Monday, June 27, 2011

CHEESE-A-MANIA RUNNING WILD



Recently, at the compulsion of a community project on ComicVine.com by one XeroxKitty, I made a photo comic of sorts using some of my old WWF action figures.

Now, I'm no photographer, but since I'm hard up for new content and under the influence of some major writer's block here, I figgered I'd share these pics with my readers (whatever few I have). Hopefully you enjoy them and give you some nostalgic jollies...





Friday, June 24, 2011

COMICS!! Review: Flashpoint: Reverse Flash #1


Time After Time...

Flashpoint has been an event comic series worth reading. Not because the alternate reality schtick hasn't been done before (because it has) or because it'll have a significant and lasting effect on the soon to be revamped DC Universe (because I don't think it will). No, Flashpoint's been fun to read because of all the kooky spin-offs we've got that remain wholly familiar, but bring something new to sink your teeth into.

Reverse Flash #1 leans more heavily on one of these qualities than the other and, while still a wholly enjoyable read, it may be a bit too familiar to warrant people cough up their 3 dollars for.

Deja Vu

The story of Reverse Flash #1 is pretty much a retread of the early exploits of Eobard Thawne (aka Professor Zoom, aka Reverse Flash, aka douche bag). This isn't something that, if you're a Flash fan, you haven't read before, but this is definitely a more methodical re-telling of it. That's likely because it's from Thawne's perspective, and you get a better sense of not only why he did what he's done to Barry over the years, but HOW. It's definitely an entertaining exercise.

This is the second of Scott Kolins' Flashpoint mini-series that I've read, and Kolins continues to demonstrate his expertise over with these introspective villains stories. The narrative is strong and written with scientific precision and efficiency that fits the character. I was also surprised how much the pencils by Joel Gomez looked so similar to Kollins' pencils. They're rough as all get out, but they're also fitting for the grit and grime of a villain book.

Here We Go Again

The one problem I had with Reverse Flash is a big one. The fact of the matter is that issue one here is a retelling of a story that's been told several times over. In fact, just a few months ago, Scott Kolins had a full-page Eobard Thawne feature in the Flash series AND THEN had an entire issue devoted to Zoom and his origins a few months later. The point being, I was hoping that this would at least start to show some of Zoom's input into the whole Flashpoint event, but instead it seems like just a basic re-telling. I'm not opposed to stories being retold from different perspectives or updated for audiences who haven't read them, but as I said, this stuff was JUST retold. Couldn't we get some actual development here in the first issue?

And, in the end, that will probably be the biggest factor as to whether or not you'll pick up Reverse Flash #1. If you're a Flash fan, you know this story, but probably want to pick up this entire series. That's merited, and the writing here is good enough that this could be a heck of a series. On the other hand, it's perhaps a hard sell to get people to pick up a story that's been retold several times just recently. If you've got any attachment to this classic Flash villain, pick this series and up and see where it goes. If one telling of Professor Zoom's origins is enough for you, maybe give it a pass.

Flashpoint: Reverse Flash #1 gets 3 stars out of 5

Sunday, June 19, 2011

i-Rix Review: WWE All Stars


Professional wrestling's been a big part of my life ever since I was a child. Take that as you shall, but much like the industry's quality, even I'll admit that the quality of professional wrestling games fluctuates from great to embarrassingly bad. From that heap arrives WWE All Stars. Between its list of classic wrestlers and fun over-the-top action, there's a lot to potentially love in THQ's latest foray into the squared circle. However, a laundry list of finicky issues and lack of compelling content cut-down this top prospect in its prime.

CONTENT

The first big failing in WWE All Stars comes from its rather meager selection of modes and match types. There are one to four player variations in standard matches, tornado tag matches, cage matches, elimination matches, and "extreme rules" matches, but that's about it. Also, because of the way each match plays out, there's just not a lot of variation even in these different match types. These all play into the two main single-player modes, Path of Champions and Fantasy Warfare.

In Path of Champions, you take a superstar of your choosing through one of three "story-lines" in order to become a WWE champion. Each of these is accompanied by some pretty brilliantly produced cutscenes that have the champion of the given path taunting you in true professional wrestling fashion (the best of these involving the Undertaker and PAUL FREAKING BEARER cutting promos from their funeral parlor), which flesh them out more than simply being a series of matches on an arcade-style ladder. Fantasy Warfare, on the other hand, takes one superstar from the current generation and pits them in a "dream match" against a classic superstar. While the video packages that splice actual footage of both superstars together as if they were actually feuding are spectacular, and matches like Stone Cold Steve Austin vs. CM Punk for "Superior Lifestyle" make complete sense, some of these just feel a little forced. I'm sorry, but there is NO competition between John Morrison and Randy "Macho Man" Savage for "Most Charismatic". Throw in a pretty meek suite of online modes, and you've got all that WWE All Stars has to offer.

GAMEPLAY

Of course this is a wrestling game. Wrestling should be tantamount here. And for the most part, WWE All Stars is a lot of fun. Four attack buttons and two defensive buttons make up your combative capabilities, and by combining these together, you can string strikes, grapples, strikes and grapples, and signature maneuvers together in creative ways. There's a good, almost fighting game level of depth to the action that makes experimentation both fun and rewarding. The first time I saw my little brother bounce a guy up with a powerbomb, grab him out of the air and flip him over only to Spear him out of mid-air with Edge, I knew there was some big potential here.

Further adding to the variation is the fact that each wrestler falls into one of four categories that help determine his moveset and abilities. For example, Big Men like Andre the Giant and Kane have devastating strikes and grapples that throw the opponent around the ring and can absorb more punishment, where as Grapplers like Mr. Perfect and Jack Swagger can link together grapples into a near-infinite chain of punishing slams and submission holds. Further adding to the mayhem are Signature and Finishing moves, each governed by their own meters. A multi-tiered bar (which also governs your wrestler's stamina for running) can be expended to use a Signature maneuver, which are unique, show-stopping moves that can devastate your opponent and turn the tide in your favor. They also help substantially fill your Finisher meter, which when full, lets you charge up your wrestler's finishing maneuver which can end a match outright. Knowing when and how to use these, and experimenting with them is all part of the fun of All Stars.

But sadly, there are some extreme caveats to that fun. As I stated, All Stars is pretty lacking in modes. Once you beat the Path of Champions a couple times through with different dudes and finish up Fantasy Warfare, there's not a ton left to play around with. Part of this is due to a disappointingly small roster and, whilst other competitors are already up for DLC and more have been announced, the way THQ is dolling them out at a snail's pace isn't doing the game's short shelf-life any favors. This is expounded by the incredibly weak online options. It's enough that the modes and options aren't there, but with no penalty for rage-quitters, copious lag, and nobody playing online, there just aren't any legs to the game.

Lastly, even the minute to minute gameplay in All Stars has some big blemishes. For one thing, certain options in combat aren't viable in the least. Options like using weapons are worthless. Spotty hit detection and random happenings may be acceptable in wrestling games as a norm, but that doesn't make them any less aggravating. All Stars is no exception, and the fact that this is a game much more about fighting game execution than any other, that is doubly so. The first time you botch a reversal that you KNOW should have worked, or when your rope spring miraculously doesn't hit the opponent despite passing right through him, you'll be making a Cornette face.

PRESENTATION

The presentation in All Stars is similarly spotty. The cartoony artstyle fits perfectly with the action in-ring, and the animations given to these over-the-top moves are smoother than any recent wrestling game. Epic moments even occur in the slow-motion uber versions of your given wrestler's Signature and Finishing moves, and although the exaggerated physiques of each ring warrior look a little ridiculous, ridiculous is what this game's all about. Of course, the video packages and in-engine cutscenes (complete with more than competent voice-acting) are the best parts of the presentation here. Sadly, there's just a lack of character in the rest of package, and even some of the action is stilted with emotionless wrestlers going at it and some minor clipping. Also, as repetitive as this game already is, having to look at the same five or six rings doesn't help matters at all.

FINAL VERDICT

WWE All Stars is a fun game that is kept from greatness with its inconsistency. There are good ideas in the game's content, but it's overall lacking. The gameplay has some spectacular innovations, but a lack of polish keeps it from elevating above a certain base level of enjoyment. The presentation is inspired in points, and lazy in others. Overall, if you're a fan of professional wrestling, you'll want to check out All Stars if only for a novelty. There's something potentially special here, but there are just too many mistakes in this rookie outing. It's a prospect to watch, but right now it's just middling in the mid-card.

WWE All Stars gets 3 stars out of 5.

Tuesday, June 14, 2011

"Everything's Fine": El Shaddai Demo Impressions


For as little mainstream coverage as it's gotten, I'm surprised I both remembered and desired to play Ignition Entertainment's forthcoming hack and slash effort, El Shaddai: Ascension of the Metatron. Actually, scratch that. With just how amazingly distinctive the look of this game is, I couldn't help remember it from way back in E3 of 2010. Now, one year, one Giant Bomb quick look, and one XBLA download later, I got to play the game for myself (well a demo anyway).

An adaptation of "The Book of Enoch", an ancient Hebrew religious text, El Shaddai is as eclectic in subtext as it is in visual flair. Sadly, none of the story details really make it into the demo, and so if you're not well informed, you're probably going to be scratching your head at some of the stranger aspects included here. All you really need to know is you play as heaven's scribe, Enoch. He's been sent to Earth equipped with God's finest armor, weaponry, and blue jeans in a last ditch attempt to get a group or rogue angels to return to heaven. If Enoch fails, God floods Earth. Bummer.

But even if Earth teeters on the brink of oblivion, you'd never know it because of El Shaddai's amazingly abstract interpretation it puts on all its visuals. This is just a demo, but El Shaddai is undeniably a beautiful game. I really can't praise enough just how much the ethereal look of El Shaddai can sell you on its world and even on its gameplay. It's both primordial and post-modern, and it looks gorgeous.


But good looks does not a good game make. Luckily, on top of having extremely solid, fluid, and responsive hack and slash gameplay, El Shaddai's got a couple of tricks up its sleeve. Firstly, combat in El Shaddai is handled by one button. While that may seem odd for an action game, it actually works quite well with game's second mechanic, weapon trading. Enoch will wield a total of three separate weapons in El Shaddai (though only two are seen in the demo), but can only carry one at a time and switch strategically by disarming enemies or grabbing one from certain points in the level. These each have unique properties; the Arch is your standard sword, while the Gail is a long-range projectile type weapon; and when combined with varied button presses and contextual factors, the combat becomes fast and frenetic.

Shaddai's minimalist approach continues with a lack of HUD, instead opting for visual clues to tell you when Enoch needs some help. Take damage, and Enoch's armor will start to chip away. Attack to much with your holy weapon, and it'll need to be purified or exchanged for a new one. These kind of things help preserve El Shaddai's beautiful aesthetic while staying functional.

That isn't to say everything about my time with the El Shaddai demo was positive. While the one button combat functioned incredibly well, it can be a tad difficult to execute your intended actions whilst under the pressure of a tight battle situation. Also, the demo doesn't provide any kind of context or hint for a progression system. While that's not a game breaker in the least, hack and slashers certainly have a curse of falling into repetition. That could be exacerbated if Shaddai if you're not constantly moving towards new talents and abilities.


Aside from those minor concerns this extremely short, but undeniably enticing preview of a beautiful action game is one that anybody with some kind of online access needs to download. At only about 700 MB (on XBLA), it's a quick download that's well worth the time. I'm more intrigued than ever for El Shaddai: Ascension of the Metatron, and am definitely looking to pick this up when it's released July 26th.

Saturday, June 11, 2011

COMICS!! Review: Flashpoint Deathstroke and the Curse of the Ravager #1


As a Painted Ship Upon a Painted Ocean.

The DC Universe is being remade (or revamped, or whatever the heck they're trying to call it), but Flashpoint rolls on. These kinda non-committal, alternate reality stories usually don't do much for me, as I usually can't get into a series if I know that the events will have little lasting impact on the universe as a whole, but pretty much ALL DC books won't have much lasting impact on the universe at large at this point so... WHATEVER, RIGHT?

Anyway, I arrived at the comic shoppe to pick up Citizen Cold #1, but was immediately stricken by the cover of Deathstroke: And the Curse of the Ravager. Maybe it was because I have an unhealthy interest in pirates, maybe it was because of the creative team attached. Hell, maybe it was because the cover made Deathstroke look like he fuckin' just crawled out of Tales of the Black Freighter.

Whatever it was, I picked it up. And it was great.

The Rime of Deathstroke the Mariner.

In the world of Flashpoint, Deathstroke has taken to a life of piracy. He, his crew, and his ship, The Ravager, are among the most feared on tumultuous seas of the seven seas. Deathstroke is motivated by more than just wealth however, as he continually searches for his daughter, Rose. Issue #1 has him picking up her trail and setting off on a quest to gather a crew to take into Atlantean waters.

As I said, I love piratical things, and the way Palmiotti fleshes out the story scratches that swashbuckling itch. Between his fight with the Warlord, his quiet determination to find Rose, and the portrayal of his motley crew, this ONE issue packs in a ton of character development and excitement. Slade is both sympathetic and honorable (for a pirate at least), while maintaining his ruthless and methodical nature. It feels as if this is how the character has always been written, nay, has always MEANT to be written. The artwork by Joe Bennett captures all of this perfectly. He's got an extremely solid style that makes me feel like I want to see the way he renders ALL of the DC Universe. It also stands to mention that the way he draws the action and violence here is dynamic, yet understated. It's not overly gruesome stuff, but you'll definitely know you're reading a Deathstroke-centric story.

Dead Men Tell GREAT Tales...

And while I'd love to now become critical (as a fake critic like myself attempts to do), I really can't complain about anything in this book. This is an enthralling addition to the Flashpoint mythos and your comic library. If you like the character of Deathstroke, stories of grim buccaneers, or introspective narration, pick this one up. You'll be glad you did.

Deathstroke and the Curse of the Ravager #1 plunders 5 stars out of 5.

COMICS!! Review: Flashpoint Citizen Cold #1


Rogue Status

I love the Flash and his rogues gallery of... well, Rogues. There's few characters I so enjoy reading about their villains in the same way that I enjoy reading about the hero themselves, but the Flash is one of those. In Flashpoint, the baddest of these blue collar baddies, Captain Cold, gets his own mini series.

To say the least, I was excited. Were my lofty expectations met?

Kicking Some Ice

Like was seen in Flashpoint #1, Captain Cold in this reality is actually a member of the Justice League under the moniker "Citizen Cold". However, don't take that to mean that Cold's gone soft. He's just as ruthless as ever (and he proves it early on in a one on one with Mr. Freeze) and seems like he's just doing this hero thing until he can pilfer enough good will and good WEALTH to get out of the game forever. Cold's got problems however, as Iris West, a prison full of baddies, and an imperiled sister all threaten to interrupt Cold's path to retirement.

This book is both penned AND drawn by Scott Kolins, who popped up as a frequent fill-in artist for Francis Manapul on Geoff Johns' latest Flash series. From a story standpoint, what I loved most about Citizen Cold was the portrayal of the titular character. Where many other Flashpoint characters have been transplanted into positions that greatly change their personality, Cold is still (pun intended) cold. He's an asshole. He's a rogue. He's just managed to get enough of Central City's schmucks to buy him as a hero that he's found more profit in it. Particularly, all the Citizen Cold fans chanting, "COLD SNAP", and Cold getting irritated spoke volumes to his character.

Kolins' artwork fits in well with these villain themed stories, and I really love the way he experiments with panel layouts. The scene in which Cold is standing in his underpants (stay with me), Cold Gun clutched in his hand, while a news report details events concerning his sister is pretty powerfully told with just great illustration and unorthodox layouts.

Cold Shoulder

The only problems I found with Citizen Cold surrounded its set up. There seems like there's going to be problems with the other Rogues Cold has locked up in Iron Heights, but we really don't know if that should be our main concern. Cold also has dealings with Iris that seem to suggest he wants a romantic relationship with her, but that doesn't go anywhere. Indeed, outside of the sub-plot involving his father and sister (and a cliff-hanger ending which will put him at odds with Iris), I'm just a little confused what's gonna happen next. I suppose that's why a mini series has more than one issue in it. Also, I said Kolins' artwork works best with villains because, not to be negative, but his characters are pretty ugly. Ugly in the best way, sure, as Cold himself looks amazing (as do all the other villains), but characters like Iris and Wally West just look a tad odd when drawn in Kolins' style.

*INSERT COLD/ICE PUN HERE*

The Rogues have a pretty built-in audience. If you're a Flash fan, nothing should stop you from picking up this title. If you have at least a little bit of interest in seeing how a villain who becomes a hero... but remains a villain would act in a position of prominence, Citizen Cold is a great read. It's not without a few flaws, but Citizen Cold deserves the attention of all but the most die hard of Rogue haters.

Citizen Cold #1 freezes a solid 4 stars out of 5.

Friday, June 10, 2011

Post E3 2011 Impressions...

E3's over, the show has rapped, and I've got a list of games I'm looking forward to.

Just click over to my Giant Bomb profile HERE to peep what those games are, and why I'm excited about each.

It's going to be a pretty awesome two years of video games. Hope you're excited as me.

Sunday, June 5, 2011

i-Rix Review: Mortal Kombat

My personal experiences with Mortal Kombat are far from what most would consider the "golden age". At the end of the day, although I'm sure some have fond memories of Armageddon and MK vs. DC (yes, I'm sure they exist), they don't really put me in the Mortal Kombat "butter-zone". When people started talking about the new MK and how it reminded them of the good old days, I personally couldn't relate. I didn't know what a classic Mortal Kombat experience was like.

I'm still not sure if I know what that's like, but I DO know that the new Mortal Kombat is as good as any fighting game on the market, and though it's not without its flaws, it advances the genres in many simple ways.

STORY

Surprisingly, Mortal Kombat is a fighting game with a full-fledged story attached to it. Mortal Kombat starts at the very end of the MK universe during Mortal Kombat: Armageddon. Everybody's dead, and Raiden himself is on the brink of biting the big one at the hands of uber-baddie, Shao Kahn. However, in desperation, Raiden uses the remainder of his powers to send a telepathic message to his past self in hopes of averting this disastrous faith. What follows is Raiden and his allies' path through the first three games in the Mortal Kombat franchise. However, with Raiden possessing new memories and characters being around who once weren't, the events flesh out much differently, to the point that even those familiar with the MK mythos might be surprised. It's cheesey, and it's not the deepest story, but the way it unfolds is always entertaining.

CONTENT

Where Mortal Kombat first shines through as something special is with the amount of content it puts forth. Not only are the number of modes in MK pretty impressive for a fighting game, but just in terms of video games period. Aside from the natural Arcade ladder, Versus modes, and an impressive number of tutorial modes, MK also brings a pair of uniquely awesome modes in the form of its Story mode and its Challenge Tower. The Story mode, naturally, has you traversing the story I just laid out, and this'll take you about 6 hours. The Challenge Tower, on the other hand, is 300 individual tasks you must take on in order which range from simple fights, to mini-games like Test Your Might, to wholly more ridiculous missions. I'm a month into the game, and I'm nowhere near completing all the challenges, so I can't even gauge how long this thing is. Rounding out the package is a huge roster, a full multiplayer suite with lobbies, ranked matches, etc., and several tag battle features that permeate most modes throughout the game.

In short. This game is stacked.

GAMEPLAY

MK is a traditional 2D fighting game, and as such, there are things you likely can expect. However, unlike Street Fighter, MK typically takes a more offensive-minded approach to its fighting. Juggles and big combos are key, and even blocking won't do you much good for long as chip damage is dealt out for each and every move. It's still important to know each fighter's capabilities and to exploit fighting game strategies like zoning out, turtling up, etc. Luckily, there's a good tutorial here for new players, and the early goings of things like the Challenge Tower certainly favor new players. Tag battles also do a good job of mixing up this basic formula by throwing in even more madness with assists and quick tags, and even throws in the ability to have four live players going at it in a single match. It's not the most balanced or refined fighting system, but Mortal Kombat is always fun to play.

Of course, fighting games in this generation require a solid online foundation, and it's only here that MK falters. The amount of modes and ways to play online are certainly there, but the netcode is shaky at best. Too often are you dealing with lag or noticeable latency. It's playable, and getting together with a buddy with a solid connection makes it nearly perfect, but playing randoms is a bummer. If NetherRealm Studios, the dudes behind MK, can't get fix this up with future patches, I fear the game's true potential will never be reached.

PRESENTATION

Mortal Kombat certainly impresses visually. Whether it's the character models themselves or the nauseatingly detail on the blood and gore, MK is a good looking game. The highlight is certainly the uber-detailed stages, which feature multiple moving elements, distractingly huge scale, and some neat lighting. The soundtrack, though not necessarily as memorable as other fighting games, does have a retro feel that fits in with the game's tone and setting. Lastly, the voice-actors, though hammy, all do a good job. You'll never doubt that these competitors are going to rip each other apart.

THE FINAL VERDICT

There is just so much in Mortal Kombat to love, and even more that I feel I can't cover in a simple text review. Fans of fighting games can't overlook this entry, and anybody looking into the genre has their best chance right here. It may be a bit disappointing that the online isn't more solid, but the amount of content available for just the single-player experience itself is worth the price of admission.

Mortal Kombat easily gets 4.5 stars out of 5. Grab some friends and start dismembering each other. You'll be glad you did