Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Long ago in the history of American comic book publishing, there was a time when superhero comic book storytelling were not told as dramatic serials but rather as standalone stories laced with outlandish ideas.
For this retro comic book review, we go back to the year 1977 as we focus on a Superman story that would not be told again in this day and age. To say the least, its cover art is, by today’s standard, over-the-top in terms of presentation. kapiHere is my look back at Action Comics #454 published by DC Comics with a story by Cary Bates and visuals by Curt Swan and Tex Blaisdell.
The cover.
Early Story
The comic book opens with a preview of things to come showing a weak Superman urged by a few people to fly and chase the Toyman.
And then there was the question: What good are super-powers without the stamina and endurance it takes to use them?
The story begins with the Toyman escaping after pulling off a bank robbery. As he flies higher, he sees Superman coming towards him. After using a trick to delay Superman, Toyman uses a special trick to twirl Superman at high speed and literally throws him away to an unknown destination. The villain escaped and, some time later, Clark Kent/Superman finds himself too tired and drained. Because of this, he becomes desperate to consume food and beverages just to keep going. This problem affects both his career and social life.
When was the last time you saw Clark Kent so exhausted?
Quality
Action Comics #454 explores what would happen if Superman lacks energy and requires a lot of rest and many meals to stay active. To see him eat as many as sixty hamburgers per minute is quite funny to see.
Being weak puts Superman at a disadvantage when it comes to stopping the criminal Toyman. As the Man of Steel flies at high speed to chase the bad guy flying in a personal aircraft, the chase drains him a lot.
When it comes to storytelling, this one is pretty short lasting only thirteen pages. What I find impressive is that the creators managed to tell a standalone story of good-versus-evil as well as answering the question as to what caused Superman to be so weak in the first place.
Superman flying tired.
Conclusion
To put it clearly, Action Comics #454 is definitely a very short literary escapade that still manages to be fun to read. It sure is outlandish and I strongly doubt DC Comics will want to put Superman through heavy eating in today’s age of comics. Is this comic book a classic? Not exactly but it sure is a satisfying, fun read from an era when outlandish superhero storytelling in comic books was the norm. If you are seeking this as a collector’s item, be aware that a near-mint copy of Action Comics #454 is worth $23 at MileHighComics.com as of this writing.
Overall, Action Comics #454 is recommended.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
When it comes to playing economic simulation games, I enjoy playing them on the personal computer (PC) using the keyboard and mouse. Back in the mid-1990s, there was one particular economic simulation that I played on the Super Nintendo Entertainment System (Super NES or SNES) and found it to be very enjoyable and easily to play with using the console’s control pad.
That game was Aerobiz Supersonic, a simulation about the airline industry developed and published by Koei for both the Super NES and the Sega Genesis. Here is my look back at this old video game from the 1990s.
The cover of the Super NES version of the game. Its art and style is really nice to look at.
Concept and Game Design
In the game, you get to play the Chief Executive Officer (CEO) of an airline and your goal is to beat your rivals in the global air travel industry. How to achieve the goal and succeed? There are tasks that need to be accomplished such as buying commercial airplanes (that include such real-life companies like Boeing and Airbus) for use, establishing flight routes, securing slots in airports worldwide, selling tickets and filling up each flight with as many passengers as possible, achieve profitability and finish the game’s imposed time period ranking #1. Adding zest to the game’s challenge is the selection of a certain era of world history that include 1955-1970 (the dawn of jets), 1970-1990 (the Cold War era), 1985-2005 (the present era) and 2000-2020 (the age of continued flight advancement).
Within the game, time passes by means of clicking a certain on-screen button that ends the player’s current turn. Of course, before pressing that, the player has to set things in motion like sending a representative to a certain overseas airport to negotiate and secure slots (which takes months to complete), set the ticket prices, buy a new airplane or two, etc. The game even allows players to micro-manage their airline like adjusting internal spending (salaries) or adjusting the quality of their airplane and services. Also nice is the option offered for players to buy a hotel or resort, a theme park or a travel agency that can bring in additional revenue.
The airport slots, local businesses, economic and tourism details per city displayed.Visit an airline and choose from one of many models of airplanes to buy.
There are other small details that need paying attention to such as the economy and tourism meters of each city displayed (note: a higher tourism score means the city is more attractive to travelers), the population, etc. Also noteworthy is the current state of relations between your home nation with the nation of the city airport you are trying to establish routes with which can affect your business.
When the turn ends, a series of events will happen showing what happened around the world, how your company fared in the competition during the lapsed time period, and, occasionally, a random event will occur that most likely will affect your business (examples: the Olympics hosted by a city helps draw in additional passengers or the 1970s oil crisis raises the cost of your operation).
Regarding the game’s imposed time period for competing with the artificial intelligence (AI) opponents, the period is twenty in-game years.
This is part of micro-managing your business in the game.After the end of each turn, news and updates not only about your company but also your competitors are flashed.
Quality
Being used to playing simulation games on PC, I found Aerobiz Supersonic to be very enjoyable, addicting and easy and efficient to play (in terms of controls). Considering the above-mentioned gameplay options (buying an airline, sending a representative, etc.), they are pretty easy to adjust using the Super NES controller although there were a few moments when I accidentally pressed the button putting into motion a different option.
Gameplay aside, this game has a whole lot of charm with its visual presentation. You launch a brand new flight route, the game shows a short animation sequence of the jet taking off. You buy an airplane, you will see a short animation of it entering your facility once it arrives (complete with a visual design reflecting the model). You conduct a board meeting, your company’s officials are present making reports to you and you get a series of choices to make on what to do next. A historical event or a global development occurs, you get to see original art reflecting them (example: a nation joins the EU with people wearing suits and neckties together in a formal ceremony). You make a move to buy slots at an airport overseas, a company official will have his or her face shown talking to you. When looking at the regional map, you see lines connected between cities (highlighting the establish flight route you made) and there are icons of airplanes flying between them.
Random tourist hot spots get highlighted as you keep playing.
More on the aspect of starting the game, I like the options offered for me to select which city shall serve as my airline headquarters. Among the many cities included, there are cities of my native Philippines namely Manila (the international destination) and the nearby city of Cebu. I still remember how delighted I was to see my native Philippines included in the game, complete with Asian character designs to reflect the company and its region.
Conclusion
Ultimately Aerobiz Supersonic (which was actually a sequel to Aerobiz) is a gem of a console economic simulation released at a time when 2D sprite gaming was still the standard and 3D polygonal gaming was just about to make an impact on the global video game console market. Back then, 2D side-scrolling action/adventure games, sports games and role-playing games (RPGs) were so common on the Super NES and Genesis combined and the idea of enjoying economic simulations on consoles was highly unusual. Aerobiz Supersonic is proof that economic simulations can come with a lot of depth, deliver a good amount of strategy and can be highly playable and enjoyable on consoles.
If you want to enjoy this game, it can be quite difficult to do because you need to acquire an existing copy of the game as well as a fully functioning Super NES or Sega Genesis. As of this writing, there has never been a re-release of Aerobiz Supersonic (note: in line with legitimacy, I will not consider those browser versions or file sharing of ROMs) and it is not even included on Nintendo’s Virtual Console. There’s not even a version made for smartphones.
Now if only the executives at Koei Tecmo Games would consider revisiting Aerobiz Supersonic with today’s consumers in mind.
You can choose what kind of plane, how many planes, how many flights and how much you set the ticket prices whenever you start a new flight route.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
As I mentioned before, I never read a single comic book about Birds of Prey. Apart from previously knowing Harley Quinn, Black Canary (from the 1980s specifically) and Huntress (from the 1990s), I had minimal knowledge of the DC Comics’ title as well as modest expectations entering the cinema yesterday to watch Birds of Prey: and the Fantabulous Emancipation of One Harley Quinn which is the latest superhero production from Warner Bros.
Right now, I’m happy to share to you that the R-rated movie proved to be a fun-filled watch and is proof that the DC Comics Cinematic Universe is still moving forward (in terms of engagement, enjoyment and creativity) towards greatness.
Here is my movie review of Birds of Prey.
Early Story
The story begins with a look into the past of Harley Quinn (Margot Robbie) moving forward until her breakup with the supervillain Joker (don’t expect to see Jared Leto’s image). Through narration and clever visuals, Harley is now living a new life. Along the way, there is a club within Gotham City bustling with life which Harley haves fun at and eventually she encounters the club owner Roman/Black Mask (Ewan McGregor) who is not what he seems. After getting drunk and becoming vulnerable to men with sinister intentions, Dinah/Black Canary (Jurnee Smollett-Bell), who sings at the club, comes to her rescue. After recovering, Harley moves on to destroy a huge facility of Ace Chemicals which further sets events off…
Quality
While the screenplay by Christina Hodson (Bumblebee) lacked storytelling depth and character development, director Cathy Yan and her team still managed to craft a superhero film that was fun, action-packed and, surprisingly, not too reliant on computer-generated visual effects.
To make up for the lack of story depth, the movie relied mainly on the performances of the actors to bring their characters to life. Margot Robbie really excelled in playing Harley Quinn inside and out. While this latest cinematic portrayal does not have Harley insane, she’s still crazier than in Suicide Squad. Robbie’s act this time is more creative, more adulterated (which is the way the go), more daring with action and also more comedic. From this point on, I should say that Warner Bros. should rehire Robbie to play Harley Quinn in even more DC Comics movies.
Here come the ladies: Renee Montoya, Huntress, Harley Quinn, Cassandra Cain and Black Canary.
Rosie Perez as Gotham City police officer Renee Montoya delivered a strong presence as the law enforcement element in the film and through her, we get to see the culture of the local police. Don’t expect her to have any links with police commissioner Gordon or Batman, though. Jurnee Smollet-Bell as the cinematic Black Canary is one of the stronger performers even though her version of the character is radically different from the one I read in the comic books long ago. Ella Jay Basco, an actress of Filipino and Korean heritage, as the orphan Cassandra Cain is clearly the movie’s representative (and attraction to) of the youth. Performance-wise, Basco delivered a nice performance even though her character (who in the comics is one of many who became Batgirl) lacks depth. Fortunately for us moviegoers, she is not the whiny teenager who annoy viewers and, more importantly, she delivered nicely in her part of the film’s plot. Mary Elizabeth Winstead is good as the cinematic Huntress. It’s too bad her on-screen presence is not long enough to be enjoyed, nor were moviegoers given better opportunities to know the Huntress better.
The most outstanding performance in the movie was delivered by Ewan McGregor as Black Mask. McGregor, who is a naturally artistic actor, is very colorful with his portrayal of a supervillain who, unlike many other such antagonists in other superhero movies, is charismatic, suave and yet cruel to the core. This cinematic Black Mask is not your generic action movie villain and, as such, hiring McGregor was one of the best moves made by Warner Bros. I honestly find McGregor a worthy adversary versus Margot Robbie when it comes to cinematic artistry.
When it comes to spectacle, Birds of Prey is heavily loaded with hard-hitting action plus some bloody shots that make it standout among the many superhero movies released in this current century. For one thing, the actresses themselves took an active part in doing action and the stunts they could pull of on their own (the harder stuff were understandably done by stunt doubles). Watching Harley Quinn beat up the bad guys with that large hammer, the baseball bat and other stuff were not only hard-hitting but also creative without ever looking choreographed. Black Canary’s high kicks were notable. Renee Montoya’s reliance on guns and hard action were symbolic throwbacks to the police movies of the past. Huntress meanwhile showed how deadly her small but powerful crossbow can be on-screen.
Late in the film is a certain long-take action sequence filled with the characters struggling with the bad guys simultaneously (without using computer-generated imagery) which was cleverly filmed with nice timing as the camera moved on very steadily. That sequence, even though short, is worth watching again and again. Oh yes, there are no shaky camera sequences shot!
The action scenes, in my opinion, came into play at the right time whenever I felt enough dialogue and exposition were made. This shows that the filmmakers pulled off the right moves with the pacing to ensure that people are kept entertained while still maintaining some storytelling sense which is quite an achievement since the film’s plot lacked depth. The stunts, meanwhile, are really nice to watch.
As for the brewing arguments and anticipation that Birds of Prey is a leftist and feminist piece of propaganda, I should say that such influences are more on the visual side than on the dialogue. Even though Ewan McGregor publicly said the movie is feminist, it’s not too strong. The feminism is more visible in images of the ladies fighting the bad guys who are varied with their looks – muscular, tall, big, beards, etc. The feminism is obvious with the ladies teaming up together and that is not surprising at all. Even though it has feminism elements, Birds of Prey is still pretty much a superhero movie on its own. You want a movie with stronger and more blatant feminism? Watch Star Wars: The Last Jedi instead. Maybe you want to try Elizabeth Banks’ failure Charlie’s Angels.
Conclusion
With strong and creative performances plus loads of fun stuff that more than made up for the lack of story depth and character development, Birds of Prey is an enjoyable superhero movie that is worthy of being part of the current DC Comics Cinematic Universe. Without relying on fan service, this movie expands the current cinematic universe’ presentation of Gotham City and shows the other parts of it away from Batman.
Even if you have not read any Birds of Prey comics, this movie will still prove to be entertaining. Just don’t expect to see the more iconic DC Comics characters and don’t expect to see heavy amounts of computer-generated images on-screen. Birds of Prey is more grounded and for a production of roughly $100 million, the production values still look high.
Overall, Birds of Prey is highly recommended and I encourage you to watch it in the cinemas as soon as possible. And if you have the extra money, watch it on an IMAX screen as the film was optimized for the format.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
Luke Skywalker going up against the game’s final boss – Emperor Palpatine.
By the middle of 1994, gamers and Star Wars fans who owned a Super Nintendo Entertainment System (SNES or Super NES) were treated with more 2D side-scrolling fun with Super Star Wars: Return of the Jedi. Developed by Sculptured Software and LucasArts and published by JVC, the game was the conclusion of the so-called Super Star Wars trilogy of the 16-bit era of console gaming.
Like its predecessor Super Star Wars: The Empire Strikes Back, this game is a 2-dimensional side-scrolling adventure game released just months before Sega and Sony respectively released the Saturn and PlayStation consoles (which eventually made 3D polygonal gaming popular). The game itself is based on the 1983 movie Return of the Jedi: Luke and his friends go out to save Han Solo from Jabba the Hutt and the Rebels prepare its strategy to defeat the Imperial Forces now armed with a new Death Star with the personal presence of Emperor Palpatine.
Here’s my review of Super Star Wars: Return of the Jedi.
Early story (and some notable differences from the movie)
The game begins with a quick look at Darth Vader’s arrival at the new Death Star setting up the stage for the Emperor’s arrival. On Tattooine, Luke and his companions travel to the temple of Jabba the Hutt to somehow save their friend Han Solo (who got frozen in carbonite at Cloud City in The Empire Strikes Back).
A still cut-scene at the beginning of the game.
In order to get to the palace, Luke/Leia/Chewbacca (you get to pick which character to use) have to travel through a lengthy stretch of land filled with several forms of wild life, monsters and even Jawas blocking their way. Once inside, your character has to fight until the end of the next few levels (note: there was a boss or powerful enemy to beat) to make the story progress.
Once you have defeated Jabba and rescued Han Solo, your team regroups with the Rebels in space to start your next series of missions with the moon of Endor (with the 2nd Death Star in orbit).
Notable differences from the movie include fighting a large monster (which used a large ball as a weapon) did not appear in the film. Also notable was Leia (in her sexy slave outfit) having to move from the end of the stage to reach Jabba the Hutt who serves as the level’s boss. Jabba’s sail barge in the game looks and feels longer than in the movie.
Leia, Jabba is right behind you!
Gameplay
Super Star Wars: Return of the Jedi plays a lot like its predecessor. As typical with most games of the era that used 2D sprites for visuals, the game is an action-packed side-scroller wherein you have to control your character from left to right, go up and down and complete the level by either defeating the end-level boss or by simply reaching the end (some levels have no boss). As you move on, you also get to collect power-ups and icons which are really helpful in completing the levels.
Along the way, you get to fight a whole bunch of enemies that appear to fight and stop you. This includes not only the Imperial forces that appeared in the movie but also new additions like machines and even flying robots. You never saw Luke fight any flying robot in the movie? In this game, he gets to fight them at the Imperial facility on the moon of Endor.
Han Solo blasts the Stormtroopers!
Given the story structure of the movie, the game developers were able to let players pick a Star Wars character to play as before starting a level. This particular feature was prominent in 1992’s Super Star Wars but was heavily toned down (due to story structure) in Super Star Wars: Empire Strikes Back. Back to the selectable characters, there are key differences between them such as Luke using his lightsaber and Force powers, Han Solo with his blaster and grenades, Chewbacca with his crossbow and his spin attack (he does NOT do this in the movies so it’s funny), and Leia who uses different weapons as she appears (based on the story structure) as a disguised bounty hunter and as a sexy slave to Jabba. Quite odd here is the addition of Wicket the Ewok as a playable character whom you must guide fighting the bad guys in two levels that are set in the village of the Ewoks up those tall trees. The Wicket levels are easily the least interesting to play in.
Like the previous two games, the game designers implemented levels that play differently from the standard side-scrolling adventuring. I’m referring to the Mode 7 level in which you fly the Millennium Falcon on a makeshift 3D environment on the surface of the 2nd Death Star needing to destroy a number of TIE Fighters in order to progress. I should say that this particular level lacked depth although it was cool to use the Falcon and just imagine Lando and his team inside operating it.
The Millenium Falcon in the Mode 7 3D environment set on the surface of the Death Star.
In what is a clear attempt by the game makers to push the hardware of the Super NES, they created a standalone level in which you use the top turret of the Millenium Falcon to shoot a required number of TIE Fighters while flying in space heading towards the 2nd Death Star (complete with a 3D background showing the Imperial Star Destroyers in the distance on one side). This was a very short yet cool sequence to play even though the darkness of space makes spotting the TIE Fighters a bit challenging. I liked the fact that the console’s processor was pushed hard to allow the TIE Fighters look 3D and detailed using several frames of animation as they fly around and right close to the Falcon (which itself looked detailed).
This 3D shooting segment in the game was fun and too short.
And then there is the speeder bike chase sequence that took place through the forest of Endor. This one is pretty shallow and has not aged well.
Nice visual detail on the speeder bikes but everything else felt shallow.
Finally, the game’s last stage is another hardware-intensive level that offers gamers the opportunity to experience the challenge and speed (as far as the hardware could push) of piloting the Millennium Falcon into the tunnels of the 2nd Death Star to reach the core, blast it and then escape on the way out (being chased by intense flame caused by the explosion). This level shows lots of repeating visual elements that are supposed to be the mechanical interiors of the tunnels and you can movie the Falcon in 1st-person view, speed up or down, rotate the view and tilt the direction as you move forward. Along the way, there are TIE Fighters who appear in front of you for you to shoot at. While the intention of the developers to replicate the memorable sequence of the movie is clear, the hardware limitations (and design limitations) could only go so far to make the gameplay experience solid. What bogged this particular sequence down are the bouts of slowdown (lowered frame rates) when things get hectic.
This sequence must be seen in motion.
Conclusion
While it is indeed a more polished game than the memorable Super Star Wars: The Empire Strikes Back, Super Star Wars: Return of the Jedi was indeed a fun and engaging game but still falls short of its immediate predecessor in terms of enjoyment and engagement. For one thing, this game noticeably was less challenging and the return of the password system makes it even easier to finish. The boss battle with Darth Vader showed the iconic villain being much easier to beat with even on the standard difficulty level. I still remember how surprising it was to beat Vader during my first time playing the game.
The non-side-scrolling levels of the game created good variety for playing. I just wished that the 3D space shooting sequence of the Falcon (with its top turret) lasted longer and the visuals of the final level looked more detailed and had less lag. As for the Mode 7 level with the Falcon on the surface of the Death Star, that one pales in comparison with the lengthy and memorable Battle of Hoth (which has the grand experience of taking down the AT-AT walkers with the tow cable).
Overall, Super Star Wars: Return of the Jediis recommended. By today’s standards, this game is a classic and was one of the best ever Star Wars video games of not only of its console generation but among all Star Wars games that were made with 2D sprites and pixel art. If you have a Super NES console or Nintendo’s Virtual Console, play the game once you have it.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
In this age of photo-realistic 3D graphics in video gaming, I sure miss the days when 2D gaming and highly detailed pixel art were the standard. I’m referring to the so-called 16-bit era of the Super NES/SNES (Super Nintendo Entertainment System) back in the 1990s.
In 1991, Super Star Wars was released on the Super NES and it became a big hit with the gamers, the critics and fans. That game was heralded as one of the best video game adaptations of movies.
Naturally, a follow-up to that game was released in 1993 – Super Star Wars: The Empire Strikes Back.
That being said, here is my retro gaming review of Super Star Wars: The Empire Strikes Back.
The experience of using a Rebel speeder to bring down an AT-AT walker with the cable remains awesome.
Developed by Sculptured Software and LucasArts and published in America by JVC, this game is based on The Empire Strikes Back which today has been considered to be the greatest Star Wars movie ever. Of course, in order to make a cohesive video game adaptation out of the classic movie, a lot of liberties were taken when it comes to following the story. This was inevitable as the game developers needed a lot of creative freedom to make a cohesive video game.
Early story (and some notable differences from the movie)
Super Star Wars: The Empire Strikes Back begins with Luke Skywalker riding a Tauntaun. Unlike the movie, Luke (controlled by players) visits some places of the wasteland of Hoth, notably caverns and hills fighting several forms of wild life (including wampa beasts), and even some probe droids.
Luke jumping on to a wampa beast.
Unlike the movie, Luke does not get rescued by Han Solo in the wilderness. Instead he defeats a giant-sized probe droid and a giant-sized wampa beast (as in-game bosses) and make his way back to Echo Base to rejoin the rebels. Upon returning at the base, he finds it filled with Imperial troopers and their machines (where are Luke’s fellow rebels?) and fights his way through to fly a rebel speeder (note: without the movie co-pilot Dak) and proceed in the Battle of Hoth.
This never happened in the movie.Luke jumping into a snow speeder without a co-pilot.
Back at Echo Base, Han Solo (player-controlled) has to make his way through a wave of Imperial enemies and machines to meet Princess Leia, secure her and ride away on the Millennium Falcon. The Falcon (player-controlled) enters the asteroid field being attacked gradually by over twenty TIE Fighters. Once all of them have been eliminated, the Falcon jumps into light speed (which contradicts the movie).
Gameplay
Super Star Wars: The Empire Strikes Back is composed mostly of 2D, side-scrolling action sequences in which players control their characters moving from left to right in order to make the game progress. The sequences are filled with lots of action-packed moments mainly due to the MANY enemies challenging the players plus sequences of shooting, jumping and using special weapons (note: the thermal detonator was awesome to use). When it comes to filling up the health meter of your character, defeating enemies result random releases of hearts (symbolizing health) which you need to pick up. Key side-scrolling segments of the game will have players facing off with in-game bosses or enemies that are large, intimidating and have their own health meters for players to reduce to zero.
As typical with most 2D side-scrolling games of the era, this game is really tough and will take gamers some patience and perseverance to complete.
What really stood out in this game are the makeshift 3D segments (made possible by Mode 7) which were pretty extensive and really interactive. The Battle of Hoth in Mode 7 was pretty engaging as players get to fly a rebel speeder over a snowy field complete with lots of Imperial enemies (including the AT-ST walkers and the AT-AT walkers) and each of them is composed of multiple 2D sprites making them look 3D as the speeder moves around. Apart from simply shooting, the interactive sequence of tagging an AT-AT walker with a cable, flying around it and wrapping it with the cable, and then watching it fall to the ground really is an awesome gaming experience which really showed how hard the game developers pushed 2D visuals and pixel art.
A Mode 7 sequence late in the game had players using an X-Wing fighter.The Battle of Hoth was a great and lengthy use of Mode 7.
Apart from the Battle of Hoth, there was also another Mode 7 sequence involving the X-Wing Fighter approaching Cloud City. That particular sequence was noticeably shorter and did not have a standout action sequence as it was limited to the X-Wing Fighter simply shooting Bespin fighters. Another non-2D segment was the Millenium Falcon’s flight through the asteroid field which was done with the cockpit view (first-person view exactly) in which you move a cursor for targeting and moving the ship to. This segment was pretty tough because players were not only required to eliminate more than 20 TIE Fighters but also avoid incoming asteroids and maintaining the Falcon’s energy shields (which serves as a health meter)
Going back to the 2D side-scrolling segments, the use of the lightsaber by Luke remains a lot of fun to do. Not only could he slash bad guys, he could use the lightsaber defensively protecting himself from incoming energy blasts (which get deflected by the lightsaber). On the offense, Luke can jump into the air and spin with the lightsaber turned on making him an aerial slasher over the bad guys.
In keeping with the theme of the movie showing Luke Skywalker learning to be a Jedi, the Dagobah segment in the game has Luke gaining varied Force powers and he also has a separate Force energy meter. The Force powers can be used in subsequent segments of the game and they are quite useful when Luke encounters Darth Vader as the final boss in Cloud City.
The fights with Darth Vader were nicely designed. With creative freedom, the game developers expanded on Darth Vader’s use of the Force to move several pieces of debris and machines towards Luke who has to defend himself from all sides. Fighting Darth Vader with the lightsaber was tricky and for the most part, I had Luke slashing on villain with just enough space between them and many times I had Luke use the lightsaber on him while jumping and spinning in the air. Defeating Vader was a requirement to complete the game.
Very nice artwork made for the storytelling cut scenes.
Finally, like in Super Star Wars, players can also play as Han Solo (special attack: grenade throw) and Chewbacca (special attack: offensive spin) but only in specific segments of the game supposedly to keep in line with its story.
Conclusion
Even by today’s standards, Super Star Wars: The Empire Strikes Back is still a high-quality video game that is a lot of fun to play with even though it is tough (a password system is used for in-game progress so that gamers can come back to continue) all throughout. Gameplay aside, the presentation of visuals and audio is also very solid. The sprites for the in-game characters, enemies, machines and animal were detailed to look at while the background art were immersive (like in the movies, Cloud City, Hoth and Dagobah had their distinctive visuals). The Super NES audio chip was greatly used on recreating 16-bit sound from the movies, especially John Williams’ movie scores and lightsaber sound effects.
Take note that this game was released in 1993 which is significant in the sense that people had moved on since the release of the movie Return of the Jedi (1983) and the Star Wars prequel trilogy did not begin until 1999 with Star Wars Episode I: The Phantom Menace. This game was released at a time when 2D gaming was still in strong demand and most gamers did not expect that 3D polygonal graphics would reshape video gaming eventually. In retrospect, the polygon-focused gaming consoles Sega Saturn and the original Sony PlayStation launched in late 1994 or more than a year after Super Star Wars: The Empire Strikes Back.
The inevitable battle between Luke Skywalker and Darth Vader.
I myself had lots of fond memories playing this game back in the mid-1990s. I simply endured the many challenges of it and ultimately had a lot of enjoyment completing it. I even replayed the game from the start even though I knew how the game presented the ending and key story elements of the movie. I also got to replay The Empire Strikes Back on home video around the time I played this game.
Believe it or not, Super Star Wars: The Empire Strikes Back was the first of the Super Star Wars trilogy on the Super NES that I actually played. After completing it, I borrowed the Super Star Wars cartridge from a friend and later bought a copy of Super Star Wars: Return of the Jedi. I completed those two other games and I can clearly say that Super Star Wars: The Empire Strikes Back remains the best in game design, the best in terms of fun factor and the most memorable of them all.
If you love Star Wars and you want the best 16-bit era video game (note: you’ll need a working Super NES console or Nintendo’s Virtual Console for any Super Star Wars game) experience of it, Super Star Wars: The Empire Strikes Back is highly recommended.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
When Marvel Comics first launched the 2099 imprint of comic books showcasing many futuristic versions of their present-day characters – like Spider-Man, Ravage and Dr. Doom – it was inevitable that the same treatment will be applied to their popular supervillains.
In 1993, the 2099 version of Vulture was introduced and he sure proved to be one tough opponent for Spider-Man 2099. Even back then, there already was clamor for a futuristic version of Venom which at the time was riding high with readers being the featured anti-hero in several limited series (starting with Lethal Protector) of comic books.
Then in 1995, after doing a creative teaser in issue #34, Marvel formally introduced Venom 2099 by releasing Spider-Man 2099 #35. This is my review of the comic book written by Peter David and drawn by Andrew Wildman (X-Men Adventures).
The cover drawn by Rick Leonardi.
Early story
Picking up from the events of issue #34, the story begins in Washington, DC with Dana freeing herself only to find out that Alchemax’s CEO Tyler Stone was down suffering from a gun shot and losing blood. Minutes later, emergency personnel take Stone’s body for immediate treatment.
Meanwhile, Spider-Man 2099 (Miguel O’Hara) encounters the SHIELD flyboys in New York. After almost getting into trouble together, Spidey gets informed that US President Doom 2099 ordered them to leave him alone for a period of seventy-two hours while he considers a cabinet offer. Back in Washington, Dana gets interrogated by one of the authorities. President Doom enters the scene telling Dana that she will join Tyler Stone immediately in the medical center.
Andrew Wildman’s take on Spider-Man 2099 and the future was really nice to look at.
In New York, two guys sitting on the sidewalk witness a moving black liquid coming out of the sewer. The thing turns out to be a living symbiote (or alien costume) forming into a human-like shape – Venom 2099!
Quality
As with other comic books of this particular series, the writing by Peter David is pretty deep and engaging. The usual balance between dramatization, character development, plotting and spectacle is here once again but with a slight touch of horror in relation to the introduction of Venom of 2099. Speaking of dramatization, the portrayal of Venom 2099 as a vicious villain is similar to the 20th century Venom (Eddie Brock) but with a very powerful obsession to kill Miguel O’Hara and Tyler Stone.
Here’s an excerpt from the dialogue of Venom of 2099: Miguel O’Hara…and Tyler Stone…together again. We…I get to kill you…at the same time…how awfully…awfully…considerate. To show my appreciation…I’ll kill you slowly.
What makes this comic book unique is the artwork by Andrew Wildman who temporarily replaced regular illustrator Rick Leonardi. For comparison, I find Wildman’s art style a welcome thing in this comic book mainly because he draws with a lot more detail per panel and per page than Leonardi ever could. Instead of seeing the usual sketch-like art style of Leonardi, Wildman’s style is livelier and more expressive to look at. I also enjoyed Wildman’s visual take on Spider-Man 2099/Miguel O’Hara, Lyla, Tyle Stone, and the other established characters. Their facial expressions are also livelier to see.
Venom 2099 appears! Take note of the “liquid” at the edges of the page.
More on visuals, Wildman’s take on Venom 2099 is unforgettable. Like 20th century Venom, he has a dark suit, elongated jaw with rows of sharp teeth and an elongated tongue but with green acid dripping all the time. There are also those tentacles-like things that stretch from his body until the arms. Also his white-colored mask with large eyes make him look horrific.
Conclusion
Despite being shorter than the usual 22-pages, Spider-Man 2099 #35 is still a very engaging and fun old comic book to read. Its purpose was to build-up anticipation leading to the introduction of Venom 2099 was achieved nicely and the respective qualities of the writing and visuals are very good even by today’s standards. More on the presentation of Venom of 2099, it seems like Peter David took inspiration from movie director James Cameron on building-up tension and suspense before showing the villain. That’s a move I enjoyed in this comic book.
Overall, Spider-Man 2099 #35 is highly recommended. If you plan to acquire an existing and legitimate hard copy, be aware that the near-mint copy of it is over $100 for the newsstand version while the Rich Leonardi-drawn “Venom 2099 AD” cover version is priced at over $80 at MileHighComics.comas of this writing.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
If there is any intriguing way of utilizing fantasy concepts to introduce a superhero (or superheroine) to readers, Mantra #1 from the Ultraverse published in 1993 by Malibu Comics is one fine example.
The cover of Mantra #1.
Early story
Written by Mike W. Barr with art by Terry Dodson, Mantra #1 was an Ultraverse launch comic book that follows Lukasz who is an eternal warrior belonging to a group of other warriors which had been fighting another group (led by eventual Ultraverse villain Boneyard) for several centuries.
How did that conflict last that long? As told through the views of Lukasz, any individual warrior who dies will eventually be placed in a new body (often that of an existing person) and take control of it effectively displacing the its soul. Behind it all, Archmage, the leader of the warriors’ group that includes Lukasz, uses magic to ensure that each member will be reincarnated after dying.
A page for your viewing pleasure.
The story takes a major turn for the shocking and intriguing when something unfortunate happens to Archmage and that the protagonist himself gets killed again. Fortunately for him, he gets to live one more time but there is one major difference – Lukasz occupies the body of a woman named Eden Blake (and the revealing scene remains shocking).
At this point, I don’t want to spoil the rest of the story. If you want to find out how Mantra came to be, you just have to read the comic book yourselves.
Quality
From an analytical view, I still find Mantra’s concept very intriguing to this day. In terms of mysticism, it reminds me a little bit of George Perez’s take on Wonder Woman in the mid-1980s and in some cases Mantra/Eden Blake herself reminds me bit of Wonder Woman/Diana albeit in a more motherly way.
When it comes to storytelling, Mike W. Barr’s script is very solid and made very good use of the twenty-eight (28) pages of the comic book. Unsurprisingly, there was a good amount of expository dialogue and narration but it was handled efficiently. The first-person views of Lukasz/Eden Blake are truly immersive to read. Along the way, there were several scenes that were intriguing to read and there were some nice moments of unintentional comedy which helped balance the overall tone of the story.
To say the least, Mantra’s concept about dead warriors’ souls entering bodies of existing people to live again sheds light on the moral or psychological implications of such events. If you were a warrior who just died and eventually got a new lease on life by occupying the body of let’s say a software company’s chief executive officer, would you not be concerned as to what happened to the soul (of the body) you displaced? Would you not think about how your control of that displaced soul’s body would affect not only the person’s established life but also the personal association with other people? Truly Mike Barr’s writing got me hooked and Terry Dodson’s art really brought his concepts to life.
Conclusion
So what else could I say? Mantra #1 is highly recommended not only because of its story and concepts but also because this particular series lasted several issues more and, for the most part, Mantra’s adventures and misadventures have often been fantastic and fun.
Even though it is fact that the Ultraverse remained in limbo and Marvel Entertainment showed no intention to revive the franchise, Mantra is still a fun and engaging comic book series to read and this comic book is the golden start of it. Mantra #1 itself is one of the most defining superhero comic books of the 1990s ever published and its mature themes combined with strong fantasy concepts made it stand out among all of those other superhero comic books I spotted on the shelf of a BF Homes comic book store that I visited in July 1993.
You guys can order copies Mantra #1 online at ComicCollectorLive.com, at MileHighComics.com (a near-mint holographic cover version of the comic book is worth over $40) or by visiting your local comic book retailer selling old issues.
Author’s Note: This article was originally published at my old Geeks and Villagers blog. What you just read on this website is the most definitive version.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
Write About Love is the first new Metro Manila Film Festival movie I saw in the theater in many years and I should say it was surprisingly good.
Here’s my review of Write About Love directed by Crisanto Aquino and released by TBA Studios.
Early story
The story begins when a lady (Miles Ocampo) succeeded in selling her story to executives of a movie studio. A short time later, the executives found her story looking “too mainstream” and was very similar to that of another movie. This results an order on revising the story and she has to do the rewriting assignment with the involvement of a seasoned indie screenwriter (Rocco Nacino). They have only thirty days to revise and improve the script and the state of the film project was at stake.
Together the screenwriters work and discuss in detail how to establish the situations, how to develop each character through trials and emotional rides, what to do to make the story deeper and the like.
As the film’s narrative and the screenwriters work on, the respective lives of the in-story characters transpire.
Quality
To put things in perspective, Write About Love is a character-driven movie about screenwriters who are challenged to craft a much-improved screenplay for the movie studio while dealing with matters of their respective lives. Miles Ocampo is clearly the protagonist of the film and through her, you will relate with the pressure of work she goes through, the creative challenges of writing stories (and developing the characters), and the fractured parts of her personal life (hint: she lives with her mother but maintains contact with her father). When it comes to acting, Ocampo delivered the emotions needed in each scene that required heavy drama. You will see her cry a lot and you’ll even feel her pain.
Her co-star Rocco Nacino (the other screenwriter) has comparable screen time as hers but with much less dramatic scenes. Nacino does excel, however, with the more creative side of screen writing.
What really stood out with the dramatic performances are the supporting players Yeng Constantino and Joem Bascon as the screenplay characters of Joyce and Marco. Joyce and Marco are lovers living-in together but their relationship got hampered by their respective careers. Joyce is a musician and Marco is a corporate executive. When things get rough between them, crying scenes happen along with convincing moments of depression. Constantino herself stands out as her in-depth talent in singing blends nicely with the dramatics of her character.
Constantino and Bascon are not the only supporting players in the film. There was also Romnick Sarmienta (himself a star in many romantic comedies in the 1980s) and Che Ramos, and each contributed nicely into the film.
When it comes to storytelling and visual presentation, Write About Love was very nicely done. The story moved at a steady pace and there was a good amount of interesting dialogue. In my experience, nothing felt padded. Even the slowest scenes did not bore me. The drama was heavy and there were several moments of clever humor executed.
I also really enjoyed the filmmakers’ smart of use of visuals in which screenplay scenes showing the lives of Joyce and Marco happening while the screenwriters appear near them as if they are watching (actually they were imagining and structuring the scenes which were part of their work for the movie studio). The shots of Joyce and Marco interacting were in full color while the shots showing the screenwriters had desaturated colors.
While it was clear that the filmmakers got great performances from the actors, this movie should be recommended for some very memorable cinematography that took place in the 2nd half. I’m talking about the location shots of North Luzon locations like Baguio City and Sagada. The most visually striking scene was the sunrise scene and if you ever see it, do your best to feast your eyes on it.
Conclusion
Write About Love is a pretty good film to watch and definitely it is one of the better movies released here in the Philippines for the past decade. It does not have an epic concept but rather a small and simple concept that was nicely executed with fine cinematic artistry. The performances are very good (without going into over-acting), the characters are worth caring and following, and the film offers a very unique look at what goes on behind the scenes in the local movie industry.
Also the theme about love is nicely expressed through the trials and emotions of the characters. In relation to its title, this movie shows that writing about love will never be easy because love itself is complicated and unpredictable. In short, realizing the true meaning of love is an everlasting struggle.
Overall, Write About Love is recommended.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
When Marvel Comics launched its 2099 franchise back in 1992 with Spider-Man 2099, clamor for having the futuristic hero meet up with the classic Spider-Man (Peter Parker) quickly followed.
Back in those days, crossovers were already popular and sold nicely with collectors. The Infinity Gauntlet of 1991 was an epic, universe-wide crossover done nicely by Jim Starlin, George Perez and Ron Lim. That limited series sold well, Marvel followed it up with The Infinity War (1992) and The Infinity Crusade (1993). Even the disjointed The X-cutioner’s Song crossover of the X-Men comic books of 1992 kept the fans coming back for more.
For the 2099 universe, the franchise had strong launches with the respective first issues of Spider-Man 2099, Doom 2099, Punisher 2099, Ravage 2099 and even the first latecomer series X-Men 2099. Back in 1993, having the said 2099 heroes mix together was realized in the 5-part crossover The Fall of the Hammer.
The cover by Rick Leonardi with ink work by Al Williamson.
No matter what the trends back then, Spider-Man 2099 proved to be the most engaging series of the 2099 line of comic books arguably due to the in-depth storytelling of Peter David. Back in the 1980s, David worked at the direct sales team of Marvel Comics before moving into the editorial team as a writer. And, yes, he got to write for the Spectacular Spider-Man (originally titled Peter Parker, The Spectacular Spider-Man). Early on, Peter David made quite an impact with readers with the 4-part story The Death of Jean DeWolff in the said monthly series.
Many years later, David joined other comic book creators – including the late Stan Lee – on launching the 2099 franchise with Spider-Man 2099. He created a lot from scratch to establish the futuristic Spidey and made his mark on the 2099 universe.
“I don’t remember exactly which aspects of the 2099 were already part of the initial setup when I came aboard. I do know, though, that there was almost nothing specific for Spider-Man other than that he was, well, Spider-Man and (I think this was part of what I was handed) an employee of Alchemax. I was the one, though, who came up with his identity, the way his powers worked, the supporting cast, all of that. I even had a hand in designing the costume; not that I could draw a lick, but I sat there with Rick Leonardi during the first 2099 get together and described to him what I wanted, and he executed it perfectly, building upon what I suggested and improving it. I watched that costume come to life for the first time under Rick’s pencil. It was one of the single best collaborative moments in my life,” David said in a CBR.com interview.
This brings us back to the year 1995 when Marvel published the one-shot special crossover comic book designed to attract Spider-Man 2099 fans and the many millions of followers of the classic Peter Parker Spider-Man. That comic book was Spider-Man 2099 Meets Spider-Man written by Peter David and drawn by Rick Leonardi.
Let’s take a close look.
The comic book
The story begins in the far future of 2099 wherein Spider-Man (Peter Parker) from the 20th century finds himself lost in time and chased by the floating law enforcers who saw him as a danger to the public. Even though his costume is different, one of the law enforcers mistook him for Spider-Man 2099. Predictably, Spider-Man struggles to overcome and get away from them.
Spider-Man in 2099!Spider-Man 2099 inside the Daily Bugle.
Meanwhile in the 20th century, Miguel O’Hara mistakenly arrives “home” only to find himself (naked no less) on the same bed as Mary Jane Parker (Spidey’s wife) who is also naked. This only confirms to him that he is lost in time. He immediately decides to get away from MJ and explore the city of New York which does not have the futuristic society he grew up with.
In an attempt to deal with the new reality, Spider-Man 2099 visits Peter Parker’s workplace – The Daily Bugle. He encounters Peter’s boss J. Jonah Jameson who mistook him as their time’s Spider-Man just wearing a new suit.
“You think you can fool me with a wardrobe change, you wall-crawling freak? Whatever your demented plan is, it won’t work,” Jameson told the disguised Miguel O’Hara who reacts by putting web on his mouth in front of the employees.
While the two superheroes struggle with being lost in time, Tyler Stone of Alchemax and Hikaru-Sama discuss something sinister.
Quality
Spider-Man with Miguel O’Hara’s brother and Layla.
In terms of storytelling, Spider-Man 2099 Meets Spider-Man is messy even though there were efforts to have the two superheroes switch time settings that would allow them to explore different societies and mix up with their past supporting characters (example: Peter Parker Spidey meeting with Miguel’s brother and artificial intelligence Layla). What also hurt the storytelling was the lack of a very engaging antagonist. The futuristic Green Goblin the creators came up with was very lame.
The art by Rick Leonardi was barely satisfying and the sad thing is that none of his visuals – including the 2-page shot of the two superheroes together – delivered any impact. As Leonardi worked regularly on Spider-Man 2099, his art style of 20th century New York did not give me much immersion. J. Jonah Jameson was barely recognizable with Leonardi’s drawing.
To get straight to the point, this comic book is a major disappointment. It failed miserably to bring the two main characters together in a satisfying manner as there was an overabundance of build-up. By the time the two superheroes met, it was way too late for the comic book to be engaging and fun to read. With only seven pages available for the anticipated encounter, there was way too little of having Spider-Man and his 2099 counterpart together. So much could have been done to make the two superheroes interact and work together with a lot of impact but I suppose Marvel did not give the creative team enough time (and pages) to work with which resulted this disappointment.
By comparison, I found Spider-Man 2099’s encounter with Venom much more satisfying to read. Spider-Man’s encounter with Vulture 2099, meanwhile, was satisfying. Sometimes I felt that it would have been better for Marvel to publish a Spider-Man 2099 versus Venom standalone crossover comic book than this 1995 crossover disappointment!
This is the BEST thing about this disappointing comic book.
If you are determined to risk wasting your money by actually getting a physical copy, then be aware that a near-mint copy of Spider-Man 2099 Meets Spider-Man will cost you, believe it or not, over $40 at MileHighComics.com
Financial value aside, this comic book’s entertainment value is pretty low. It’s not a badly made crossover comic book but it sure remains a big disappointment considering its concept. Ultimately, Spider-Man 2099 Meets Spider-Man is not recommended. You have been warned.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
Hey comic book fans! It is finally official! The 2099 universe of Marvel Comics has been revived with the release of 2099 Alpha #1 which I bought at the local comic book store here in Alabang, Muntinlupa, Philippines. The comic book that was available had a Spider-Man 2099 variant cover and it carried a hefty $4.99 price!
So you must be wondering…is the comic book any good? Does it capture the look and feel of the 2099 universe that first appeared in comic books back in the 1990s? Any significant changes in terms of storytelling and visuals?
Here is my review of 2099 Alpha #1.
The variant cover showing Spider-Man 2099 with Spidey and related characters from the past.
Written by Nick Spencer with art by Viktor Bogdanovic (colors provided by Marte Garcia), the comic begins in The Ravage (note: this is NOT the failed 2099 hero of Stan Lee and Paul Ryan) where a little boy finds Thor’s hammer but abandons it as he saw some monsters coming. The story then shifts to Brooklyn where Jake Gallows (Punisher 2099) gets into a violent encounter with a man before finally meeting the backup he called for. Then they see a sign that their god, Thor, is now in a merciful mood.
In Nueva York, Miguel O’Hara (Spider-Man 2099) talks with Tyler Stone inside an Alchemax tower. Tyler examines what Miguel brought to them and he mentions an incoming threat. Elsewhere, Conan appears struggling in battle with some people. From a distance, Doom 2099 watches and he has the Watcher captive.
Quality
To put it short, 2099 Alpha #1 is really a set-up type of comic book designed to immerse readers into the 2099 universe which now looks darker, grittier and more twisted than the way it was first presented back in the 1990s. Because the spotlight shifts from one place to the next, showing multiple characters, there really is not much meat in the storytelling. Really, thirty pages of art and story were made but ultimately ended up being not so engaging.
The art of Viktor Bogdanovic shows the 2099 universe to be a depressing setting and his art on classic characters like Spider-Man 2099, Punisher 2099 and Doom 2099 make them look unrecognizable. I remember Jake Gallows being huge and buff but in this comic book, he looks like he lost a lot of muscle and ended up looking ordinary.
Conclusion
Overall, 2099 Alpha #1 is an expensive disappointment and it is easily the weakest new comic book I bought all year long. There is a lot of suspense, expository details and even some horrific imagery, but ultimately there is no real fun to experience here. At $4.99, this is too expensive and it is a waste as it failed to engage and entertain me. Let me add that I lowered my expectation for this revival of the 2099 universe since the teaser announcement was made months ago. Back then, I anticipated that the new guys handling the 2099 universe of comics will take it to a new direction (move far away from what made the 2099 universe in the 1990s memorable and distinct) and this overpriced comic book is an early confirmation of it.
Recognize any of these characters?
Of course, there are still several other 2099 comics from Marvel that will be launched next month, including Spider-Man 2099 #1, Venom 2099 #1, Ghost Rider 2099 #1 and more. We will find out soon enough if those comic books will share the same dark and gritty style of 2099 Alpha #1 or not.
Ultimately, 2099 Alpha #1 is not recommended. As long as it is sold at cover price, avoid it.
+++++
If you are nostalgic of the 1990s 2099 universe, check out my reviews of Spider-Man 2099 #1 and #25, Ravage 2099 #1 and X-Men 2099 #1.
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenoris still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com