Retro Gaming Ads Blast – Part 37

Welcome back readers, fellow geeks and electronic gaming fans!

In this edition of the Retro Gaming Ads Blast (RGAB) series, we will take a look at another batch of retro gaming print ads – including arcade flyers – from the 1970s to the 1990s.

For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers, posters and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games and related products.

With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

1. Cabal Japanese arcade flyer/poster

Can you feel the action and intensity here?

When it was first released in video arcades in Japan in late 1988, Cabal was another game inspired by military action movies of Hollywood which explains the art work done for the arcade flyer and poster shown above. The Vietnam War was still fresh in people’s minds and the concept of having one or two players firing their weapons against enemy soldiers resonated with gamers who saw Hollywood’s military action flicks. That said, it is not surprising that Cabal became a huge hit in Japan before getting released in arcades around the world.

2. Willows Japanese arcade flyer

The front.
The rear.

Remember the 1988 high fantasy adventure film Willow? That film was produced by George Lucas and was a bold new production of Lucasfilm shifting away from Star Wars. Believe it or not, an official arcade game adaptation of Willow was made by Capcom and they promoted it by having images of Val Kilmer and Warwick Davis on the front of the arcade flyer (opposite the illustrated versions of their characters). The game, which was a side-scrolling platform game with run-and-gun elements, went on to be an arcade hit in Japan and eventually pleased gamers worldwide.

3. Super Punch-Out!! North American print ad

This is funny to look at.

Historically, Nintendo’s Punch-Out!! series started in the arcade in 1984 and the first game was the result of the company’s effort to make a new game using arcade cabinets with two screens. The 2nd game – Mike Tyson’s Punch-Out!! – became a huge critical and commercial hit (over 2 million copies sold in 1988) on console and it made great business sense for Nintendo for release another Punch-Out!! for its console gamers to enjoy in the comfort of home. In 1994, Super Punch-Out!! was released on the Super Nintendo Entertainment System (SNES) in America and to promote it, the company came up with a hilarious 2-page ad that showed fictional high school graduates with boxing-related injuries. The imagery creatively connected with the words “biggest Punch-Out ever” and “Graduating Class of ‘94”.

4. EA Sports 3-in-1 SNES games print ad

EA Sports games on the SNES.

In 1994, Electronic Arts (EA) released their sports games NBA Live 95, NHL 95 and Madden NFL 95 for consoles at the time. Even though the Sega Genesis sold better than Super Nintendo Entertainment System (SNES) in America at the time, EA went on to aggressively market their 3 sports video games on Nintendo’s console using a 3-in-1 games print ad. In retrospect, the SNES for the most part had better graphics and sounds than the Genesis which is reflected clearly on EA Sports games of the time. This print ad still looks fun and exciting.  

5. Atari Jaguar CD print ad

Were you able to play any game on the Atari Jaguar with the CD add-on included?

Apart from the obvious advances of technology that impacted video games, the 1990s is also known for the rise of CD-ROM as a medium for gaming. In an effort to boost sales of the Atari Jaguar console (launched in America in 1993 for around $250) and capitalize on the trust of the fans and console owners, Atari launched a CD-ROM add-on device for about $150 in 1995. To promote it, the company went aggressive with the 2-page ad showing the add-on fully connected on top of the main console, showing off some games and posting a text description emphasizing hardware power and the advantages that come with the CD technology. Even in the captured image, the Atari Jaguar CD still resembled a toilet. This is an aggressive ad campaign that failed as less than 20,000 Atari Jaguar CD units were sold by the time it was discontinued in 1996.

6. 3DO print ad

While it lacks intensity, this 3DO ad emphasized the games.

Without showing any hardware, the 3DO Company came up with this 2-page print ad that had a slightly adulterated tone (look at the left page) and aggressively marketed the 3DO console games available at the time. Games like Demolition Man, Shock Wave, Road Rash and Super Street Fighter II Turbo were the standout titles which clearly showed the company made the effort to emphasize gaming more than multimedia features. This 1990s ad tackled the generations with a touch of humor.

7. Lethal Enforcers II: Gun Fighters Sega Genesis print ad

This is a fun ad to look at.

When Lethal Enforcers II: Gun Fighters was released in the arcades in 1994, it became a commercial success for Konami which went on to announce it would port the game to consoles of Nintendo and Sega at the time. While the port for the Super Nintendo Entertainment System (SNES) was never released, Lethal Enforcers II: Gun Fighters made its way to the Sega Genesis and Sega CD. The print ad of the Sega Genesis version (Sega CD mentioned in small text) had an inspired design emphasizing the Old West, shooting and the conflict between cowboys and Indians. The screenshots gave people the clear idea that Old West was the setting (versus modern day in the previous game). This is still fun to look at.

8. Syphon Filter

Syphon Filter went on to become a surprise hit game in 1999.

In 1999, Sony’s 989 Studios released Syphon Filter exclusively on the PlayStation console. This single-page print ad showed a few screenshots on the bottom and several action snippets with a night vision touch ultimately emphasizing the stealth aspect within the gameplay. The marketing proved to be effective as the game sold a lot at retail and went on to establish a new game franchise exclusive to PlayStation consoles.

9. Parasite Eve II Japanese print ad

Were you a big fan of Aya Brea and the Parasite Eve franchise in the late 1990s?

Following the critical and commercial success of Parasite Eve in 1998, SquareSoft proceeded with Parasite Eve II and the production (note: initially for a spin-off game before becoming a sequel) did not even involve the main creators of the first game. Instead the company had a different team of developers – including those who previously worked on Resident Evil games for Capcom – in Osaka to make the sequel. This explains why Parasite Eve II had stronger survival horror gameplay resembling a Resident Evil game. As major changes were made during the production, it was decided that Aya Brea would become the main protagonist and already the character was already popular with gamers. That being said, the marketing of Parasite Eve II for the Japanese market heavily featured Aya Brea with subtle sexiness, beauty and action in mind. The marketing intensified leading to its eventual December 16, 1999 release in Japan.

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

A Look Back at Uncanny X-Men #286 (1992)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the early 1990s to explore one of the many tales of the Marvel shared universe through the Uncanny X-Men series.

While issue #284 marked the turning point following the successful return of Jean Grey and the encounter with Bishop, issue #285 generated strong vibes of the sci-fi TV series Otherworld as it revealed most of the X-Men’s Gold Team members in a completely different world filled with unknown inhabitants and culture. Clearly a lot has happened following the Gold Team’s debut in issue #281 which reflects the respective contributions of the creators.

With those details laid down, here is a look back at Uncanny X-Men , published in 1992 by Marvel Comics with a story co-written by Jim Lee and Scott Lobdell (who worked on the script). The art was done by Whilce Portacio with ink work by Art Thibert.

The cover.

Early story

The story begins with Jean Grey, Colossus, Storm and her male companion (Mikhail Rasputin) together. While Jean is surprised and relieved to see Storm again (she was separated from the team temporarily in the last issue), Colossus is shocked to see his long-lost brother Mikhail alive and well. Mikhail reveals that so many years have passed since he last stood with his little brother and had long abandoned any hope of a reunion.

The reunion is interrupted when a portal has grown larger by the moment and it means that it is only a matter time before Earth is pulled into the realm they are in. Both worlds are at risk of getting destroyed…

Quality

Charles Xavier and Forge are still on Earth separated from the rest of the X-Men’s Gold Team members.

Following the build-up and character developments that happened in the previous issue, this X-Men tale is pretty much a strong pay-off while leaving some space for suspense and surprises. The writers intended to conclude what started in issue and along the way, they had to go through the challenges of introducing a new world, new people and the conflicts within. Mikhail Rasputin – the same guy who helped Storm in issue – is easily the most impactful addition to this tale and because of him and what he revealed, Colossus became emotional and felt like his life was crumbling as he simply could not handle the truth. Colossus’ despair and emotional state here served as the creative seeds that later led to the betrayal he would eventually commit (in Uncanny X-Men ).

The Mikhail-Colossus interaction was easily this comic book’s source of emotions which added some weight to the plot. By the time I reached the end of this issue, I felt really satisfied and at the same time curious about the state of Colossus (note: there’s a still a long road of X-Men tales before Uncanny X-Men ).

With regards to the writing, John Byrne’s intricate touch on the dialog was clearly missing but Scott Lobdell did a fine job taking over. While Whilce Portacio was credited as illustrator, there were a few pages that looked like they were drawn by someone else. The same also happened with regards to the inking in different parts of the comic book…Art Thibert’s inking has a fine touch and there were some images that had aggressive and thicker inking (it has to be the work of someone uncredited).

Conclusion

A very significant moment for the Rasputin brothers witnessed by Jean Grey, Storm and a few of the locals.

While there were some inconsistencies on the quality of the artworks, Uncanny X-Men (1992) had a really strong script and the good news here is that the creative team managed to pull off a solid conclusion. This is the kind of tale in which the X-Men utilized their skills and made tough decisions while being far away from Charles Xavier. At this particular stage of the Uncanny X-Men series, the Gold Team’s development really progressed and they became a more appealing team to follow.

Overall, Uncanny X-Men (1992) is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

I Am Replaying The Outer Worlds Again

Welcome back Xbox fans, geeks, retro gaming fans and other gamers!

As a long-time Xbox fan, I am disappointed with the way this current console generation turned out. Xbox gaming as a whole has changed for the worse this year and millions of Xbox fans got angered over the cancellation of Xbox projects (including Perfect Dark and Contraband), Xbox console price hikes and most recently the declared drastic changes on Xbox Game Pass – including the 50% price hike on Xbox Game Pass Ultimate service (watch Team Xbox’s pathetic and tone deaf announcement by clicking here).

I stopped subscribing to XGP since over a year ago, and I had planned to subscribe again mainly to play The Outer Worlds 2 which I had waited for years to come out because I enjoyed The Outer Worlds and its two DLCs (Peril on Gorgon and Murder on Eridanos).

But the Xbox Game Pass Ultimate price hike of 50% ruined my plan to play The Outer Worlds 2 at launch entirely! I also noticed that none of the Team Xbox executives appeared in the pathetic October 1, 2025, video announcement of the drastic XGP changes.

Imagine the crashing ship as Team Xbox falling down hard because Microsoft forced them to make decisions and implement changes that made lots of Xbox fans and other gamers frustrated this year.

By looking at the collective feedback – both critics and gamers – about the newest sci-fi role-playing game from Obsidian, the bugs reported and the current prices, I have decided to pursue The Outer Worlds 2 later. It should be noted that the new game has two upcoming DLC episodes (story expansions) and there is no certainty as to when those will be released. As such, pursuing The Outer Worlds 2 later is the right thing for me to do because rushing for it now does not make sense at all.

What I did recently was I downloaded again my purchased digital copy of The Outer Worlds as well as the two DLC episodes on my Xbox Series X. Previously I played The Outer Worlds and the story expansions on my Xbox One, and replayed them on my Xbox Series X (enjoying the faster load times and improved frame rates) a few years ago.

So this year, I started from scratch again on a new single player campaign. I created a new character – her name is Vanilee – and customized the abilities with intelligence, science, engineering, lockpicking, persuasion, hacking and medicine in mind.

Meet my new character Vanilee.

Having played The Outer Worlds a few times already since late 2019, I decided to try other scenarios, find new dialog options (in relation to how I customized my character) and explored the maps in and out again. I had no trouble adjusting myself into the controls and overall feel of the game when it comes to response and precision. Take note that The Outer Worlds was developed by Obsidian at a time when it was not yet acquired by Microsoft/Xbox and Private Division was their publisher.

After going through the quests and side-quests in Edgewater – I diverted power to Edgewater helping Reed Tobson, the locals and convincing the deserters to return home – I entered the Unreliable with Parvati and Vicar Max as my teammates and proceeded to the Groundbreaker in space for further quests, scenarios and more options to build up my team.

Teammates Parvati and Nyoka in action against a monster in Monarch.
Vicar Max attacks an enemy with his shotgun.

So I kept on replaying the game rediscovering places, interacting with more characters and making decisions. Along the way, I spotted new dialog options emerging in connection with how I customized Vanilee from the start and built up with additional points accumulated for each level achieved. I ultimately reached the maximum of level 36.

Since I first played The Outer Worlds, it was clear to me that Obsidian did not have a massive budget as the creative and technical limitations were visible (examples: some repetitive interior designs, structures that cannot be accessed at all, lack of polish on stealth gameplay, my teammates getting in my line of fire, sluggish reloading, etc.). Instead of massive open-world environments, Obsidian came up with large maps but they ensured that each new location had something new for players to discover. I also admired the effort the developers invested on the art direction as well as making each map look distinct from each other while maintaining an artistic connection with the planet.

This is from the Murder on Eridanos DLC episode.

While the gameplay remains good for an RPG and first-person shooter enthusiast like me, what I admired best about The Outer Worlds was how Obsidian came up with connections between scenarios, the characters, the dialog options, and the consequences caused by decisions I made. That being said, I enjoyed watching the visual presentation and narration executed right after concluding the game. The presentation shows the endings of not just the main game but also those of the side quests completed and even the main quests of the two DLC episodes. How my decisions impacted the different factions and scenarios were clearly emphasized. In fact, the endings of the side quests and the two DLC episodes are seamlessly connected with the main game’s conclusion. As such, Obsidian succeeded in making The Outer Worlds worth replaying again.

Having played Starfield already, I realized that replaying The Outer Worlds was somehow a more satisfying experience. In my view, Bethesda tried too hard to make Starfield grand with a more galactic scope only to fail when it comes to exploration and long-term engagement. The Outer Worlds had a much smaller scope but it delivered the depth of fun, exploration, interaction and decision-making that strongly impacted the game’s conclusion.

Ellie in action in Gorgon!

At the same time, I find my character’s companions in Obsidian’s 2019 RPG more interesting and more engaging than those in Bethesda’s 2023 sci-fi juggernaut because of the following factors – better personalities, more clever writing and better voice acting. I believe it is time for Bethesda to start learning from Obsidian on how to make engaging dialogue and characters.

Right now, I am having a lot satisfaction replaying The Outer Worlds even though it has some flaws as well as creative and technical limitations as Obsidian did not have a very big budget. I wish the game had space battles as well as opportunities for the Unreliable to chase and dock enemy space ships which will allow me and my team to infiltrate. The game lacked mini-games which could have added more variety and fun when exploring the different locations on-foot (examples: the tossball facility in Monarch could have used a sports betting mini-game while the bars could have used card-based mini-games).

My crew inside the Unreliable.

On its own, the 2019 game is still a lot of fun to play and the role-playing element remains strong. The Outer World characters are memorable and the developers’ writers added humor to the dialog which prevented the game from becoming too dramatic or depressing. Indeed, The Outer Worlds is worth replaying and those who never played it should go for it!

If you are an Xbox gamer who is interested in The Outer Worlds 2, click https://www.xbox.com/en-US/games/the-outer-worlds-2. If you have never played The Outer Worlds for some reason, click https://www.xbox.com/en-US/games/store/the-outer-worlds/bvtkn6cq8w5f

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram athttps://www.instagram.com/authorcarlocarrasco

Retro Gaming Ads Blast – Part 36

Welcome back readers, fellow geeks and electronic gaming fans!

In this edition of the Retro Gaming Ads Blast (RGAB) series, we will take a look at another batch of retro gaming print ads – including arcade flyers – from the 1970s to the 1990s.

For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers, posters and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games and related products.

With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

1. Super Contra North American arcade flyer

Have you seen many Hollywood action movies of the 1980s? Does this arcade flyer remind you of something?

After Konami struck gold with Contra in 1987, it was inevitable that sequels and spin-offs will be made. In 1988, they released the follow-up Super Contra in the arcades and to promote it in America, the company came up with artwork that easily gave gamers the impression they are seeing Sylvester Stallone as a fantasized Rambo and another armed guy who might remind them of Arnold Schwarzenegger’s character in Commando or Dutch in Predator. To capitalize on the movie references even more, the American arcade flyer had the line “He’s not human. He’s not alien. He’s the predator!!” As it was the 1980s, this creative approach to promotion was not surprising as Konami and its game makers were influenced by Hollywood movies.

2. Double Dragon II: The Revenge North American arcade flyer

The artwork used in this arcade flyer remains intriguing to look at.

I never played Double Dragon II: The Revenge in the arcade, but I played it on the Nintendo Entertainment System (NES). That being said, I was surprised to see how this old North American arcade flyer has the same hand-drawn artwork used on the cover of the NES version. Take note that the arcade game was released in 1988 while the NES port was released in early 1990. I can only guess that Technos decided to use the same artwork not only for convenience but to have a definitive image emphasizing Double Dragon II to gamers wherever they are.

3. Devastators North American arcade flyer

The front.
The rear.

Devastators is another Konami arcade game that had a strong war theme and it was influenced by Hollywood action films of the 1980s. This particular arcade flyer for the North American market is almost identical with the Japanese arcade flyer as both have the same artwork on the front and almost the same visual layout on the rear. The most obvious difference is the use of English text for the North American flyer.

4. Assault North American arcade flyer

The front.
The rear.

Released in American arcades by Atari, Assault is a multi-directional shooter that had a twin-stick control layout (similar with the classic Battlezone) and players experienced intense battles as well as immersive visual effects such as sprite scaling and environment rotation of up to 360 degrees. To promote the game (this originated in Japan by Namco), Atari came up with this arcade flyer that had selected screenshots and descriptive text on both the front and the rear (which showed the arcade cabinet). Assault was a hit with gamers at the arcades and it was not released on consoles until 2009.

5. Sega CD print ad

Having a socially relevant message can be catchy but it leaves little room for excitement.

As the Sega Genesis console became a huge commercial success in North America, Sega itself became ambitious about what CD-ROM technology would do for video games. Sega in Japan tasked its Consumer Products Research and Development Labs to create a CD-ROM add-on which resulted in the Sega CD (Mega-CD in other parts of the world) which launched in America in 1992. To promote the add-on towards existing Genesis console owners as well as potential new customers, Sega of America came up with the above 2-page print ad that had a social message on the right and an image of a man standing in front of large monitors (showing Sega CD game footage) on the left. While it looked like an odd way of promoting video game hardware, it still remains catchy to see.

6. Panasonic 3DO print ad

Panasonic knows how to promote entertainment hardware for people’s homes.

Still in the field of CD-ROM gaming, Panasonic had competitive presence in video gaming when its Panasonic FZ-1 R.E.A.L. 3DO Interactive Multiplayer (with technology licensed by The 3DO Company) was launched in America in 1993. If you look at the print ad closely, you will notice that the descriptive text emphasized the multimedia entertainment aspect more than video gaming. The dominating artwork used does not come from a particular video game as it was made to emphasize home entertainment in general. It’s not surprising that the Panasonic 3DO and other 3DO machines from other manufacturers failed commercially.

7. Shaq Fu print ad

The close-up of Shaquille O’Neal’s face on the left made him looked less recognizable.

Yes, it is true! There was indeed a video game endorsed by Shaquille O’Neal and it was not a basketball game. Shaq Fu is a 1994 2D fighting game with adventure elements and a story in which gamers play O’Neal as martial artist (note: O’Neal himself participated in the game’s production). To promote the game, Electronic Arts came up with a 2-page print ad that had a very odd black-and-white close-up image of O’Neal’s face on the left leaving small screenshots and hard-to-read text on the right (even though there was some vacant space remaining. I remember seeing this ad while reading a video game magazine and the ad ended up looking more like a promotion of O’Neal (already an NBA superstar) than the game itself. By today’s standards, this print ad is an example of a marketing misfire.

8. Kasumi Ninja print ad

Do you even remember seeing this print ad in magazines?

Remember the 1990s video game trends of digitized human images and disturbingly violent 2D fighting games sparked by Mortal Kombat? The Atari Jaguar-exclusive game Kasumi Ninja was made to capitalize on those trends and it failed badly. Apart from the low sales of the Jaguar console, Atari as publisher came up with the above 2-page print ad that was not appealing to gamers’ eyes and it had almost no excitement overall. This is another marketing misfire.

9. Parasite Eve North American and Japanese print ads

Following the successful release of Final Fantasy VII, this ad excited PlayStation gamers and JRPG enthusiasts for Parasite Eve’s 1998 release in America.
A stronger horror presentation in this print ad for the Japanese market. There were already a lot of people in Japan who enjoyed horror.

Starting in the mid-1990s, Squaresoft (now Square Enix) really became aggressive with video game creativity and experimentation as they launched several new projects that eventually got released on PlayStation in the late 1990s until 2000. One of those daring new projects was Parasite Eve which was a role-playing game (RPG) that had visual elements – particularly pre-rendered backgrounds – and a style of exploration that reminded gamers of Resident Evil. The game was a sequel to the Japanese science fiction horror novel of the same name and it involved the creativity of Final Fantasy creator Hironobu Sakaguchi (credited as producer). To promote the game, the 2-page North American print ad had protagonist Aya Brea on the right and the enemy on the left with a cryptic line placed strategically between them. The North American ad clearly stated that the game is a cinematic RPG. By comparison, the Japanese print ad of Parasite Eve has a strong horror vibe which is not surprising because of the novel’s horror elements and the fact that Squaresoft was capitalizing on the popularity of horror-related entertainment in Japan. By today’s standards, Parasite Eve is truly a product of the late-1990s and it has a dedicated fanbase.

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

A Look Back at Uncanny X-Men #285 (1992)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the early 1990s to explore one of the many tales of the Marvel shared universe through the Uncanny X-Men series.

What happened in issue #284 was a turning point in storytelling and it is only a part of the early period of the X-Men – Gold Team’s operation. The X-Men were on the way home (with Jean Grey successfully retrieved and restored) following their encounters with Fitzroy’s gang and the mutant from the future Bishop only to proceed to a specific island in response to a distress call. By the end of it, something significant happened which separated the X-Men from Professor X and Forge.

With those details laid down, here is a look back at Uncanny X-Men , published in 1992 by Marvel Comics with a story co-written by Whilce Portacio, Jim Lee and John Byrne (who worked on the script). The art was done by Portacio with ink work by Art Thibert.

The cover.

Early story

The story begins with Jean Grey and Colossus (carrying a female primate) who find themselves not only disoriented but also separated from their teammates Iceman, Archangel and Storm. A unknown amount of time has passed since they were sucked forcefully into a void which turned out to be a portal into a new world of unknown origin.

As soon as they land, several primates (humans wearing armor and futuristic gadgets) immediately ganged up on them, knocking Jean Grey out successfully while ramping up their attacks on Colossus. With Colossus down after intense hits, the Russian X-Men member does not fight back and eventually saw his metallic skin turn into flesh fully exposing his human identity. The primates suddenly changed their attitude as they referred to Colossus as a returned savior who has fulfilled the prophecy they grew up with.

Elsewhere, in the middle of a hot desert, Storm is down on the sand feeling weak and groggy. She tries to alter the wind but fails. Suddenly, a man arrives with the intention of carrying Storm to his home…

Quality

The natives in this page, Archangel is not only accepted by the leader but also perceived to be a great figure of destiny in connection with their beliefs.

This particular X-Men tale is the result of the turning point that happened in the previous issue. In this comic book, the X-Men’s Gold Team members are separated from each other and the world they are in is alien in nature and yet filled with unusual looking humans who clearly have a long-lasting culture, history and cultural norms formed through generations. This concept the creative team came up with has strong vibes of the 1980s American science fiction TV series Otherworld which I saw a very long time ago. In fact, I find the overall concept of this comic book an inspired piece of work.

Like in Otherworld, the X-Men are in a totally new and unknown world that somewhat looks like Earth but then it is not as the natives they encountered are totally unlike anything they encountered before. Like in The Empire Strikes Back, the X-Men here are separated from each other which opened up opportunities for the creators to develop the characters, show particular threads of their respective personalities (or their talents) and emphasize how they perceive new people and the new world they are in.

Without spoiling the plot, I can say that the natives of the unknown world are living with the foolishness of idolatry which can be seen at least in how they believe Colossus (in the flesh) is their savior and the fulfillment of the prophecy they were oriented with. The idolatry aspect of the tale serves as the twist on the primates’ (specifically the few who went to Earth willing to fight to the death) who first appeared to the X-Men as very daring opponents and it adds depth to the X-Men’s struggle on understanding the new world they are in.

When it comes to character development, Colossus and Jean Grey are strongly emphasized by the creative team who also managed to do the same with Iceman, Storm and Archangel. This tale also serves as a relief from the back-to-back good-versus-evil battles that took place since issue #281 and I can say the writing is solid.

Conclusion

A very helpless Storm is approached by a man in the middle of the desert.

While it lacks the usual conflict between Marvel’s mutants and evildoers, Uncanny X-Men (1992) is an inspired piece of work filled with sci-fi concepts, the overwhelming power of discovering a new world and established natives, and a lot of character development on Colossus, Storm, Jean Grey, Ice Man and Archangel. As I read the story, the mystery builds up and there were these subtle pay-offs that happened along the way. Overall, this comic book is a huge pay-off to what was established in issue and the notable thing is that the X-Men Gold Team (who have Sunfire with them) are just getting started in the unknown world.

Overall, Uncanny X-Men (1992) is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

A Look Back at Uncanny X-Men #284 (1992)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the early 1990s to explore one of the many tales of the Marvel shared universe through the Uncanny X-Men series.

As of this writing, I really enjoyed reading the tales about the Gold Team of the X-Men under the co-writing of Whilce Portacio and John Byrne (click here, here and here). Following Bishop’s debut in issue , issue featured his intense first-ever encounter with the X-Men while concluding the mutants mission (retrieving Jean Grey).

With those details laid down, here is a look back at Uncanny X-Men , published in 1992 by Marvel Comics with a story co-written by Whilce Portacio and by John Byrne (script). The art was done by Portacio with ink work by Art Thibert, Scott Williams and Karl Altstaetter.

The cover.

Early story

The story begins at the Sakhali islands located off the coast of Siberian Russia and separated from Hokkaido of Japan. Previously a territory of China and explored by the Japanese, the island is now bustling with unusual activity as government officials and personnel of both Russia and Japan focus on a massive, sealed crater there. After meeting with the Russians and his fellow Japanese on location, the mutant Sunfire (Shiro Yoshida) proceeds to do a task with his immense power on the crater. The scientists quickly detect intense readings that went off the scale and it seems the void of the crater is responding to Sunfire’s assault. The void adapted its own frequencies with Sunfire’s and returns fire at him. The void then begins to change.

Elsewhere, the X-Men’s Gold Team are spending quality time together on board their supersonic blackbird heading home. Jean Grey, who previously occupied Emma Frost’s body temporarily, is back as herself and interacting with her teammates. With them is the unconscious body of Emma Frost (White Queen). Professor X and his mutants are uncertain as to what happened to Emma Frost’s mind and Bobby Drake (Iceman) speculates that she could have transferred her psyche into some unsuspecting victim (note: the party at the Hellfire Club’s headquarters in issue was filled with hundreds of people).

Having heard Iceman’s opinion, Professor X decides to scan Emma Frost for the last dim echo of her personality. He tells Jean Grey to join him to scan Frost. Suddenly, the X-Men receive a distress call from the Sakhalin islands…

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After Sunfire got hit, a new batch of enemies emerged from the void.

Following the intense and enduring events of issues until , this comic book’s concept had Charles Xavier and the Gold Team get busy yet again due to an emergency at the Sakhalin islands. This opened the opportunity for Portacio and Byrne to introduce a new conflict at the said islands (which turns into a war zone), a new force of opposition for the X-Men and giving the Japanese mutant Sunfire a share of the spotlight in X-Men comics.

At the heart of the conflict is the crater and void at the mentioned islands which brought out a strong element of mystery slowly backed up with intriguing revelations. The new force of opposition are armored, human-like beings (whose heads, hair and masks easily remind me of the Predator design of Stan Winston in the movies) who are armed, dangerous and determined to achieve their goals no matter how difficult. What is intriguing is how the new beings (referred to as aliens) remain concerned and caring with each other even during the intense moments of their encounter with the X-Men.

The climax of the conflict here is a must-see. You just have to get a copy of this comic book to find out.

When it comes to the visuals, Portacio continues to deliver solid artworks which showcased intense scenes, scenic shots, dynamic superhero action and subtle moments of drama (especially when the X-Men are together and in comfort). As there were three guys who inked Portacio’s work, there is a noticeable inconsistency with the visuals as the story went on.

Conclusion

Following their recent encounters with Bishop and Trevor Fitzroy, the X-Men still have the unconscious body of Emma Frost with them.

While some readers might find the X-Men Gold Team’s involvement in the conflict rushed, Uncanny X-Men (1992) remains an enjoyable read. As the situation is very new, the stakes are different here and for the most part, this comic book is a build-up of a new concept that just happened to be filled with a lot of action scenes. Portacio and Byrne delivered a fun-filled read with a good amount of intrigue and some surprises as they introduced a new force opposite the X-Men. And for the people are who are fond of Bishop, he and his companions are here but not with the X-Men.

Overall, Uncanny X-Men (1992) is recommended.

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

A Look Back at Uncanny X-Men #283 (1991)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1991 to explore one of the many tales of the Marvel shared universe through the Uncanny X-Men series.

Uncanny X-Men #282 marked the continuing conflict between the X-Men and Trevor Fitzroy’s group, and the arrival of one of the most notable additions to Marvel’s Mutants…Bishop. To be clear, Bishop was not alone when arrived from the future through one of Fitzroy’s portals. In relation to everything that happened in the comic book, the arrival was a very powerful conclusion to read.

With those details laid down, here is a look back at Uncanny X-Men , published in 1991 by Marvel Comics with a story co-written by Whilce Portacio and by John Byrne (script). The art was done by Portacio with ink work by Art Thibert.

The cover.

Early story

The story begins in the arctic lair of Trevor Fitzroy. The arrival of Bishop and his two mutant companions – Malcolm and Randall – from the future caught everyone by surprise (including the X-Men). Bishop, who has Trevor Fitzroy subdued, tells his companions to throw their takes (members of Fitzroy’s force) into the portal.

Bishop intends to have Fitzroy go first which draws a loud reaction from the mutant madman. Fitzroy, who had been using the life force of captive mutants to open portals, knows exactly what would happen if he goes first. His exchange of words with Bishop shows they have a history together.

When Bishop’s companion moved a subdued person into the portal, it tore him apart. Fitzroy reveals to Bishop that the portals he created only function one-way and he tells him that he and his companions are stuck in the 20th century.

In response, Bishop assumes complete judicial authority and tells Malcolm and Randall to standby for termination sweep. The X-Men begin to react…

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Professors takes a huge risk to help Jean Grey who recently occupied the body of Emma Frost.

When it comes to the creativity, this comic book is both a strong pay-off to the build-up of issues and while also serving as a new build-up focusing on Bishop’s arrival. At the heart of this tale is Bishop’s first-ever personal encounter with the X-Men which instantly expanded the lore of Marvel’s mutants a lot.

Bishop is a mutant from one possible future (of the Marvel Comics shared universe) in which Storm, Iceman, Archangel, Charles Xavier and others are remembered as legacy figures of the X-Men. In this comic book, you will see there is a good amount of depth with the way Bishop is dramatized and with many notable details on the dialogue prepared for him. Co-created by Whilce Portacio and John Byrne, Bishop is really an inspired work and clearly is not a mere addition. There is Filipino inspiration behind the creation of Bishop (click here and here) with some elements of John Ford and Prince mixed in (click here).

As far as the storytelling is concerned, there is notable shift of tone here as Bishop, Malcolm and Randall received much of the spotlight and yet there was still some room left for focus on the X-Men and Fitzroy’s group respectively. What makes this comic book an intriguing read is the first-ever personal encounters between Bishop and the X-Men which involved the temporary blurring of the boundary between good and evil. The interactions between Storm and Bishop are easily the most dramatic to see, and you will witness how their respective toughness (plus leadership) collide intensively.

Along the way, there is a lot superhero action to enjoy here. In fact, there are many forms action that served as extensions or pay-offs to the exchange of words between Bishop and a few specific X-Men members. Even a non-action scene like Professor X helping Jean Grey (who was in Emma Frost’s body temporarily) resulted in some visual spectacle.

Conclusion

Bishop’s first-ever encounter with the X-Men not only challenged his perception but also brought out traits of his attitude.

Uncanny X-Men (1991) is another very compelling, intriguing and entertaining read from the Portacio-Byrne duo. The X-Men lore has been expanded more and Bishop’s first encounter with the X-Men is easily the most engaging aspect of the story. At the same time, the conflict between the X-Men’s Gold Team and Trevor Fitzroy took a twist that really turned the plot to an unexpected new direction which is not surprising as Bishop’s presence made a huge impact (even on Storm herself). This is one of the best superhero stories of 1991 I have read so far.

Overall, Uncanny X-Men (1991) is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

Retro Gaming Ads Blast – Part 35

Welcome back readers, fellow geeks and electronic gaming fans!

In this edition of the Retro Gaming Ads Blast (RGAB) series, we will take a look at another batch of retro gaming print ads – including arcade flyers – from the 1970s to the 1990s.

For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers, posters and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games and related products.

With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

1. Intellivision print ad

Were you able to play a game on the Intellivision long ago?

In 1979, Mattel launched their Intellivision game console in America which instantly placed them in competition with Atari’s 2600 console. In a bid to convince gain market share, Mattel daringly came up with a competitive print ad like the one above showing two TV sets (with an Atari 2600 baseball game and a similar game on Intellivision), descriptive text that explained why the intellivision and its games are better, and even mentioned Atari by name several times. Obviously the tactic did not lead Mattel to ultimate market victory but the above print ad showed it was okay for a newcomer to mention their competitor and aggressively attack it to gain customers (both newcomers and active gamers).

2. Popeye Japanese arcade flyer

The front of the flyer.
The rear.

In 1982, Nintendo released the Popeye arcade game which was incidentally the result of the success of their original Donkey Kong arcade game. To promote the game, Nintendo came up with an arcade flyer that had a very lively front (note: the characters were instantly recognizable thanks to the great art used) and the rear having easy-to-read instructions on how to play the game, what levels to expect and what must be done when playing. Popeye was an arcade hit in Japan, but an even bigger hit in America. This old arcade flyer still looks nice.

3. Time Gal arcade flyer

On face value, this one looks more like an anime promo since gameplay elements were missing.

Released in Japanese arcades in 1985, Time Gal is one of those games that used the expensive LaserDisc technology to stream pre-recorded animation (made by Toei) and challenged gamers to react quickly (using the joystick and button for commands) in order to progress in real-time. The arcade flyer has a very lively visual design making it clear to players and arcade operators that a lot of anime awaits those who play Time Gal. Technically, players watch anime cutscenes happen and react using the controls. Time Gal was an arcade hit and it made its way outside of Japan by getting ported for the Sega CD.

4. 3DO print ad

If you bought a 3DO long ago, was it for gaming or for home entertainment purposes?

Remember the 3DO? Developed by the 3DO Company and launched in 1993, the 3DO was designed to not only play video games but also function with multimedia features. In fact, the 3DO was initially marketed as a machine that allows users to watch videos, play music, browse digital photographs, and even immerse themselves with software focused on different topics. This is exactly what the above 3DO print ad emphasized. In retrospect, it was so odd for me to see the print ad inside video gaming magazines I read.

5. Atari Jaguar print ad

The strong focus on gaming was clear with Atari for the Jaguar.

Over a month after the launch of the 3DO, Atari launched its Jaguar console with a strong focus on video gaming. As console sales slowly grew in 1994, Atari came up with the above print ad – showing lots of games for the Jaguar – to lure in customers aggressively. If you look closely at the descriptive text of the ad, it mentions the Atari Jaguar as 64-bit system emphasizing that it is more powerful than other video game machines of the time. The bit count controversy harmed Atari and eventually the Jaguar failed.

6. NBA Action ’94 print ad

Remember when Sega made NBA basketball video games that were exclusive to the Genesis console?

Remember when there were a lot of basketball video games licensed by the NBA in the 1990s? Through its own sports games brand – Sega Sports – Sega was dedicated to making exclusive sports video games for its customers and their NBA games were under the NBA Action brand. In 1994, they released NBA Action ’94 for the Genesis console and this two-page print ad they came up with had a catchy visual design (a supposed basketball player showing his palm and message to the camera on one side of the ad). Looking closely at the descriptive text, the ad mentions “most realistic 16-bit pro basketball”, “digitized players” and having all 27 NBA teams and star players. Sega Sports is no more but it’s legacy still lives on among Sega fans.

7. X-Men Sega Game Gear print ad

For X-Men fans!

Similar to its approach with the Sega Sports brand, Sega developed exclusive games for the Game Gear. The company secured from Marvel the license to make an original X-Men game and to promote it, this 2-page print ad showcased original art of the established X-Men characters of the time while using the remaining spaces for the screenshots and descriptive text. This old print ad still looks attractive and will easily resonate with X-Men fans as well as 1990s superhero comics enthusiasts.

8. Liberty or Death print ad

American history is the core concept of this strategy game by Koei.

If there is anything notable about the Japanese company Koei, it is the fact that it released strategy and simulation games that tackled varied topics while making each game distinct and playable regardless of platform. In my experience, I had a lot of fun playing their business simulation Aerobiz Supersonic on the Super Nintendo Entertainment System (SNES). In 1993, Koei released their turn-based strategy game Liberty or Death which tackled American history for its setting (note: Koei already established itself with historical simulations). To sell the game, Koei came up with a print ad that had a very eye-catching historical art (George Washington, Thomas Jefferson, and Benjamin Franklin among the figures), a few selected screenshots and descriptive text that emphasized the essence of the game. This print ad is a reminder that no video game company today would make a historical simulation due to geopolitics (note: there are a lot of woke activists among video game employees today) and for business reasons.

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

A Look Back at Uncanny X-Men #282 (1991)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1991 to explore one of the many tales of the Marvel shared universe through the Uncanny X-Men series.

Uncanny X-Men was a great read. For most of the early 1990s, I read more X-Men stories about the Blue Team than the Gold Team. In Uncanny X-Men – which took place after X-Men #5 – the spotlight was on the Gold Team which showed the strategic leadership of Storm, the X-Men revisiting the headquarters of the Hellfire Club, Jean Grey’s own recollections of past events and the new threat of Trevor Fitzroy and the Sentinels.

With those details laid down, here is a look back at Uncanny X-Men , published in 1991 by Marvel Comics with a story co-written by Whilce Portacio and by John Byrne (script). The art was done by Portacio with ink work by Art Thibert.

The cover.

Early story

The story begins inside the School For Gifted Youngsters when the Gold Team arrives (with Colossus carrying the inactive body of Jean Grey) and disrupts the chess game between Professor X and Forge. Charles Xavier mentally examines Jean and notices that her psyche survives and has been displaced. He realizes Jean is alive but not in her body.

In New York City, Trevor Fitzroy (who is carrying the body of an inactive Emma Frost) and his Sentinels surprise Shinobi Shaw showing what is left of the cyborg of Pierce. Trevor boasted to Shinobi that he won claiming that he has terminated one of the founders of the inner circle, captured a small band of Hellions and has Emma Frost as a trophy. Very slowly, Jean Grey – now occupying Frost’s body – wakes up…

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Trevor Fitzroy does not know who is inside Emma Frost’s body.

I can say out loud that this is a great follow-up to the previous issue (which itself is a great read) as it has a lot of hefty payoffs to the build-up from before. With the story concept already established in issue , the progression continued strongly, the narrative is clearer and the stakes were raised even higher.

In this issue, Trevor Fitzroy still has extreme tendencies and he might look insane or unhinged to you. Still, Fitzroy really has diabolical plans to execute and those plans involves his ability to open portals to bring in his reinforcements from far away, including the “denizens of the future.” Adding to Fitzroy’s merciless and arrogant personality is his use of the captives’ life force to energize himself to open portals. Really, he does not care much about the lives of captives as he treats them as nothing more than bodies of energy for his use. Whilce Portacio really excels in not only bringing the script to life but also showcasing the personality and expressions of Fitzroy who at this point in comic book history was a brand new villain for the X-Men.  

As for the X-Men’s Gold Team, not having Jean Grey was really disadvantageous to them which compels Professor X to actually join them on their mission. This is a notable development as Xavier is very close with Jean (his original student and fellow telepath) and he knows that great odds await their team. Xavier’s involvement added a lot to the plot itself and I love the way John Byrne and Portacio portrayed him here.

When it comes to the storytelling, the pace noticeably moved faster as a lot of payoffs to the build-up were executed here. The X-Men themselves each got their respective share of the spotlight and all of them were portrayed consistently in character. The stakes were raised here this time and the handling of all the details and developments was very solid.

Conclusion

Knowing great odds await them, Charles Xavier joins the X-Men on their mission to save Jean Grey.

Even with the stakes raised higher, the creative team delivered the great stuff Uncanny X-Men (1991) is a very worthy follow-up to the previous issue. In fact, I find this comic book more entertaining and more intriguing to read from start to finish. Fitzroy is indeed a very worthy new enemy for the X-Men’s Gold Team, and there is much that long-time X-Men fans can enjoy here.

Overall, Uncanny X-Men (1991) is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

A Look Back at Uncanny X-Men #281 (1991)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1991 to explore one of the many tales of the Marvel shared universe through the Uncanny X-Men series…Uncanny X-Men .

For the newcomers reading this, Marvel had a major reorganizing of their X-Men-related comic book series in the 2nd half of 1991. After the events of the Muir Island Saga, the X-Men grew into such a large group they had to be divided into two teams – Blue and Yellow – under Charles Xavier who returned as their leader. When X-Men #1 (by Chris Claremont and Jim Lee) launched in 1991, it showed the Blue Team dealing with Magneto. Uncanny X-Men was released the same month as that comic book and it shows the first mission of the Gold Team composed of Storm, Jean Grey, Colossus, Iceman and Archangel. Very notably, its story took place immediately after X-Men #5 was released in 1992.

With those details laid down, here is a look back at Uncanny X-Men , published in 1991 by Marvel Comics with a story co-written by Jim Lee and Whilce Portacio and script by John Byrne. The art was done by Portacio with ink work by Art Thibert.

The cover.

Early story

The story begins in the Australian outback where the Reavers are relaxing while the sandstorm is happening and with them is Donald Pierce. Suddenly, a group of Sentinels attacked them resulting in deaths of some of their members.

Elsewhere in New York City, Storm, Jean Grey, Archangel, Colossus and Iceman – all in formal attire as civilians – attend a lavish party at the headquarters of the Hellfire Club. It turns out, they were invited by Emma Frost who leads the club. Even with several guests and a lot of enjoyable things around them, the X-Men remain prepared to react if something unfortunate happens.

After a brief moment of tension between the X-Men and the Hellions, someone in a powered suit of armor crashed through a door near Jean, Storm and Archangel. Emma Frost emerges, takes the helmet off the armored person (a young woman) and even welcomed the X-Men. Frost claims that the armored lady was another assassin who tried to take her life and it is the 2nd assassination attempt she encountered over the past weeks….

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The Sentinels, Lady Deathstrike and Donald Pierce in an intense scene.

As this comic book was part of the new era of the X-Men, the creative team came up with tale that is loaded with sub-plots that had a mix of old (the X-Men fought with the Hellfire Club during the Dark Phoenix Saga, and had encounters with the Sentinels a number of times) and new (Trevor Fitzroy – the illegitimate son of Sebastian Shaw – and the Upstarts are the new antagonists of the X-Men) creative elements for the X-Men’s Gold Team to encounter. The fact that the Hellfire Club is present in the story requires readers to have some knowledge about them from previous X-Men comic books as well as other characters and past tales that formed the background of the newer characters.  

The story was made to modernize the X-Men and their struggle with people they encounter, while creatively reconnecting with the past. This should not be a surprise because writer John Byrne (yes, the same creator behind The Man of Steel mini-series) himself was involved in the Dark Phoenix Saga. The result is a tale of intrigue, twists, action and a lot of tension here. 

When it comes to encounters, I enjoyed the discussion the X-Men had with Emma Frost (first appeared in Uncanny X-Men ) who was their fierce enemy (Frost previously tried to manipulate Kitty Pryde) before having a change of heart and partnered with Professor X. Their exchange of words was civil, smart and there were some nice pay-offs in the form of intriguing revelations. The script by John Byrne was really solid here.

The artwork by Whilce Portacio here is still great to look at and his contribution on modernizing the X-Men’s look for the 1990s is a must-see. The same can be said with his take on Emma Frost,  and the other established characters here. Portacio’s visualization of Trevor Fitzroy has that strong science fiction vibe combined with that fluffy early 1990s look.

Conclusion

The X-Men witness an intense moment followed by the emergence of Emma Frost.

Even though there were a few bumps on the flow of the narrative, I can say that Uncanny X-Men (1991) is a very enjoyable read filled with intrigue, twists, reconnections to the past, notable character moments and sufficient spectacle. Its story has a lot of details and attachments to the past which will resonate with long-time X-Men fans. At the same time, Whilce Portacio’s art works made this one of the finest looking Uncanny X-Men issues of the 1990s and that is saying a lot. Considering the details and the richness of the writing, this Uncanny X-Men comic book should be read at a moderate pace as paying close attention to what was presented is essential.

That being said, this first tale of the Gold Team of the X-Men is a great read.

Overall, Uncanny X-Men (1991) is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. 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 with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco