The last DC movie I saw in theaters was Man of Steel. If you see a preview clip for the upcoming Justice League, there's this whole bit about how Superman brought hope and showcased what people could be. Man of Steel showed little of that.
Wonder Woman makes Diana Prince's entrance into theaters as someone who brings inspiration and hope to those who meet her.
A small portion is given over to how Wonder Woman is raised but it's a rather simple origin. She was given life by Zeus and is the only child on an island of adult, apparently ageless warrior women. Her regimen that she starts as a child, is learning the Amazon ways of war. The island has its own charm and beauty, outside of being a timeless tropical paradise, it's covered with ancient art and is in a timeless pristine condition.
Diana grows up learning about Ares and his terrible plot to bring an endless war to the world of Man. She's shown the sword, the God-Slayer and told this weapon will one day end the threat of Ares.
I'm not like an ancient of the world but as a comic reader since the 80s, I was there for when Crisis of Infinite Earths changed up the Wonder Woman status. I loved George Perez's incarnation of Ares. I enjoyed that version more than the even recent version in the New 52 era.
Note these stories and more are collected in the massive George Perez Wonder Woman Omnibus. If you're a comic fan or want a retelling of Wonder Woman's tale, this is a great source of said tales.
So how does Diana wind up leaving the island? Steve Trevor, being pursued by a WWI German force, crash lands in the waters directly outside Paradise Island. Diana saves him but then she and her sisters immediately have to fight off a German landing party.
While the action sequences are fantastic and showcase a lot of energy and vibrancy I felt a twinge of "The Amazons are amazingly stupid." Atop of a hill, armed with bows capable of shooting further and farther than any WWI weapon, after a quick volley, they dive right into melee with a foe they've never encountered before.
Flesh and bone versus even, by today's standards, primitive firearms, provides something that the Amazons haven't had for perhaps thousands of years; casualties.
Steve, under the duress of the lasso of truth, reveals that he is a spy and has learned of a terrible chemical weapon that is going to be used to kill millions and he must return to London and try and stop it. The Amazons have no interest in 'Man's World'. Except for Diana whose been raised that it is her duty to help. That is it the reason she exists, to stop Ares.
When Diana's mother forbids her leaving, she does what any child does. She rebels. She steals the God Slayer and other assorted Amazon artifacts grabs Steve Stevor and preps a boat for taking off on the beach. A quick meeting with her mother who blesses her but tells her she may never return to the island leads us to the second act.
Diana is able to contrast the cleanliness and beauty of Paradise Island with London. London does not fare well. It's a place of filth, of smoke, of massive crowds and fear. Diana learns the current role of women in 'man's world' and fights it tooth and nail every inch of the way.
After a shopping trip to provide Diana with some less conspicuous clothes, Diana and Steve recruit a group of individuals who act almost as Doc Savage's crew. These are individuals who bring unique or specialized talents to the mission, an actor, a scout, and a sniper. Add in Steve and Diana and you've got Doc Savage and his old crew.
For those who don't know the old Pulp era hero Doc Savage, he was one of the first near superhumans of his era. He was one of the best fighters, one of the best scientists, one of the best people. And he traveled with a group of people who each had their own specialty. But it always seemed that Doc could do everything they could and more.
But Doc couldn't' be everywhere at every time and Diana at least, unlike Doc, doesn't know 'man's world'. Her crew fits her better.
I was impressed that in a WWI film, they managed to squeeze in so much diversity without it feeling pushed or fake. The scout, 'The Chief', works for everyone and is a well-known figure on the front line. The actor, Sammar, the one with the smooth tongue, able to use his 'lowly foreigner' status to fool people into thinking he's less than he is and moves about unobserved. The sniper? A drunk who is haunted by those killed in The Great War, but also a singer and player of the piano. the group works well. A diverse lot like this over the great range of Europe with the variety of people living in the continent makes a certain amount of sense.
Diana's role? The role she believes she has? It's to kill Areas. Based on information she's found so far, she believes it to be the German Ludendorff. She's intent on killing the man, of doing so at an elite gathering, one last 'huzzah' before peace is signed over. Trevor is intent on destroying the chemical supply.
To get to Ludendorff though, they must first cross 'No-Man's Land'. It's another one of the great action sequences in the movie. Wonder Woman in full costume, with shield and bracers, with strength greater than any normal man, advances into the hail of machine gun fire, taking the attention of the Germans long enough for others to make their advance and return fire.
The struggles that follow mire Diana further in the horrors of life in wartime. Innocents, men, women, and children, dying for being at the wrong place at the wrong time. People undergoing the horrors of starvation. People, she might be able to save suffering caravan breakdown as horses become dragged down in mud and muck. She learns she cannot save everyone.
But she manages to save a town and they celebrate the victory with dancing and even a rare photograph, the methods were far more primitive than simply pulling out a smart phone and selfie stick.
Diana manages to sneak into the party and is about to attack Lundendorff when Steve stops her and tries to bring her to his side of thinking. While that goes on, a shell of the weaponized chemicals is shot into the village Diana just saved.
Outraged, Diana blames Steve for all these peoples deaths and goes on to fight Lundendorff!
This fight was well done but such a red herring that it even had me fooled. See, Diana is far more than human. At this point in the story, she's not on Superman level or showcasing an ability to shrug off tank shells, but she's able to lift a tank, cover tremendous distances with a single leap, outfight whole rooms of trained soldiers and such.
Lundendorff is given some type of super steroid by 'Dr. Poison', the genius responsible for coming up with the chemical weapon in the first place. It's apparently enough to give him the ability to fight Diana on equal terms.
When she slays Lundendorff and the Germans don't stop loading a massive plane with the chemical weapons, learning that man is indeed monstrous even without the advent of Ares leading them on, that further breaks Diana's heart and she cannot understand why this is still happening.
Steve Trevor, a man on an almost single minded mission though, asks for her help again and she refused. Steve and his allies move on against the still loading plane and debate best on how to take down this terror weapon without activating the chemical agent in an occupied area.
A guy named Steve and a dangerous plane? Anyone see where that's going?
As Diana considers her options, the 'real' Ares shows up. There are several stages to this battle but it starts off with the simple act of truth. Diana rams the God Slayer at Ares who not only blocks it with an open hand but destroys it.
Turns out the God Slayer isn't the sword, it's Diana herself. Diana who in this incarnation, turns out to be a goddess, the last legacy of Zeus to the mortal world. This part wasn't as big a reveal to anyone paying attention to the beginning with all of the "Diana cannot know what she is!" bits but to those unfamiliar with such nods in the super hero genre, it may have come as a surprise.
Diana picks up her game considerably her. She moves faster, hits harder, and fights with more innovation.
Ares is unimpressed and thrashes her easily. At one point knocking her so far away from the battle that she falls from the sky and tumbles across the ground like a skipping stone where Steve finds her and a deafened Diana can't hear his words to her and ponder the meaning of Steve giving Diana his father's watch.
Diana returns to the conflict while Steve boards the plane.
Diana continues to suffer at the hands of Ares while Steve flies the chemicals high enough into the air that he feels confident that setting them off won't endanger millions. The explosion is seen on the ground where Diana undergoes a transformation.
Normally I hate Dragon Ball Z power ups.
1. Fight somewhat equal but villain having an edge.
2. Villain showing 'true' power and beating hero easily.
3. Hero seeing loved one slain and gaining an immediate power up.
4. Hero becoming more powerful than the villain.
In this instance, it fits the evolution of the character. An Amazon whose only learning that she's a goddess. An Amazon who as Ares asks something along the lines of "let's see what type of god you are."
Turns out she's the goddess of love. Not lusty love. Not love of self. But an unselfish love for all humanity.
As corny as it sounds, the actress pulls it off. Her defeat of Ares isn't Wonder Woman conquering Ares, it's peace, hope, love, overcoming war, despair, and hate. It fits the movie far better than say, Superman snapping Zodd's neck.
Wonder Woman has a great score. It has great scenery. It has fantastic action sequences. It is a great showcase of 'The Hero's Journey'.
In terms of super hero movies, I was impressed that they went with the Great War instead of WWII. I also enjoyed that the movie takes itself seriously. I enjoy a lot of Marvel films and appreciate that they go to great lengths to avoid 'grimdark' that DC movies seem to seep themselves in. Wonder Woman however, doesn't use needless comedy and despite the subject matter, despite the Great War background, it has a lighter hearted feel than Man of Steel. Diana is a hero because she's a hero. It works for her. It works for the audience. She's earnest in what she seeks to do.
Wonder Woman is a solid film and a great super hero film. While I don't hold a lot of hope for the upcoming Justice League, I am hopeful that others will look at the different ways that great story telling in and of itself, can be used in a super hero movie and continue to push the boundaries of the genre.
Showing posts with label Super Heroes. Show all posts
Showing posts with label Super Heroes. Show all posts
Tuesday, August 15, 2017
Sunday, April 2, 2017
Logan Tries To Be Unforgiven Yet Falls Far Short
When I first heard about Logan and it being Hugh Jackman's last performance as Wolverine, I was intrigued. Numerous news bits indicated it might be going the way of the graphic novel, Old Man Logan.
I was dubious. It's not that Old Man Logan isn't worthy of screen adaptation, but if you've read it, it ties directly into the bones of the old Marvel Setting which the film company producing Logan have no access to.
I was hopeful and curious. When I saw the first trailer, I was impressed. The use of Johnny Cash's version of Nine Inch Nails 'Hurt' as well as seeing the world tired and wasted and the characters tired and wasted, well, that looks like something I could get into.
The second trailer added to that hope.
And then I saw the movie.
Sigh.
So many of my movie friends were like, "It's the best super hero movie ever! It's way better than any other super hero movie that's come before!"
I wasn't impressed. It's not that the genre hasn't been done before. Unforgiven is one of my favorite movies and heck, it's not the only movie that Clint Eastwood himself has done featuring this type of tired old soldier whose got one last fight left. With the whole Expendables series, there's even a genre of sorts for it. Those who read fantasy fiction like the old David Gemmell's Legend, know it's an old series.
So there are some great stories of the old soldier, the old hero, with one last battle.
This isn't one of them.
I'll be hitting spoilers real quick and discussing some of the things I enjoyed and didn't enjoy so if you don't want to be spoiled on this movie, read no further.
SPOILERS!
First off, let's talk about the cultivated look.
It looks like it's run down not because it's a dark and broken down future. It's because those scenes that are shown are where Logan is hiding Professor X, which happens to be a rusted out junkyard in Mexico.
So that ambiance shown is a trick, a trap. It's there to create a false "bad times."
It's the year 2029 and Wolverine has not aged well. This is because his skeleton is bonded to the metal and it's poisoning him. The older he gets, the more his healing factor has to deal with the poisoning leaving less time to deal with, oh, say getting shot.
And it's probably painful.
And this is something perhaps I take with experience as I know people who are in chronic pain and they drink not because they're bitter. They drink not because they hate everyone. They drink because they are self-medicating themselves to cover the pain.
So that ambiance of Wolverine being all 'drunk' is another false flag.
The movie's R rating is earned. It's violent. There is swearing. There's even a brief bit of nudity. But mainly the rating is for the violence.
The theme of old and faded does have one actual point, and that's mutants aren't born anymore. This isn't a bad idea or a bad seed, but as the movie goes on, even that little bit of information has to be spoiled and spelled out. See, it's not some natural thing that happened, but bio-engineered!
Sigh. Lame.
And then there's the 'big bad.'
From all the previews we've seen, Logan and friends are being hunted down by trained killers lead by an experienced soldier. Pierce and his Reavers. Pierce comes across as confident and sure-footed, but he is punk'd over and over. The first time being knocked out by a child from behind.
The actual 'nemesis'? The main foe that returns to hunt Wolverine and his prodigy?
It's a younger wild clone of Wolverine.
Go back and watch the videos. That's not really something that comes through right?
They hide that because it's lame.
If someone is going to tell me how Hugh Jackman playing 'X-24' is the best movie ever when The Dark Knight gave us Health Ledger in an unforgettable performance as the Joker, I'd love to hear it.
I appreciate that memory is short. I understand that the 'now' is 'hawt.' But no, Logan, for all it's well-filmed action sequences, and it's earning of the 'R' rating, it is not better than Captain America Civil War or even Dr. Strange.
But serious themes!
Okay folks, here's the serious theme.
From the background we get in the movie, Professor X as an older person, had some type of seizure and with vast power blew up the X-Men and killed I think they said six or seven of them. So Wolverine's big plan isn't to be a drunk and be edgy and be hateful and all alone as so many people latch onto.
It's to get Professor X to an uninhabited body of water and kill him and then blow his own brains out with an adamantium bullet.
Yea, that whole "don't show a gun in act one unless you're going to use it in the final act" are in full evidence here.
Because see for whatever reason, a bullet of adamantium can blow Wolverine's head off. Now aren't his claws made of the same metal? Wouldn't he be able to slice through the limbs of say, another Wolverine? Well, let's not go thinking that way...
There's also the problem of Wolverine being flat out stupid. To humor Charles Xavier, Logan allows Laura and Chuck to rest for the night at the home of a family who they help on the side of the road.
Which of course gives the bad guys time to catch up to Logan and wipe out the innocent family.. because, in all his years of being an X-Men, Wolverine would've never thought of that I guess?
There's also the unreliability of Professor X's own power in all situations. It's the same problem you have anytime you watch a movie where the character could easily escape if they did the most basic of things but hey, for whatever reason, they don't do it.
Using his power to communicate with the apparently 'mute' Laura? No problem. Using his power to actually do anything useful? Can't have that happen.
And then there's this weird part towards the end where it's like the film company is setting up the sequel. See, in my ramblings, while I've mentioned Laura's name a few times, I haven't actually talked about how she fits into things.
It seems instead of going with anything resembling Old Man Logan, the writers decided to make Logan old and use that to introduce X-23.
Now I like X-23. I liked the origin, I like the growth of the character, the mentorship with Logan in the comics, and the eventual replacement of Logan as the Wolverine.
This isn't a bad way to introduce a character to a series.
But there are about another half dozen children who are clones of various characters I'll let interested readers Google.
It is these kids who help Wolverine, who in fact, wind up killing Pierce.
But apparently, all of their unique abilities are no match against X-24! Who by the way while being younger than Logan, is much older than Laura so forced growth or some other unexplained bits?
So, of course, Wolverine has to go all out against his evil younger self, and this gives Laura the opportunity to use the magical adamantium bullet because Wolverine's own claws or her own claws aren't made of the same material...
My ramblings don't even cover the theme of Cracked, and it's a bit about this being a poorly veiled rip off of Children of Men...
If Children of Men doesn't get some rentals out of Logan just to see the comparisons, I'd be surprised. It's a good movie on it's own rights and in my opinion, superior in many ways to Logan.
So do Logan have no redeeming qualities?
I know I'm hacking a lot at it here, but it's mainly in disbelieve over all the praise it's been getting. Wolverine being a loner and helping a young girl is almost literally the playbook of Logan's character growth in the very first X-Men movie with Rogue.... okay, rambling again.
Positive bits.
Action sequences are all out and pull no punches. If you're the type who always wanted to see the Hulk punch through a man but were left hanging by the PG-13 ratings, well, limbs are severed, heads are decapitated, and action aplenty fills the film. If you're an action buff, there are several scenes to enjoy. Even the car chase scene is robust.
Professor X is played to great effect by Patrick Steward. I've loved Patrick Steward ever since seeing him in Excalibur and man, I'm not saying he's done no bad roles, but he nails it as a semi-lucid Professor X here.
Mind you, half the time I think he's missing the point of not getting that Wolverine is literally dying with such brilliant phrases as "Logan, you still have time." but there are interactions between Professor X and X-23, as well as between Professor X and Logan that click and add much-needed humor to the film. The history between Logan and Professor X is so thick you could cut it with an adamantium knife.
Some future bits that are coming up, seem well timed. There are trucks with no human drivers. There are drones in use. There are robotic limbs on active soldiers. I know some may feel that the last one is pushing it, but man, 3-D printing and the whole field of what can be done to replacing missing limbs has come a tremendous way since even the first X-Men movie came out.
Hugh Jackman's 'presence'. He plays an old dying Logan well. He's got a lot of gravitas in his interactions with others and comes across as someone waiting to die and does it well. In many instances, unlike some fiction works I've read, Logan is older. He's probably not a fit a fighter as Laura even. And he's sick. And he's bitter. And he's got a duty to kill one of his oldest friends before that brilliant brain goes off in a populated area and then to kill himself with his magic bullet. And he's ready for that.
But in his interactions with the world itself? Some are like, "He's a father figure! They are a family!" and I'm bliking wondering if they saw the same movie I did. Like the touching scene from the trailer where Logan violently shakes her hand off? Or where he continually tells her to get away from him? Or that he only originally helped because of money? That he knows he's dying and like a sick animal, wants to be away from others so muh that he's practially unbearable to be around and in that same vein, to be the main character of the movie?
Logan is a fun action flick that earns it's rating but all this talk of "best super hero movie" ever tells me that either the branch of best is a low held title or that Christian Bale's Dark Knight trilogy is already so out of modern memory that real villains with real actors need to make a come back.
Labels:
Clones,
Logan,
Marvel Super Heroes,
Movie Review,
Professor X,
Super Heroes,
Wolverine,
X-23
Thursday, November 24, 2016
Project Superpowers
Project Superpowers is a collection that updates numerous super heroes from an older time and generation to the "now". It's renown for it's covers provided by Alex Ross, whose painted realistic style is highly appealing to many fans.
Jim Krueger and Alex Ross worked on the storyline. The interior illustrations are provided by Doug Klauba and Stephen Sadowski in the initial issue, while Carlos Paul takes over for the rest of the series.
Project Superpowers is an interesting take on the super hero world. Unlike say, Marvel or DC, as it's a separate setting, it doesn't have to worry about setting continuity. It doesn't have to worry about looking like "the real world."
And it doesn't.
While there are superficial resemblances, wars are fought by animated undead soldiers. Some of the most popular and powerful people of the time, are actually robots. A whole city is coopted by a mystic and his connection to nature that allows him to turn the city into a new green paradise that the Swamp Thing could only dream about.
All told, it does the job well. It manages to modernize the heros through the use of Pandora's Chest. See, there were rumors that evil would be captured in the chest, but only if you captured the good with it.
So one of the heroes "nobly" captures all of his friends and comrades into the "Chest". Not everyone went into the chest. Some are assumed dead. In the time between the "chest" and the current era, other heroes have risen using technology.
Skip decades ahead to the modern times where hey, the world is still filled with evil and there are still bad things happening.
So the chest is opened again and those who emerge from it, do so in different locations with different abilities in this modern world.
It's a good "time skip" cheat that works here because this is it's own setting. Doing something like this with save, all the popular characters of a particular setting might reek or bad plotting in a larger or more involved setting.
If you're a fan of Alex Ross, the series is worth looking over just for the covers. If you're a fan of the Golden Age Heroes, many of those that are in the public domain make their modern entrance here. It's a fun done in one style story that can provide a lot of ideas on how to bring characters from the past into the current setting.
Sunday, November 13, 2016
Kevin Smith's Green Hornet
One thing you can say about Dynamite is that they're not afraid to try different things in their story line. Kevin Smith's Green Hornet, also known as Green Hornet Legacy, is proof of that.
First, it makes the Green Hornet story a multi-generational one. It takes the hero out of his pulp legacy era. The original Green Hornet, Britt Reid Sr, makes a major crime bust destroying the last of the "big gangs" that inhabited the city. Britt decides to settle down with his wife and young son and continue working at the paper.
His son, Britt Reid Jr., spoiled and wanting nothing, does nothing with his life. Britt Reid would be suffering from what Malcolm Gladwell would call the bottom of the reversed U-shaped effect of parenting in David Vs Goliath.
Until an aging politician on the outs makes a deal with the devil resulting in a new villain, the Black Hornet, emerging and killing Britt Reid Sr.
Motivated unto action, at last, Britt Reid Jr becomes... yeah, the Green Hornet.
The original Kato has a daughter, Mulan. She not only becomes the new Kato, but she also becomes the new driver of the Black Beauty. Her design and introduction has fans and haters.
The introduction of a female minority lesbian character should be all thumbs up to some, but then, of course, it's a comic book so...
The new duo then goes on to fight crime much as the original pair.
Sounds simple enough right?
But Kevin makes it a little more intelligent than that.
The 'villains' of the piece, Oni Juuma and his son, Hirohito Juuma, play up many of the traditional roles against trope. The attack against the original Green Hornet? The introduction of the Black Hornet? The "criminal" elements put into place?
All if it merely a sideshow for the capture of a powerful military weapon to be sold on the black market. The whole elaborate "revenge" bit only done ot get attention. To have people looking at one place instead of another.
Now Kevin does fall into a bit of a rut in the magical thinking routine. When Oni Juuma at the end notes his rage at having his deal fall apart because the Green Hornet has cost him millions, it harkens back to Austin Powers.
In Austin Powers, there's a scene where a newly awoken Dr. Evil demands "one million dollars" only to learn his corporation makes over nine billion dollars a year.
While the military jet and it's value and indeed impressive, Hirohito is the head of a game company that just made over three hundred million dollars and is set to produce another game which would probably go even further. So... if it's ALL about the money, all about the sleight of hand to get the money, why bother with the jet in the first place?
There's also a distinct lack of mothers. While Reid Jr does have a mother, she makes a handful of appearances and dies offstage of cancer. The Black Hornet? Kato? Wives or mothers? What? Nah. Skip all that.
Kevin's might be a little aware of it, though. After all, Hirohito, the son, the one who goes out as "The Black Hornet" is more about the "personal" satisfaction bit. How the Green Hornet took from him, from his family, and how that needs avenging. The clash of emotional carthasis versus the need for cash is powerful.
Kevin Smith's original run of the Green Hornet is great. It's complete in it's telling. If you're looking to see examples of how pulp heroes of yesteryear can change to modern times, you could do worse than Kevin Smith's Green Hornet.
First, it makes the Green Hornet story a multi-generational one. It takes the hero out of his pulp legacy era. The original Green Hornet, Britt Reid Sr, makes a major crime bust destroying the last of the "big gangs" that inhabited the city. Britt decides to settle down with his wife and young son and continue working at the paper.
His son, Britt Reid Jr., spoiled and wanting nothing, does nothing with his life. Britt Reid would be suffering from what Malcolm Gladwell would call the bottom of the reversed U-shaped effect of parenting in David Vs Goliath.
Until an aging politician on the outs makes a deal with the devil resulting in a new villain, the Black Hornet, emerging and killing Britt Reid Sr.
Motivated unto action, at last, Britt Reid Jr becomes... yeah, the Green Hornet.
The original Kato has a daughter, Mulan. She not only becomes the new Kato, but she also becomes the new driver of the Black Beauty. Her design and introduction has fans and haters.
The introduction of a female minority lesbian character should be all thumbs up to some, but then, of course, it's a comic book so...
The new duo then goes on to fight crime much as the original pair.
Sounds simple enough right?
But Kevin makes it a little more intelligent than that.
The 'villains' of the piece, Oni Juuma and his son, Hirohito Juuma, play up many of the traditional roles against trope. The attack against the original Green Hornet? The introduction of the Black Hornet? The "criminal" elements put into place?
All if it merely a sideshow for the capture of a powerful military weapon to be sold on the black market. The whole elaborate "revenge" bit only done ot get attention. To have people looking at one place instead of another.
Now Kevin does fall into a bit of a rut in the magical thinking routine. When Oni Juuma at the end notes his rage at having his deal fall apart because the Green Hornet has cost him millions, it harkens back to Austin Powers.
In Austin Powers, there's a scene where a newly awoken Dr. Evil demands "one million dollars" only to learn his corporation makes over nine billion dollars a year.
There's also a distinct lack of mothers. While Reid Jr does have a mother, she makes a handful of appearances and dies offstage of cancer. The Black Hornet? Kato? Wives or mothers? What? Nah. Skip all that.
Kevin's might be a little aware of it, though. After all, Hirohito, the son, the one who goes out as "The Black Hornet" is more about the "personal" satisfaction bit. How the Green Hornet took from him, from his family, and how that needs avenging. The clash of emotional carthasis versus the need for cash is powerful.
Kevin Smith's original run of the Green Hornet is great. It's complete in it's telling. If you're looking to see examples of how pulp heroes of yesteryear can change to modern times, you could do worse than Kevin Smith's Green Hornet.
Labels:
Dynamite,
Green Hornet,
Kevin Smith,
Pulp fiction,
Pulps,
Super Heroes
Saturday, October 29, 2016
Scanners (1981)
I found out that the Criterion Collection. is leaving +Hulu.
It's also almost Halloween.
That means time to watch some appropriate holiday movies.
One of my favorites, one I saw in the theaters as a preteen at 10, was Scanners.
Scanners offer a lot to both Game Masters and Players.
For Game Masters
1. Plot Twists: Some of these are cliche, but they are cliche for a reason. That reason? Sometimes they work. For example, imagine having a mentor for your character that turns out is his father? Imagine an arch enemy that is your brother! What a shocker!
2. Organizations: The bit in the movie that quickly gets overlooked, is that the "Scanner" program was designed as a weapon program and during it's initial viewing many high-end buyers, six individuals killed, one quite spectacularly.
In almost any modern day setting, that would cause quite a stir. In the modern Marvel Universe setting, or any role playing super hero game using the modern setting, there would be a quick search into the matter.
How did this happen? What's the origin point? Are there more of them?
For Players
1. Character Outlook: When first found, the protagonist is living in the street. Unable to fend for himself. His powers are too strong and they cannot be shut off. Typical telepathic problem. But there are other "Scanners" and one of them, after trying to kill his family, has been "rehabilitated by art".The art this scanner creates is dark and disturbing, often dealing with multiple entities around the skull or with thoughts exploding out of the brain.
What is the mind status of a non-normal character? If you're in a Dungeons and Dragons setting and are a psion, how do you perceive the world about you? Even if you're a lowly fighter, is it more of a Jason Bourne thing where as soon as you enter the room you've objectified everything into ways on escape or ways to kill?
2. Limitations: When first introduced, the protagonist HAS to have a drug to suppress his powers. This leaves him vulnerable. In some game systems like Champions and GURPS, you would buy advantages and disadvantages to represent this about your character. In other games, it becomes a GM ruling. What about limitations makes characters more interesting? It makes them vulnerable.
Even Superman has weaknesses after all.
Scanners isn't high art but as one of David Cronenberg's early films, 1981, it is worth watching.
3. Unlikley Powers: There's a scene in the movie where the hero of the movie connects his brain to the
"nervous system" of a computer. Well before hacking was a thing. But how would ESP or
telepathy in the normal sense of the word allow that to work? The Game Master or Player could
easily rationalize it that the powers Scanners have isn't based on telepathy. It's based on control
of reality and that their true limitations are that they only do what they do, because that is the
traditional use of their powers. Only when pushed or when something out of the range becomes
needed, do those powers actually come to a head. The old marvel character, Phoenix, after all,
could control reality with her powers.
For others looking at the Criterion Collection leaving, what movies do you recommend? I've
got the Samurai films on lockdown but am fortunate enough to own most in DVD/Blu-Ray format.
Monday, October 17, 2016
Iron Fist: The Return Of K'un Lun
Iron Fist: The Return Of K'un Lun is one of those collections that brings together a lot of mini-series that Iron Fist starred in during the 90's.
Best to remember it was the 90s and later eh?
Lots of lines. Lots of detail. Lots of word dialog boxes. This is taken from the initial story arc where things had to be dark! Dark I say!
It features the first return of Davos, the Steel Serpent. It's a fairly standard no-brainer but it could also be looked at as a herald for future plot lines.
See, last time we saw the Steel Serpent, he was consumed by the Iron Fist, dissipated into the ether. But not so! Instead, he was pulled into "the anomaly," a gem found in K'un Lun. In that Gem, he learned various martial art moves from numerous Iron Fists that were already in the gem. So Danny is apparently not the only Iron Fist there ever was...
After those two issues, we get a three issue limited series that features the return of Danny's 'sister' and some action with the plant men. This is probably the best of the books in here in that the story, written by Dan Jurgen, is fair and the art is solid. We even get to see Scimitar make an appearance and while it's not spectacular or anything, the fact that the writer even knew enough about Iron Fist to drag him out of retirement is impressive.
After that, we get the title story, it's Iron Fist and Wolverine, which spreads out to the Avengers, various X-Men, and more in The Return of K'un Lun.
The story is decent.
The art? Man, terrible. I'm not an artist. I could draw better than some of the work featured in these issues.
This isn't even the worst of the offenders. Just one I picked at random. Marvel and DC need to start their liberal arts college so that they have a great pool of talent to draw from. Either that of pay more. Something. Ugh.
The story revolves around Iron Fist being captured and his power, the Iron Fist, stripped away from him (again). This time by a youth known as Junzo Muto. In this storyline, he's the leader of the Hand. He's a phenomenal martial artist who easily bests Iron Fist, and apparently took on Night Thrasher and the New Warriors back in the day.
The weird thing is, on the side, I'm thinking, Junzo? Who is this? The Hand has made numerous appearances since this series came out but the kid was nowhere to be seen. It's like Marvel forgot how bad the storyline was and let it go.
Anyway, Junzo was going to merge K'un Lun right atop of Japan's capital city, and use it to take over the world! He gets stopped and manages to escape and even does so with the Iron Fist. From what I've read in other sources, Iron Fist managed to get his abilities back in an issue of the Black Panther, not included in this collection.
Ugh.
The book wraps up with Breathless, another limited series with an okay storyline and even worse art.
Ugh.
I got nothing. Iron Fist runs through many bad guys until he winds up murdering the head of a cult because he can't let him get away to kill again. During the battles, his biggest fight up to that point is probably against "Karen" who fights Iron Fist in a custom that is almost exactly identical to Psylocke's.
All in all, a rather poor collection. Great for completist and those who want to catch up on all things Iron Fist. Story wise better than art wise.
Am I missing something in my assessment? Have others read this and been blown away by its quality and I'm missing some key elements? Have there been some other apperances by the leader of the Hand that qualifies his abscence since these issues? Hit me up with some comments.
Labels:
Comic Review,
Iron Fist,
Return of K'un Lun,
Super Heroes
Tuesday, March 31, 2015
Ladies of Power! Super Hero Woman on Sale
Amazon and Google Play are doing some sales on comics featuring strong women. For those who want some visual inspiration, some of these quite new, the following should appeal:
Captain Marvel Vol. 1: Higher, Further, Faster, More : $2.99 :
Captain Marvel Vol. 2: Down: $2.99:
Captain Marvel Vol. 1: Pursuit of Flight: $2.99:
X-23: Vol 1: The Killing Dream: $2.99
X-23: Target X: $2.99
Ms Marvel Vol 1: No Normal: $2.99
Labels:
Amazon,
Captain Marvel,
Marvel Super Heroes,
Ms Marvel,
Sales,
Super Heroes,
X-23
Sunday, August 10, 2014
Leftover Soup Webcomic and the Class of Setting Creation
I tend to read a lot of web comics. One of them, Leftover Soup, http://www.leftoversoup.com/, has some gamign involved along with the other bits.
In the current series, the group is sitting down and discussing their characters and the background of the setting itself is coming into the forefront of the game. Mind you, this is even BEFORE they've started their characters or started out down the road of playing.
It's not going well.
There are certain assumptions built into the campaign that some of the players find distasteful for different reasons and none of their reasons are inherently bad in and of themselves, they just clash with the assumed nature of the campaign.
This is interesting to read as both a GM and a player. As a GM, I'm currently setting up a super hero setting for Hero 6th edition. I had the players start off with 500 points (includes 75 for disadvantages) but depending on what they make, may kick it up higher.
It's a world where it assumes a lot of things in comics are correct.
Like what?
Well, world population would be down, in some instances fairly dramatically from invasions from space, other planes, alternative universes, etc...
The technology level would be higher, almost universally sci-fi. Heck, if you look at the things they are testing NOW in 2014, it seems that things are very sci-fi.
Massive surveillance state which effectively ends the ability for players to have secret ids unless they have a really good reason/excuse for it. Part of this may be living in Chicago where speed cameras, red light cameras, and dozens of other bits of surveillance technology are a hated, but well, accepted part of daily life.
Magic and psionics and gods are known to exist. Most of these are still 'unknown' for the most part as I've decided that most pantheons left Earth for the stars as mankind continued to move up the ladder and magic never lends itself well to mass consumption.
Fights between groups of supers are potentially very damaging to the nearby environment. Imagine if in Man of Steel, that was a weekly, or a monthly thing. How many billions would it take to repair? Would it even be possible? Would society itself be set back to the stone age after enough such battles?
Bit of 'false utopia' going on, nicked in part from movies like the recent Captain America Winter Soldier, to shows like Minority Report and Psycho Pass where society is able to use predictive technology. I know that again, it may seem sci-fi, but a lot if it is actually in use now: http://www.cnn.com/2012/07/09/tech/innovation/police-tech/
There are some other bits I'm working on. I'm thinking that I'd snag a bit of the recent Guardians of the Galaxy storyline where Earth was essentially marked off limits. The reason being is that in most comic series, it has WAY more value than a dirt ball should and I think Green Lantern's take of things, during the whole Black Lantern War, is a good reasoning for the significance of it.
The 'fun' part? I told the players to be inspired by the Fate system and come up with what the current menace is, what the future menace is, and how their characters know each other and how they'll be working. I've left a lot of options open to them ranging from fighting against the system to working for the system to being agents of Earth on the reaches of outer space.
So yeah, as I read Leftover Soup and see the players arguing, intelligently, their points, I wonder what I'm going to run into with my own players. Mind you, as I've giving them a bit of the world building handles in terms of characters, NPCs, etc..., I think it'll be a little smoother.
As a game master, have you ever run a campaign where you had conflict with the players about it? I find that I try to appreciate a campaign for what it is as opposed to what I think it should be. I'm not always successful mind you as most fantasy campaigns, especially as I get older and read more, tend to make me annoyed. Vikings alongside English flavored Bowmen alongside German styled knights in full plate alongside sword and sandal barbarians alongside wizards and in most cases, it's 'guns' that are seen as too technologically advanced.
Ugh.
Still, I tend to keep that part of my brain off and admit that when I do my own in house writing, I tend to avoid them as well. I think it's just the dissonance of the gun versus the sword.
Ah well, back to enjoying a lazy Sunday!
In the current series, the group is sitting down and discussing their characters and the background of the setting itself is coming into the forefront of the game. Mind you, this is even BEFORE they've started their characters or started out down the road of playing.
It's not going well.
There are certain assumptions built into the campaign that some of the players find distasteful for different reasons and none of their reasons are inherently bad in and of themselves, they just clash with the assumed nature of the campaign.
This is interesting to read as both a GM and a player. As a GM, I'm currently setting up a super hero setting for Hero 6th edition. I had the players start off with 500 points (includes 75 for disadvantages) but depending on what they make, may kick it up higher.
It's a world where it assumes a lot of things in comics are correct.
Like what?
Well, world population would be down, in some instances fairly dramatically from invasions from space, other planes, alternative universes, etc...
The technology level would be higher, almost universally sci-fi. Heck, if you look at the things they are testing NOW in 2014, it seems that things are very sci-fi.
Massive surveillance state which effectively ends the ability for players to have secret ids unless they have a really good reason/excuse for it. Part of this may be living in Chicago where speed cameras, red light cameras, and dozens of other bits of surveillance technology are a hated, but well, accepted part of daily life.
Magic and psionics and gods are known to exist. Most of these are still 'unknown' for the most part as I've decided that most pantheons left Earth for the stars as mankind continued to move up the ladder and magic never lends itself well to mass consumption.
Fights between groups of supers are potentially very damaging to the nearby environment. Imagine if in Man of Steel, that was a weekly, or a monthly thing. How many billions would it take to repair? Would it even be possible? Would society itself be set back to the stone age after enough such battles?
Bit of 'false utopia' going on, nicked in part from movies like the recent Captain America Winter Soldier, to shows like Minority Report and Psycho Pass where society is able to use predictive technology. I know that again, it may seem sci-fi, but a lot if it is actually in use now: http://www.cnn.com/2012/07/09/tech/innovation/police-tech/
There are some other bits I'm working on. I'm thinking that I'd snag a bit of the recent Guardians of the Galaxy storyline where Earth was essentially marked off limits. The reason being is that in most comic series, it has WAY more value than a dirt ball should and I think Green Lantern's take of things, during the whole Black Lantern War, is a good reasoning for the significance of it.
The 'fun' part? I told the players to be inspired by the Fate system and come up with what the current menace is, what the future menace is, and how their characters know each other and how they'll be working. I've left a lot of options open to them ranging from fighting against the system to working for the system to being agents of Earth on the reaches of outer space.
So yeah, as I read Leftover Soup and see the players arguing, intelligently, their points, I wonder what I'm going to run into with my own players. Mind you, as I've giving them a bit of the world building handles in terms of characters, NPCs, etc..., I think it'll be a little smoother.
As a game master, have you ever run a campaign where you had conflict with the players about it? I find that I try to appreciate a campaign for what it is as opposed to what I think it should be. I'm not always successful mind you as most fantasy campaigns, especially as I get older and read more, tend to make me annoyed. Vikings alongside English flavored Bowmen alongside German styled knights in full plate alongside sword and sandal barbarians alongside wizards and in most cases, it's 'guns' that are seen as too technologically advanced.
Ugh.
Still, I tend to keep that part of my brain off and admit that when I do my own in house writing, I tend to avoid them as well. I think it's just the dissonance of the gun versus the sword.
Ah well, back to enjoying a lazy Sunday!
Wednesday, June 11, 2014
Young Justice Season One
When it comes to my favorite genres, fantasy is at the forefront of things. Even with the various Middle Earth movies, it still doesn't get a lot of airplay on the big screen.
Super heroes, my second favorite genre though, has been. This ranges from special done in one movies like the recently released Justice League War to the plethora of movies that Marvel has successfully launched, or Marvel properties, like X-Men and Spider Man, that have taken up real estate. DC seems to be limping along in the movie aspect but that's apparently allowed them time to do some great television shows like Young Justice.
This cast of characters are the 'sidekicks' of the more experienced heroes of the DC setting. They are also some of the 'newer' incarnations in some instances and allow the story to take place in a larger environment because of it.
For example, way back in the day when I was first collecting comics, Superboy was a young Superman. After the original Crisis of Infinite Earths comic event and things were rebooted to ground zero, Superman was never Superbody but DC managed to sneak a Superboy in as a clone during the whole 'Reign of the Superman' storyline that took place after the huge event 'The Death of Superman'.
There have been all sorts of legal wrangling back and forth with the Superboy character and those discussions are well outside my brief ramblings about Young Justice, but those interested to see how legalities can possibly be seen to effect the comics that are made should look into it.
Other characters are familiar like Robin and Kid Flash, appearing in their 'iconic' versions here.
Miss Martian is a relatively newcomer to the DC in general and was a member of the Teen Titans. Her role her is that of the still learning to be human, learning to be a hero, learning to fit along with everyone else while having her own issues and secrets. It makes her one of the more likable characters as despite her vast array of abilities and powers, she still has much to learn.
Aqualad is a strange one. One of Aquaman's trusted aides, he apparently has all of the heightened abilities of an Atlantian, but he also has some technomagic equipment that allows him to use water as objects, manipulating it as the Invisible Woman might manipulate her force barriers, ranging from shields and maces to other physical weapons and protection.
Aqualad is different than the original Aqualad I believe, who was 'Garth' who later became Tempest. This works out great because it gives Atlantis some more characters to play with, and allows the writers to put this Aqualad into situations that don't necessarily correspond to the massive library of events that Garth went through.
Artemis, the female archer, is a replacement for 'Speedy' who quickly goes onto become Red Arrow in this series. Artemis has her own issues with trust and with proving her abilities but as a skilled archer with trick arrows, she does fine. One of the nice things about Artemis appearance here though, is that it initially at least, seems that she's still learning as Red Arrow proves to be a better archer and show cases that these members of 'Young Justice' are here to learn.
The series takes a weird premises. These younger heroes, will do 'shadow' work. They will do recon and spying style missions. On one hand, the theory is to keep them out of the way of the heavy hitters. On the other, while some like Robin and Miss Martian have perfect abilities to match this type of work, others, like Superboy and Aqualad, do not. All in all, it works well enough to keep the team moving on from mission to mission while giving them an overarching goal of 'joining' the Justice League.
The fact that so many of the characters have issues ranging from keeping their weaknesses secret to keeping their species secret, provides much fodder for the series which it doles out slowly but with a great payoff. The series also lets us see how things might look for some of the adult versions of the Justice League.
For example, Superman is often portrayed as being all on the up and up. Here though he has a real hard time with just the existence of Superboy and keeps his dealings with Superboy to a minimal. Superboy on the other hand, has been created to fill in for Superman should the Kryptonoian ever fall so to be ignored and shunned by him is most troubling. Superboy is also not a pure clone and is missing some of the big S powers like flight and heat vision. This makes him have to 'work' harder on his missions.
Another good example, is Shazam, the big red cheese himself. Unknown to most, the 'man' behind Shazam is just a kid, Billy, and the series does a great job of showing how Billy prefers to hang around with Young Justice as opposed to the regular team mates.
The DC mythology is for the most part treated with respect but the authors aren't afraid to play with some of the bits and elements when it allows them to tell a better story. For example, Starro, is, in my opinion, one of the silly villains. The Starfish Conqueror? Please.
In the series though, they use one of his tendrils, frozen in ice for millions of years, to give Starro more of a 'Old One' feel and use genetic modifications to create the star fish that allow the control of others. That works surprisingly well as opposed to using Starro himself.
The only bad thing? Only season one is available to stream on Netflix so it'll be a while before I catch up on season two.
If you're running a Champions campaign or a Mutants & Masterminds campaign and want to see how a team adventure can be easily run that has complications ranging from hidden identities to family members that are villains, Young Justice is a great inspiration.
Labels:
Super Heroes,
Team Adventures,
Young Justice
Tuesday, April 22, 2014
Jormungand (Anime)
Continuing my viewing of anime new to me via +Hulu, next up on the list was Jormungand, the wiki can be found here.
I'm a little torn on this one.
I like the character designs.
Many of the individual stories are well done and provide a nice sense of action and information.
The characters almost each get at least one episode to shine through as we learn more about them.
I like the animation style and art.
I like the soundtrack.
Hated the payoff. The whole payoff of the series is, for me at least, essentially counted by the main character's brother who spells out what's going to happen regardless of what Koko does.
If you want to see an anime about weapon's dealers that looks like it's part Nicholas Cage Lord of War and part post modern, Jormungand is for you. There are some observations about the modern world that are getting more and more referenced. For example, in a recent James Bond movie, the whoel sleight of hand of the incident being oil when it was really water? Referenced here in that water is going to be the biggest resource people will be fighting for. Overall I enjoyed it because the character interaction and friendships that develop are nicely done.
If you want to look at a series and think, again, you might enjoy it.
But if you want to see some of the grand scheme come to actual payoff? Nope. Nowhere near as bad as Berserk when it first came out mind you as the manga for that wasn't even locally available but still kinda of a "Well now the story's actually starting" bit for me.
Spoilers below!
The series is broken up into individual missions with an overarching mission for Koko, the leader of the mercenaries who act as her bodyguards. The viewpoint character here, is Jonah, a child soldier whose parents were killed by weapons sold by a weapons dealer but he's a good soldier so while he hates what he does, he accepts it.
Koko and her various guards and allies, include a wide variety of characters which makes a nice change of pace from everyone being super skilled at everything. For example, the 'driver' is a former mafia member while some of her other 'standard' guards are former members of various specialty units.
In many ways, this would be the perfect adventuring group and scenario. They have a powerful patron who values them. They are paid well. They have access to some of the most modern and devastating weaponry on the market.
They also have a constant source of enemies. Their patron needs them precisely because she is worth a lot of money and because a lot of people would rather she be dead. This gives the character many unique enemies to battle that are as bright and colorful as they themselves are.
The patron even has her own goals and has the wealth and allies to at least try it.
In this case, which to me is a perfect super hero challenge, she is crafting Jormungang as a quantum level computer and intends to use it to ground mankind from the sky. She feels that without the ability to travel via the air that it'll make things more difficult in a 'flat world' and hey, only some odd 700,000 people will be in the air or crushed by planes falling out of the sky at the time to achieve it.
Imagine the characters have to knock out satellites orbiting the earth in order to stop the deaths of almost a million people. And of course in a super hero or even super spy campaign, those satellites might have armed defense systems ranging from lasers and missiles to even more gonzo stuff the higher technology the setting has available to it.
Her brother, Kasper, doesn't mind. He goes on a little bit about how he's a weapons dealer and he'll use boats as his ancestors used to. He'll sell them guns until there are no more guns, and then knives and then clubs because he's a weapons dealer. And to me, it's a strong argument that all those people are going to die for nothing.
The viewers get a hint of how terrible the world is becoming in the last episode when Jormungand is activated, but then the series stops. We don't get to see how things actually play out. Some people love that. It sets up the whole thing either for the reader to make up what happened in their own head, or leaves room for a sequel down the road. Me? I wanted to see the payoff of gathering all those scientists and going through all those betrayals.
Jormungand is two seasons and I'm unsure of how closely it follows the manga as I haven't read that yet. Only problem? I think it's a little expensive. Season one and season two are a little over $40 bones each. Ouch. While the commercials are indeed annoying, I'll stick with Hulu on that.
I'm a little torn on this one.
I like the character designs.
Many of the individual stories are well done and provide a nice sense of action and information.
The characters almost each get at least one episode to shine through as we learn more about them.
I like the animation style and art.
I like the soundtrack.
Hated the payoff. The whole payoff of the series is, for me at least, essentially counted by the main character's brother who spells out what's going to happen regardless of what Koko does.
If you want to see an anime about weapon's dealers that looks like it's part Nicholas Cage Lord of War and part post modern, Jormungand is for you. There are some observations about the modern world that are getting more and more referenced. For example, in a recent James Bond movie, the whoel sleight of hand of the incident being oil when it was really water? Referenced here in that water is going to be the biggest resource people will be fighting for. Overall I enjoyed it because the character interaction and friendships that develop are nicely done.
If you want to look at a series and think, again, you might enjoy it.
But if you want to see some of the grand scheme come to actual payoff? Nope. Nowhere near as bad as Berserk when it first came out mind you as the manga for that wasn't even locally available but still kinda of a "Well now the story's actually starting" bit for me.
Spoilers below!
The series is broken up into individual missions with an overarching mission for Koko, the leader of the mercenaries who act as her bodyguards. The viewpoint character here, is Jonah, a child soldier whose parents were killed by weapons sold by a weapons dealer but he's a good soldier so while he hates what he does, he accepts it.
Koko and her various guards and allies, include a wide variety of characters which makes a nice change of pace from everyone being super skilled at everything. For example, the 'driver' is a former mafia member while some of her other 'standard' guards are former members of various specialty units.
In many ways, this would be the perfect adventuring group and scenario. They have a powerful patron who values them. They are paid well. They have access to some of the most modern and devastating weaponry on the market.
They also have a constant source of enemies. Their patron needs them precisely because she is worth a lot of money and because a lot of people would rather she be dead. This gives the character many unique enemies to battle that are as bright and colorful as they themselves are.
The patron even has her own goals and has the wealth and allies to at least try it.
In this case, which to me is a perfect super hero challenge, she is crafting Jormungang as a quantum level computer and intends to use it to ground mankind from the sky. She feels that without the ability to travel via the air that it'll make things more difficult in a 'flat world' and hey, only some odd 700,000 people will be in the air or crushed by planes falling out of the sky at the time to achieve it.
Imagine the characters have to knock out satellites orbiting the earth in order to stop the deaths of almost a million people. And of course in a super hero or even super spy campaign, those satellites might have armed defense systems ranging from lasers and missiles to even more gonzo stuff the higher technology the setting has available to it.
Her brother, Kasper, doesn't mind. He goes on a little bit about how he's a weapons dealer and he'll use boats as his ancestors used to. He'll sell them guns until there are no more guns, and then knives and then clubs because he's a weapons dealer. And to me, it's a strong argument that all those people are going to die for nothing.
The viewers get a hint of how terrible the world is becoming in the last episode when Jormungand is activated, but then the series stops. We don't get to see how things actually play out. Some people love that. It sets up the whole thing either for the reader to make up what happened in their own head, or leaves room for a sequel down the road. Me? I wanted to see the payoff of gathering all those scientists and going through all those betrayals.
Jormungand is two seasons and I'm unsure of how closely it follows the manga as I haven't read that yet. Only problem? I think it's a little expensive. Season one and season two are a little over $40 bones each. Ouch. While the commercials are indeed annoying, I'll stick with Hulu on that.
Labels:
Anime,
Hulu,
Jormungang,
Patrons,
Super Heroes
Sunday, April 20, 2014
Zetman (Anime)
I'm continuing my journey through +Hulu and its anime selection. Next up on the list was Zetman. The anime feels a little rushed being twelve episodes but it does feel complete in and of itself. The wiki is over here for those who want a breakdown, but note that appears to be the manga Zetman wiki and I didn't see one for the anime proper.
I enjoy most of the character designs. One of the 'heroes', Alphas, looks like a cross between Iron Man and Moon Knight in a white and blue armored outfit. The main hero, Jin and his human outfit are 'street' but his 'hero' form is the one I actually dislike. The good thing is that there are a few varieties to it and its not in heavy rotation as he's actually human most of the series.
The villains really have some great images here though. For example, the Sweeper? Classic hooded style enigmatic entity. Not all of them are 'hits' though. Some of the lower end ones are just well, goofy looking.
The series follows Jin who is Zetman. In this series, most powers are explained through the genetically created 'Players' who have a host of different abilities and different levels of power. These players were created by the ultra rich who bet on gladiator battles. Sounds incredibly inefficient to me but I'll accept it as the premise.
Jin is created to destroy the Players but is taken by 'Gramps' who wants the boy to have a normal life and its not until he's older and already encountered two of the 'Players' that he learns what he is and that he isn't a fully realized creature but has some evolutions to go through.
Now I did say most abilities come from genetics right? The other player here, Koba, is a young man obsessed with fighting evil doers. He's often called a 'cosplayer' because he's in weird uniforms, including the eventual Alphas outfit. He has different methods and styles than Jin and the two handle justice and saving individuals in a different way.
The anime puts both Jin and Koga through the ringers to showcase what they are made of and their eventual differences and how they handle the Players around them.
The series does a nice job of showcasing how people can want similiar goals but approach them in completely different ways.
For those looking for super hero style action, Zetman has you covered.
In terms of themes?
Rivals: Jin and Koga aren't necessarily rivals in the sense that they're both trying to do exactly the same thing, but both often wind up in the same place at the same time and have different ideas of how things should be done. In addition, both continue to gain in experience and abilities as they mature in the series.
Ulterior Motives: There are many mentor style individuals in the series to both Jin and Koba and both have their own reasons for doing what they do. When providing mentors and allies to the players, make sure that you know what their own reasons are for doing what they do.
Secrets: While the 'Players' and their existence are relatively unknown to the public, many try to keep it that way and have developed technology to keep it that way. When players and those around them have their own secrets that they have to keep from each other, how do they do it. Do they have different explanations for why they do what they do?
Limited Origin: I mentioned with Tiger and Bunny that if you want Mutants like the X-Men but don't want to call them Mutants, just come up with a name. For example, Tiger and Bunny uses 'Next' while Zetman uses 'Players'. Both stretch a little past that though as both series have technology playing a prime role in making things equal to the 'Player's or even providing more abilities to those that have them.
On bluray, the series runs a little under $44 from Amazon and is not available on Amazon Prime but is available on Hulu. In terms of the manga, maybe a kinder soul than I can make sense of what Amazon's search shows as I find the Spanish and Japanese versions but didn't see the English one.
For those watching anime, are there any series out there that you'd recommend on Hulu? I've been impressed with the depth of the selection on Hulu and its modernity in contrast to Amazon or Netflix.
Wednesday, April 9, 2014
Tiger & Bunny
Super heroes are my favorite role playing genre right after fantasy. In terms of reading, I'd say that might be true as well if we count comics as 'reading' material. My comic collection was so vast at one point it took up a whole room in and of itself despite stacking those boxes way higher than they should ever have been.
So while I have +Hulu I figured I'd hit up two of my favorite bits as Tiger & Bunny is an anime tale about super heroes in a futuristic city. The Wiki page over here does a pretty good job of breaking down Tiger & Bunny.
Seeing as how this isn't a new anime and it's streaming in a few places and has already had a few movie tie ins and a mangan, I'm going to hit some of the high points.
The setting, Sternbild City, is visually appealing. It's a true technological miracle of tomorrow. But like all such things, it is a bit well, comic book stupid. For example, they build up and those higher buildings are supported by columns which are easy to attack as we discover later on. When developing your city and other setting bits, are there things that shouldn't work, but because of the setting itself do?
In terms of character origins, if you don't feel comfortable with the word 'Mutant', just make up your own classification like they did here with 'Next'. In part, that's one of the things I like about the show. While it's not 'deep', the show does have bits that resonate with any X-Men fan in terms of the Next thinking their superior, the Next being treated differently, and many of the Next just not having abilities that are all that useful or powerful.
Another nice nod to comics, was that time marches on., In this instance, we have super heroes, but they also rely on technology. For example, Tiger is initially seen in a suit that would resemble something like a humours Batman. When he joins with Bunny under a new corporation, he gets a 'hardsuit'. The suit has all sorts of technological bits to it and is very difficult to damage, being shown to withstand high degrees of heat for example, like from a flamethrower.
But on the flip side of that technology, comes androids. One of the themes running through the second half of the series is that with the right technology, the Next themselves are obsolete. Having a variety of enemies and options to draw from allows anyone who wants to run a game like Tiger & Bunny a little more leeway than having normal villains or just rogue Next be the bad guy of the week.
In terms of campaign twists though, the whole corporate sponsorship is an interesting one. While not a brand new idea by far and in super hero comics, we see many corporations with their own super powered individuals, not necessarily heroes mind you, but body guards and enforcers, the idea here is that these corporate sponsored heroes fight crime and earn points based on how good of a job they do. Their costumes incorporate company logos and they are connected via network to a specialized television program that highlights their adventures and assigns points on them.
Nick names and catch phrases have their place here. For example, the series title, Tiger & Bunny, comes along because Tiger gives that name, Bunny, to his partner, Barnaby, because of the 'ears' on Barnaby's suit. Not to mention that it's pink. Blue Rose, a female super with the ability to create ice, has a catchphrase "my ice is a little bit cold, but your crime has been put completely on hold."
Heck, the Bunny nickname actually winds up saving Tiger when Bunny is mind-controlled into attacking him. You see, Barnaby hated it so much he recalls that and snaps out of it.
Tiger & Bunny may have a silly name but it's a solid anime and fans of super heroes should check it out.
So while I have +Hulu I figured I'd hit up two of my favorite bits as Tiger & Bunny is an anime tale about super heroes in a futuristic city. The Wiki page over here does a pretty good job of breaking down Tiger & Bunny.
Seeing as how this isn't a new anime and it's streaming in a few places and has already had a few movie tie ins and a mangan, I'm going to hit some of the high points.
The setting, Sternbild City, is visually appealing. It's a true technological miracle of tomorrow. But like all such things, it is a bit well, comic book stupid. For example, they build up and those higher buildings are supported by columns which are easy to attack as we discover later on. When developing your city and other setting bits, are there things that shouldn't work, but because of the setting itself do?
In terms of character origins, if you don't feel comfortable with the word 'Mutant', just make up your own classification like they did here with 'Next'. In part, that's one of the things I like about the show. While it's not 'deep', the show does have bits that resonate with any X-Men fan in terms of the Next thinking their superior, the Next being treated differently, and many of the Next just not having abilities that are all that useful or powerful.
Another nice nod to comics, was that time marches on., In this instance, we have super heroes, but they also rely on technology. For example, Tiger is initially seen in a suit that would resemble something like a humours Batman. When he joins with Bunny under a new corporation, he gets a 'hardsuit'. The suit has all sorts of technological bits to it and is very difficult to damage, being shown to withstand high degrees of heat for example, like from a flamethrower.
But on the flip side of that technology, comes androids. One of the themes running through the second half of the series is that with the right technology, the Next themselves are obsolete. Having a variety of enemies and options to draw from allows anyone who wants to run a game like Tiger & Bunny a little more leeway than having normal villains or just rogue Next be the bad guy of the week.
In terms of campaign twists though, the whole corporate sponsorship is an interesting one. While not a brand new idea by far and in super hero comics, we see many corporations with their own super powered individuals, not necessarily heroes mind you, but body guards and enforcers, the idea here is that these corporate sponsored heroes fight crime and earn points based on how good of a job they do. Their costumes incorporate company logos and they are connected via network to a specialized television program that highlights their adventures and assigns points on them.
Nick names and catch phrases have their place here. For example, the series title, Tiger & Bunny, comes along because Tiger gives that name, Bunny, to his partner, Barnaby, because of the 'ears' on Barnaby's suit. Not to mention that it's pink. Blue Rose, a female super with the ability to create ice, has a catchphrase "my ice is a little bit cold, but your crime has been put completely on hold."
Heck, the Bunny nickname actually winds up saving Tiger when Bunny is mind-controlled into attacking him. You see, Barnaby hated it so much he recalls that and snaps out of it.
Tiger & Bunny may have a silly name but it's a solid anime and fans of super heroes should check it out.
Sunday, March 23, 2014
Captain Midnight Volume 1: On the Run
Not too long ago, +Dark Horse Comics had the first nine issues of Captain Midnight on sale for $2.99 in digital format. Written by Joshua Williamson and illustrated by Victor Ibanez, Pere Perez and Fernando Dagnino. The first few issues are very self contained and hint at a larger world while not overwhelming new readers.
Now me? I personally knew nothing about Captain Midnight. I was completely unaware of his vast swathes of history which are summed up much better on the Wiki over here than I could hope to do.
The art reminds me of Neal Adams. It's not a comparison I make lightly as Neal is a treasure for the comic book world. Thankfully +Dark Horse Comics does a lot of preview material on their website so you don't have to take my word for it. For example, if you wanted to see some pages from the first issue, go here. The colors are vivid and eye catching being easy to read and view on a computer. Hell, I read mine on my Gateway monitor. They don't even make Gateway monitors anymore!
The Dark Horse take on Captain Midnight is part homage to Captain America and part nod to the old serials. His introduction is straight from the fields of World War 2 and in that aspect, he finds himself a man out of time whose nemesis, I kid you not, Fury Shark, has taken his technology and is corrupting its original purpose and use.
There is a bit of a spy and mystery element to the series as well. Black Sky is introduced as little more than a name and a rumor but turns out to have old ties to Captain Midnight himself.
The first nine issues break off into self contained stories that don't tag much into the larger super hero world that Dark Horse is building. This is a good thing because it keeps things nice and simple for new readers.
The run is a bit rough for me though. Captain Midnight fits too well into the new world. It's like he's so far ahead of his own time that his acclimation to modern times is near instant. The problem though turns out in how that's portrayed. For example, when discussing the internet, he 'doesn't trust it' and instead relies on newsprint. Eh? That's not man out of time, that's just an old person.
The authors had some real opportunity to take a man out of time, his clothing, his outlook on race relations, his outlook on the opposite sex, pollution, environmentalist issues, and hell, even the borders of the world compared to WWII, heck, the various results of WWII and run with it.
Instead we get a person whose dedication to good and justice is only slightly flawed through his unwillignness to 'follow orders' such as when he's initially introduced to modern times and he MUST go out and see the modern world.
On one hand, I'll admit that I'm tired of seeing 'heroes with mud' on their feet so to speak. Not every take on a character has to involve them being some homophobic, woman hating racist. On the other hand, it's such a wash that it leaves Captain Midnight very little to distinguish himself from other heroes. It's a problem that even DC has faced with many of its own characters who were often too powerful for their own good.
The good news is that the action is fast and furious. In a matter of nine issues Captain Midnight battles numerous foes, including Skyman, an inheritor of the Captain's own technology. Apparently there is a new Skyman who has his own comic but I haven't delved into that character yet. The battle though, between Captain Midnight and Skyman, is reminiscent of Captain America, the 'original', fighting against the 50's Captain America whose outlook and attitudes did not translated well to the modern world. It's a good scene and isn't afraid to blow things up real nice.
Another benefit for potential future stories involving Captain Midnight, outside of any 'dream' or alternative reality takes of Captain Midnight meeting some of Mike Magnolia's World War II creations, is that because he is an established character from that time, there are all sorts of 'flashbacks' that the company can use to introduce all sorts of crazy stuff to the story.
The first volume of Captain Midnight is available from Dark Horse comics at the link earlier here, as well as Amazon.com for $11.32 in paperback format. Note that Dark Horse has also published a lot of the older material in various omnibus editions in hardcover so collectors of the older material can hunt down Volume 1: Battles the Nazis, for $34.10 or Volume 2: Captain Midnight Saves the World for $38.99.
For those who follow comics closer, any readers of Captain Midnight? Any other favorites out there that stand out among the crowd? For me, if it's an inexpensive trip, like this collection initially was when I purchased it, I've got no problem plunking down the funds for it.
Now me? I personally knew nothing about Captain Midnight. I was completely unaware of his vast swathes of history which are summed up much better on the Wiki over here than I could hope to do.
The art reminds me of Neal Adams. It's not a comparison I make lightly as Neal is a treasure for the comic book world. Thankfully +Dark Horse Comics does a lot of preview material on their website so you don't have to take my word for it. For example, if you wanted to see some pages from the first issue, go here. The colors are vivid and eye catching being easy to read and view on a computer. Hell, I read mine on my Gateway monitor. They don't even make Gateway monitors anymore!
The Dark Horse take on Captain Midnight is part homage to Captain America and part nod to the old serials. His introduction is straight from the fields of World War 2 and in that aspect, he finds himself a man out of time whose nemesis, I kid you not, Fury Shark, has taken his technology and is corrupting its original purpose and use.
There is a bit of a spy and mystery element to the series as well. Black Sky is introduced as little more than a name and a rumor but turns out to have old ties to Captain Midnight himself.
The first nine issues break off into self contained stories that don't tag much into the larger super hero world that Dark Horse is building. This is a good thing because it keeps things nice and simple for new readers.
The run is a bit rough for me though. Captain Midnight fits too well into the new world. It's like he's so far ahead of his own time that his acclimation to modern times is near instant. The problem though turns out in how that's portrayed. For example, when discussing the internet, he 'doesn't trust it' and instead relies on newsprint. Eh? That's not man out of time, that's just an old person.
The authors had some real opportunity to take a man out of time, his clothing, his outlook on race relations, his outlook on the opposite sex, pollution, environmentalist issues, and hell, even the borders of the world compared to WWII, heck, the various results of WWII and run with it.
Instead we get a person whose dedication to good and justice is only slightly flawed through his unwillignness to 'follow orders' such as when he's initially introduced to modern times and he MUST go out and see the modern world.
On one hand, I'll admit that I'm tired of seeing 'heroes with mud' on their feet so to speak. Not every take on a character has to involve them being some homophobic, woman hating racist. On the other hand, it's such a wash that it leaves Captain Midnight very little to distinguish himself from other heroes. It's a problem that even DC has faced with many of its own characters who were often too powerful for their own good.
The good news is that the action is fast and furious. In a matter of nine issues Captain Midnight battles numerous foes, including Skyman, an inheritor of the Captain's own technology. Apparently there is a new Skyman who has his own comic but I haven't delved into that character yet. The battle though, between Captain Midnight and Skyman, is reminiscent of Captain America, the 'original', fighting against the 50's Captain America whose outlook and attitudes did not translated well to the modern world. It's a good scene and isn't afraid to blow things up real nice.
Another benefit for potential future stories involving Captain Midnight, outside of any 'dream' or alternative reality takes of Captain Midnight meeting some of Mike Magnolia's World War II creations, is that because he is an established character from that time, there are all sorts of 'flashbacks' that the company can use to introduce all sorts of crazy stuff to the story.
The first volume of Captain Midnight is available from Dark Horse comics at the link earlier here, as well as Amazon.com for $11.32 in paperback format. Note that Dark Horse has also published a lot of the older material in various omnibus editions in hardcover so collectors of the older material can hunt down Volume 1: Battles the Nazis, for $34.10 or Volume 2: Captain Midnight Saves the World for $38.99.
For those who follow comics closer, any readers of Captain Midnight? Any other favorites out there that stand out among the crowd? For me, if it's an inexpensive trip, like this collection initially was when I purchased it, I've got no problem plunking down the funds for it.
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