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.
Welcome back, superhero enthusiasts, fans of the 2099 universe of Marvel Comics, 1990s culture enthusiasts and comic book collectors! Today we revisit the X-Men 2099 comic book series by focusing on the 14th issue of the series. As recalled in X-Men 2099 #10, team leader Xi’an reverted back to his more sadistic personality as demons from his past came back to overwhelm him. In the issues that followed, Xi’an went away from the X-Men followed by Tim/Skullfire who himself has gotten more wild and more aligned with their leader. They also encountered Luna, the former member of the Theatre of Pain. As the three went around more, something even more significant happened to Xi’an (note: this was part of the build-up leading to the big events in X-Men 2099 #25).
With those details laid down, here is a look back at X-Men 2099 #14, published by Marvel Comics in 1994 with a story written by John Francis Moore and drawn by Ron Lim.
The cover.
Early story
The story begins on an island where the big-time personality Danielle has a mansion. She is about to start spending quality time with a man named Alexi. It turns out Danielle has wings with feathers that are colored to resemble a rainbow. She floats with Alexi as they enjoy the function of the zero-gravity chamber.
After grabbing her, Alexi surprises Danielle by suddenly flying up several feet high above using a gadget he equipped. In a very cold manner, he lets go of her causing her to land hard on the sea below. Alexi then flies away to an unknown destination.
Meanwhile at the ranch house of Zhao which the X-Men have been staying at since Xi’an left them, Skullfire returns and this time Luna is with him. The sight of Luna enrages Henri/Meanstreak as he encountered her before when she was still a member of the Theatre of Pain. As the tension intensified, Henri tries to go after Luna but Skullfire stands in the way and reveals that Xi’an has joined the Theatre of Pain.
This shocks Henri and Krystalin. For Shakti, however, it was expected…
Quality
Luna’s presence causes a disturbance with the team.
In this comic book, John Francis Moore really kept on focusing on developing the X-Men while keeping the narrative fresh with twists and the occasional moments of shock. While the cover of this comic book expressed the return of the other X-Men member Eddie/Metalhead (who stayed behind and separated from Xi’an’s mutants), the story here surprisingly had much less focus on the X-Men of 2099 and focused more on the Freakshow (which Metalhead is now part of).
Adding more depth to the surprise change of focus, the Freakshow here developed quite a lot as the group visits a new place and meets with a new group of people led by someone Mama Hurricane (head of the Freakshow) knew. As the development of the Freakshow went on, so did the creative team’s continued emphasis of the lore of the 2099 universe in the western region of the United States.
Conclusion
The Freakshow is the major team of focus in this comic book.
X-Men 2099 #14 (1994) is one of the more unusual stories that John Francis Moore and Ron Lim came up with. The X-Men themselves ended up with a minority of the narrative although the revelation of Xi’an taking sides with a super villain literally left some vibrations for readers. This plus the stronger focus on the Freakshow and the addition of Alexi as a powerful newcomer to the saga added to the build-up leading to X-Men 2099 #25. The good news here is that the story was solidly told by Moore and did not have a single boring moment for me.
If you are seriously planning to buy an existing hard copy of X-Men 2099 #14 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copy of the newsstand edition costs $90.
Overall, X-Men 2099 #14 (1994) 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. 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.
Welcome back, superhero enthusiasts, fans of the 2099 universe of Marvel Comics, 1990s culture enthusiasts and comic book collectors! Today we revisit the X-Men 2099 comic book series by focusing on the tenth issue which, I assure you, continues more intrigue carried over from the previous issue as well as the further development of the futuristic team of mutants.
With those details laid down, here is a look back at X-Men 2099 #10, published by Marvel Comics in 1994 with a story written by John Francis Moore and drawn by Ron Lim.
The cover.
Early story
The story begins shortly after the fall of Zhao with Xi’an looking over his inactive body. Xi’an wants Zhao’s body left outdoors for coyotes to feed on but Shakti tells him that the defeated X-Men master is still conscious. The X-Men noticed something very different about Xi’an and to Krystalin, he has an edge to his voice that she never heard before. Victor tells them that their leader was once a ruthless man during their time together as members of the Lawless.
Zhao’s mutants arrived and one of them tells Xi’an that his victory of their master doomed them all…
Quality
Long-time X-Men fans will recognize the Savage Land.
Like the previous issue, the storytelling by John Francis Moore is the strongest factor of this comic book. While issue #9 marked the significant turning point for Xi’an as well as exposing the history of the X-Men between the time of Charles Xavier and Zhao, this story further develops the 2099 mutants’ leader and set up new subplots. I still remember from the first time I read this comic book, I was boggled as to what direction the X-Men of 2099 were heading to.
More on the story, it is very engaging to see Xi’an sliding back to his old violent ways and this creates a large cloud of darkness for the X-Men as he is their leader. Victory Ten Eagles is convincingly written to be believable and lively as Xi’an’s Lawless teammate, and he certainly is not a mere expository dialogue tool. On another aspect of the story, as the cover art showed, Luna makes a return and John Francis Moore excellently developed Skullfire’s personality going further to the point of recklessness and becoming impulsively lost. Skullfire in this comic book has drastically changed from his subdued personality in the early issues. More on the team of mutants, Shakti slowly begins to emerge into a leader figure among her teammates.
When it comes to the art, Ron Lim’s work here is good and he showed consistency when it comes to presenting the look of the future of 2099 far away from the East Coast (where Spider-Man 2099 and others are located at). Lim’s presentation of the power of Skullfire is a must-see!
Conclusion
Xi’an’s portrayal in this comic book is one of the strongest selling points of this comic book.
X-Men 2099 #10 (1994) is a very solid story to read. It successfully showed more of the new direction the X-Men were heading to as Xi’an and Skullfire develop further as solo figures. At the same time, this comic book showed more of Skullfire and Luna getting more involved with each other. The writing by John Francis Moore is so good, the lack of the good-versus-evil conflict does not hurt it at all. The conflict is within Xi’an and Skullfire.
If you are seriously planning to buy an existing hard copy of X-Men 2099 #10 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copies of the newsstand edition and the signed edition cost $90 and $60 respectively.
Overall, X-Men 2099 #10 (1994) 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. 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.
Welcome back, superhero enthusiasts, fans of the 2099 universe of Marvel Comics, 1990s culture enthusiasts and comic book collectors! Today we revisit the X-Men 2099 comic book series by focusing on its ninth issue. Since issue #1, the connection between the mutants of 2099 with the original team founded by Charles Xavier was vague. Sure, Xi’an made verbal references to Charles Xavier and Magneto but there was nothing concrete with regards to his team adapting the team name of the classic X-Men.
With those details laid down, here is a look back at X-Men 2099 #9 (1994), published by Marvel Comics in 1993 with a story written by John Francis Moore and drawn by Ron Lim.
The cover.
Early story
The story begins shortly after the X-Men left the town. Without Eddie/Metalhead (who chose to be left behind), Xi’an and his team arrive at a facility in the middle of nowhere. It turns out, they have been following the coordinates in relation to Krystalin’s assignment to investigate and Xi’an determined there was something odd about her voice during their last communication.
Krystalin suddenly appears to her teammates with Victor Ten Eagles right behind her. Victor was a companion of Xi’an’s during their days together with the group referred to as the Lawless. While the two former Lawless members talk, Skullfire, Shakti and Meanstreak notice there is something very odd with Krystalin. Xi’an notices something is definitely wrong and he remembers that when the Lawless disbanded, he and Ten Eagle never parted on friendly terms.
Suddenly, a very old Asian man appears in front of them floating in the air. He reveals his name as Zhao and he refers to them as his X-Men…
Quality
X-Men 2099’s leader Xi’an in trouble. This page reveals some threads from his past and the concept that Saigon in Vietnam hosted the 2016 Olympics.
Starting with the storytelling, the script was clearly written with a lot of confidence on the part of John Francis Moore as he expands further the lore of America of 2099 through the team of mutants. For one thing, it uses its own version of Marvel Comics universe history (note: one possible history since 2099 was one possible future of the Marvel universe) to establish the link between Charles Xavier’s original X-Men with the mutants of 2099 complete with what happened in between. While I won’t spoil what exactly happened, I can assure all of you reading this that something very intriguing happened and Zhao is not just a mere 2099 character. I also liked the concept about the sad state of mutants in the far future and why extremists emerge claiming to be their hope and tell them to join the movement without hesitation. The pacing of the story was smooth and there was sufficient build-up with the X-Men history that led to a nice payoff when the big revelation was made.
As the art on the cover symbolizes, there is something really wrong with the X-Men 2099 leader. In the previous issues, there were signs of Xi’an getting haunted by his past with the Lawless and this comic book marks a significant change in his portrayal. He also tried to be strong as team leader even though he kept some really undesirable secrets away from them. All of that build-up paid off well here. Clearly, this was one of John Francis Moore’s strongest scripts on the X-Men of 2099.
When it comes to spectacle, there is some superhero action here visualized in both the present-day story and the historical flashbacks. Artist Ron Lim paced the flow of the images properly and was creative with the way he framed what happened.
Conclusion
The X-Men and Zhao.
X-Men 2099 #9 (1994) has a great story concept which successfully and clearly establishes the connection between the original X-Men of Xavier with Xi’an’s X-Men. At the same time, this comic book starts a new chapter in the life of the 2099 mutants’ leader whose dark and painful past keeps disturbing him deeply. At the time of its release, the X-Men of far future were portrayed to be nomadic trying to survive and search for other mutants. This makes them distinct from the mainstream X-Men of the time and ironically they become similar with Freex of the Ultraverse.
If you are seriously planning to buy an existing hard copy of X-Men 2099 #9 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copy of the newsstand edition costs $90.
Overall, X-Men 2099 #9 (1994) 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. 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.
Welcome back, superhero enthusiasts, fans of the 2099 universe of Marvel Comics, 1990s culture enthusiasts and comic book collectors! Today we revisit the X-Men 2099 comic book series by focusing on the seventh issue. If there is anything that makes the series of Marvel’s futuristic mutants distinct from other Marvel 2099 monthly series, it is the fact that it shows more of wasteland of America which easily reminds me of the Mad Max movies.
With those details laid down, here is a look back at X-Men 2099 #7, published by Marvel Comics in 1994 with a story written by John Francis Moore and drawn by Ron Lim.
The cover.
Early story
The story begins in the middle of an abandoned town with the X-Men in battle with the Freakshow. Xi’an fights their leader Breakdown while his teammates struggle with the other members of the Freakshow. Already infected by one of the Freakshow members, Eddie is suffering severe pain even in his metallic form.
The fight suddenly ends when an old lady fires a blast with her rifle. It turns out she is Breakdown’s superior and she is precisely whom the X-Men have been searching for…
Quality
In the heat of battle.
As one of the early stories showing the X-Men of 2099 exploring the American wasteland, this is a well-written piece of work by John Francis Moore which is expected. While it has the usual superhero elements of spectacle and special moves, discovery and exposition are easily the most obvious elements of the story. What I like most about this comic book is that it reveals more of the history about the mutants’ struggle to survive not only with the harshness of the wilderness but also with dealing with rejection from the people who are not mutants (which symbolizes prejudice). This also reveals that the mutants are still searching for a fabled place called Avalon which could be a better destination for all mutants to live in.
As the narrative about the past gets emphasized, the creative team added some elements of emotion and concern on the X-Men visually. This makes a lot of sense since the mutants are clearly searching for purpose and trying to make the most out of their current situation in the hope of having a brighter future. This is similar to the original X-Men and yet X-Men 2099 has its distinct style and concept about mutant survival.
Conclusion
At an abandoned old town that has government secret facilities.
X-Men 2099 #7 (1994) is indeed a good comic book to read. As the X-Men of the far future encounter more people in the wasteland, the discoveries they get impacts them and their efforts to survive. As discovery and exposition are strong elements in the story, the comic book is definitely not your typical good-versus-evil superhero story. The strong writing by John Francis Moore and his approach on expanding the world of 2099 America to the readers really made this comic book a solid read.
If you are seriously planning to buy an existing hard copy of X-Men 2099 #7 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copy of the newsstand edition costs $90.
Overall, X-Men 2099 #7 (1994) 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. 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 playing Flashback: The Quest for Identity 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.
We live in an age in which software exclusivity defines not only the relevance of game consoles but also nature of the entire video game industry right down to the many varied communities of very avid fans (and fanboys).
While the Super Nintendo Entertainment System (SNES or Super NES) and Sega Genesis each had their own exclusive games back in the 1990s, there was one particular game that was made for and released on not just one, not two but rather on more than fifteen different platforms – both consoles and computers – starting with Amiga way back in 1992. That game is none other than Flashback: The Quest for Identity which I first played on our Super NES back in 1994.
The cover of the game box.
For the newcomers reading this, Flashback was a 2D side-scrolling adventure game in the form of a cinematic platformer (note: similar to Prince of Persia and Out of This World) with a strong flavor of science fiction. It was cinematic in the sense that all the in-game animation were rotoscoped resulting unique smoothness combined with hand-drawn backgrounds and the computer-generated cutscenes were used in key parts of the game as the story progressed. Flashback on SNES in America even came with a Marvel Comics-published Flashback comic book and on the rear of the SNES game box were the words “The first CD-ROM game in a cartridge!”
A Flashback remake was released in 2013, followed by a port of the original game released on Sega Dreamcast in 2017, and a remastered version got released for varied platforms in 2018.
I got to play that game at a time when I have not even started playing Final Fantasy II (AKA Final Fantasy IV), Final Fantasy III (AKA Final Fantasy VI) and other great role-playing games (RPGs) of the Super NES. I also remember that Flashback was a nice change of pace for me after playing Super Star Wars: The Empire Strikes Back.
With those details laid down, here is a look back at Flashback: The Quest for Identity, released on Super NES in 1993 by U.S. Gold and developed by Delphine Software International.
The start and options screen.
Early story
The story begins with Conrad running away from two armed persons chasing him. He flies away riding a solo vehicle but those chasing him (riding a huge vehicle) managed to get close and blast his vehicle causing to crash into the forest.
Sometime later, he wakes up and accidentally pushes a mechanical cube to fall down. He climbs down to reach it and activates it. The cube displays a holographic video of himself telling him that he recorded it without remembering it. As Conrad watches, he learns that he must contact a friend named Ian who can explain important things to him.
After viewing the message, Conrad sets off to find his way out of the jungle and somehow get to Ian in New Washington…
Game design and quality
You have to pay close attention to what’s going on, what items do you have and what the in-game prompts tell you.
This game is not your typical fast-paced, action-oriented 2D side-scrolling adventure in which you move from left to right to progress. As it is a cinematic platform game by design complete with very specific controls, players will have to be patient, adaptive and strategic in order to learn how exactly you can control your character, what moves will be executed (and when to execute). For one thing, the very fluid 24 frames-per-second animation on your character limits you in terms of control as timing is required.
To do things properly, you have to execute specific controls. To ascend on a lift, you press Up and the Y button. To do a small jump, have your character stand still and then press Up and Y button. To go down on level (on foot, no lift), stand by the edge of a level then press Down and Y button. To run and hang on to a higher floor automatically, have your character stand still, press Right and Y button, press Y button (once your character moves) and watch him pull it off. With controls like these, the usual 2D platforming approach is out of the question. In my experience, these controls are indeed challenging but never impossible to learn and eventually I got proficient with the controls as I played more.
The in-game animation for the characters are very good and there is also a sensation of weight with your character. Falling straight down from a very high place is a big no-no.
Apart from character controls, you don’t just move Conrad from one screen to the next…you also should do key objectives along the way apart from engaging in action scenes (read: shooting). That being said, you must watch out for icons that appear on screen when your character steps on a particular spot that requires interaction. For example, if you stop by a terminal, an icon will appear serving as a prompt to start the interaction. Another example is when your character steps on the same spot as an item located at which you can pick up once prompted.
More on the action on the screen, you will encounter armed enemies as well as high-tech machines (including floating drones). To overcome them, doing straightforward shooting is not recommended as you have to be strategic before firing a shot. You have to learn how each enemy or machine moves, how much physical space is available right there and how you can maximize your limited time and space to overcome them. In fact, you will also be compelled to take advantage of whatever seconds you have while the enemies’ animation (between moves) take place. There will also be times when you need to have your character armed with the gun before jumping to a lower level where an armed enemy is located and on the lookout. Coming down armed gives you an advantage to shoot first at the enemy who
Considering the 24 frames-per-second animation, you will have to time your moves carefully, especially during moments when you face an armed enemy.
Apart from shooting, you can also use grenades which requires opening your inventory to select a grenade and then do your timing and calculation of the distance in order to pull of a successful throw and explosion. You can also throw stones to distract enemies or to apply weight on key platforms in order to open mechanical doors.
With regards to the quality of gameplay, Flashback is enjoyable but only if you get over its rather high learning curve with regards to the controls which themselves serve as the game’s advantage and even as a disadvantage. In addition to being patient and strategic, you will really have to pace yourself, think more and get used to the rather slow pace of the game in relation to its cinematic platformer design. I should state that as you keep progressing, there will be places, or new obstacles or new enemies that will compel you to change your tactics in order to overcome them. Anyone who is used to playing 2D side-scrolling games the fast and easy way might find the high learning curve and pacing of Flashback a turnoff but if they are willing to learn, adjust and pace themselves, only then can this game’s gameplay be really enjoyed.
Cut scenes like this move at a sluggish pace which shows the limitations of the SNES and cartridge technology.
As for the visuals, the obvious highlight here is the 24 FPS animation which is the result of rotoscoping and careful visualizing (note: observe those alien humanoids who morph into moving blobs). The rotoscoped animation, however, would not have been that effective had the quality of the art used for the backgrounds been made of lower quality. I can say that the background artworks here look pretty good even by today’s standards. The standout among them were the background artworks of Morph’s home planet which really looked very alien and creepy at the same time. What hurts this particular version of Flashback is the lackluster (read: choppy) frame rate whenever the computer-generated cinematic cutscenes (obviously they were meant for more powerful PCs) play which, in my experience, took me out of the story. There were also bouts of slowdown during the gameplay, especially when you encounter enough enemies that were animated sophistically.
With regards to narrative, Conrad is literally your avatar to learn, discover and interact with the many elements of the universe he is part of. There is obvious influence that the game makers took from the movie Total Recall as they crafted Conrad to be someone who lost his memory, moves on to regain it and do a lot of things as he realizes his true purpose and what is really at stake. Unlike Total Recall’s protagonist, Conrad himself is not too interesting mainly due to the way the in-game story was structured. Just play as Conrad and do what needs to be done to complete the game.
When it comes to understanding the narrative, you will have to do lots of reading. You will spot and read the short description of the prompts that appear. You’ll also have to read the on-screen text whenever your character talks with someone during the levels of the game. And there are the captions shown during the slow animated cutscenes.
Conclusion
The background artworks during the late stage of the game are great and truly creative with science fiction in mind.
I can clearly say that Flashback: The Quest for Identity on Super NESis fun and engaging mainly to those who are willing to adjust themselves to it. If you don’t have patience, if you are not willing to think while playing, if you cannot pace yourself and if you are not willing to learn all the specific controls of the game, then you should not be playing Flashback. It is a cinematic platformer and that should tell you that you will need to adjust to enjoy it.
Overall, Flashback: The Quest for Identity on SNES 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. 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.
Welcome back, superhero enthusiasts, comic collectors, 1990s culture enthusiasts and fans of the X-Men! We go back to the year 1993 when the 30th anniversary of the X-Men was celebrated with the 6-part Fatal Attractions storyline. Already I reviewed Uncanny X-Men #304 (Part 3) which was not worthy of the X-Men’s 30th anniversary celebration. X-Men #25 (Part 4) meanwhile was not only great but also shocking and had a years-long impact on X-Men comics.
So now the focus is on the 5th chapter of the Fatal Attractions storyline handled by the Larry Hama-Adam Kubert team on the Wolverine monthly series of the time. With those details laid down, here is a look back at Wolverine #75, published by Marvel Comics in 1993 with a story written by Larry Hama and drawn by Adam Kubert.
The cover.
Early story
The story begins in outer space. Carrying Charles Xavier, Wolverine, Gambit, Jean Grey, Rogue and Quicksilver (who participated in the dangerous mission in X-Men #25), the X-Men’s jet (piloted by Bishop) struggles mechanically as it was not designed for space travel. Worse, Wolverine is under very serious condition and the medical unit has been operating in full capacity dealing with his intense trauma.
In an attempt to alleviate Wolverine’s psychic trauma, Charles Xavier and Jean Grey enter his mind and discover that there is a world full of pain and horror. They see visions of a restrained Wolverine (from his Weapon X days) being attacked by Sabretooth and Lady Deathstrike. Xavier explains that they are at the epicenter of Logan’s most suppressed cataclysmic memories which were clearly triggered by the physical damage Magneto inflicted on him (see X-Men #25).
As the X-Men’s jet attempts to enter Earth’s atmosphere, its exteriors heat up dramatically shaking everyone inside. This complicates the situation on stabilizing Wolverine…
Quality
The other X-Men team members at their headquarters expressing worry and concern about the situation of their teammates struggling to come back home from space.
To be clear, this story continues the events of Fatal Attractions but with a bit more focus on Wolverine (compared to the earlier chapters of the storyline that is). There is no real battle between good and evil at all. It’s really all about Wolverine struggling to survive just as his teammates struggle to arrive home.
Before the stories of this comic book and X-Men #25 happened, Wolverine has often been portrayed to be very tough, brave and a walking machine of violence which has been reflected in other X-Men stories told in video games and movies. In this very comic book, Wolverine has been presented to coming close to death. This means Logan, at this particular stage of the history of the literary X-Men, was at his most vulnerable state. In my experience, this was both alienating and shocking to see.
With regards to the writing, Larry Hama did an excellent job with pacing the story from start to finish. Right from the beginning, the story pulls you into the X-Men’s tough situation and as each page gets turned, the tension as well as the suspense builds up until the execution of the climax. Along the way, the comic book not only portrays Wolverine struggling on the edge, it also works to make you care more or be more concerned towards him. Oh yes, the shocking moment near the end of this comic book remains very powerful and you who read this retro review should read Wolverine #75 and see it for yourselves.
Conclusion
Wolverine at his most vulnerable state.
By today’s standards, Wolverine #75 (1993) is still a very great comic book to read. In fact, I can say it is not only one of most defining chapters of the Fatal Attractions storyline as well as one of the most significant X-Men comic books of the 1990s, it is indeed a true illustrated literature classic ever published by Marvel Comics. In retrospect, this comic book marks a major turning point in the life of Wolverine who is still one of the most iconic characters in all of superhero literature. All of these were achieved thanks to the creative team of Larry Hama and Adam Kubert (whose are here was great and stylized at the same time). Hama succeeded in writing the continuation of the Fatal Attractions storyline while balancing all of the exposition and still putting Wolverine in the center. That itself is a very great work of writing.
If you are seriously planning to buy an existing hard copy of Wolverine #75 (1993), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $60 while the near-mint copies of the signed-and-numbered edition and the newsstand edition cost $300 and $180 respectively.
Overall, Wolverine #75 (1993) 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. 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 playing Secret of the Stars 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.
Welcome back, video game enthusiasts, fans of Japanese role-playing games (RPGs), 1990s arts and culture enthusiasts, fellow geeks and video game collectors!
If you were already a gamer who enjoyed playing games at home with the Super Nintendo Entertainment System (SNES or Super NES) back in 1995, chances are you heard about the buzz about the hot RPGs that were released for the console at the time. Square released Chrono Trigger (which is now a classic) and Secret of Evermore while Capcom released Breath of Fire II.
That same year, Tecmo (the company best known for Dead or Alive video games) tried to score well with RPG enthusiasts and other SNES-owning gamers of North America by releasing Secret of the Stars which itself turned out to be the English-language version of the Japanese role-playing game (JRPG) Aqutallion.
This RPG caught my attention when I read about it in gaming magazines. After completing Final Fantasy II (actual title Final Fantasy IV) and Final Fantasy III (AKA Final Fantasy VI) on the SNES in 1994, there was a period several months when I was not able to play another RPG and had to settle with other types of games (note: I had a lot of fun with Super Star Wars: The Empire Strikes Back and Super Star Wars: Return of the Jedi). In the 4th quarter of 1995, I finally obtained a copy of the Tecmo-published RPG.
With those details laid down, here is a look back at Secret of the Stars (or Tecmo Secret of the Stars as presented on the game cover).
The cover of the game.
Early story
The story begins with a young lad named Ray who gets oriented with some people at the house of Mrs. Sonya. By merely asking a question, she reminds him about his personal search for a crest which once belonged to his father. Sonya also revealed that their island has been hit by several earthquakes which caused many wild animals to arrive.
Ray travels to the nearby town talking with the locals who gradually update him about what has been happening. Someone reveals to him that a journeyman arrived and talks about something called Kustera and Aquatallion.
Ray meets with the journeyman named David who is a native of Kustera. After reminding Ray that his father was the great Aqutallion, he emphasized that an evil being called Homncruse is a major threat to everyone and must be stopped. He tells Ray that he must seek out the crest of the stars to become an Aqutallion warrior and be able to defeat Homncruse.
Ray gets urged to go to the mountain to find the crest…
Quality
Imagine yourself arriving in this town for the first time. Which place should you visit?
To put things straight, Secret of the Stars has the basic elements of turn-based role-playing that involves the heavy use of menus for item management, fighting, defense, item use and others. The most unique game design feature here is the ability to switch between parties as the game goes on but what is clear is that the party involving Ray is the default party.
On the creative side of things, the concept about Ray being the chosen one to protect his people, lead a group composed of individuals to not only fight evil beings or monsters and achieve goals on quests (read: this includes going through personal trials at different sites in order to receive additional powers) and take on Homncruse and his evil agents has always been generic and the overall game design reflects that as well. Being the protagonist, Ray is clearly the most developed character but the same cannot be said about Tina, Cody, Leona and Dan who are all uninteresting.
Red slime? More like purple!
The production values of this game are clearly sub-par and the weak Japanese-to-English translation is only the tip of the iceberg. With the exception of the monster and enemy designs, Secret of the Stars looks like an 8-bit game and really stood out among 16-bit RPGs of its time when it comes to field of inferiority and primitiveness. The level designs lack creativity and the location background art lacked variety. When it comes to the story, its concept was interesting at first but there really is not much depth to it nor are the characters worth caring about.
What really defined this game is its slow-pacing in terms of interactivity. Adding even more to the sluggishness of the game are the slow movements of your character (representing your party) on-screen and the rather high rate of random battles. There is also a lot of grinding (defeat enemies in lots of repetitive battles to gain experience points to level up) required and the sad thing is the level-up is not very rewarding especially when you take into consideration the many enemies or monsters who are often strong with high hit points each.
The sluggishness and tedium are so bad, Secret of the Stars really turned out to be more of a chore than an actual fun game to play. It is so bad, the game’s unique feature of allowing players to control the 2nd party (Kusterans) became even more tedious and pointless to do. It is so bad, you will care less about the story of Ray, and you will prefer to ignore the other characters even more. It’s so bad, you won’t care anymore about Ray’s quest and the danger Homncruse has on the people.
Conclusion
Do you know someone named or codenamed Badbad?
Secret of the Stars was a bad RPG for its time and clearly it was a waste of money. On my experience, I ended up being very disappointed not only because of the game’s quality but also because of an absence of fun and the fact that my time playing it became a big waste. For me personally, this JRPG was definitely the worse SNES experience of 1995. It seems like the game developers made this game to literally torture gamers.
Overall, Tecmo’s Secret of the Stars should be avoided!
+++++
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. 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.
Welcome back, superhero enthusiasts, fans of the 2099 universe of Marvel Comics, 1990s culture enthusiasts and comic book collectors! Today we revisit the X-Men 2099 comic book series by focusing on the 4th issue. Following the single storyline told in the first three issues (including the unexpected death of a certain member in issue #3) which ultimately made clear why the X-Men of 2099 exist and what their place is within an America that is totally different from what it used to be during the time of Charles Xavier and his X-Men. As such, the stage was set for more exploration and new creative directions with Xi’an and his band of nomadic mutants.
With those details laid down, here is a look back at X-Men 2099 #4, published by Marvel Comics in 1993 with a story written by John Francis Moore and drawn by Ron Lim.
The cover.
Early story
The story begins with Bloodhawk exploring a deserted, radioactive facility in the middle of New Mexico. Having a reptilian skin protects him from radiation which only adds to his personal obsession of waging a war against developers and corporate entities that he accuses of defiling the natural environment.
Suddenly, a tough female with white hair and white skin grabs Bloodhawk by the neck and by touching his head with her left hand, she triggers a bolt of agony on him. Bloodhawk then loses consciousness.
Meanwhile in Nevada, Xi’an and his X-Men salvaged whatever equipment they found at the Nueva Sol Arcology which was their haven before Synge’s enforcers invaded and ruined it. In response to Shakti’s comment that it would take months to restore the facility, Xi’an says that the time for gatherings has passed as he believes that their path lies on the road emphasizing travel to new places.
While his teammates are outside, Henri uses a computer inside the facility retrieving messages. He receives a video message from his old friend Jordan Boone who informs him about a major project called Valhalla and he was going to do something outrageous…
Quality
Neuro-tech, the captured X-Men, Luna and the Theater of Pain.
When it comes to narrative, I should point out that this comic book serves as a prelude to The Fall of the Hammer 2099 crossover storyline and it does a good job setting key members of the X-Men to get involved.
As an X-Men 2099 story, John Francis Moore further developed the personalities of most of the members (with Timothy Fitzgerald being the center as he slowly becomes Skullfire) and showed more of the culture within the team under Xi’an’s leadership and strict points.
Other than the focus on the mutants, a notable feature of the story is the introduction of the Theater of Pain which includes a radically intriguing masked villain who runs an operation that involves abducting people, using machines to feed on their minds and access the most painful personal memories which in turn is digitally channeled to an existing linked live audience feeding their minds. In essence, mental torture and intrusion of the mind are introduced. I should also state that the Theater of Pain here plays a major part in the story of X-Men 2099 #25. This issue also introduces Luna who eventually gets linked with Skullfire and becomes part of the X-Men.
More on the Theater of Pain concept, I found the painful flashback sequences a clever method used by the writer to emphasize selected moments from the past of Bloodhawk and Skullfire which added to the character development of this comic book.
Conclusion
One step showing Timothy slowly becoming Skullfire.
X-Men 2099 #4 (1993) is well-written and it is a significant part of the 35-issue monthly series. For one thing, it shows the start of the transformation of Skullfire’s personality, the direction Xi’an and his mutants are taking, and the start of a build-up that led to the significant events of X-Men 2099 #25. There is a lot here for X-Men 2099 fans to enjoy from start to finish.
If you are seriously planning to buy an existing hard copy of X-Men 2099 #4 (1993), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copy of the newsstand edition costs $90.
Overall, X-Men 2099 #4 (1993) 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. 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.
Welcome back, X-Men fans, superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! It’s time to revisit the What If monthly series of comic books of Marvel Comics that lasted from 1989 until 1998. The old comic book I’m about to review involves the X-Men, Cable and more.
Before starting with this newest retro comic book review, I should state that I was never a fan of Cable even though I read lots of X-Men-related comic books that included him. When I think of Cable, I immediately think of the New Mutants and X-Force comic book series.
You must be wondering what has Cable and the X-Men have to do with the old What If issue I’m focusing on. We can all find out in this look back at What If #46, published by Marvel Comics in 1993 with a story written by Kurt Busiek and drawn by Tod Smith.
The cover.
Early story
The story begins inside a tavern in New York’s famous Central Park. Inside, Charles Xavier, Scott Summers (Cyclops) and Jean Grey have a discussion about mutant matters until a small saucer-shaped device flies inside and disrupts everything with its sonic frequency. Suddenly a second flying saucer comes in, touches Scott’s shoe and explodes powerfully killing him, Jean and Xavier. Others got injured by the explosion and the tavern ends up burning.
Outside the tavern, Cable is seen running away and someone points at him as someone who must be responsible for the bombing. As it turns out, the deliberate killing of Xavier, Cyclops and Jean Grey was the result of a division between Cable’s New Mutants and the X-Men in connection to the recent return of Xavier from deep space.
Quality
A brawl between the mutants.
I’ll start with the story Kurt Busiek came up with. This one explores an alternate time in which Charles Xavier returned to Earth (after escaping from the Skrulls in deep space) only to find the X-Men in disarray which compelled him to restore things the way they were. This is not to be confused with his return in the canon storyline of the Muir Island Saga.
That being said, Busiek explored what would it be like had Xavier tried to resolve mutant matters not only with the team of mutants he founded but also with other teams such as the New Mutants (already led by Cable), X-Factor (Cyclops, Jean Grey, Iceman, Beast and Archangel) plus several other mutants. I really liked the way the mutants reacted to Xavier given his long absence from Earth, how his dream matters and turned out irrelevant to them as individual mutants, and if he still has what it takes to lead them. In some ways, Xavier looked like a politician trying to convince his constituents that his vision is still the best for them and their interests.
What really made the story running was the start of the division between the mutants when Cable rejects Xavier and points out that the X-Men founder’s devotion to appeasement is dooming mutants. All of these led to the shock opening scene and in terms of writing quality, it was all justified.
The scenes that happened AFTER the burial of Xavier, Cyclops and Jean Grey literally raised the stakes for the rest of the comic book. I don’t want to spoil further plot details but I can assure you all that Kurt Busiek’s script is very sold and there is so much to enjoy here especially if you are knowledgeable enough about the X-Men and the other parts of the Marvel Comics universe (note: the Avengers, Stryfe, Freedom Force and Fantastic Four also appeared).
Visually, the work of Tod Smith looks a bit rushed. His art here is not bad but I felt it could have been better had there been more time to polish his work. In fairness to Smith, his drawings on most of the characters still made them recognizable and he showed pacing with regards to the panels and angles used. I should say he does a decent job showing multiple characters fighting each other simultaneously.
Conclusion
If you were a mutant, would you follow Charles Xavier or Cable?
If you ask me, What If #46 (1993) is pretty entertaining and engaging to read thanks to the strong writing as well as the daring exploration of how the comic’s main story impacts others within the Marvel Comics universe. It has drama, action, intrigue and most notably it explores a new concept about how the X-Men would turn out after the death of their founder. It also raises questions on whether or not the X-Men are doomed without Charles Xavier’s presence.
If you are seriously planning to buy an existing hard copy of What If #46 (1993), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $40 while the near-mint newsstand edition costs $120.
Overall, What If #46 (1993) 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. 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.
Welcome back, X-Men fans, superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today, we take a look at the topic of slavery and its connection with the mutants within the universe of Marvel. To be more specific, slavery was emphasized in one of the episodes of the popular X-Men animated series which itself had a monthly series of comic book adaptations – X-Men Adventures!
With those details laid down, here is a look back at X-Men Adventures #7, published by Marvel Comics in 1993 with a story written by Ralph Macchio and drawn by Chris Batista.
The cover.
Early story
The story begins in Genosha, an island nation where mutants are designated as slaves constantly monitored by armed personnel of the state. X-Men team members Gambit, Storm and Jubilee are forced to do hard labor as they have been rendered powerless (with high-tech collars on their necks). Along with many other mutants, they are working on a key infrastructure project of the state.
As soon as the local authorities deactivated the collars of the slaves, Storm immediately attempts to escape by flying. Immediately, the collar on her neck got reactivated which neutralized her powers and caused her to fall down to the water below. As soon as she climbs up on a rock to rest, a cable wraps itself on her right leg. Suddenly, a huge Sentinel rises above the water and pulls her…
Quality
The money shot!
Like the TV episode it was based on, this comic book does a decent job of portraying slavery and oppression with mutants in mind while avoiding the very sensitive topic of racism. To see Gambit, Storm and Jubilee portrayed as much more vulnerable characters is a nice change from their usual portrayals. While the story has a strong slavery theme, it also sheds light on the ongoing, secretive development of the Sentinels program which clearly emphasizes the growing danger that await not only the X-Men (the prime target of Trask and his team) but mutants in general.
When it comes to the art, Chris Batista did a nice job drawing not only the characters (all recognizable) but also their surroundings, the Sentinels and the framing of action scenes.
Conclusion
Gambit, Storm and Jubilee as slaves on Genosha.
I personally find X-Men Adventures #7 (1993) somewhat fun and slightly engaging to read. As this is an adaptation of the X-Men animated series episode about Genosha and mutant slavery, it clearly has a strong wholesome approach to its presentation. That being said, its depth is actually limited as it presented its themes with younger readers and new X-Men readers in mind. Unsurprisingly, the action is limited and was portrayed to avoid violence. If you want a more serious and grittier portrayal of Genosha and mutant slavery, you should read Uncanny X-Men #235 to #238, and the X-tinction Agenda storyline.
If you are seriously planning to buy an existing hard copy of X-Men Adventures #7 (1993) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30, while the near-mint copies of the newsstand edition and the Greek edition cost $90 and $200 respectively.
Overall, X-Men Adventures #7 (1993) is satisfactory.
+++++
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. 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