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Sunday, March 31, 2013

Dark Wolverine Volume 1: The Prince


Title: Dark Wolverine Volume 1:
The Prince






ISBN: 9780785139003


Price: $24.99


Publisher/Year: Marvel, 2009


Artist: Guiseppe Camuncoli, Tommy Lee Edwards


Writer: Daniel Way


Collects: Wolverine #73-74, Dark Wolverine #75-77





Rating: 3.5/5




The story of Daken Akihiro, better known as Dark Wolverine, is an intriguing
one, filled with half-truths, misconceptions and allusions that leaves us with
only more questions. Is Daken really as evil as his father, Logan, believes? Is
he a bad guy? What are his motives? While these questions aren’t exactly
answered in “Dark Wolverine: The Prince,” which is a collection of issues 75-77
in the series and issues 73 and 74 in “Wolverine,” the series is an absolute
blast to read through and prove that Akihiro, just like his father, is the type
of character worth digging your claws into.



Co-written by Marvel vet-Daniel Way and novelist Marjorie Liu, the trade has
a sneaky feel to it, as you never quite know what to expect. With sprinkles of
Machiavellian quotations in between the dialogue, which mainly consists of the
inner thoughts of Daken, as he hatches his master plan, this trade has the feel
of a novella, rather than a comic book.



That’s anything but a problem though, as this character is as deep as a
tortured soul in a work by Poe and as brash as a Hemingway hero. Simply put, after
reading these issues that comprise this trade, you’ll be running to find the
next one. As cool as James Bond and as tough as his father, Daken is a walking
oxymoron- a philosopher and student of life that refuses to use his
intelligence when in combat, a manipulator with a heart and a lover without a
soul.



If anyone ever wondered if “House of M” was worth it in long run, the birth
of this character has to be a huge selling point.



With a fresh spin and tons of potential, “Dark Wolverine” is a series worth
keeping your eyes on and “The Prince” is living proof of that.



Away from the writing however, the art, done marvelously by Guiseppe
Camuncoli and Tommy Lee Edwards is both a tribute to the old Wolverine comics
of yesteryear [one panel in particular shows Daken, in his father's costume
with an olive from a martini in his mouth- the resemblance here to papa claws
is uncanny] while being chic and savvy enough [using tons of color and huge
panels for action scenes] to attract new readers. This, coupled with covers by
Adam Kubert and you have a great looking book that compliments the solid
writing beautifully.



Because of the level of the writing and polish in the visuals, regardless of
one’s affinity for Marvel’s most popular character or not, any fan of the medium
owes it to themselves to check out this trade. Full of original thought,
sexiness and pizazz, it’s a rare treat for anyone sick of the same old
characters in the industry today.

Saturday, March 30, 2013

G.I. Joe: Retaliation


Title: G.I. Joe: Retaliation




Rating: PG-13

Production Company/Year: Paramount Pictures, Metro-Goldwyn-Mayer (MGM), Skydance Productions,

Hasbro, Di Bonaventura Pictures,
2013

Director: Jon M. Chu

Writer: Rhett Reese,
Paul Wernick

IMDB: http://www.imdb.com/title/tt1583421/?ref_=hm_inth_t1




Rating: 3.5/5



After the disappointment that was G.I. Joe: The Rise of Cobra, I wasn't quite sure if I actually wanted to see this movie. Before Rise of Cobra, I was psyched due to my childhood love of G.I. Joe and I didn't want to get betrayed again.



After they pulled this movie from it's original June 2012 release date to make it 3D, I really had my doubts. I felt that if it couldn't stand alone with its story and FX without the addition of 3D, it would be another letdown. After the awesomeness that was the Avengers movie, I understand why the execs for this movie decided to push it to a 2013 release.



After all my initial misgivings about this movie, I decided to go and watch it anyways.



Though much of the original cast didn't return for this sequel, and Channing Tatum as Duke didn't last very long, I think that may have been for the better. There was not much mention to what actually happened to people like Scarlett, Ripcord, General Hawk, Heavy Duty, Baroness and Mainframe.



I appreciated that it looked like the writers actually had read some of the original comic books. Fans of the original Marvel series should appreciate the Arashikage Mind-Set being used and a great homage to the "Silent Issue". There is a great deal of ninja action packed into this movie, but thankfully it doesn't go overboard and introduce the Ninja Force. (Read the later issues of the original run of Marvel's G.I. Joe: A Real American Hero series to understand that reference.)



I was hesitant about seeing Dwayne "The Rock" Johnson in this movie since his movies have been fairly hit-or-miss, IMHO. I think Johnson's performance was good and held the film together. I know that he has recently returned to wrestling in an effort to better promote his movies.



Ray Stevenson's portrayal of the Cobra saboteur Firefly was excellent, although I think that the motorcycle that split into separate rocket pieces was a little out there. Since I just finished reading the stories in the TPB's involving Firefly as a ninja, I was glad to see that the writers didn't take it that far for the character.



Whoever designed the costume for Snake Eyes in the original (Rise) movie should be very ashamed of themselves. Whoever designed the costume for the current incarnation of Snake Eyes should be commended. This was true to the Snake Eyes I remember as a child and what I've seen in the TPB's. This costume made my inner child very giddy.



Another aspect of the original comics was to promote the toys. I'm glad that this movie didn't have to sink so low as there is only a single reference to a named vehicle: the HISS tank. The new HISS tanks are a better concept that the original ones from the comics or the cartoons. I didn't feel that I had to suspend my understanding of reality to belief what I was seeing.



Of course, the ending was very open for a sequel, so I expect a final installment of the G.I. Joe series will come to us in 3-5 years.



One other side note... There were promo posters in the lobby of the Regal theater I went to. Here's what they look like on the front:



On the back of this poster, they are already promoting the release of the Blu-Ray/DVD/Digital combo that can be preordered at Walmart. I just had to laugh when I saw that.



Tuesday, March 26, 2013

System's We Play: D&D

Dungeons & Dragons-



If there were a book about the history of role playing games (which there may be and I have not yet read it), it would undoubtedly reference Dungeons & Dragons as the first published RPG system. This is where I first cut my teeth in role playing. My first characters were based on the rules from the original "Red Box".



The rules evolved through many incarnations: Expert, Master, Immortals, Advanced, 2nd Edition, 3/3.5 Edition and 4th edition. From this spawned Pathfinder... but that will be for another posting. Where D&D originated from TSR, it is now owned by Wizards of the Coast, which is owned by Hasbro.



In the beginning, the armor class system worked much differently than what we use in today's incarnations of Dungeons & Dragons. There was a score called Thac0, which stands for "To Hit Armor Class 0". There was even an easy to use dial to help you understand Thac0:







To some people, Thac0 was a confusing trait. When you know your Thac0, you can calculate what you need to hit any armor class by adding or subtracting from that number. In those days, armor class started at 10 and worked it's way down rather than the higher your armor class the better. If you Thac0 is 17, then you would need a 13 to hit a creature with an armor class of 4 and you would need a 20 to hit armor class -3.



There also wasn't all the classes, feats and skills that 3rd edition introduced. Did this make earlier incarnations of D&D harder to play? Not to me. I feel that the addition of feats and skills do help to improve the game, but I have also seen where feats also hinder players when they are unfamiliar with how exactly the feats they choose work.



I don't remember D&D going overboard on the number of books they published until around 2nd edition. This is also when I decided I wasn't going to play as much and didn't buy the books. I believe it was at this time when a budding Wizards of the Coast began to influence the game. After Wizards purchased TSR, the books just seemed to keep rolling-out. This became all too evident when the officially released 3rd edition. The number of books that were published were just exorbitant. When my interest was drawn into 3/3.5 D&D, I too was sucked-in and purchased the books as they became available. Thank goodness I was working at a bookstore and received a discount.



Even though I didn't play all that often, I continued to purchase the new books until I left my position at the bookstore. The good thing about having all these books was that many of them kept their value, and a few even increased in value. When I sold my collection of 3/3.5 Dungeons & Dragons book, I started with the books I could live without. I kept the core books plus the primary settings materials and sold the rest. That got me through several months of being unemployed. A few years later, in another bought of unemployment, I would sell the rest of these books.



While I was working at the bookstore, I collected a set of the AD&D hardback books: Players Handbook, Dungeon Masters Guide, Monster Manual 1 & 2, Fiend Folio, Legend & Lore, Greyhawk Adventures, Dragon Lance Adventures, Manual of the Planes, Unearthed Arcana, Oriental Adventures, Dungeoneer's Survival Guide, Wilderness Survival Guide & even the Forgotten Realms Adventures boxed set. I also have a large collection of maps from various adventures, magazines, boxed sets and other places to use for just about any type of adventure. I don't pull these items out, but they make a great addition to my collection and it reminds me of my RPG roots. If I ever find a group of players who will run or play Advanced Dungeons & Dragons, I'll be ready.



When TSR first released their tome of God's, it was names Deities & Demigods. I remember checking this book out from my local library on several occasions. I think this book was what originally inspired me to research religions.







The first printing of Deities & Demigods included the mythoi of Cthulhu and Melnibone.  The ideas behind the Cthulhu mythos were in the public domain at that time, but copyright on the Cthulhu books in print was owned by Arkham House, who had licensed Chaosium to create a Cthulhu RPG based on those books.  TSR thought the public domain status allowed them to create game representations of whatever Cthulhu creatures they desired, and so that mythos was added to Deities & Demigods.  TSR then contacted Michael Moorcock, who gave permission for TSR to include the Melnibonean mythos in Deities & Demigods. However, again, Chaosium had already arranged for a license to create an Elric RPG.



Chaosium became upset that TSR was apparently violating Chaosium's licenses, and the print run of Deities & Demigods was halted while the two companies sat down to talk.  Eventually, they agreed that TSR could continue printing the books with the two mythoi as is, on the condition that a note be added to the preface: 'Special thanks are also given to Chaosium, Inc. for permission to use the material found in the Cthulhu Mythos and the Melnibonean Mythos.'  The printing plates were changed, and the first printing continued.



When the time for a second printing came, the Blume brothers decided that a TSR book should not contain such a prominent reference to one of their competitors. They decided to remove the two mythoi, and thus the need for the note.



Legends & Lore has identical contents to Deities & Demigods; the cover artwork was updated in-line with the other 1983 AD&D manuals, and the title was changed to avoid potential conflicts with fundamentalist Christian groups.







When I first started working at the bookstore, I found that there were several people listing the "Cthulhu" 1st edition of Deities & Demigods under the 3rd edition ISBN on Half.com. Most of the prices for these books on Half were not even close to what the actual book was selling for on eBay and to collectors. Like the Capitalist I am, I bought as many of these as I could and flipped them for a nice profit. I saved 1 copy for as long as I could. When unemployment hit, my last copy with "Cthulhu" was sold.



I was fortunate that my parent's were supportive of my growing imagination. I'm not sure when it was, but I do remember that my first D&D book was Fiend Folio given to me on Christmas.







The good thing was that it was a book that none of my other friends ever had. The bad thing was that I remember not really caring for any of the monsters it contained. I hardly used it until I was in high school and I began to appreciate a few of the creatures contained within its pages.

Sunday, March 24, 2013

The Walking Dead Volume 16: A Larger World





Title: The Walking Dead Volume
16: A Larger World





ISBN: 978160706553


Price: $14.99


Publisher/Year: Image, 2012


Artist: Charlie Adlard


Writer: Robert Kirkman


Collects: The Walking Dead #91-96





Rating: 4/5





The 'Walking Dead' series has had far more ups than downs so all I had
to do was hope that volume 16 took things back on an upward path rather than
the other direction. It's a slow path upwards but 'A Larger World' does start
to move things in the right direction again.



Supplies are growing dangerously low in the settlement and the surrounding area
has been picked clean of anything useful. Trips further afield are in order and
one such trip reveals that Rick's community isn't the only one trying to
survive. New encounters invariably mean new problems to solve though and Rick
and his friends must face up to some tough decisions if their community is
going to make it through the winter...



'A Larger World' has similar problems to the previous volume in terms of just
how safe the characters all are. There's a big walled settlement for shelter
and even the weakest character has killed enough zombies for that not to be an
issue either. A little bit of the tension is missing then but Kirkman sidesteps
this rather neatly by throwing the wider setting into sharper focus. There's a
whole new world out there and Kirkman shows us the potential here for new tales
yet to come.



If there's a problem here it's very much that all these tales are 'yet to
come'. 'A Larger World' is all about setting things up for future volumes so be
prepared for not a lot to happen at times. Balancing this out though is the air
of menace that Kirkman builds up over the course of the book; 'A Larger World'
isn't just filler, things are being laid in place that promise something
explosive in the very near future. This is what I'm after and I don't mind
waiting a little bit longer if I know it's coming.



There are also more developments, on the personal front, for our band of
survivors and it's all credit to Kirkman that he keeps things becoming too much
like a soap opera. These are people learning to feel again, after some
traumatic events, and I think Kirkman captures that perfectly.



Like I said then, it's a slow road but 'A Larger World' sets the plot back on
an upward trajectory. I’m all excited again about seeing where the series takes
us next.

Wednesday, March 20, 2013

RPG System's (Prelude)

Something I've been thinking about over the past few weeks is the number of different systems there have been over the years. From Dungeons & Dragons to Shadowrun, there have been numerous incarnations of virtually every concept.



In my 28+ years, I have had the opportunity to learn, play and often times run a multitude of systems. I thought I'd begin a process of bringing them to light, as some of the younger generations may not know the vast history that encompasses role playing games.



From GURPS to Legend of the 5 Rings. Middle Earth Role Playing to Star frontiers. Over the next several months, I'll be positing about the various systems that I've had the good (or sometimes not so good) fortune of tackling. I welcome your comments and suggestions. Also, I would like to make an open invitation to anyone who would chose to write an article about a specific system they've encountered.

Sunday, March 17, 2013

The Walking Dead Volume 15: We Find Ourselves


Title: The Walking Dead Volume
15: We Find Ourselves






ISBN: 9781607064404


Price: $14.99


Publisher/Year: Image, 2012


Artist: Charlie Adlard


Writer: Robert Kirkman


Collects: The Walking Dead #85-90





Rating: 3.5/5





After the events of ‘No Way Out’ (Volume 14) the community is trying to
rebuild itself and look to make itself stronger for a safe future that Rick
really wants for Carl. Will Carl see that future though? He’s in a coma and
showing no signs of waking up. There are also ominous rumblings from longer
term residents that the arrival of Rick and his band has spelt nothing but
trouble for them. They were safe before but now they’re dying at a tremendous
rate, Rick and his friends have to go... one way or another.

Will Rick be able to deal with all these new developments though? Rick is
reaching his limits and cannot live with what he has become...



Long term readers of the ‘Walking Dead’ series will notice that there’s a well-defined
pattern to how the story plays out. Rick and his friends get settled, start to
make a life for themselves and then it all comes crashing down in a series of
violent events that will leave at least one main character eaten by zombies.
Pieces are picked up and the whole thing starts all over again. This is very
much what ‘We Find Ourselves’ is, a transitional piece where everyone gets a
chance to take a breather before they start again. This time though, this
approach doesn’t work nearly as well as it has done in the past.



The bottom line is that there is no real sense of danger to give the plot any
urgency whatsoever. In the past, transitional books have been driven by the
fact that zombies are still out there, often quite literally snapping at the
heels of the survivors. Rick and his band have to find shelter before they can
begin to recover.



This time, the gap in the wall is filled in and... That’s pretty much it. A
small group of zombies is picked off with almost contemptuous ease and the one
or two others encountered have been frozen, its winter, so can be picked off
even more easily. You’re probably thinking that’s ok though; after all we have
a rebellious faction within the community itself that should make for an
interesting turn of events. That rebellious faction has potential but this is
wasted by the fact that Kirkman not only uses them too soon but clearly doesn’t
give them a brain cell to share between them all. They are also taken care of
far too easily (having never really had to fight for survival like Rick and his
friends) and the status quo resumes too smoothly for my liking.



The story really needs the walls of the community to come crashing down, in
order to spice things up, but at the same time the logical step for the
survivors is to make those walls even stronger so they can settle down and
live. It’s an interesting conundrum for the series and one that suggests to me
that the ending can’t be too far away now, however it turns out.



In the meantime, Rick’s introspection (and having to rebuild his relationship
with Carl) doesn’t quite balance out the fact that nothing is really happening
here. I get that you can’t have zombies all the time but you’ve got to replace
it with something that keeps the story vital and interesting. There’s very
little of that here; just hints for the future that don’t match what has gone
before.



‘The Walking Dead’ hasn’t let me down, on the whole, so I am more than willing
to be proved wrong as the story continues. Right now, things just felt a little
lackluster (including the artwork), like the story was just marking time
instead of actually doing something. That doesn’t bode well for the future but,
like I said, I’m willing to be proved wrong.

Tuesday, March 12, 2013

The Games We Play: RPGs Based off of Movies or TV


I have tried my hands at many different games that were originally based as a movie or television show. Star Wars, Star Trek, Dr. Who, Battlestar Galactica, James Bond 007, Serenity, Lord of the Rings, Supernatural, Buffy the Vampire Slayer, Conan, Robotech and there are probably others I can't quite remember. The one thing that seemed to span across all of these games was the metaplot. Since I enjoyed watching these shows or movies, I was also more inclined to either have my characters interact, or have my players interact with at least some of the characters from the show or movie.



For example...



A storyline I have always thought would be interesting for a Star Wars campaign would be a small group (or single individual) of bounty hunters who were contracted to help hunt down and bring rouge Jedi to the Empire. The initial start of this game would take place before the events of "A New Hope". After the Death Star was destroyed in the Yavin system, my thought was that the group (or individual) would then be contracted to bring in Luke.



The intention was that no mater how hard the characters tried... and I would provide clues to help them along so the players don't feel like they're cheating... they would eventually come a little late to actually find Luke and the Rebels. (i.e. Getting to Hoth after the Empire had left or arriving at Dagobah after Yoda's passing.)



When the Empire is destroyed, the players would find a new calling in the New Republic, and receive the out-of-character reward of finally meeting Luke and the rest of the gang. A bit of desert for all their hard efforts.



When I first bought the Serenity core book, I remember my wife trying to run a game for me. She couldn't think too far outside of the series, so my character was another member on Serenity. That was short lived, but I enjoyed myself. I especially liked using Chinese food names for profanity like "Kung Pao chicken, it's hot out here."



I know there have been times where I've been a player in these games and we haven't gone towards the meta. That never bothered me, but it was always interesting when my character got to meet someone I could connect to the actual series or movie.



Good times... and more to come.

TTRPG Ideas - Undead Salve Labor

What if the ruling system of an area prohibited the use of Necromancy because they wanted to be able to control a vast supply of cheap slave...