broken window to give a three count and I’ve tapped out at two!

I’m not sure I’ll be able to go much longer here, but here I come! Throwing fellow comic bastard and Marvel aficionado Nick off the top rope so I can turn around and jump into a spring moonsault off the third rope! I get up and throw aspiring comic book writer and lover of pop music Nick Petunias back into the ring. Oh my god! he just ran back and forth for a baseball slide that hit me square in the face as I was getting back in the ring!

Fantastic comic book reviewer and maker of supreme grilled cheeses Nick Panama is going to take to the air… I slide his leg and falls right into the turnbuckle! Ladies and gentlemen that has GOT to hurt! I quickly run back into the ring and put Green Day fan and lover of event comics Nick Pistachio up in my shoulders.... Running power bomb! 1… 2… 3! That’s it folks! I’ve managed to take down wrestling fan and quoting master Nick “Philpott” Petunias!

All in all, God hates Astronauts is a pretty great series. I truly hope this isn’t the end and just a fairly extended hiatus because Mr. Ryan Browne’s work got the acknowledgement it deserves, therefore we will be seeing a lot more of him working with other characters we love.


Score: 5/5


God Hates Astronauts #10 Writer/Artist/Creator: Ryan Browne Colorist: Jordan Browne Letterer: Chris Crank, Ryan Browne Publisher: Image Comics Price: $3.50 Release Date: 7/29/15 Format: Ongoing; Print/Digital

Review: Zodiac Starforce #1

If you’re following comics pretty closely then you know that just about every publisher is coming out with a “magic girl” book of some kind. Last week saw the release of Power Up from BOOM! Studios and while the book should have been for me, it wasn’t. A man who owns three Sailor Moon shirts should love your book, but I didn’t. I respect Samantha’s review of the book, but I largely found the book to be agenda filled and pandering to fans of Sailor Moon the O.G. magic girl. Where Power Up missed the mark completely, Zodiac Starforce hit the nail on the head. After about three pages in I took a deep sigh of relief because after reading Power Up, I was rather scared of what all these other magic girl books would have in store. Zodiac Starforce manages to understand the genre and not just the “we transform, look at our costumes” understanding that seems to be all that was gleamed from the genre by others. Because at the end of the day the genre is only successful if the character’s relationships are also successful.

What’s also a nice touch for this story is that there’s a past that we’re not witnessing. By that I mean it’s mentioned and clearly a part of the story’s history, but we’re not going to read about it in detail because we’re in the present of this story and that’s the past. I think this was a major plus for the story since it cheats the relationships in a way, our characters already have history with each other, they already know how to use their powers and they’re just facing a new challenge.

And let’s be honest, that’s better. If you’ve read any magic girl stories then you know that they all struggle to present something that’s not Sailor Moon, because SM did it first and did it the best.

Zodiac-Starforce-#1Instead we start with one character who becomes the focal point of the story. Emma is studying in the library until she hears a noise followed by a shadowy monster that breaks through the walls. She doesn’t panic, but she does get to better ground so she can transform and pull a light sword out of her chest. She fights the monster until being forced to jump out a window. Thankfully her friend Kim happens to be outside following up on an investigation of a missing girl. She’s rather excited about the monster and transforms to help. Through their dialogue it becomes clear that the team has retired after facing a great challenge and that Kim has sought to continue the Starforce while the others have tried to move away from it all.

Writer Kevin Panetta manages to give the reader a complete and full idea of the character’s personalities and thankfully they’re not just homage. In fact, they’re pretty convincing teenagers, at least convincing enough for a story like this because who wants to hear actual teenagers talk? No one, no one. If you think that you do then find some teenagers in a restaurant or mall and listen to them for five minutes, you’ll instantly change your mind and wonder how any of us make it out of adolescence with our brains intact. Panetta also crafts an interesting story with a lot going on. There’s treads of stories hinted at and plenty of characters introduced to be used later on. Frankly he does a wonderful job of world building without it being an info dump or full of exposition. You know what else he gets right? The character’s relationships. I already care about these young women and their plight that the story will lead us through.

Where the story truly, truly shines is the artwork by Paulina Ganucheau. Zodiac Starforce is a beautiful book, but it’s not just beautiful, it actually tells a story. The visuals are wonderful. Ganucheau’s style is bubbly and energetic, but the visuals guide us through the narrative just as much as the dialogue.

I would honestly describe the art as candy if that wasn’t really dumb sounding, but yes I would eat this book if it were candy. The character designs help this book stand out because the teenagers actually look and dress like teenagers. Be it mostly fashion forward teenagers, but teens none the less. The coloring is absolutely perfect for the story and Paulina is assisted by Savanna Ganucheau who I would assume has some family relation. The coloring is bright and wonderful making the book stand out and also ring true to the genre.

Frankly I don’t know if any of those other publishers really need a magic girl comic after reading Zodiac Starforce. This book is pretty damn perfect and the perfect pallet cleanser after reading other attempts at the genre. More than likely I’ll still check out any other magic girl book because I’m a huge mark for Sailor Moon, but Zodiac Starforce has set the bar extremely high.


Score: 5/5


Zodiac Starforce #1 Writer: Kevin Panetta Artist: Paulina Ganucheau Publisher: Dark Horse Comics Price: $3.99 Release Date: 8/26/15 Format: Ongoing; Print/Digital

Zodiac Starforce Sales Sheet

Review: The Auteur: Sister Bambi #3

Death, dicks and dismemberment. Racial appropriation. Gender commodification. Drug and alcohol addiction. Animal cruelty. Rape. Naziism. And gun repair. With thumb firmly planted in nose and crotch thoroughly chopped, Spears, Callahan and Anderson’s Oni Press joint, The Auteur, has, with reckless (but not feckless) aplomb (and shockingly no pushback), jabbed every conceivable hot-button trigger issue our modern polite society seems so outwardly consumed with protecting. Or so we thought... Little did we know, however, that in the third issue of its second series, The Auteur’s creative team would address the reigning champion with which the western zeitgeist is currently grappling: transgender representation. The question is, does it do it well? Speaking as a white cisgender straight American male, I’m not really at liberty to approach - let alone answer - that question; not with any true authority, anyway. But in what I imagine to be the quiet words of The Auteur’s resident serial killer consultant/bodyguard... I’ll take a stab at it.

To set the scene, this issue follows Hollywood lout, Nathan T. Rex, as he tries to conserve what little professional dignity he clings to by protecting the integrity of his latest film -- a nazi exploitation snuff action porn -- from the vicar of his recently-murdered, rape-obsessed producers (herself, a tyrannical teutonic bombshell), who wants it to be that most hated of contemporary sub-genres: a zombie flick. But as much as The Auteur: Sister Bambi #3 continues Rex’s further spiral into infamy and tumultuous attempts to woo his muse, the buxom Coconut, this issue really charts his attempt to make the film into something special, something different, something... transcendent.

Spears and Callahan set this up in the very first few pages, with a genuinely interesting, albeit brief lesson on the history of sex in film, focusing especially on how early-to-mid 20th century filmmakers would circumnavigate censorship by portraying sex in movies as a literally clinical affair; masquerading bumping-uglies-and-swapping-gravy as sexual education. This scene is narrated by a cross-dressing Rex. Just FYI.

The Auteur Sister Bambi #3What follows later in the issue is what Rex perceives to be a way to freshen up his movie: instead of using the ubiquitous zombie plot device, he means to use the ubiquitous talking point of transgender representation, by filming the sexual reassignment surgery of one of his varied hangers-on, the apparently ex-prostitute, transgender woman, Candy Apples. Her boyfriend, however, has other ideas, and steps in to argue the case against the scene, calling it a blatant and tasteless cash-grab. The ensuing argument creates the real fulcrum around which the issue is built, and will no doubt be discussed endlessly on the blogosphere (unless The Auteur’s teflon reputation holds).

The immediate difference between this issue and something like Airboy #2, which recently attracted a fair amount of indignant online ballyhoo, is that this discussion was handled with perhaps a bit more decorum. I write that knowing full-well that one side of said discussion is voiced by a mind-sucking Frankensteinian dick-puppet.

While maintaining a character that represents, to some degree or another, the pure scum of humanity, Spears writes the back-and-forth dialogue on the merits of including transgender representation by giving both sides of the argument ample voice. And while the more culturally-progressive side comes out on top, he doesn’t shy away from allowing the bad guy his say (not to mention a few well-timed, humorous jibes). In so doing, the team here does a great job of once again commenting on, and lampooning, our social sensitivities, while making a salient point: that the media has and always will prey and capitalize upon our most precious issues, and that this will always vex us to no end.

At the same time, there’s a lot of meta-commentary going on here, as the comic book takes its own Adaptation-esque turn by tumbling into the zombie farce Rex desperately doesn’t want his film to become. The Auteur will also almost assuredly garner wider media attention (be it praise or outcry, depending on the way the wind is blowing across Twitter today) for at least attempting to deal with issues faced by the trans community. It also follows a touching scene showcasing non-binary lovers with a stereotypical black voodoo priest cutting the head off of a monkey in a perhaps metaphorical castration. So take that for what it’s worth. The point is, this book may be benefitting from the thing Rex is trying to attempt, and that which his assistant rails against - sensationalization - just as much as it’s speaking out against it. And that is, I think, kind of the point.

For my part, I enjoyed the dialogue Spears sets up here, and the discussion (should anyone be brave enough in taking part in it) that he invites. Again speaking as a straight white guy, I think he’s done a great job of being both respectful to the issue and irreverent at the same time, no doubt learning from the bumps in the road paved by those that came before him.

James Callahan, meanwhile, has just as much to do with what makes The Auteur: Sister Bambi #3 work as Rick Spears, and I could watch him decant his brand of visual surrealism all goddamn day. Whether he’s rendering gory 3D drive-in birthing porn, making once-billowing parachutes look like increasingly flaccid penises, or showing an honestly tender moment between a man, the woman he loves, and the identities they fight to protect (in an interesting and complex role-reversal against societal norms), he proves himself here to be a stylistic genius.

Many readers may disagree with this assessment, noting the wavering quality of his work throughout the issue, but the way it’s done - with such committed intent to illustrate his characters’ unique emotive range - makes his style in this story all the more arresting. It also doesn’t hurt that he can switch on the incredibly detailed art when he needs to, again proving his scope as an artist.

Much of his faltering approach, of course, is relegated to Rex’s characterization, often regressing from a fully-realized figure in the same style as those around him, to what is essentially a childlike sketch or cartoon; shrinking him appropriately to show just how over-his-head or indeed out of his skin he has become. I’ve compared Callahan’s work to Ren & Stimpy before - shifting, as it does, between grotesque realism and cartoonish absurdity - and I think The Auteur continues to benefit from that visual disparity. Just like no other book reads like this, certainly none look like it, either.

Luigi Anderson’s colors do an impressive job of flavoring Callahan’s direction further, washing everything fairly simply most of the time, but like the artist, not without his share of detailed deftness. Altogether, in a way that is very much like live-filming an intensely personal elective surgery, the visual choices in this book make it an intimate, sometimes uncomfortable, but terribly unique and gripping experience.

SAYING ALL OF THAT! I don’t think this ranks as high against the other incredible issues of this series, and it may rely a bit too heavily on the way it frames its loaded argument. But while it’s not quite up to snuff with the issues that have preceded it, that still makes it better and more worthwhile than about 98% of all other comics out there. And that’s saying something.

Get it, read it, and go yell about it on Twitter.


Score: 4/5


The Auteur: Sister Bambi #3 Writer: Rick Spears Artist: James Callahan Colorist: Luigi Anderson Publisher: Oni Press Price: $3.99 Release Date: 7/29/15 Format: Mini-Series; Print/Digital

Review: Psycho Bonkers #3

I’m not going to say that Psycho Bonkers is perfect, but it gets more right than wrong. Sure it’s info dumpy and the bouncing back and forth between the past and the present really only exists for surprises in the story, but in the end it all works really well together and that should be rewarded rather than punished. This third issue reveals a lot of what happened in the past and finally spells out what’s wrong with Fuel, Shine’s fathers’ bonk racer. This is revealed on the heels of the revelation that Shine’s Grandpappy isn’t in fact dead. He’s there to rescue Shine and he’s brought her racer Shiza and robot Gabbo. I won’t say what the big reveal of the issue is because that’s honestly the entire point of reading this issue. It’s a decent sequence and makes sense to the story and really the world of competitive sports.

Psycho-Bonkers-#3Vince Hernandez switches up his style in this issue. Previously we’ve stayed with either the past storyline for a bit while Shine narrates or we’ve been in the present. With Psycho Bonkers #3 he finds a steady pace of switching back and forth. It actually works quite well for both storylines and I have to kind of wonder why he didn’t do it sooner. Looking back at the previous issue I think it could have helped the story more. Regardless, it works here and keeps the story moving and paced very well.

The art continues to be my favorite aspect of this story. Adam Archer’s art crafts a world that feels like a Saturday morning cartoon, back when cartoons always felt like the future and that the future would in fact be bright and not dystopian. I especially enjoy the visuals on Shiza’s screen which add a bit of humor and story information.

The art needs the coloring though and colorist Federico Blee is the perfect fit. Blee keeps the world looking bright and colorful and more importantly… inviting. This is a world you want to visit and experience. This is a future that looks fun, even if it has its tragic moments.

If you had asked me before this series released if I was going to really enjoy it and follow it to the end I probably would have said, maybe, maybe not. Instead I’ve managed to enjoy it all and while I don’t think the story will completely wrap by the next issue and instead bleed into the next volume, I’m still looking forward to finishing it. It’s been a fun ride so far and frankly more comics should be fun to read.


Score: 4/5


Psycho Bonkers #3 (of 4) Writer: Vince Hernandez Artist: Adam Archer Colorist: Federico Blee Publisher: Aspen Comics Price: $3.99 Release Date: 7/29/15 Format: Mini-Series; Print/Digital

Review: 2000 AD - Prog 1941

Henry Flint's work on Dredd remains the star of the Progs. I mean, come on.  Just look at Flint's color work on Dredd.  The distinct blood red that ornaments the Judge's gear (most distinctly their helmets) pops in an almost disturbing fashion when placed in the icy reaches of Nixon's grasp.  The red stands out so much on the page that it makes the environments seem even darker, and does a great job of preparing the scene for the action that inevitably follows.  Of course, you then have the saturated reds of the control room sharply contrasting with the blues on the outside-- it's just a ton of fun to look at.  And, if you're going to bring the shit-storm down on the Meg, this chapter has a pretty killer last page.

2000-AD-Prog-1941Helium did not disappoint.  It wasn't the extended dogfight I was hoping for, but that would have probably been a poor pacing choice that I would have complained about later.  What I especially enjoyed about this chapter (other than D'Israeli's always excellent art) was the way that Edginton added a satisfying twist into the fight that moved the plot forward without feeling like a cheap get-out-of-jail-free card for the main characters.  It's something a lot of writers try, but that rarely satisfies a majority of readers, with a lot of people often crying "deus ex machina!" in these scenarios.  I thought this was far from that.

It's funny: Absalom is in-between the action at the moment, but still manages to garner a laugh here and there.  It's hard, especially as an American, not to be amused reading Harry's dialog, even when there are no jokes.  Outlier also remains exciting, in its own way, with its imaginative settings and world-buildery.  I am very excited for the next chapter of that series.  And I promise I'm trying my hardest to give Jaegir a shot; I'm just not there quite yet.


Score: 3/5


2000 AD – Prog 1941 Writers: Various Artists: Various Publisher: 2000 AD Price: £1.99 (Digital) £2.49 Release Date: 7/29/15 Format: Weekly; Print/Digital

Review: Chilling Adventures of Sabrina #4

Robert Aguirre-Sacasa has one of the best narrations in comics with this series. I mean he writes the Chilling Adventures of Sabrina like a novel and I’m eating up every page of it. For my money you can’t find a better horror comic being published. Harvey has walked in on the witches preforming a ritual with Sabrina at the center of it. She casts a spell on him to run and run he does. Aguirre-Sacasa then walks us through Harvey’s memories as he recalls the last time he ran for his life through these very woods. It’s a simple flashback, but it adds so much personality to Harvey and this world that I clung to every word.

The thing about this series is that it’s never pulled a punch. It’s been dark and demented from the very beginning and no character is safe, much like Afterlife with Archie. That said, you should probably guess what happens in this issue, but it’s how that really matters and the consequences afterwards. The events bring in the Riverdale gang for a nice cameo and our young witches Betty and Veronica make an appearance and will possibly play a role in the larger story. Our scorned lover then makes her move on Sabrina at the end of the issue and it’s a dozy of a deal.

Sabrina#4I really want to talk about this issue more, but it’s just something you should experience as fresh as possible. Nothing is “just because” in this story. Aguirre-Sacasa uses every little detail to push the larger story and so you really have to pay attention to all of the details. Again, the narration is just fantastic and never too much. It’s like reading an old school horror story which is probably exactly what Aguirre-Sacasa was going for. He succeeded.

Robert Hack’s artwork continues to be phenomenal on this series. His witches in particular are disgusting and amazing at the same time. There’s an intensity to his artwork that elevates the story. Because of the narration there’s plenty of times that the art is working on its own without dialogue to support it and Hack nails the visuals. I personally love it when comics do that, when the narration tells one part of the story and the art tells another. It makes for a wonderful cohesion between story and art and gives you a reason to pay attention to both.

If you haven’t checked out this series or perhaps you’ve given up on it due to its bi-monthly nature,  then I would encourage you to stick around. I can’t think of one other horror title out there that can compare or beat this series so it’s worth the extra effort to follow it. Who would have thought that Sabrina would be the best horror series on the market? But it is.


Score: 4/5


Chilling Adventures of Sabrina #4 Writer: Roberto Aguirre-Sacasa Artist: Robert Hack Publisher: Archie/Archie Horror Price: $3.99 Release Date: 7/19/15 Format: Ongoing; Print/Digital

Z2 Comics Publisher Josh Frankel & Sridhar Reddy Launch Modern Prometheus Production Company

The publisher of Z2 Comics, Josh Frankel, and independent filmmaker Sridhar Reddy (7x6x2) announced today the formation of a new production company, Modern Prometheus. Frankel and Reddy will both serve as Co-Chairman and will be responsible for sourcing and developing comic book intellectual property and overseeing media finance, operations and production. Modern Prometheus will have a first look option for all Z2 Comics publications, including their recently announced line of creator owned comic books and their expanded graphic novel slate.

Modern Prometheus already has film and television projects in varying stages of production, including:

  • WelcometoShowsideA WELCOME TO SHOWSIDE animated pilot, based on the upcoming Z2 Comic book series by Ian McGinty, with an ensemble cast including iconic musician Henry Rollins. McGinty is serving as writer and showrunner and the pilot is slated for completion in the fourth quarter of this year. WELCOME TO SHOWSIDE features the adventures of Kit, a lovable kid with a monstrous secret: his dad is the Great Shadow King and he wants Kit to take over the family business of destroying the world. The first issue of the ongoing comic book series will be released by Z2 Comics in October 2015.

  • A live action adaptation of ONE TRICK RIP-OFF, the New York Times bestselling graphic novel from Eisner Award-winning writer/artist PAUL POPE (Batman: Year 100, THB, Heavy Liquid, 100%). Pope is Executive Producer on the film. The screenplay by Sridhar Reddy tells the story of young lovers Tubby and Vim who want to escape the mistakes they’ve made, the lives they’ve lived, and the city weighing them down. Their plan is simple: all they have to do is rip-off Tubby’s pals, the One Tricks - the toughest street gang in the city. If they pull it off, they’re set for life. If not, their lives won’t matter much anyway.

“Today’s announcement has been in the works for almost a year,” said Josh Frankel. “It’s the culmination of a lot of hard work but just the start of what we plan to do.”

“As a producer and independent filmmaker, my focus is on the creative process to ensure that the vision of the writers and artists translate to other platforms--from the first draft to the physical production of the final media product,” said Sridhar Reddy. “We’re incredibly blessed to launch Modern Prometheus by collaborating with two amazing creative voices, Paul Pope and Ian McGinty.”

“Z2 Comics is committed to publishing the very best writers and artists in the comic book industry,” said Frankel. “Modern Prometheus will work in tandem with those creators so that their singular visions are celebrated in the translation of their comics. When creators are actively involved in the media adaptation, the fidelity to the source material - and everything that makes it exciting and vibrant as a comic book - ends up on the screen.”

Co-op Multiplayer Coming to Gorgeous Platformer Mekazoo

Mekazoo, a beautiful 2D platformer in a vibrant 3D world, will offer local cooperative multiplayer upon the game's release for PlayStation 4, Xbox One, PC and Wii U in Q1 2016. The new game mode will make its debut and be playable for the first time at PAX Prime 2015 in The Good Mood Creators' booth, 6517, on the sixth floor. In Mekazoo, the stylish mekanimals challenge levels in pairs as a tag team, seamlessly switching between each other at the touch of a button. In cooperative multiplayer, each player controls a single mekanimal, the inactive player controlling only the "switch" button to transform to their animal, creating dynamic moments of teamwork and cooperation.

Overcoming certain obstacles requires the ability specific to one character in the duo, so in order to advance through each level players must alternate between the two characters. Oftentimes players will need to quickly switch back and forth between both mekanimals to progress, making proper timing essential when tagging characters in and out.

Players control up to five different mekanimals: the speedy armadillo, acrobatic frog, springy wallaby, powerful panda and high-flying pelican.

Mekazoo opens with the armadillo's discovery his four friends have been transformed into huge, angry bosses by the evil insectoid army. When a mekanimal boss is defeated, it returns to its original small friendly form and becomes a playable character ready to combine with the others for free-flowing speedy platform action.

"The reception to Mekazoo at shows like SXSW and GDC has been overwhelmingly positive and we are thrilled so many people are eagerly anticipating its release," said Jarrett Slavin, creative director, The Good Mood Creators. "The most common request we've received is for local cooperative multiplayer, so we're proud to announce PAX Prime attendees will have the first opportunity to try it."

To learn more visit http://www.goodmoodcreators.com/mekazoo.html

Armello Launching on September 1 for PC, PlayStation 4, Two New Characters Unveiled

League of Geeks has revealed two additional characters for their fantasy board game come to life, Armello, which will release on September 1, 2015 for PlayStation 4, Windows, Mac and Linux. The final build of the game, including Zosha the female rat and Barnaby the male rabbit, will be playable for the first time at PAX Prime. PC gamers who can't wait until launch to play have up toJuly 31 to purchase the game on Steam Early Access, after which the title will not be available until the official release.

The second hero from the Rat Clan, Zosha, the Whisper, takes advantage of the cover of night and goes into Stealth every sunset. While hidden from sight Zosha can outmaneuver her competition, avoiding aggressive heroes while also sneaking up on those who least expect it. Her low body stat means she must be careful to pick the right battles, but her unusually strong fight makes her a tough competitor to defend against, especially when her opponent can't see her coming.

Barnaby, Screwloose, from the Rabbit Clan is an impressive tinkerer allowing him to swap items in and out of his inventory depending on what any given situation calls for, making him highly adaptable to multiple strategies. His self-made armor grants him a very high body stat allowing him to take several heavy blows from other characters, while a respectable fight score means he can also deliver tough strikes of his own.

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Armello takes players to a vibrant magical world tinged with darkness and throws them into a struggle for power against other players and the mad lion king who is being slowly corrupted by a mysterious dark force called the Rot. After choosing a character from one of four animal clans, each with their own strengths and weaknesses, players fight for their chance to ascend the throne as the lion king terrorizes his subjects and sinks further into insanity.

There are no safe havens in the world of Armello. Gamers must watch out for the king's loyal guards, evil banes spawned by the Rot and other power-hungry characters as they move, fight and quest across the board to claim the crown and rule the land.

"The public have had access to the first four heroes of Armello for a while now, but these characters bring all new levels of complexity, variety and replayability to Armello's gameplay," said Trent Kusters, founder and director, League of Geeks. "Playing a game knowing that Zosha could be lurking on any tile at night or Barnaby is likely to have the perfect tool for every situation, are game changers. It's another way we're delivering on the simple depth all great board tabletop experiences possess."

The Early Access build of Armello is available for Windows, Mac and Linux on Steam for $24.99 until July 31. After that date, gamers must wait until Armello's official release on September 1 to download the title.

More information about Armello can be found at: http://armello.com/

Review: Cross

Cross is an interesting film for many reasons, but ultimately falls short of its intended goal of surprising the audience with story twists. At least surprising them in a way that’s rewarding. Sadly, while reading the credits it became clear to me that there may have been some hiccups in the production of this film that ended up hurting the final product and making the story a mess. The movie starts off okay. Our main character Lee Leung played by Simon Yam takes a long journey to a police station and turns himself in for murder. He hands over evidence against himself and this kicks off the story. In his confession he tells his story… mostly. Its broken up in chunks, but the first chunk is that his wife killed herself rather than dying of Leukemia. This of course got him thinking about suicide and then after hanging around on a suicide message board he decides that god has sent him a message and that message is to kill those about to take their lives via suicide to save their souls.

Which is an interesting premise and even more so as Leung continues to tell how he killed people and more importantly how he picked them. But there’s an angle. There’s always an angle. The detective assigned to the case brings in a criminal psychologist who begins breaking down the events and getting into the Leung’s head. At the same time Leung is visited by a young lawyer who at one point tells him ahead of the police, that one of the women he killed was a sex worker and didn’t actually want to commit suicide though he helped her do so.

At this point we have an interesting story and it gets more interesting as the police, at the advice of the psychologist, bring in the owner of the suicide website and wouldn’t you know it… he has the same lawyer.

DVD-CROSSThere’s an interesting break at this point in the film. Our lawyer and webmaster are released and as they walk away they turn and look at the cop and psychologist in a very telling manner. It’s at this point that the movie shifts gears and destroys all the buildup we just watched. In reality it feels as if they had some footage for a script that wasn’t complete. Then they changed the direction/ending and couldn’t reshoot so they kept both halves. There’s even some indication in the credits as they very specifically state (2011) and (2012) for directors and writers.

Now in order to explain that previous statement I’m going to spoil the movie and I do this because it must be explained. It took me a bit to figure it out myself which is why I think something happened during the production that altered the course of this film.

The ending is this: Our main character has been manipulated, but rather than it being the lawyer like you think it’s going to be… well actually it is the lawyer. The problem is, when the film goes to reveal how the lawyer did it, which is the last half of the movie; they cast a third person for the same role. The character of Yip Wing Woo has a younger version, an ego version and a glasses version and there’s no reasoning for these two adult versions. Hell at one point they actually show “glasses” manipulating Leung behind a computer and then continue to show the rest of the manipulation from “ego’s” perspective. Whatever happened during production screwed this movie.

Aside from never doing anything visually to show these two versions that I suppose could be a Tyler Durden-esq plot device, is the fact that “ego” has a very distinguished mark on his face. You basically end the movie wondering who this third character is and how they fit into the story. Had they done more visually to show that they were supposed to be the same person then it may have worked, but instead they show them with the same mother and then not really. In fact, the mother didn’t make much sense either.

Aside from this weird casting problem that basically breaks the entire ending and twist of the movie, there’s the pacing of the film. Again, it’s really two halves of a movie and so the film hangs out in the strangest places. We spend a ton of time with the psychologist as he lives in Leung’s house and even manages to figure out how to use his equipment to make custom glasses. It’s obvious that a lot of time was put into the set, but we also see it used plenty later on. In the end it’s really hard to make sense of a lot of what’s happening which forces you to pay closer and closer attention. So close that when the ending hits you’ve paid too much attention and the movie no longer makes any sense.

The performances aren’t bad, the visuals were actually pretty good and had the story made more sense or been pieced together better this actually could have been an interesting film. As it stands though, it’s really hard to recommend it unless you just love Hong Kong cinema or that premise that’s very enticing, has worked its hooks into you. Hell, maybe knowing the ending will actually free you from paying attention so much so that you can enjoy the film. As for me, well I’ll always wonder why there was a slow-motion scene of a lawyer and webmaster walking down a long flight of stairs and pausing to look back at a detective and psychologist.


Score: 2/5


Cross Distributor: WellGoUSA Price: $24.98 Release Date: 6/23/15

Review: Police Story: Lockdown

It’s been two years since Police Story 2013 released in Hong Kong, but now it’s getting a state’s release and retitled Police Story: Lockdown. I’ll admit, having followed it’s 2013 release I kind of thought that this was newer. Makes me wonder what the fourth Police Story is because I don’t recall seeing it… maybe it did… was there a computer game killing people or something? I don’t know. Lockdown stands out from the other Police Story installments because it’s a very serious film. Clearly after playing a goof for so many years, star Jackie Chan, wanted something different from the role. Which is a shame because the other installments where fun. In fact, they still are some of the best action films of this current generation of action stars that have once again become popular or in Chan’s case, never ceased being popular. My personal favorite is Super Cop, because it was my first taste of the franchise. It was fun. It was entertaining and had incredible action while also having a story that was believable. Believable in the sense that it could happen in this world that they were presenting.

Lockdown on the other hand is gritty, dark and borderline depressing. It’s a very serious movie and takes on some decently heavy subject matter or at least subject matter that you wouldn’t typically associate with either A) the Police Story franchise or B) Jackie Chan. And it’s not that Chan can’t do a serious role, it’s that everything is extremely serious to the point that it stops being believable. That and Chan’s never allowed to be that dark.

And it could have been a very serious movie if the cinematography wasn’t actively ruining the fight scenes and if the editing wasn’t trying to confuse you about what film you were watching. I’ll explain the former first.

Police Story LockdownThere is a fight scene that happens just before the third act of the film. This fight is really the first and only time that Chan squares off with a fighter in the film. And they’re put in a cage. It’s Jackie Chan in a cage fight with a huge dude that we learned previously was involved in death matches… and clearly he lived because here he is. The fight starts off slow and then drags on for a while. The only interesting thing that happens is Chan’s head going through class and other objects in the cage and the film capturing this in slow motion.

But wait… no, that’s not interesting.

This is a Jackie Chan film.

Jackie Chan doesn’t need slow motion unless he’s going too fucking fast and we as the audience can’t see what just happened. We don’t need slow motion to impress us during a fight. In the end, the fight turns out to be boring and shot terribly. You’ll honestly think that Christopher Nolan filmed it because the camera is on top of the two men the entire time.

As for the editing… were to begin? The film has these moments in which we see Chan’s character thinking about the possibility of what could happen given a certain situation. That in and of itself isn’t bad, but the problem is, it stops being effective when the story also cuts away to different cases that Chan’s character has worked on. He’s trying to figure out who the villain is and what he wants from him. The problem is you can’t or rather shouldn’t have both devices because then you begin to wonder if the flashbacks are really just jumbled thoughts in Chan’s head and then you’re left wondering why you’re seeing either. In fact, you really only needed the flashbacks, but there’s a problem with them as well.

Before I get into the flashbacks I have to set the stage for the story. Chan’s daughter has asked for him to meet her at a club to introduce her new boyfriend which ends up being a trap. Now, Chan and the club goers (including his oblivious daughter) are being held hostage.

The movie intentionally traps itself in this one location, be it a rather large location. Then it’s as if the film makers realized that staying in this one location was pretty boring and wouldn’t provide much in terms of action and that eventually the tension would be lost on everyone. They basically tried to do The Raid and realized they hadn’t set up the story in a way that they could. Enter the flashbacks. None of these flashbacks serve a purpose other than showing that Chan’s character is a hell of a cop. And they could have been fun. But instead he’s serious Jackie Chan and so he’s got the same stern look on his face the entire time.

There is one point in the film that you should be able to figure out and call the rest of the film. I know I was able to and I was thankful that I did. If I hadn’t I don’t know if I would have cared about finishing the film. I basically stuck around to see if I was right and I was.

If you’re a Jackie Chan fan, then you’ll probably find some enjoyment with this film. There’s enough diehards out there that can suffer through anything he does and walk away smiling. But if you’re a hardcore Police Story fan… well I would probably avoid this one since it is the weakest one in the franchise and I say that as someone who doesn’t really remember seeing the fourth one. But if you love those first three then you’ll be highly disappointed by this new direction and maybe even wonder why they decided to call it “Police Story” to begin with.


Score: 3/5


Police Story: Lockdown Director: Ding Sheng Released by: WellGoUSA Format: Blu-Ray/DVD Price: $29.98/$24.98 Release Date: 8/11/15

Review: Justice League: Gods and Monsters

I, like many other comic and animation fans, love Bruce Timm. It’s hard not to love him considering he and Paul Dini shaped what many of us consider the pinnacle Batman of our childhood. It’s brought me great displeasure to see that Timm continues to lessen his role with WB Animation as the division of Warner Brothers continues to change and adapt to the times. So when an original movie by Bruce Timm was announced… well I paid attention. In fact, I waited anxiously to see what it was. The premise is great; I won’t deny that. Timm looked to the comics for inspiration and attempted to do something that hadn’t been done since Green Lantern and Flash in which the characters were completely changed, but kept the same names. Timm basically did the same and if you know anything about the project then you know he created a new Superman, Batman and Wonder Woman. The holy trinity of the DC Universe. And you know what? They’re interesting characters. They have rich backstories and they’re not just different characters in the same role. His Batman is very different, not a detective, but rather a vampire scientist and so on.

Justice League Gods and MonstersThe world is very similar. There’s a few characters that remain the same, but don’t evolve like they do in the comics. For instance, Ray Palmer and Ryan Choi make an appearance and Palmer has only just discovered his shrinking technology, but is using it to make horses small. He’s a far cry away from ever becoming the Atom (and thank God for that). Again, the world isn’t just a “what if” version of the DC Universe. It’s takes names and roles and very cleverly shifts them. Lex Luthor isn’t the man you’d think and his past is very different from what you’d imagine.

Now here’s the “but.” The film suffers from its own premise, from its own world building because that’s kind of all it does. Sure there’s a story, but it manages to tie in loosely to everything else that’s going on. But it’s not interesting. The payoff for all the buildup isn’t there. At least not a payoff that feels rewarding.

Going forward, I would be very interested in this world and these characters. You get to know them in this film and I will totally admit that Timm and company make the transition to their past seamless and relevant to that point in the story. I just didn’t feel like the story was trying to go anywhere. The ending was too anticlimactic to be worth the wait, but again… I would revisit this world.

The character designs are very Bruce Timm. They’re done in his trademark style, but he’s grown as an artist and animator. This film doesn’t look out-of-place with the DC/WB Animation universe and that says a lot. If anything it just goes to show that Timm’s style could really be embraced more both in the animation and comics.

Even though I was very ho-hum about this film, it doesn’t take anything away from Timm’s legacy. He’s still one of the very few animators with an iconic style. You know Timm’s animation when you see it and frankly I doubt you can name one other animator in the last twenty years that you could say the same for. As for the director and screenwriter… well let’s just say that I could do without their collaboration with Timm next time.


Score: 3/5


Justice League: Gods and Monsters Director: Sam Liu Story: Alan Burnett/Bruce Timm Screenplay: Alan Burnett Distributor: WB/WB Animation Price: $24.98 Release Date: 7/28/15

Anime Expo 15: Shall We Date? Announces Two New Games

I don't have a lot of info to share with you about Shall We Date? Their booth was busy. Very busy. It took me a while just to get someone to talk to me and then I really didn't get a lot of info other than they're trying to expand the Otome dating games in the US. Right now the percentage is very small, but I imagine that the Shall We Date? brand is a large part of that percentage. If you're unfamiliar with the Otome dating sim genre I'll explain; it's basically a game in which you date multiple male characters which you're probably thinking, "big deal." Well the majority of dating sim games are female based. They actually have a lot of titles to check out that are all out on iOS and Android so if you're curious I would start there first.

So here's a look at the two new games which each have their own storylines that of course involve dating and sometimes saving the world... by dating.

Destiny Ninja 2

The following stories take place in Yamato Island, where the four seasons exuberantly express their beauties -- However, those beauties are on the verge of being lost.

With eight fated ninjas as your companion from the Spring, Summer, Autumn, and Winter Villages, the journey to save the Island stars now...

Here's the last new game they announced, but there's no details yet. I would assume it's about a love triangle since that's the name of the game, but honestly that sounds like it'll be very different from their other games in which the point is to date several male characters rather than just the two. As for me, I'm going to go ahead and check out the main title and see what's up with this game that really does grow in popularity each year.

UP-COMING

Official Site

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A Look At Wakfu Raiders

While I was at Anime Expo this year I had the chance to check out a new game from Gumi called Wakfu Raiders. It wasn’t quite anime related so they weren’t showing it on the main floor, but they did give me a chance to take a look at it and give it a play. It’s a roleplayer, but it’s a bit different in the fact that you really don’t need to do much while running through a level. The character you’re controlling just runs on their own until it reaches the next battle. Then you engage in a pretty simple battle field in which you choose a hit sequence from the three party characters you have. The different sequences can do different attacks and heals. This goes on until you reach the end of the level and face the boss.

The game is quick and I imagine it will increase in difficultly as you go on since there will be a lot of levels. Also the variety of attacks vary since there’s 30 playable characters. Each character also has a limit break that’s unique to them which is helpful for bigger battles.

Honestly it looked like a game I could spend way too much time on since it moved so quickly. I tend to find that I get sucked into a game when I know I can put it down whenever because you find yourself saying, “just one more”; but for others it might just be a quick distracting in line at a store.

While it wasn’t available for the demo I played, there will be an online mode with tournaments and player versus player as well. That definitely adds a little bit more to the game to check out once you’ve powered through the levels.

The game is set to release this year (sometime soon if I remember correctly) and will be on iOS and Android. It is a free to play, mini-transaction game so if you’re familiar with that system then there’s really no surprise there. After all, mobile gaming is the new quarter eating arcade system.

Official Website

Anime Expo 15: Phantom of the Kill

While at this year's Anime Expo I had the chance to check out two games from Gumi; the second game you'll hear about later today, but for now let's focus on Phantom of the Kill. Phantom of the Kill is very different from typical mobile games. In a way it represents the new breed of mobile games and it's clear that gumi understands that to be truly successful in the mobile area you need to put in the work on a game just as if you would a console or PC release. Phantom of the Kill's intricacy begins with the story which follows a group of assassins that have lost their memories. They're actually weapons that have taken on a human form, but not before they were scattered all over. The different pieces are trying to essentially come together and regain their memories which makes battles interesting. If you loose then someone else gets your memories, but if you win then you get their memories.

The game itself is a strategy RPG, but built for mobile. Like most RPG's you move the characters in your party (which can be rather large) and they each have a grid that they can move within on their turn. The turns are actually interesting because you can start by moving anyone in your part in any order that you want.

Personally the aspect I liked was the fragments of these "weapons" aka the assassins and that you can collect the same one and combine them to unlock memories, but then also improve them.

The battle system shifts the characters into a "super cute" mode which gives fans the best of both worlds. As you can see on this article the character design is great and kind of touches on all the female tropes associated with anime, manga and Japanese video games. There's more to the battles though as there's a paper, rocks, scissors style of combat in which certain weapons do better against enemy match ups.

Overall the game doesn't seem like it would require you to constantly play and that you could pop in and out. There are in game purchases, but as most developers are finding you can't just expect everyone to buy their way up so the developers were aware of that and made an experience that could still be fun even if you're not buying. The game is set to release this year and frankly looks pretty fun.

If all of this isn't enough for you then you should know that Ghost in the Shell director Mamoru Oshii was the editorial supervisor for the opening movie for the game. At any rate, check it out and the screenshots on this article. Otherwise all you need to know is that it'll be out on iOS and Android platforms.

Official Website

At Look At Ace of Arenas

E3 has come and gone, but my coverage hasn't officially wrapped up until I tell you all about Ace of Arenas a mobile game coming out from GAEA. The game is a MOBA meaning its core gameplay is based on fighting against others to protect your core or base. The gameplay is pretty straight forward, but the developers have kept the mobile platform in mind while creating the game. Battles are quick as I had demonstrated for me at E3. Like other MOBA's you can upgrade your champion while playing and either use in-game currency that you've earned or shortcut it and level up by buying. What stuck out to me was the amount of characters/champions the game had. You can check out the entire list here, but I really dug the variety of characters and their designs. Clearly there was a lot of attention put into this and it really gives the game a vibe of having something for everyone.

As for the actual battles there's four game types, bot, which is exactly as it sounds. Then there's 1v1, 2v2 and 3v3. Unfortunately since I was seeing the demo before the launch I didn't get to see how the game handled against other players, but it's out now and free so you can check it out for yourself.

Monster & Wine: Episode 47 - This Is Our Seventies

High energy is the name of the game in this weeks episode! Wine recounts a tale about her brother and his recent rude awakening. A big crash, boxers, and an Escalade are all a part of the story. Monster tries to contact some of the parents of his former students in Japan and his mail gets rejected. The duo express their excitement over...

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