Planet of Lana now available on Xbox Series X/S, Xbox One, Windows PC and Xbox Game Pass (XGP) service

Planet of Lana, the newest game from Wishfully Studios and Thunderful Games, is now available for gamers to enjoy on Xbox Series X, Xbox Series S, Xbox One, Windows PC and on the Xbox Game Pass (XGP) service! As of this writing, the game has been praise from video game critics (click here, here, here, here and here) and I myself just started playing it on my Xbox Series X console and already I am having fun.

For the newcomers reading this, posted below is an excerpt from the official pre-release press release of the game from Thunderful Games. Some parts in boldface…

Appearing on over 40 “most anticipated” lists, including from the likes of IGN, Gamespot, Eurogamer, Polygon, Kotaku, Rock Paper Shotgun, Time and Game Informer, Planet of Lana is one of the most anticipated indie titles of recent years, drawing attention for its stunning art style, rousing soundtrack from D.I.C.E. and BAFTA-nominated composer Takeshi Furukawa, and unique companion-based mechanics.

Nothing like overcoming challenges and obstacles with a good sense of achievement proceeding to the next stage.

Set on an alien world, Planet of Lana tells the story of Lana and her loyal animal companion Mui as they embark on a rescue mission to save her sister. Blending an epic story that takes you on a spectacular journey across stunning natural landscapes with a touching personal relationship built between protagonists Lana and Mui, Planet of Lana is a game filled with wonder and adventure. Expect to encounter strange creatures and dangerous machines as you move through lush forests, mysterious caves and arid desert landscapes during your journey.

Lana swimming her way through the village.

Throughout daring platforming, engaging puzzles and tense stealth sequences, players will discover a game built around the unique companion mechanic that connects Lana and Mui. Only by working in tandem can you solve the puzzles and avoid the dangers that lay ahead of you, from stalking spindle-legged robot menaces that have mysteriously landed on Lana’s planet, to the not-always-friendly fauna that populates Planet of Lana’s breathtaking environments.

More on pre-release stuff, there is also a very detailed preview of Planet of Lana published through Xbox.com. The preview was written by Wishfully Studios creative director Adam Stjärnljus.

As I mentioned earlier, I just started playing Planet of Lana on my console. So far, I’m having a good time playing it, and in my decades-long experience of playing video games, I can say that Planet of Lana has vibes of Flashback in terms of 2D platform gameplay and environment interaction. Compared to the mentioned old game, this new game’s controls are very user friendly, easy to learn and also very responsive. The art direction looks really nice and the music is a must-listen! Oh yes, there were these suspenseful moments that I experienced as I had Lana and her companion avoid destructive enemies with timely and strategic moves.

I really like the artistic direction and style of this game!

When it comes to the adventure aspect, this game reminds me of what I saw in anime productions of Studio Ghibli, specifically Princess Mononoke and Nausicaä of the Valley of the Wind. The alien machines’ acts of abducting people even reminded me of the 21st century War of the Worlds movie.

As I’m writing this, there still more for me to discover playing Planet of Lana and I am eager to complete it, finish the tale and see what the game developers prepared. For those of you already subscribing to Xbox Game Pass, I encourage you to download the game and start playing it.

The scale is very immense in this part of the game!

Go for Planet of Lana on Xbox platforms, Windows PC and Xbox Game Pass now! Click https://www.xbox.com/en-us/games/store/planet-of-lana/9mxk2rsqjqnd

In concluding this article, posted below for your enjoyment are Xbox-related videos.

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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

A Look Back at Harbinger #24 (1993)

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, 1990s culture enthusiasts and comic book collectors! Today we go back to the early 1990s and explore a part of the Valiant Comics shared universe through the Harbinger monthly series.

In my previous review, the conflict between the Harbinger Foundation and Sting’s team got renewed violently. This resulted in an attack on the team of teenagers which led to one of them getting killed. With his other companions missing, Sting finds himself alone, desperate and outraged.

With those details laid down, here is a look back at Harbinger #23, published in 1993 by Valiant Comics with a story written by Maurice Fontenot and illustrated by Howard Simpson.

The cover.

Early story

The story begins on a very early morning. Desperate and very stressed out, Sting causes a disturbance inside a hospital in New Jersey by lifting one of their workers above the floor while pressing them for answers about the whereabouts of his surviving friends Flamingo, Faith and Kris. Already he has visited three other hospitals since the tragedy struck his team and took the life of Shatiqua. Sting remembers that an ambulance took his friends away after their rented house got burned down.

After calming down and getting told by one of the hospital workers that they have notified the police of his presence, Sting walks out and quickly got caught by a police officer. Also present were a few other police officers with their guns aimed at Sting.

As the tension of the arrest rises, Sting gets enraged and starts using his power to free himself…

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This is Sting at his most violent yet.

I can that this Harbinger tale is not only a very solid follow-up to the previous issue, it also showed that the stakes and the suspense have been raised significantly. It also shows that the Fontenot-Simpson team had prepared something for the anticipated conflict between Sting and his former mentor Toyo Harada.

As the other team members were completely absent (note: the nightmare sequence does not count as presence for Faith, Flamingo and Kris), the story strongly focuses on Sting. Yes, as before, he remains reckless and impulsive, he lacks morals (note: he has a bad relationship with his father) and it is no surprise that he becomes suicidal in his desperate search for his companions. Along the way, you will see Sting at his most violent yet which not only blurs the line separating good and evil but also highlights him as a destructive force in human form. Simply put, this series’ so-called hero became as bad as the bad guys and this only added to the anticipation of the one-on-one battle with Harada. While Sting is relatable when it comes to caring and seeking his lost companions, he is also unlikable and very clearly his redemption has yet to happen.

Of course, Sting is not the lone character to follow here as a former Eggbreakers member gets involved. This is significant as the two had some things in common – both were under Harada as Harbinger Foundation’s pupils and left after they realized the wickedness within the organization. The difference here is that the other character spent much more time than Sting under Harada and he went on to get extensive training with the Eggbreakers which is the special team of powered youth under the Harbinger Foundation.   

Conclusion

Even though the police officer was doing his duty in accordance to law, Sting does not care.

Harbinger #24 (1993) is a great comic book to read and it also served as a powerful build-up for the anticipated showdown between Sting and Harada (which itself was declared in the final page). The creative team delivered high-quality work here and this Harbinger tale highlights not only the conflict between Sting’s team and the Harbinger Foundation, but also what this monthly series was all about. This comic book has a powerful final page and even before reaching it, you will realize that the stakes have been raised a lot while the line between good and evil got blurred away.

Overall, Harbinger #24 (1993) 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 athttps://www.instagram.com/authorcarlocarrasco

Starfield set for release on September 6, 2023 on Xbox Series X, Xbox Series S and Windows PC

The delay has been painful for Xbox fans, Bethesda fans and gamers who love playing role-playing games (RPGs). The pain, however, is easing as the much anticipated Xbox-exclusive sci-fi RPG Starfield is set for a global release on September 6, 2023. You will need an Xbox Series X console, an Xbox Series S console or a capable Windows PC to play the new game from Bethesda. The game will also launch on Xbox Game Pass (XGP).

To begin with, watch the official Starfield release announcement trailer below…

To put things in perspective, posted below is an excerpt from a related announcement by Bethesda. There is more coming before the release of Starfield…

Starfield is launching on September 6, 2023.

Starfield’s official launch date has been revealed in a brand-new enigmatic trailer, followed by a special message from Game Director Todd Howard. Players can look forward to the deepest dive yet into Bethesda Game Studios’ latest epic at the Starfield Direct, coming June 11, 2023.

Starfield arrives exclusively on Xbox Series X|S and PC on September 6, 2023. Play it day one with Xbox Game Pass.

Like anyone else, I was disappointed when Starfield’s initial release date of November 2022 could not be fulfilled. We are now beyond that and if you looked closely at the above Starfield release date video with updates from Todd Howard, you will see lots of gameplay moments as other Bethesda people played it. I also noticed from those moments that it looks like Bethesda somehow improved the frame rate of the game above 30 frames-per-second (30FPS).

That being said, we can expect a lot more updates about the sci-fi RPG in this June’s Starfield Direct online event. I hope that the developers will announce officially that the game will be played in two visual modes, with one of them prioritizing a 60FPS frame rate over resolution or visual details. I also hope that they will show that controls during the space battles sequences will be very responsive and user-friendly. It would also be nice for Bethesda to show some more characters (note: interactive supporting characters that players can choose to recruit) and more details of the plot without spoiling too much.

Considering the massive open-world environments, here is hoping that 60FPS will be achieved for gamers who prefer a higher frame rate.
There should be more details and gameplay about the space battles in this June’s pre-release event.

Starfield will undoubtedly be the most significant Xbox-exclusive release this year and by succeeding commercially and critically, it will make Xbox an even more significant ecosystem for playing RPGs.

Be ready for the pre-release digital event this June and the game’s release this September.

Watch out for Starfield Direct event on June 11, 2023, and the official launch of Starfield on September 6, 2023.

In concluding this article, posted below for your enjoyment are Xbox-related videos. The leader of Sony PlayStation looks more illogical and desperate as he leads a fading opposition against the Microsoft Activision-Blizzard deal. Microsoft recently made 10-year deals with Nintendo, Nvidia and Boosteroid in connection with Activision-Blizzard. Sony is looking more isolated and shameful which is disturbing PlayStation fanboys who hate Xbox on social media. It seems the PlayStation extremists can’t help but be jealous and angry over Starfield being Xbox-exclusive.

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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

A Look Back at Sludge #11 (1994)

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 fans, 1990s arts and culture enthusiasts and comic book collectors! Today we revisit the Ultraverse of Malibu Comics and examine one of its many stories told through an issue of the Sludge comic book series.

In my previous retro review, a more character-driven story about Sludge was told as the city crime war story has ended. What made issue #10’s story standout was the unexpected physical change Sludge goes through which is something he had desired apart from wanting death. Ironically, this made him more vulnerable to physical attacks. Needing help on something, he reaches out to the New York Daily Globe’s reporter Shelley Rogers.

With those details laid down, here is a look back at Sludge #11, published by Malibu Comics in 1994 with a story written by Steve Gerber and drawn by Robb Phipps.

The cover.

Early story

The story begins with Sludge about to engage in a physical battle with the Bash Brothers just outside the Lalama Clinic. Shelley Rogers is just standing nearby. The Bash Brothers proved to be troublesome for Sludge until Shelley explains to one of them that their mother was not harmed. The said mother comes out and after an exchange of talk between them all, they realize Sludge needs the help of Dr. Ferdinand Lalama who was involved with the Caldwell Pharmaceuticals which itself was responsible for the stuff that affected Sludge in the first place.

Shelley then notices that Sludge is reverting back to his previous gooey state. At the same time, Dr. Lalama made no communication for almost a week…

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Something wild is about to happen.

As a story that started with Sludge needing to find a specialist to help treat him, this one went wild with the fantasy concepts. Without spoiling the plot, this wild ride has strong science fiction elements such as energy streaming and traveling to another dimension through a portal. The sci-fi elements are indeed a factor that made this tale of the search of Dr. Lalama a really intriguing read.

With regards to the titular hero, this story encourages researching details of his origin (how he went from human into a chemical being) as well as reading issue #1. Sludge himself is more vulnerable than before and the unpredictable changes with him added suspense to the narrative. This story also contains themes of scientific experimentation and molecular manipulation which were nicely planted into the story’s sci-fi aspect. That being said, I can say that what was explained near the end of the comic book was both intriguing and worth reading.

Conclusion

A really interesting discussion here.

Sludge #11 (1994) is indeed a really intriguing and entertaining read. Without spoiling anything, I can say that it cleverly answered questions about how Sludge came to be, what Zuke and a regeneration formula did to his state and what forces behind the pharmaceutical company took place that affected the titular character. This is really fitting as this comic book was the 2nd-to-the-last issue ever published. That being said, I can say that I am looking forward to what will be told in issue #12.

Overall, Sludge #11 (1994) 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 Tomb Raider #1 (1999)

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, 1990s culture enthusiasts and comic book collectors! Today we go back to 1999 which was the year when the wildly popular Tomb Raider video game franchise made its debut in comic books handled by Top Cow Productions with Image Comics as publisher.

To put things in perspective, Tomb Raider started as a video game in 1996 which astounded millions of gamers worldwide resulting in huge sales for game publisher Eidos Interactive. This, of course, led to sequels which impacted console gaming and established Lara Croft as a video gaming and pop culture icon. From 1996 to 1999, Eidos Interactive released one new Tomb Raider game on consoles selling many millions of copies. Given the tremendous video game success achieved, Tomb Raider’s expansion into the comic book industry was inevitable.

With those details laid down, here is a look back at Tomb Raider #1, published in 1999 by Image Comics with a story written by Dan Jurgens and drawn by Andy Park.

The cover.

Early story

The story begins in Iran, a nation that remains hostile to Westerners due to their government being led by fundamentalists with vested interest in terrorism. Two vehicles arrived at a very laid back town and immediately several armed men forcibly unmask the local women searching for a certain Westerner.

One Iranian soldier approaches a lady clothed and masked in black. Upon unmasking the said lady, the Iranian soldier discovers a lady from the West…the Tomb Raider herself – Lara Croft – wearing an extravagant looking necklace. The Iranian soldier puts his gun on Lara’s face and demands she takes the necklace off.

Lara Croft answers by firing her two guns at the Iranian soldiers hitting some while also forcing other soldiers to run away. Knowing she has to get out of Iran, Lara runs away from the soldiers and gets into a jeep forcing the man to drive the vehicle and move away. As the jeep moves out of the town, a truck full of enemy soldiers chases them…

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Lara Croft relaxing as her assistant gets updates about the business dealings.

To get straight to the point, this comic book debut of Tomb Raider and its iconic Lara Croft was clearly written to build up the initial concept the creative team came up with for the series. That being said, Dan Jurgens came up with the clever move to make Lara’s literary introduction action-packed and fast-paced, and his portrayal of Iran remains highly relevant to this day. Lara’s debut is a lively portrayal of the icon’s bravery, determination and special talent on acquiring treasure or items of tremendous value.

In relation to what I stated earlier, the rest of the comic book is a detailed build-up for Lara’s next mission which shows how she deals with powerful clients and why she still accepts million-dollar tasks even though she inherited her family’s huge wealth. While there is a lot of build-up and some exposition here and there, the script by Jurgens is not a bore Jurgens captured Lara Croft’s personality well and there is a good amount of spectacle that balanced well with the wordy exposition that came with the story build-up.

On the art, Andy Park’s work here is pretty good to look at. His visual take of Lara Croft does not involve realism at all as he gave her a look that make her look familiar with how women in comic books looked like in the 1990s. Park clearly is aware of Lara’s iconic status which explains his implementation of dynamism on the action scenes and the unexpected turnout of events that involved her. Still related to the protagonist’s iconic status, it is unsurprising to see Park show off Lara as a sexy action hero dedicated on her risky work.

Conclusion

After getting threatened, Lara Croft fights back against the Iranians! This is symbolic as even until now in real life, Iran’s government is still full of fundamentalists who are causing terror in the Middle East.

As it was the debut issue of a monthly series, Tomb Raider #1 (1999) served its purpose to build up the comic book vision the creators came up with while managing to introduce Lara Croft in her illustrated literature form complete with enough pages of action and spectacle. Even though there is no grand event, this is still an entertaining comic book to read and its build-up never created a single boring moment. By the time I reached the end of this comic book, I got to familiarize myself with literary Lara Croft and more importantly, I got interested enough with this small showcase of what Jurgens and Park prepared. I got interested enough to find out what happens next.

Overall, Tomb Raider #1 (1999) 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 Backlash #1 (1994)

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 fans, 1990s arts and culture enthusiasts and comic book collectors! Today we continue revisiting the Wildstorm universe as it was under the Image Comics banner back in the 1990s. Recently, I reviewed back-to-back issues of Jim Lee’s WildC.A.T.S: Covert Action Teams that involved Chris Claremont and his creation Huntsman (click here, here, here and here) which ultimately expanded the lore of the team within the Wildstorm universe of the time while developing Zealot tremendously.

Still within the Wildstorm universe of the 1990s, it’s time to shift to another key figure – Backlash (civilian identity: Marc Slayton) co-created by Jim Lee and Brett Booth (follow him at Twitter and visit his blog). To put things in perspective, Backlash and WildC.A.T.S’ popular Grifter (Cole Cash) have something in common other than being highly capable fighters – they were teammates within Team 7 long before StormWatch (note: Backlash first appeared in StormWatch #3 in 1993) and WildC.A.T.S were formed. In fact, Team 7 also had Michael Cray (Deathblow), Jackson Dane (Wetworks) and John Lynch (who appeared in early WildC.A.T.S issues and went on to be the mentor in Gen13) who went on to become important Wildstorm figures in the present day.

In 1994, a 4-issue mini-series titled The Kindred was published featuring Backlash and Grifter with a story written by Jim Lee, Brandon Choi, Brett Booth (who illustrated) and Sean Ruffner. Months after that mini-series ended, a regular series focused on Backlash was launched.

With those details laid down, here is a look back at Backlash #1, published by Image Comics in 1994 with a story written by Ruffner, Jeff Mariotte and Booth. Booth was the artist.

The cover.

Early story

The story begins with Backlash quietly infiltrating the Edward H. Levi Federal Penitentiary, a facility designed to control the growing population of criminal super-powered beings (SPBs). Eventually two armored guards pass by and as soon as one of them notices signs of the break-in, Backlash takes them down using his psionic whip and hard action.

After subduing two more pairs of guards, Backlash enters a large place that has prisoners contained in what he refers to as “aquariums”. Two of the prisoners recognize him. He finally reaches the cell of a red-headed lady named Amanda Reed – also known as Taboo – who has been imprisoned for murder. Backlash makes an offer – if she helps him, he will get her out of the prison…

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Backlash struggling on the way of getting out with Taboo.

Let me start with the story. This comic book has an unusual approach on its plot in which the flashbacks are more prominent than the present-day tale of Backlash freeing Taboo and getting out of the prison. The good news here is that the flashbacks are pretty engaging to read and they solidly fulfilled the writers’ goals of immersing the readers with useful story details and building up the tension while also emphasizing Backlash’s personality and what motivates him deep from within. To put it short, the flashbacks are the most important features of the storytelling and they also have the most interesting scenes (including an encounter with Pike who previously appeared in the early issues of WildC.A.T.S). The present-day view of the plot lack engagement compared to the flashbacks but the creative team succeeded in emphasizing Taboo, what she is capable off and why she is feared.

The characterization of Marc Slayton is pretty good in my view. By the time I reached the end of this comic book, I found him to be a really intriguing protagonist. Backlash is definitely not inspiring but the irony is that his personality and purpose within the Wildstorm universe of the time were compelling enough to follow.

When it comes to the art, Brett Booth’s work here is still good to look at as I follow the story. Be mindful that this was his work when he was very young and as seen in this comic book, he definitely proved his talent, his art style was clearly distinct and he was capable of coming up with really good action scenes that really made Backlash a notable Wildstorm action hero. It should be noted that Booth illustrated this comic book with dynamism in mind.

Conclusion

A key scene from the past of Marc Slayton/Backlash nicely drawn by Brett Booth.

Backlash #1 (1994) is fun and compelling to read. The flashbacks are strangely the most engaging parts of the plot and they succeeded in getting me oriented with the protagonist, what has been going on and what the stakes are right at the start of this particular series. Combined with the still-good-to-view art by a very young Brett Booth, this comic book has a lot of fun stuff to enjoy especially for those who are obsessed or simply wanting to discover more about the Wildstorm universe of the 1990s.

Backlash #1 (1994) is recommended.

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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 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/

A Look Back at WildC.A.T.S: Covert Action Teams #12 (1994)

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 fans, 1990s arts and culture enthusiasts and comic book collectors! Today we continue revisiting Jim Lee’s flagship title under the Image Comics label – WildC.A.T.S: Covert Action Teams!

Previously, I reviewed WildC.A.T.S #11 which served as a build-up issue with the titular team and their place within the WildStorm universe in mind. Considering how much the narrative in issue #10 was driven through Zealot’s struggles and her meeting the Huntsman (his debut), issue #11 was alienating as the two mentioned characters had significantly lesser exposure. Of course, it is noted that issue #11 saw the rather heavy entry of Tapestry, an eroticized and highly manipulative villainess who not only encountered the fearless Zealot ages prior but also scared her deep inside. Out of fear and desperation, Zealot summoned her long-time ally Savant who in turn reached out to Soldier (who also knew Zealot) and Mr. Majestic (only mentioned by name). Issue #11 also saw the rise of the Troika (Attica, Slag and H.A.R.M.) in terms of exposure and even character development.

At this stage, it was clear that franchise creator Jim Lee literally gave author Chris Claremont the driver’s seat to develop the WildC.A.T.S franchise significantly and lead it to a new, bold direction. It was clearly the most unconventional WildC.A.T.S story published at the time!

With those details laid down, here is a look back WildC.A.T.S: Covert Action Teams #12, published by Image Comics in 1994 with a story written by Chris Claremont and drawn by Jim Lee.

The cover.

Early story

The story begins with the Huntsman driving the high-tech motorcycle with Miranda and an ailing Zealot seated in the side-car. They are being chased and attacked by the Troika from above (Attica and Slag riding on H.A.R.M. in its aircraft form) firing several rockets at them. While the rockets caused huge explosions on the city street, Attica states he will consider the attack on their targets successful only he sees their dead bodies.

Meanwhile inside a facility, Tapestry continues to deeply manipulate the mind of Warblade among the captured WildC.A.T.S members. Already Jacob Marlowe and even the cybernetic Spartan have been manipulated to do her bidding. As Tapestry continues working on Warblade in the presence of Soma and the others, the Raksha-possessed Voodoo hungers for new meat.

Moments later, as Voodoo goes out agonizing over the craving, a vehicle – with Jacob Marlowe’s loyal assistants Jules and Stansfield – arrive. Deep inside Voodoo, a conflict between her and the Raksha occupying her body begins… 

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Mr. Majestic is the WildStorm universe’s parallel to DC Comics’ Superman!

Like issue #11, this comic book continues to build-up the WildC.A.T.S lore but with notable differences. For one thing, the story moved forward more while also having the intensity build up constantly leading to the set-up of the upcoming conflict between Tapestry’s troops (along with the manipulated WildC.A.T.S) and Zealot with Hunstman (and the incoming reinforcements). To put it short, the exposition in this story was less and the plot noticeably progressed more.

When it comes to the significance of the characters, this time the narrative’s spotlight shifted back more on Zealot and Huntsman which was the right move pulled off by the creators as Tapestry was already established as the new force of evil for the good guys to deal with. As for the new characters introduced in the previous issue, Tapestry has a smaller share of the spotlight while Savant and Soldier are present again but only after much of the action had passed. It is also in this issue that Mr. Majestic appears at last marking the start of his involvement in the conflict.

As for Zealot and the Huntsman, their alliance in this story has progressed more as well. Under Chris Claremont, the fearless Zealot was portrayed to be struggling very hard as she became more vulnerable than ever! This is Zealot that has to be seen! As for Huntsman, he truly is an effective fighter. So much so, he sure can fit into the WildC.A.T.S and keep up with their action. Still, Huntsman is indeed an honorable man as he still dedicates himself in protecting Miranda (who is a lot more than she appears) while making his moves to help Zealot at her most vulnerable time.

When it comes to the visuals, this is one Jim Lee-drawn comic book that I found unusually alienating to look at. His penciled art are still here but in certain pages, they looked odd as they were inked by other people. The ink work done on page 17 really stood out with a very high contrast look.

Conclusion

By this point of the storyline, Zealot and Huntsman are clearly the major characters.

While it is essentially a build-up issue, the entertainment value in WildC.A.T.S: Covert Action Teams #12 (1994) went up as the story progressed more, the spotlight shifted more on Zealot and Huntsman (clearly the two major characters for this storyline) and the exposition and explanations were lessened. The ironic thing is that readers will see less of the titular team (as most of them were captured and being manipulated by Tapestry) here. The presence of Savant, Soldier and Mr. Majestic here is pretty light which is understandable as the focus on Zealot and Huntsman was deeper this time. Ultimately, this comic book sets the readers up to for the inevitable big battle in the next issue.

If you are seriously planning to buy an existing hard copy of WildC.A.T.S: Covert Action Teams #12 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $20 while the near-mint copy of the newsstand edition costs $60.

Overall, WildC.A.T.S: Covert Action Teams #12 (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 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/

Have you played the acclaimed Tunic on Xbox lately?

For those who missed out on the latest on Xbox gaming, last week saw the surprise launch of the independently made action-adventure game Tunic on Xbox Series X, Xbox Series S, Xbox One, Windows PC and on MacOS. For those who are subscribing on Xbox Game Pass (XGP), Tunic is available for you to simply download and play.

To get yourself oriented with Tunic (developed by Andrew Shouldice and published by Finji), watch this official launch trailer below…

In relation to the surprise launch buzz it generated, Tunic gathered several rave reviews from several gaming media outlets. Below are some of notable quotes from the published reviews.

Game Informer: Tunic is a stunning achievement that manages to embody the best of nostalgia while being completely refreshing. It’s absolutely a must-play gem.

Windows Central: Tunic is an absolutely delightful game to slink away to for a few hours to explore, discover, and conquer. Solving puzzles and uncovering the myriad of hidden secrets can make for a calming adventure, but there’s always the potential for an exhilarating moment of victory after a particularly difficult boss.

Destructoid: What’s amazing about Tunic is that I can’t count any misstep. I fell into the world a few times, big deal. The penalty for death is paltry and they’re bugs that can be squashed. Once, a sound queue got stuck playing continuously, and I found myself pondering its significance in futility. I only noticed it wasn’t supposed to be happening when it continued through to the main menu. Sometimes things get in the way of the camera. There was nothing major enough to drag down the experience.

GameSpot: Most Souls-likes tend to adopt a grimdark fantasy aesthetic, but Tunic harkens back to the 8- and 16-bit eras by presenting a vibrant and colorful world that also offers a fiendishly difficult challenge. It’s not simply evocative of games from the late ’80s and early ’90s because it creates facsimiles of their graphics or gameplay, but because it manages to capture a tangible feeling of exploration and difficulty, where an instruction manual is your tool to deciphering everything. It’s the kind of game you would’ve purchased because the box art looked cool, eagerly flipping through the pages of its manual on the car ride home, not quite understanding it all but getting excited at the possibilities all the same. In Tunic’s case, this grand adventure lives up to the expectations.

For the newcomers reading this who are still trying to figure out what exactly Tunic is and what they need to know before trying the game, posted below is an excerpt from the launch day announcement published on Xbox.com written by Finji Senior Community Manager Harris Foster. Some parts in boldface…

A few years back, Tunic was revealed to the world on stage during the Xbox E3 2018 Briefing. This was a huge moment for both of us as a publishing team and for Andrew Shouldice who at the time was handling the duties of game designer, programmer, level designer, character artist, animator, and tester on Tunic.

In the nearly four years that followed, Tunic grew in an astonishing fashion. The development team and the game itself have multiplied in size and thousands of new fans have shared their excitement with us. Starting today we invite you to discover Tunic and all the secrets it has to offer on Xbox One, Xbox Series X|S, and with Xbox Game Pass.

At first glance, Tunic may seem like a cute action-adventure game. You play as a small fox in a big world, fighting monsters and exploring an ancient land. But don’t let its charming exterior fool you, Tunic’s combat will test your reflexes and its mysteries will challenge your perception.

On your adventure you’ll explore a dense and mysterious overworld, from shadowy forests inhabited by dangerous creatures to intricate temples filled with hostile sorcerers. The sword is your primary weapon, but your greatest tool is knowing the right time to dodge, block, and swing. Your enemies will not hold back, so be sure to search your environment for bombs, stat boosts, and refillable health potions. Make a wrong move and your death will send you back to the last checkpoint without giving back any items you used. Be careful out there!

Tunic’s white-knuckle combat system pulls from modern action RPGs while its setting and tone comes from games of the classic cartridge era. But the challenge and inspiration doesn’t end there. Remember the good ol’ days when every game included a full-color instruction manual? A flimsy booklet packed with helpful combat tips, enemy descriptions, and secret hints? Tunic takes the lost art of the instruction manual and injects it directly into the game.

Scattered throughout the in-game world of Tunic are instruction manual pages for you to collect. Each one you find adds to your booklet, creating a compendium of this foreign realm. Study the pages carefully to get a lay of the land and have the upper hand on your combatants. Filled with gorgeous hand-drawn illustrations, the manual appears to be written in some unknown language. Come to think of it, everything in this world is written in these glyphs. What does it mean? Will we be able to translate it? What else might Tunic be hiding?

Mysteries and secrets sit at the heart of the Tunic experience. Every seasoned gamer knows that when a game has a waterfall, they should check behind it for hidden loot. Tunic presents a world overflowing with opportunities to sniff out secrets. When playing Tunic, we encourage you to collaborate with your friends.

In my own experience, I find Tunic to be highly playable, challenging and pretty enticing to play. It has that wholesome approach to its art style and visuals which resulted a unique fantasy look. The gameplay is where Tunic really stands out. The controls are pretty responsive and unique, and the game itself encourages both exploration and discovery to be done. This game also comes with a unique way on learning the functions on gameplay and controls complete with that nostalgic touch of visualizing instructions very similar to what video game manuals of long ago pulled off.

Combat is done in real-time and the controls are pretty responsive . You can control where to move your character, where to face, how you time your strikes, and more.
Pay close attention to the details of the in-game locations so that you can familiarize yourself on where to go, determining which places are accessible and what kind of opposition awaits you.
Do you remember the times when you used video game manuals for instructions? There is a nostalgic and digital way of learning how to play this game and you only need to press a bumper button on the control pad.
That is very dazzling to look at!

As of now, I’m still making my way through the game. I don’t know yet how long it will take to complete this acclaimed game but I can assure you readers that I am enjoying it a lot. Playing, discovering and learning with Tunic is fun! If you are an Xbox console owner with an active subscription to Xbox Game Pass, I encourage you to download and play Tunic!

In closing this piece, posted below are Xbox-related videos for your viewing pleasure.

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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 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/

A Look Back at WildC.A.T.S: Covert Action Teams #7 (1994)

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, 1990s culture enthusiasts and comic book collectors! Today we continue revisiting Jim Lee’s flagship title under the Image Comics label – WildC.A.T.S: Covert Action Teams!

While the 3rd and 4th issues of the WildC.A.T.S: Covert Action Teams mini-series had Lee’s superhero team crossing over with Rob Liefeld’s Youngblood, a bigger crossover was agreed upon with Image Comics co-founder Marc Silvestri – Killer Instict! This marked a creative collaboration between Lee and Silvestri resulting a multiple issue crossover between WildC.A.T.S and Cyber Force. For clarification, I already mentioned in my retro review of WildC.A.T.S: Covert Action Teams #6 (1993) that its story was the first chapter of the 4-part Killer Instinct crossover. For your reference, Killer Instinct’s 2nd and 4 chapters were published as Cyber Force issues #2 and #3 of its regular series under Marc Silverstri. This WildC.A.T.S retro review is about the 3rd chapter of Killer Instinct.

With those details laid down, here is a look back WildC.A.T.S: Covert Action Teams #7, published by Image Comics in 1994 with a story written by Brandon Choi and Jim Lee. Lee did the art.

The cover.

Early story

The story begins somewhere in the skies above Gamorra, off the coast of the Philippines! Stryker, the Cyber Force member with three cybernetic right arms, communicates with his teammates and tells them that if half of what Misery said is true about the new Cyberdata S.H.O.C.S., they’re in for a nasty fight and they have to hit the ground.

Stryker, Impact, Heatwave, Velocity and Ripclaw jump off their high-tech jet (which has Cyblade and Misery inside) and land safely. Using his enhanced ability of smell, Ripclaw begins detecting tracks of what they are look for.

Meanwhile at the back of the Isle of the Dead, a high-tech craft arrives with three passengers who are prepared to do a drug deal. Slowly, someone bleeding and with blades on his hands climbs into the craft surprising the passengers. He takes control of the craft, throws the passengers off and leaves.

As Cyber Force starts its ground search with Misery advising them while carefully using her telepathy on them. As Stryker enters a ravaged high-tech place, his sensors detect nothing and yet his instincts tell him something is present nearby. Standing near him is Spartan of WildC.A.T.S…

Quality

In this encounter between Grifter and Heatwave, do you notice something lacking visually?

I’ll start with the very obvious purpose of this comic book. After the build-up done in the first two chapters of the Killer Instinct storyline, this story serves as the start of what turned out to be the big pay-off as WildC.A.T.S and Cyber Force members finally got together with an action-packed battle to kick things off. From a storytelling view point, this one is mainly a WildC.A.T.S versus Cyber Force tale with really nice match-ups between their members such as Spartan-Stryker, Cyblade-Zealot and Maul-Impact to name a few. These match-ups and fights are excellently drawn by Jim Lee and I really enjoyed his own artistic visuals of Marc Silvestri’s Cyber Force.

More on the plot, it is pretty simple in concept and structure. The members of the two teams get to fight each other which gets the attention of Skywatch which itself has vested interest with the operations of Stormwatch (note: this is within the WildStorm lore) and the secret facility on that blew up (as seen in WildC.A.T.S #5). Misery remains the key factor in the story and in this tale, she gets to guide and manipulate Cyber Force to find something valuable while Warblade remains mostly absent. Apart from the battles, the absent Voodoo, Void and Jacob Marlowe have their respective spotlights mainly for the character developments as well as reminding readers about the continuing Kherubim-Daemonite conflict.

The quality of the writing is serviceable and the way I look at this comic book, it is mainly driven by spectacle and match-ups. The amount of crossover action is of top-notch quality (note: Jim Lee apparently missed out on key details while drawing Heatwave in a scene with Grifter) and clearly Jim Lee planned the visuals carefully. While there is little character development here, the ironic thing is that Misery (note: visually she is a wicked version of Jean Grey of the X-Men) is the one who gets a good chunk of the said development. Not only does she become a force in the minds of Cyber Force members, she also has her intimate moments with Ripclaw which is a reminder to readers that they have a shared past together (note: this will resonate more with those who read Cyber Force #2 of the regular series).

Conclusion

This is how Cyber Force looks like as drawn by Jim Lee.

To make things clear, WildC.A.T.S: Covert Action Teams #7 (1994) will strongly appeal to the respective fans of WildC.A.T.S and Cyber Force, to the readers who love high-quality superhero action, and to those who simply enjoy superhero crossover stories. While it is not a surprise that this comic book has great visuals, the writing this time clearly lacks depth and I really felt that the dialogue and text descriptions were done mainly to fit the obvious spectacle-led concept. If you are the kind of reader who wants storytelling and characterization prioritized in an action-packed crossover comic book, this one might not satisfy you. Ultimately, this one is a fun read even though the quality of the writing does not even come close to the quality of the visuals.  

If you are seriously planning to buy an existing hard copy of WildC.A.T.S: Covert Action Teams #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. The near-mint copy of the silver cover edition costs $300.

Overall, WildC.A.T.S: Covert Action Teams #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 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/

A Look Back at WildC.A.T.S: Covert Action Teams #6 (1993)

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, 1990s culture enthusiasts and comic book collectors! Today we continue revisiting Jim Lee’s flagship title under Image Comics – WildC.A.T.S: Covert Action Teams!

For the newcomers reading this, I recently completed reviewing the 4-issue mini-series (read my retro reviews here, here, here and here), the first issue of which was one of the launch titles published under Image Comics’ banner through Malibu Comics. Back in 2020, I reviewed issue #5 which itself was highly unusual as it marked the beginning of what was back then the regular series of WildC.A.T.S (note: starting a brand new comic book series is often done with a new issue #1). WildC.A.T.S: Covert Action Teams #5 was conveniently part of the build-up for the Killer Instinct storyline that had featured Jim Lee’s creations crossing over with Marc Silvestri’s Cyber Force.

With those details laid down, here is a look back WildC.A.T.S: Covert Action Teams #6, published by Image Comics in 1993 with a story written by Brandon Choi and Jim Lee. Lee did the art.

The cover.

Early story

The story begins with the WildC.A.T.S flying in their high-tech aircraft and observing the large explosion which marked the destruction of a top-secret research facility. Their teammate Warblade was left behind which concerns Grifter and Voodoo. Spartan says it is too risky for them to move close to the site of destruction for Warblade as their electronic counter measure and identification systems have been lost due to the explosion. Spartan also told them team that they need to fly away before the Gamorran security forces arrive.

They are too late, however, as three high-tech aircrafts of Gamorra have arrived to take them down. One of them launched several missiles at the WildC.A.T.S aircraft causing Spartan to tell Grifter to redirect all power to their shields.

As hard as he tried, Spartan could only fly their shielded jet to dodge the first four missiles and absorbing the impact of two missiles before getting hit by the other missiles launched by the other two enemy aircrafts.

While their jet got destroyed into pieces, the WildC.A.T.S managed to survive the explosion only to see themselves falling helplessly in the air. As Spartan catches Voodoo, Grifter warns him abou the incoming Gamorran aircraft…

Quality

The team but without Jacob Marlowe, Warblade, Voodoo and Void at this point of the story.

To begin with, this comic book is very much like its predecessors – a very action-packed tale laced with the occasional character moments for fun while having little room left for character development. If there is any notable change in the way this comic book’s story was told, it is the detective work done collectively by key members of WildC.A.T.S followed by exposition dumps here and there. The detective work and exposition were done primarily to add to the build-up of the crossover with Cyber Force with the revelation of a love triangle from the past involving Misery (who gave Grifter a lot of trouble in issue #5), Warblade and Ripclaw (from the other team).

As with Jim Lee’s past works, the action here is highly charged and there is a lot of spectacle to enjoy most of the way. By the time this comic book got published, the respective capabilities of the WildC.A.T.S team members have already been established and the creators pushed the creative limits further on showing what else could the main characters do as envisioned by Jim Lee. There is even this 4-page sequence showing Grifter and Zealot infiltrating one of the Gamorran aircrafts and having lots of banter along the way which was fun to read. Considering the lack of space for character development, the creators made up for it somewhat with the dialogue.

As this is the first chapter of the Killer Instinct crossover storyline, the build-up for it is not really that engaging to me personally. While Ripclaw was already established as a major Cyber Force character and Warblade was a visible yet not so dominating as a member of WildC.A.T.S, the establishment of the personal connection between them through Misery (the woman right in the middle) is just not so strong. Not even a huge exposition dump about the past could have strengthened the background. It would have been more helpful had Jim Lee and Marc Silvestri agreed to publish a prequel comic book (or pages inserted into a few comic books of WildC.A.T.S and Cyber Force) about Warblade-Misery-Ripclaw in the past as a prelude to Killer Instinct. More on Misery herself, I could not help but think of her as a distorted and more wicked version of the X-Men’s Jean Grey complete with long red hair.

Conclusion

Grifter and Zealot infiltrate a Gamorran aircraft.

WildC.A.T.S: Covert Action Teams #6 (1993) is another fun comic book to read filled with a lot of stuff that Jim Lee fans love to see again and again. As the opening chapter of Killer Instinct, the creators did the best they could to establish Misery as an important antagonist who happens to have been personally involved with Warblade and Ripclaw some years back. Sadly, the Warblade-Misery-Ripclaw triangle establishment is not so engaging and looked more like an afterthought. Still, this comic book’s story is not brainless and expanded the lore of the WildStorm universe a bit more. There is more good stuff than bad ones which make this worth reading.

If you are seriously planning to buy an existing hard copy of WildC.A.T.S: Covert Action Teams #6 (1993), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $20 while the near-mint copies of gold cover edition and newsstand edition cost $300 and $60 respectively.

Overall, WildC.A.T.S: Covert Action Teams #6 (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 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/