Thursday, June 19, 2008

Final Crisis #1


Release Date: May 2008

Cost: $4

We are in a unique time in the comics industry. The writers and artists of today grew up reading comics and thus are just as nerdy as we are. Stan Lee and Jack Kirby (among others, settle down Dikto fanboys) created some of the most memorable superheroes ever, but they didn’t grow up reading them. We are now in an age when an artist or writer is able to reshape and work with the very characters that drew them to comics.

Sometimes this is great, but sometimes I feel like I am being put through a test. I remember thinking that every issue of Universe X made me feel like I was constantly being quizzed on my knowledge of the Marvel Universe. It's not pleasant to wade through an issue desperately trying to remember why this or that character was important back in 1973.

This brings us to today’s review, Final Crisis #1 from DC comics. This is the final chapter in the Crisis Trilogy (after Crisis on Infinite Earths and Infinite Crisis) and will also be the final saga of the multiverse. As DC comics’ big summer crossover it will feature almost every major hero and villain in the DC universe. Summer crossovers should be fun and easy to read: a reward for longstanding fans, but also a jumping on point for new readers.

Final Crisis does not help new readers at all. You are flung in media res to several divergent storylines which seem to stem from the death of the New Gods characters. But maybe I am getting a little ahead of myself. Are you confused? So was I about 3 pages in. I guess that I should have read the 51 issue series Countdown to Infinite Crisis, along with the Death of the New Gods miniseries, but, silly me, I thought that I could pick up Final Crisis and have some idea of what was going on.

To sum up some of the story points the New God Orion is dead, Darkseid is in human form, Libra has killed Martian Manhunter and there is some kind of side story with the Monitors. Oh and Anthro (the first boy on earth) and Katmandi (the last boy on earth) are also in it.

The art by J.G. Jones is great and the dialogue by Grant Morrison is stellar, but I am put off by comments such as these:

"When we started work on Final Crisis, J.G. and I had no idea what was going to happen in Countdown or Death Of The New Gods because neither of those books existed at that point. The Countdown writers were later asked to ‘seed’ material from Final Crisis and in some cases, probably due to the pressure of filling the pages of a weekly book, that seeding amounted to entire plotlines veering off in directions I had never envisaged, anticipated or planned for in Final Crisis. "
—Grant Morrison

What!? Your original ideas for the plot of this series changed due to the insanity of publishing a 51-week prequel comic? That is ridiculous.

So should you buy it? $4 per comic for 20 minutes of entertainment is $12 per hour. Pretty pricey for the superhero exam you are going to be forced to take. If you knew who Anthro was before this article you should definitely pick it up. It will probably match your Hawk and Dove bed-sheets or your Haunted Tank underpants. If you are not the hardest of hardcore DC fans, but still love DC and wish to know how Superman and Green Lantern will get out of this one, wait until there is a collected trade paperback. In the mean time read the Wikipedia entry for Final Crisis once a month. That you can understand.


Sunday, April 20, 2008

Amazing Spider-Man #555-557


Release Date: April 2008

Cost: $3 per issue



Normally I would only review a single issue at one time, but since Marvel has decided to publish ASM an abnormal three times monthly it makes more sense to talk about all three issues as a complete story.

I'll give a quick recap for those who might not be familiar with the current publishing cycle of Amazing Spider-man: ASM has always been the best selling of the Spider-man titles and the most important storyline-wise. So it must have made sense to Marvel to cancel every other Spider-man title and publish 3 times the number of ASM books, with all 3 issues making up a self-contained story. To complicate matters further the title has no consistent creative team as writers, inkers, and pencillers change every month. This wouldn't be a huge problem except for the fact that each creative team has control over every new character that they create. Thus, some interesting characters introduced six issues ago have not been seen or heard from for two months. This makes any storyline seem disjointed, and each set of 3 issues doesn't seem to connect to the previous or subsequent story arc.

All of this might make it seem that I am unimpressed with ASM right now, but that isn't exactly true. The Brand New Day concept isn't bad. The past 2 years of Amazing Spider-man storylines have mostly dealt with plotlines outside of the Spider-man universe. Major Marvel events like Civil War have dominated the Spidey landscape taking the character too far from the tried and tested status quo. To correct this, Marvel brought in a deus ex machina and erased the events of the last several years from Spidey's timeline. Now I am not a fan of timeline changes; writing should never be so ridiculous that it has to be fixed by magically erasing the past, but something really had to done.

After this "correction", all ASM stories have been published under the "Brand New Day" moniker. They make an attempt to return Spider-man to the status quo.

This brings us to issues #555-557. These issues quite nicely point out the current problem with Amazing Spider-man. Even though there is three times the comic every month, there isn't three times the story.

Our tale begins with Spider-man and Wolverine talking about breakfast cereal. Riveting stuff. Dr. Strange sends them on a mission and the duo end up saving a professor from Mayan warriors. Oh and there is a blizzard. The subsequent issues deal with the extreme cold, more Mayan warriors, a death deity, and the required plot twist/double cross. Despite all of this the story falls flat. The issues do nothing to advance Spider-man's personal storyline and are completely forgettable. I also have very little faith that Mayan Death Deity will become a re-occurring villain.

I find it ironic that the move to publish ASM three times monthly was done in part to emphasize the importance of title, but they have decided to focus on storylines that might not have made the cut for Web of Spider-man 15 years ago.

All in all the story will take you about 45 minutes to read. At $3 an issue that is about $12 dollars an hour worth of entertainment. For the Spider-man fanatic this will be a must have, but anyone else should pass these issues by.

I can only hope that next month brings a better story or Brand New Day will be another failed concept in Spidey publication history. Clone saga anyone?

Saturday, April 5, 2008

Retro Review-Super Mario Bros: The Lost Levels












Release Date: 
June 3, 1986 (Famicom Disk System)
October 1, 2007 (Nintendo Wii Virtual Console)

Cost: $6 (Nintendo Wii Virtual Console)

For most of us who grew up North America in the 1980's Super Mario Bros. 2 conjures up images of Shy-guys, using the Princess to float around, and Birdo (one of the first trans-gendered characters in video games). However, this actually isn't Super Mario Bros. 2. This game is actually the Japanese game Yume Kojo: Doki Doki Panic with characters from the Super Mario universe inserted in for the North American audience. You see the real Super Mario Bros. 2 was too close to Super Mario Brothers 1 and Nintendo figured that a North American audience wouldn't like so similar a game. 

When it was finally released in N.A. the game was retitled Super Mario Bros. The Lost Levels. Originally available for the SNES as part of the game Super Mario All-Stars, it is now available for download on the Virtual Console. This will allow a new generation of gamers decide if Nintendo was correct in thinking that we wouldn't enjoy so similar a game.  

True, it is very similar to Super Mario Bros. 1 in terms of gameplay, sound, and graphics, but it does have one very important difference...it is insanely hard. 

Right away in world 1-1 you will notice a difference in the difficulty level. First, there are mushrooms that don't make you bigger, they kill you. We have been trained to run at the first mushroom that we see, so it is no surprise that I was killed on world 1-1. 

I managed to overcome my Pavlovian conditioning and made it all the way to world 3. and found a warp zone. I was expecting to jump ahead a few levels, but I was astonished to find out that this warp zone sent me back to world 1. What the heck! It took me hours to make it here! Now you sent me back to world 1? Despondent, I shut off the game before I lost my mind. (There are more examples of how difficult this game is, but I want you to be amazed and angered by yourself).

Returning back the game hours later, I really started to get into it. Yes, it is much harder than the Super Mario Bros. you remember, and, yes, it will drive you to the brink of insanity, but you will have fun with this lost little gem. 

It currently costs $6 to download to your Wii, if you have a SNES you could pick up a used copy of Super Mario Allstars for about $15. You will get at least 6 hours worth of entertainment out this, probably more. I still haven't finished this game yet, but I feel that I have my $1 per hour of entertainment out of this game. 

For any Super Mario fan out there, if you haven't played this game yet, what are you waiting for? For anyone else, especially if you can't handle dying repeatedly during a gaming session, let this one pass on by. 

Oh, and one final tip: the red piranha plants can rise out of the pipes even when you are standing on them. Treachery!

Friday, April 4, 2008

Secret Invasion #1

Release Date: April 2, 2008

Cost: $3.99



Well, it is that time of year again: the birds are singing, the snow is melting, and the House of Ideas is getting ready to wow us with another big event storyline. This brings us to Secret Invasion, the latest in a string of high-profile, universe-changing storylines from Marvel comics.

In the past, these big event crossovers have allowed for some of the most memorable and beloved storylines in comics. Some are well received (Infinity Gauntlet) while others are immediately forgotten (Contest of Champions II). They let us see our favourite superheroes working together to prevent the end of the universe as we know it, and, year after year, we clamour to read the latest epic.

Lately though, Marvel Crossovers have been pretty disappointing. Yes, they have been commercially successful, but all too often they have started out strong but ended with a lacklustre finish. I cite Civil War and World War Hulk as examples of this. So I was slightly trepidatious when I reached for the first issue of Secret Invasion.

Brainchild of Brian Michael Bendis, Secret Invasion involves the realization that the shape shifting aliens known as the Skrulls have been secretly impersonating Marvel heroes and villains for years. Bendis has stated that this story has been planned for years, and that there were clues hidden in all of his books since 2004.

Now the Skrulls are making their move and I must say, original fears aside, issue 1 of 8 did not disappoint. Firstly, I should note that the cover was exceptional. Gabriele Dell'Otto gives us a iconic image of Skrulls posing as heroes. The title graphics are great, as the lettering really invokes a 1950's sci-fi invasion of the body-snatchers feel. The front cover is easily destined to become as recognizable as the first issues of Infinity Gauntlet or Kingdome Come.

For the most part, the art is solid. Jae Lee can really tell a story, which, for those artists coming out of the Image era, is no small feat. I do have a few problems with flow; at times the jump from panel to panel was unclear (the section in the Thunderbolts Mountain is an example of this) and this hurts the reader’s ability to piece together an already complex series of divergent storylines.

The main storyline has our heroes investigating the crash landing of a Skrull transport in the Savage Land. Upon opening up the transport the heroes discover the ship full of Marvel Heroes (essentially themselves) wearing costumes from the 70's. Bendis wastes no time in establishing the seriousness of the Skrull threat. The Skrulls manage to take out Iron Man, his entire computer network, S.H.I.E.L.D., and the Baxter Building. In addition, more major characters are revealed to be Skrulls.

This issue demonstrates the incredible potential for this storyline as a giant bottle of white out. Much in the way that DC used Crisis on Infinite Earths to correct their storylines, Marvel has the chance to fix or change any storyline of the last 20 years. Did your favourite hero die? Don't worry that one was a Skrull. Did your favourite hero get a new stupid costume? Skrull. Did your favourite hero get married? Or took up knitting? Or acted in a way totally different than 30 years of character development would dictate? Skrull. Skrull. Skrull.

I am not saying that Marvel will use this series as an opportunity to change history, but not everyone can make a deal with Mephisto and erase 10 years of storylines.

All this aside, issue #1 was solid read and I immediately wanted to read issue #2. In many ways that is the litmus test for a great comic. I still must caution that Marvel crossovers historically start out strong and end with a whimper. So, should you buy it? It took me about 20 minutes to read and it cost about $4, but will you get $12 per hour worth of entertainment for this? The series lasts until November, so you will not see a collected edition in hardcover until December, and you probably won't see a TPB until March or April of 2009. If you are a Marvel fan buy it now, but if you are just interested to see what might be happening over in the Marvel Universe, wait until the trade comes out.

On a final note boo-urns to Joe Quesada for a letters column that shamelessly promotes other Marvel TPBs that deal with Skrulls or the Secret Invasion. We know what is out there; don't push it on us.

Sunday, March 23, 2008

Fables, 1001 Nights of Snowfall



Release Date: Hardcover: October 18, 2006
                          Trade Paperback: March 5, 2008

Cost: $16.99


Since 2002, Bill Willingham has been entertaining audiences with his comic book series Fables, a smart look at what happens after happily ever after. Willingham has appropriated hundreds of public domain fairy tale characters, such as Snow White and the Big Bad Wolf, and woven all of their stories into a single gripping epic that has become the heir apparent to Neil Gaiman’s magnum opus, The Sandman.

Fables focuses on the lives of fairy tale creatures forced out of their own magical kingdoms by the evil Adversary and living a secretive life in the “mundane” world of New York City. But what happened to all of these characters before issue #1? How did many of our favourite fairy tale heroes and villains get to where they are today?

Willingham attempts to satiate our curiosity in the graphic novel anthology 1001 Nights of Snowfall, a companion piece to the core stories of the Fables universe.

The main storyline of the graphic novel revolves around Snow White being sent to negotiate an alliance with the Arabian Fables against the Adversary. However, when she meets the Sultan she must tell a different story every night to prevent him from beheading her.

This nicely sets up the use of an anthology structure. Each story has a different artist, is a different length, and describes a different character’s history before issue #1. This structure allows Willingham and his team of artists to offer the reader a wide variety of tales. Some tales are horrific and disturbing, some are light and jovial, but all reveal a little more insight into the lives of fairy tales creature before the Adversary pushed them from their lands.

As with many anthologies, some stories work better than others. The powerhouse sections of the graphic novel are the tales involving Bigby, Snow White, and Frau Totenkinder as each tale helps to flesh out the important back-stories for these main characters. Other tales are not as successful; some, like the Mersey Dotes piece, seem like filler and others, like the King Cole section, go on for far too long.

In looking at the Sultan sections, I must confess that I never have been a big fan of comic books that are set up in novel format with a large section of text beside a picture. This has always seemed to me to play against the established conventions of comic books by providing the reader with too few visual cues. I have also felt that it is somewhat pretentious, as if comic book writers are trying to overcome their own inadequacies by demonstrating to the world that they can write outside of little word balloons.

Those minor quibbles aside 1001 Nights of Snowfall is a solid read and welcome edition to the other Fables trade paperbacks already on my shelf. It retails for about $16.99 and it took me about 2 hours to read. Anyone who is already a Fables fan will get $8.50 per hour of entertainment value out of it, but for anyone who isn’t a already a fan my advice would be to read the series first and then pick up this anthology.

Thursday, March 20, 2008

God of War: Chains of Olympus

Platform: Sony Playstation Portable
Release Date: March 4, 2008
Rating: M
Cost: $40

When the original God of War was released for the PSP in 2005 it blew away both fans and critics alike. Sharp graphics, excellent gameplay, and a compelling story made it one of the best games for the PS2 and an instant killer app. This was followed up in 2007 with an impressive sequel that sought to expand on the storyline, character development, and gruesome decapitations found in the first game.

So now in 2008 God of War has made the transition to the small screen of the PSP and fans of the series will not be disappointed.

As with its PS2 counterparts the game carries on the classical tradition with a nod to (and retelling of ) Greek mythology. The main story focuses on Kratos “the ghost of Sparta” a formidable warrior in the service of the gods. The story is far from spectacular but it works and manages to add some interesting plot points to the overall saga of Kratos. As this game is meant to be a prequel to the PS2 epics, there are some neat little story elements near the end that nicely set up the original God of War.

At first I was thrown off by the PSP controls, but by the end of the first level I had made the adjustment. The gameplay throughout is solid, and I am constantly amazed at how the series manages to use a fixed camera in a way that is not bothersome. (One of my pet peeves is “death by camera”.) Kratos has some great moves, weapons, and magic, but veterans of the series might be left wanting more. There are fewer moves, fewer weapons, fewer magic choices, and fewer bosses than either of the previous two God of War games. Overall the game just has less of everything. 

The game’s weakest point is its length. The game took me about four hours to finish on the easiest difficulty level. Some will find the game far too short and barely worth the effort, but there is some replay value in completing the game again and attempting the insanely hard “Challenge of Hades”. It should be noted that portable system games are often shorter than their home console counterparts, so all of you super-nerds could think of this as little break from your 100 hour RPGs. Usually I don’t mind if a game is short (I would rather have 4 great hours than 20 boring ones), but I was left wanting more at the end of this one.

So what is the value of God of War: Chains of Olympus? If we break down the cost by hours of entertainment we get $10 per hour. Not bad, but not great either. If you are already a fan of the series pick it up now (you’ll get $40 worth of enjoyment), but anyone else should rent it or wait to find a used copy.