A Look Back at Super Star Wars: Return of the Jedi

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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).

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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.

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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.

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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.

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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).

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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.

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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.

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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 Jedi is 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 Havenor is 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

A Look Back at Super Star Wars: The Empire Strikes Back

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.

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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.

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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.

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This never happened in the movie.
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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.

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A Mode 7 sequence late in the game had players using an X-Wing fighter.
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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.

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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.

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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 Havenor is 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

A Look Back at Spider-Man 2099 #35 (1995)

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).

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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.

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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.

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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.com as 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 Havenor is 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

A Look Back at Mantra #1 (1993)

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.

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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.

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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 Havenor is 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

Carlo Carrasco’s Movie Review: Write About Love

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.

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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 Havenor is 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

A Look Back At Spider-Man 2099 Meets Spider-Man

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.

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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.

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Spider-Man in 2099!
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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

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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!

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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 Havenor is 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

Carlo Carrasco’s Comic Book Review: 2099 Alpha #1

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.

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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.

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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 Havenor is 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

 

 

 

Carlo Carrasco’s Movie Review: Terminator: Dark Fate

I will just say it straight and clearly – the Terminator film franchise is truly unnecessary today and, having seen its debut in the year 1984 (written and directed by a very young James Cameron), I should say that the saga really ended with 1991’s Terminator 2: Judgment Day (Cameron’s masterpiece).

Out of curiosity, instead of anticipation, I got to watch Terminator: Dark Fate at the local cinema. Having been disappointed with Terminator 3: Rise of the Machines, Terminator: Salvation (a bad movie notorious for Christian Bale’s loss of self-control) and Terminator: Genisys (the most insulting and most screwed up film of the franchise), I had low expectations for Dark Fate.

Ultimately, I left the cinema disappointed yet again although the experience was not as bad as that of 2015 (with Genisys).

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Clearly, the filmmakers took inspiration from Star Wars: The Force Awakens and mix the more established film franchise stars (in supporting roles) with the younger actors.

To put it short, Terminator: Dark Fate took creative inspiration from 2015’s Star Wars: The Force Awakens. This means it was made with recycled concepts, told the story through its new characters (played by actors who are much younger and who are supposed to appeal to younger viewers) and back them up with the old, more iconic actors (Arnold Schwarzenegger and Linda Hamilton) limited to supporting roles. When it comes to presentation, this new movie felt more like a roller coaster ride than an actual story laced with spectacle stage-by-stage.

That is pretty much how Terminator: Dark Fate turned out. It does not matter that this was directed by Tim Miller, the guy behind 2016’s Deadpool. It does not matter that the great James Cameron got involved with producing and story credit (he shared with a few other names). It does not matter that this movie was made with a large budget of $185 million and relied heavily on computers to generate the visuals (which look fake most of the time). Whatever the preparations made, they did not matter at all because Terminator: Dark Fate is a rushed and creative disappointment that does not deserve your time nor your money.

The movie opened with archived footage of Sarah Connor expressing the darkness of the future coming. This was immediately followed by a scene set in 1998 showing Sarah and her son John living in an age in which Judgment Day did NOT occur on August 29, 1997. Suddenly another Terminator T-800 Model 101 (another Schwarzenegger-type Terminator) appears and actually kills John Connor leaving Sarah in turmoil.

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This is the protector sent through time by the human resistance.

John Connor, who has been a central story element in the 1984 and 1991 (memorably played by Edward Furlong) movies as he was destined to be the human resistance leader in the war with Skynet, was eliminated so quickly in the opening of this new movie very similar to how the character of Dwayne Hicks (played by Michael Biehn in the James Cameron-directed Aliens) got killed in a very dismissive way in the beginning of Alien 3. This move was nothing less than cynical, ill-conceived and even a daring disservice to Terminator fans.

From this point on, Terminator: Dark Fate turns into a “what if John Connor was dead and a new future war followed?” type of story.

Even though Judgment Day got prevented in relation to what Sarah and John achieved in Terminator 2, a new war between man and machines in the far future still occurs only this time Skynet is no more and the new enemy artificial intelligence (AI) this time is called Legion. This new story concept, by the way, is pretty insulting to any fan who loved the first two films directed by James Cameron as those flicks told a complete saga.

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This is the new, future leader of the human resistance.

And then the plot of The Terminator got recycled. A human fighter is sent back through time to protect a person who is destined to become the leader of the human resistance. Also sent back through time is a Terminator designed to look human and infiltrate society with a mission to kill the future human resistance leader. This is essentially what Terminator: Dark Fate truly is and even though Sarah Connor returned (plus another Terminator T-800 played by Schwarzenegger), there really is nothing new, nothing fresh and nothing worth enjoying.

When it comes to quality, this movie does not have much standing for it. The new characters are not engaging at all and their respective performers really had nowhere to go to engage moviegoers. Mackenzie Davis playing the new combat-ready protector only served to beef the film with action and there is nothing compelling about her act, nor did the script provide anything to make her androgynous character memorable. The new human resistance leader played by Natalia Reyes is forgettable and unbelievable even though she tried hard being dramatic. Compared with Sarah Connor in 1984’s The Terminator, the chosen one Dani Ramos in the film was transformed from a struggling, working-class person into a brave fighter in a very rushed and unconvincing manner. Also, if you take a close look at Natalia Reyes, she is too short to be a figure of authority, too small to use weapons and her act is clearly sub-par in terms of quality making her big misfire in terms of casting. The performance, script and directing really had no depth when it comes to developing the characters.

The new Terminator (Rev-9) played by Gabriel Luna was nothing more than an uninspired attempt to outdo the T-1000 of Terminator 2. Luna was decent with playing cold and emotionless but when he acts human to infiltrate human society, he’s just generic at best.

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This is the new cinematic villain that won’t stop to kill the future leader of the human resistance. Oh, the computer-generated visuals are often fake to look at.

As for Arnold Schwarzenegger and Linda Hamilton returning, it is sad for me to say that these two iconic performers of the film franchise got wasted. Sarah Connor in this movie was poorly written and this modern version ruins the legacy the character had since 1991. Schwarzenegger meanwhile played another T-800 Terminator whose adjustment into human society turned out to be unconvincing, even outlandish. A Terminator adjusting into domestic human life? Totally unbelievable!

If there is anything to admire in this ill-conceived movie, it is Schwarzenegger’s delivery of his lines as the Terminator. He was over 70-years-old at the time of filming and he no longer has the super fit, muscular build he was famous for but he still proved to be excellent in being robotic with the dialogue. Sadly, this good stuff from the ex-governor of California was not enough to save this movie from its dark fate.

The film has a lot of action and there is a notable variety of it here. Even though action-packed and the action quality is an improvement over Terminator 3, Salvation and Genisys, Terminator: Dark Fate is ultimately a ride that can only provide temporary relief from the pain of the weak script. Oh, the use of fake-looking CGI hurts the action and stunts

Conclusion

TermiDF
Let this be the LAST Terminator movie and let it fade away. How? By NOT spending your precious time and money on it.

Terminator: Dark Fate clearly failed to be a solid film and definitely it is NOT worthy of being the official follow-up (the “real Terminator 3”) to the first two films written and directed by James Cameron. Cameron’s involvement with this movie did not really improve the situation of the deteriorating Terminator film franchise and even worse, this big disappointment taints his record of excellence as a producer. Director Tim Miller, in my opinion, should go back to superhero film making or try directing a brand new project of science fiction that does not involve an established intellectual property.

Bottom line – Terminator: Dark Fate is absolutely not recommended. You definitely should NOT spend your money on this movie (the cinema, future release on streaming services, Blu-ray, DVD, etc.). The movie is also woke garbage and the product of DEI (diversity, equity and inclusion).

If you want to experience the cinematic greatness of the Terminator film franchise, go back to watching The Terminator and Terminator 2: Judgment Day instead.


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 Havenor is 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

A Look Back at On Deadly Ground

Way back in 1994, Warner Bros. released the action movie On Deadly Ground which marked the directorial debut of its star Steven Seagal. The movie had a poster that easily attracted the attention of avid Steven Seagal fans and eventually the film lured quite a lot of moviegoers to the cinemas.

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Even though it had a boring design, this image at cinemas excited Steven Seagal fans and moviegoers craving for action.

I never saw it in the cinemas due to a lack of time and money. Instead I saw On Deadly Ground on VHS format (and later on cable TV) in the comfort of home. That comfort however turned into disappointment after watching it.

For starters it’s a Steven Seagal movie which guarantees lots of hard-hitting action with lots of swearing. What makes it feel unique was its focus of the environment and its very forced concept about a very greedy top executive of an oil company is creating danger towards the environment as his team rushes to complete an oil rig called Aegis One in Alaska.

The execution of the movie, to say the least, is rather poor. Just about every character in the movie is one-dimensional. When it comes to action, it is typical (and very predictable) Seagal as the star gets to fight lots of bad guys without ever being hurt by them! Ironically Seagal in the film expresses pain over the treatment of his wounds.

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Star-director Steven Seagal and the film crew working on an action sequence.

And then there is the emphasis on the environment. The movie narrowly portrays the fictional oil company as the force of danger to nature and threat to indigenous people of Alaska because it is led by Michael Jennings (played by Michael Caine) who is too greedy and desperate to beat a deadline  and prevent the oil rights from reverting back to native Alaskans.

That’s right! Jenning’s Aegis had the oil rights for twenty years and all they could do is try to launch an oil refinery so near the end of the time period. Does it really take that long to construct an oil rig? What exactly did Jennings do during those twenty years? I mean, he acquired the oil rights from the natives and I could speculate he did not prioritize the construction of any oil-related business project using those same rights. Perhaps Jennings spent years touring the world, suddenly was advised that his corporation has financial trouble and only then did he go to work to make oil rig.

More on the environment, Steven Seagal plays Forrest Taft who initially serves Jennings. He eventually checks the computers of the company to find out that faulty equipment has been used and the delivery of better and more reliable equipment is coming in way too late. Taft even asked Jennings (who eventually learned about Taft’s unauthorized computer access) how much money is enough and this predictably leads to a scene in which Taft gets set up to die in an explosion.

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Michael Caine and Steven Seagal.

Unfortunately for Jennings and the other bad guys, Taft survived and got assistance from native Alaskans. Very predictably, he makes a comeback, collects weapons, performed a few destructive operations before proceeding to Aegis Oil’s rig to cause further destruction and kill bad guys!

Then the film ends with Taft giving a speech at the Alaska State Capitol focused on uncontrolled pollution, environmental destruction and big businesses’ contribution to environmental decline.

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Chinese actress Joan Chen pretending to be a native tribe member.

It’s funny how Taft got to deliver his speech. He was not arrested for causing the oil rig’s devastation nor was held accountable for killing other people. Where were the local authorities who could have initiated an investigation? Even without Michael Jennings, the oil company could have gone to the local authorities or the federal government to accuse Forrest Taft for murder and even acts of terrorism! Also where in the world are those staunch, loudmouth environmental activists, SJWs and climate change activists? The damage caused by Taft on the oil rig clearly caused damage to the natural environment with those toxic fumes from the explosions! Logic was clearly thrown out for the sake of senseless violence.

When it comes to performances, this movie is a showcase of shallow acting and cinematic expressions. Not only are the characters one-dimensional and the script really had no character development, the actors really had no where to go as far as acting is concerned. Chinese actress Joan Chen plays Masu who only serves as the English-speaking expository dialogue delivery person to help the audience understand the norms and concerns of a native tribe. Shari Shattuck  (who is an author and has her own Facebook page) played the pretty, bland and straight-forward special assistant to Michael Jennings. R. Lee Ermey, who is best known for playing military officers, plays the leader of a group of mercenaries who got defeated too easily by Seagal.

In terms of directing and overall presentation, this movie is clearly nothing more than a vanity project of Steven Seagal. There were many moments in the film that looked like it suggested viewers to worship and idolize Seagal. The pacing of the film is very lackluster overall.

Poorly directed scenes? One of them is the excessively violent torture scene of Hugh Palmer (played by a then 73-year-old Richard Hamilton) which showed no restraint on the part of filmmakers. The scene, which was clearly designed to make moviegoers see the evil of Michael Jennings through the acts of his henchmen, would have worked better had the on-screen torture been reduced and shortened.

More on the movie’s violence, the scene showing Forrest Taft easily beating up multiple oil workers in response to the mistreatment towards a native man was unnecessary and overly long. Taft looked more like a senseless superhero who does not care about humanity and laws. And then there was that hand-slap game between him and “the man’s man” Big Mike (Mike Starr). The presentation of violence and bloodily injuring a man as means of enlightenment is senseless.

Ultimately On Deadly Ground is a worthless action to film to watch and I believe only die-hard Steven Seagal fans will love it. It was a very bad movie back in 1994, it’s even worse by today’s standards. On Deadly Ground is filled with bad ideas turned into film. A pro-environment concept presented as a senseless action film is a big waste. And then there is the old stereotype that a giant corporation’s head is unabashedly evil, inhuman and greedy (note: not all corporate heads of billion-dollar corporations are like that).

As such, I should say that you should never waste your time nor your money on this piece of crap.

+++

Note: This retro movie review was originally published at my old blog Geeks and Villagers. What you just read was the updated and expanded version. As such, this retro movie review 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 Havenor is 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

A Look Back At Break-Thru #1

When done right, a crossover storyline showcasing a big mix of superheroes getting involved in a huge event can be memorable and worth revisiting years after getting published.

Back in 1993, Malibu Comics launched the Ultraverse which involved many talented creators. Right from the start, it was made clear that there was a shared universe occupied by The Strangers, Night Man, Prototype, Prime, Mantra, Hardcase and many others.

Before the end of 1993, Malibu launched Break-Thru #1 which started a new storyline that involved many of the above characters plus Firearm, The Solution, Sludge and Solitaire. Adding more punch to this comic book was Malibu’s hiring of legendary artist George Perez who worked on the classic Crisis on Infinite Earths maxi-series of DC Comics.

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A great cover! One of the best ever for any Ultraverse comic book!

Here is a close look at Break-Thru #1 mainly written by Gerard Jones, drawn by George Perez and inked by John Lowe with colors by Moose Baumann. Credited as contributing writers were Steve Englehart, Mike W. Barr, Steve Gerber, James D. Hudnall, Tom Mason, George Perez, James Robinson and Len Strazewski.

Early story

The story begins immediately after the end of Exiles #4. A man falls to his death from the top of a tower thinking he was reaching the moon at night. Elsewhere, an airplane sharply goes up with too much altitude as the pilot obsesses with going to the moon

As it turns out, the media reports about people trying to reach the moon and getting restless. A member of Exiles lies helplessly on a bed with his entire body covered with medical materials for his injuries. A doctor presses him for answers and he claims to know that Amber, one of the Exiles members, looks a lot like a young lady floating over Los Angeles. He thinks she is responsible for the madness that has been going around the world.

The injured confirmed that the lady, floating high above with reddish energy around her, is none other than Amber. He claims, however, that he has no idea what happened but shared that she was already prone to volatile energy blasts.

Behind the scenes, members of Aladdin discuss what has been happening. One of them believes that Amber may hold important clues to the nature and origin of Ultras. The Aladdin people get distracted with noise caused by Eden Blake (Mantra in civilian form) who secretly eavesdropped on them pretending to be lost (note: a reference is made to Mantra #5 to explain her new employment with Aladdin.)

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The military and Prime.

Aladdin decides to activate their own Ultra named Wrath. Over at the Pentagon, military officers discuss the information about Wrath they got received from their moles at Aladdin. Their leader wondered about sending Prime (with a modified look) on a mission but he can’t have anyone see how he modified the Ultra.

Meanwhile in the bowels of the Earth, a man who is not really a man watches…

Quality

In terms of storytelling, Break-Thru #1 has a nice build-up. It took its time making references to the many, many characters of the Ultraverse. By the end of the comic book, you will realize there are different kinds of Ultras: the solo Ultras, the corporate Ultras, the freelancers, the work-for-hire Ultras, the accidental Ultras and the like. With regards to emphasizing the shared universe, this comic book shows that connections with the individual comic books are tight. References in what happened in Exiles #4, Prime #6, Mantra #5 and others all helped build-up the concept of Break-Thru. The story is 35-pages long which, in my opinion, was sufficient not only to emphasize the conflict Break-Thru but also give readers enough space to get to know what exactly is going on, who are these many characters, what the institutions involved are, etc.

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Mantra with Prototype.

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The Strangers discuss what has been happening.

More on Break-Thru’s concept, I like the way the comic book emphasized how the sudden presence of multiple Ultras affected local societies, members of the public, the government, the secret groups and others. It also sheds light on how people, regardless of social class or status, react to the presence of people who carry special powers or have unusual talents over them. This reminds me of a key scene in the 2012 Avengers movie in which Col. Fury mentioned how the sudden presence of super beings caused a disturbance.

Spectacle? Unsurprisingly there is a good amount of action as well as incidental moments that kept the narrative entertaining.

Visually, Break-Thru #1 is a great looking comic book thanks to George Perez who is famous for drawing multiple characters environments with his distinctive style complete with a high level of detail. There is not a single boring moment with his art and each panel has really nice visuals. The action scenes and incidental happenings (example: Valerie’s sudden burst of energy) come with a lot of punch.

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Freex got affected.

Very notably, Perez’s take on each of the Ultraverse characters is very good to look at and in some ways, certain characters look a lot better than they did in their respective comic book series. A perfect example here is the team Freex whose characters look more human (in style) and more lively. Of course, I don’t mean to say that the illustrators of the Freex series did not do a good job.

Perez’s drawing of Mantra is very good. Similar results with The Strangers, Hardcase, Solitaire and Prototype. Very clearly George Perez carefully did his research on the characters and their respective designs.

Conclusion

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Hardcase, Choice and The Solution on the move!

Overall, Break-Thru #1 is a great comic book to read and it reflects the high quality and deep engagement the Ultraverse had when it was still under the control of Malibu Comics (note: Marvel Comics acquired them and drastically changed the UV for the worse in the mid-1990s). It definitely still is one of the finest superhero crossover comic books of the 1990s and, personally, I found it to be more engaging than the launch issues of other crossover storylines like Zero Hour and The Infinity Gauntlet. If you are interested, Break-Thru continued in Firearm #4, Freex #6, Hardcase #7, Mantra #6, The Night Man #3, Prime #7, Prototype #5, Sludge #3, Solitaire #2, The Solution #4, The Strangers #7 and then in Break-Thru #2.

Break-Thru #1 is highly recommended and you can buy a near-mint copy of it for $4 at Mile High Comics’ website.


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