Wednesday, July 20, 2011

COMICS!! Review: Daredevil #1


Daredevil hasn't been himself for a while. The amount of times Matt Murdock has veritably been screwed over is reaching a Peter Parker level of ridiculous at this point, and this DD fan was sick of it. Yep, I haven't read a new comic from one of my favorite characters in some time, mainly because I don't feel like he's been the character who made me fall in love with comics in just about forever.

After reading Mark Waid's first issue of this new Daredevil series, I can say that Matt Murdock is still a very different character than he once was. But somehow, this time that makes this new Daredevil even more compelling.

Back in a New York Groove

Daredevil #1 has DD back in New York. Through crashing a mafia wedding (both busting Spot from kidnapping the young daughter of one family and also stealing a kiss from the bride) we see a much brasher Matt Murdock. He's more confident, he's more carefree. Despite this new attitude, the past actions of DD still linger and Murdock finds it difficult to return to business as usual. Intrigue arises from his current case, and we get the initial set-up for what this new series is going to be about. There's also a thoroughly enjoyable "second tale" that has Foggy and Matt just conversing, which gives a nice little weight to this inaugural issue.

Justice is Blind. Not Mute.

Both tales are penned by veteran of the veterans, Mark Waid. Waid is undoubtedly a pro, and the stream of consciousness that he uses to carry the weight of the story is one that feels both inherently familiar and brand new. It feels noir, but with the way that Waid writes DD as much more brash puts a nice spin on the proceedings. What really anchored me to the whole thing was the artwork by a pair of incredibly talented artists. Paolo Rivera shows the world that DD inhabits in ways I've never seen it before. The amount of unique paneling and uses of silhouettes and implied figures not only gives the idea of how DD might view the world, but also gives it a very post-modern art house feel. It's bizarre. It's also impossible to take one's eyes off of. The "second tale" is illustrated by Marcos Martin, and whilst there's no action to speak of, really, Martin is ace. I've said how much I love his art in prior reviews, but I can't say it enough. He's one of the best artists out there.

For all these positives, however, I did have problems with this issue. A few substantial ones, actually (though some may stem from being a DD fanboy). I said that Waid's new vision of how Matt Murdock should be is compelling and refreshing, but at the same time I fear he may be losing some of what made the character likable. In trying to give him a "cooler" and more... how shall I say this... of an edge(?), Waid may have made Matt a dick. He seems a little like Oliver Queen without the charm or moustache. I'll obviously wait to see where the book goes, but this, and the fact that the main impetus of the story seemed to be people telling Matt, "Hey, you're Daredevil" and Matt saying "Nope", I'm a little concerned for what the solution of it all is going to be. Of course, that's why we read the books...

Here's to the future.

Despite those gripes, I thoroughly enjoyed both features of Daredevil #1. Waid may be making Daredevil his own, and though that can be alarming, it's also very exciting. This is a well written comic with extremely beautiful artwork. What more can you ask for? If you've got the cash in your wallet and are looking for a brand new series to jump into, get on the Murdock express. DD should be a heck of a ride.

Daredevil #1 gets 4 stars out of 5.

Tuesday, July 19, 2011

Questionable Review: Harry Potter and the Deathly Hallows: Part II


The Harry Potter franchise, yet another series that I myself have grown up with and has become a large part of my young(ish) life has now come to a close. It seems a superfluous exercise to review this, the last film in the franchise. People who aren't fans of the franchise by now are not going to be swayed by this film, and as this film is a thoroughly enjoyable (or at the very least, not outright offensive to its audience), people crazy enough to have stuck with the series this long aren't going to be convinced to abandon it now. Still, on its own merits I'll attempt to explain why the latest Harry Potter, while far from perfect, is a worthwhile movie experience.

WHAT'S THIS MOVIE ABOUT?

Harry Potter and the Deathly Hallows: Part II (quite the goddamn mouthful) takes place shortly after the previous film. With the shroud of darkness looming, Harry (Daniel Radcliffe) and his companions Ron (Rupert Grint) and Hermione (Emma Watson) must hunt down the remaining Horcruxes and destroy them in a last ditch effort to kill Lord Voldemort (Ray Feinnes) once and for all. Of course, this proves more difficult than it sounds, as not only must the individual Horcruxes still be found, but Voldemort's amassing army of Death Eaters threaten a full scale attack on Hogwarts, and to stamp out the last of those who would oppose the dark lord's supremacy.

WHAT'S GREAT ABOUT THIS MOVIE?

What drives the wizarding world of Harry Potter forward are the characters and the unique, sometimes random, and often times frighteningly dark elements that make it up. That is no different here, and again the charm and genuine emotion of the trio of leads shine through again. Watson especially seems to have matured to a point where she shoulders the weighty emotional scenes which leave Grint and Radcliffe open to work towards their own individual strengths (comic relief and stalwart leader, respectively). The HUGE ensemble cast don't get quite as much to do as they individually deserve, likely because of the damn number of people we're dealing with, but each does their typical great job. Fiennes and Alan Rickman (Snape) are standouts. Once again, the visuals respectively and outstandingly bring to life the smallest of intricacies in the film's world. This series has taken a turn for the dark in latter installments, and although we are still dealing with a grim movie on the whole (which the visuals reflect), I was glad that the filmmakers also made sure to include more brightly lit motifs to call back to the days when the series was strictly a fantasy tale for children.

Of course I'd be remiss if I didn't mention the fact that this is indeed the final movie, and how things end. Without giving anything away, I can only describe the ending of the series as satisfying. The majority of loose ends are tied up, and though the ending isn't completely rosy, it's one that fans of the series (especially the films) will appreciate and not feel cheated by.

WHAT SUCKS ABOUT THIS MOVIE?

Deathly Hallows: Part II's main shortcomings actually stem from its place on the timeline. It may be obvious, but if you have not seen the first part of this final installment recently, or indeed recent installments, the movie is not going to provide any context or reference to you. Simply put, the film not only will not hold your hand and make sure you remember why this element or that element is important, it will completely THROW your hand down and glare at you disapprovingly. That may be fine in a sequential series where there are only three or four films, but in a movie where there have been a total of 7 films building up to it, it's a little demanding (even for this series) to punish the viewer for not recalling exactly what happened three or four films back.

And that kind of approach also plays into the feeling that this final installment as a whole (that's including Part I) needed more time. This has the feelings of a film that's sprinting towards the finish. As such, some moments especially those dealing with character death aren't given the time or respect they deserve. Points are brought up and not elaborated on, and you get the feeling a lot was cut out to make sure the movie kept its brisk 2 hour and 45 minute run time. It's a nitpick, sure, as the filmmakers get the desired effect out the audience more often than not, but I still can't help but feel like just 20 more minutes in this and the previous film would have made a world of difference.

ANYTHING ELSE?

I knew there wasn't going to be any Quidditch in this film, but for goodness sake they set the Quidditch pitch on fire! I guess that gets across how the films treated one of my favorite aspects of the books.

THE FINAL VERDICT?

Chances are, even if you've made it to the end of this review, your mind was made up on what you thought of Harry Potter and the Deathly Hallows: Part II. For me, it's the satisfying end to a series which has been a large part of my life (for better or worse). It's not the best film in the series, and its place as the odd second half or the final film in a series that began ten years ago makes it perhaps the most flawed, but it's a well-made film that does just what its audience expects from it. Muggles need not apply.

Tuesday, July 12, 2011

COMICS!! Review: Red Skull: Incarnate #1


Red Skull is one of those villains that, although he's considered legendary in the Marvel Universe as one of its greatest villains, I honestly have trouble accepting him outside of the context of the war that created him. That's a non-issue with Red Skull: Incarnate, as we see the coming of age of the man who would become Red Skull. Whilst it's difficult to feel sympathy for someone who has done so much evil in his life, but thanks to a stellar first issue, readers can actually see the tragic beginnings that may have created this monster.

Fall of the Third Reich.

Issue #1 begins after the fall of the Third Reich in WWII. Johann Schmidt, the boy who would become Red Skull is a simple street urchin living in an orphanage under the iron fist of a tyrannical and fanatical head master. Schmidt is only a child, and despite a somewhat gruff exterior, he actually shows compassion towards his fellow orphans. However, he also shows flashes of ruthlessness, and a willingness to do just about anything to ensure he survives this chaotic period in time. By issue's end, we're still not sure where Johann's evil motivations might stem from, but we do see the inklings of a boy who is driven to seek violence to improve his own standing.

Red Skull: Incarnate isn't the most complex or exciting telling of an origin story, but it is unflinching in how solid its writing and art is. Greg Pak tells a story primarily through the context of the time period and the dialogue between the character's involved. Besides Schmidt, you're not going to recognize anybody else here, but simply because of their portrayal here, you'll feel sympathy, hatred, or indifference to them. Some of these exchanges, especially between Johann and a local dog-catcher are startlingly haunting. Again, Johann is just a boy at this time, but the dark places his mind can go hint at the mind he will become.

Beauty in Tragedy

The art by Mirko Colak emphasizes the helpless and chaotic tone of the story. He has a very smooth style, but combined with the haunting images he portrays and the dark/contrasting colors by Matthew Wilson, it fits perfectly with the tone of the story. At its worst, it's not distracting, and at its best it only adds to Johann's story. I also must complement the cover by David Aja. It looks simultaneously like a piece of propaganda, like an old pulp comic book cover, and like an astounding piece of stand-alone art. To say it helped sell the comic to me when I saw it on the shelf is probably the best praise I can say about it.

As a stand-alone issue, Red Skull: Incarnate #1 is easy to recommend. It's a fantastic telling of the early stages of a classic villain's career. As part one of a mini-series, it sets a tone beautifully and gets one excited to read more. It's solid from top to bottom, and any fan of Captain America and his rogue's gallery shouldn't think twice before plunking down $2.99 for this gem.

Red Skull: Incarnate gets a deserved 5 out of 5 stars.

Thursday, July 7, 2011

i-Rix Review: Trenched

Trenched is a game unlike any that's been released recently. That's because it takes so many elements from so many different games and genres that the stew that emerges from this video game broth pot is one that manages to be delicious, almost surprisingly so. It isn't without its faults, and for all the replayability in its campaign, Trenched still feels a little light in the metal loafers, but fans of Double Fine or those with a penchant for cooperative play should definitely check out this mech shooter.

STORY

In true Double Fine fashion, the story of Trenched is a ludicrously genius one. This is a post-WWI alternate reality where an alien broadcast has fried the minds of countless military personnel, save for two; Frank Woodruff Sr. and Vlad Farnsworth. These two close friends are granted near infinite intellect. Whilst Woodruff uses his smarts to develop the "Mobile Trench", huge mechanized war machines that allow disabled soldier to walk once more, Farnsworth goes insane and creates the "monovisions", creatures made of television screens and wires that are hellbent on spreading the alien broadcast to all mankind. As this signal is almost always lethal, and the monovisions themselves are able to decimate most of the world's established military, Woodruff takes it upon himself to assemble a Mobile Trench Brigade and fight back against the invading beasties.

CONTENT

Trenched is split up into three campaign theaters with about four missions (and one boss fight) per. This might not sound like much, and to be honest, I wish Trenched had a tad more raw content to dig into. What saves Trenched from being too light in the loafers, however, is the ridiculous amount of loot and customization options. Between drops, challenges, and just level-specific stuff you're picking up, there are (approx.) millions of ways to customize your given Trench. This provides huge incentive to re-play levels repeatedly in hopes that you'll get something delicious. On top of this, any level can be played together with up to three comrades, and this in turn plays back into SEPARATE challenges dealing with your "regiment" (people who you've recently played the game with). This makes the replay value of Trenched potentially great, but with only the handful of levels included in the game, most of which become unplayably easy at a certain level, the unfortunate cap on content makes this the one area that it falls somewhat short.

GAMEPLAY

Thankfully, the actual act of playing Trenched is never disappointing. Each mission (aside from some straight forward boss fights) tasks you with utilizing your customized Trenched in the defense of a given structure or group of structures. You do this by combining your Trench's given weaponry, but also by setting up defensive and support emplacements about the battlefield to stem the attacking waves of monovisions. You see, besides being a third-person Mech shooter, Trenched is also a tower-defense game. You'll set up machine guns, sniper turrets, dampening generators, and mine layers in your enemy's paths and at strategic choke-points to make sure your structures remain safe.

Of course that's easier said than done, as there are a ton of varied types of monovisions. Some shield other units. Others have armor that needs to be broken off with explosions before attacking the creature directly. Others still will come straight for YOU and try to murder your ass. This variation makes the pacing of each pitched battle fast and frantic, and you'll need to learn how to manage your scrap reserves best to maintain your defenses. Of course, variation also plays into just HOW you've customized your Trench. For example, if you're rolling an assault chassis with some heavy weapons and/or ridiculous number of guns attached, those emplacements are going to take a back seat to just good old fashioned shooting. However, you could also take an engineering chassis into the fight loaded up with all types of emplacements and control the entire battlefield with strategic prowess. Throwing in a group of three other comrades means these options get even more radical as, with a posse behind you, you can specialize in your favorite area even more. In the end, Trenched is a game about love, and there's plenty to love with the way this game plays.

PRESENTATION

Like many other games in the Double Fine lineage, Trenched's distinct world drives its presentation. Trenched might not have a ton of graphical power behind it, but it knows how to to put its best mechanical foot forward. The cartoony look belays a dark and desolate picture of a world taken over by sentient televisions. Punctuating Trenched is its voice cast, with smartly written dialog bringing even more humor to the absurdity of the whole thing. The one point of contention I have with Trenched is the lack of a consistent soundtrack. There are fitting period themes present during cutscenes and at given points, but most of the in-game stuff is silent with only the ambient sounds of gunfire and screeching monsters.

VERDICT

Trenched is a 15 dollar gem. It may not have a ton of content (least that which stays playable throughout the game's entirety), but if you have a lust for loot and a stalwart squad of soldiers willing to endure some repetition, Trenched is a game well worth the price of admissions.

Trenched gets 4 stars out of 5.

Sunday, July 3, 2011

COMICS!! Review: Venom #4

For those not in the "know", Flash Thompson (childhood bully to Peter Parker yet biggest fan of Spider-Man) has taken over as the Marvel Universe's Venom. Thanks to Rick Remender and Tony Moore, this potentially puzzling successor to the legendary mantle has been nothing short of amazing. Now 4 issues in and with the first arc of the Venom story concluded, does the series have a bright future, or has Flash peaked even before his career has begun?

Soldier of Misfortune

Issue #4 continues the chaotic path from the previous three, with Flash trying to get control of a raging Symbiote, attempting to end the dastardly schemes of the Crime Master and save his girlfriend Betty Brant, AND having to face off against Spider-Man as well. The action is told in a stream of consciousness much like that of a noir story, and the tension rises as the fight between Venom and Spidey escalates. Of course, Betty's life being on the line doesn't help matters, and throw the new Jack o' Lantern (and a whole lot of misunderstandings) into the mix, and this issue is action packed.

Remender's writing really works for this series, and this issue in-particular makes good use of his introspective style. We even get a small portion of the story told by one of Crime Master's henchman which proves both entertaining and enlightening. It's interesting that Flash has run the gamut of being a capable para-military character to one who has come to struggle much more with his current role. This is the first issue in which I actually felt Flash wasn't a hero in the least. I also can't help but love Remender's new version of Jack o'Lantern. He's essentially just a scary henchman, but he's scarier and cooler than the character has been in a long while. Of course, the artwork by Tony Moore is also top-notch. He captures a grittiness and danger that a Spider-Man related series doesn't typically go for. That's part of the fun of it all.

Very Special Forces

Obviously, I think very highly about Venom. So the last question is, should you pick up #4? Well, if you haven't been following the series up to this point... then no. Don't do it. What you SHOULD do is go back, pick up the first three issues, and THEN pick up #4. It's not a great jumping on point (in fact, it's kinda terrible), but it deserves a spot in your collection.

Venom #4 easily gets 4.5 stars out of 5. It's quickly becoming one of my most-anticipated books to pick up each month.