A Look Back at Backlash #6 (1995)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the year 1995 to take a close look at one of the many tales of the original WildStorm universe through one of the comic books of the Backlash series.

For the newcomers reading this, Backlash is one of the major characters of the WildStorm universe which started in the early 1990s when the famous Jim Lee was one of the founding fathers of Image Comics. Backlash, Deathblow, Wetworks, Gen13 and WildCATS: Covert Action Teams were all connected with each other and many of the major characters were linked together in the Team 7 series of prequel stories.

With those details laid down, here is a look back at Backlash #6, published in 1995 by Image Comics with a story written by Brett Booth, Jeff Mariotte and Sean Ruffner. Booth and Dan Norton were the illustrators.

The cover.

Early story

The story begins inside the Wildlife Organization Research institute in northern Montana. After Dane and Grail (the Filipino soldier Salvador Joel Alonday) of Wetworks easily took out two guards, a third one suddenly tried to attack them only to be killed by Backlash. While the three of them are on a stealth mission, Backlash tells Dane that it’s not too late for Wetworks to pull out as it is not their fight. Dane dismisses the remark and insists on pursuing their objective.

Over at a medical institute in Detroit, Taboo and Cyberjack are operating on their own mission which is directly linked with that of Backlash and Wetworks.  

Quality

Backlash and the WildC.A.T.S. at the team’s headquarters.

As the sixth issue of its series, this tale has a lot at stake and the writers took their time to balance the build-up with pay-offs and twists. Without spoiling the plot, I can say that a lot is at stake for Backlash as there is something really personal about the missions and the final scene. I can also say that this is a well-crafted comic book that was clearly made with Backlash fans in mind even as the creative team did their parts in expanding the lore of the original WildStorm universe using a clever mix of science fiction and paramilitary action.

I really enjoy reading this comic book and it also has some fine moments that defined Backlash’s personality. The added crossovers with WildC.A.T.S. and Wetworks added not only to the spectacle but also to the depth of the plot. This Backlash comic book is clearly not another adventure but an actual turning point for the former Team 7 member and the series as a whole. That being said, I am looking forward to reading the next issue.

Conclusion

Backlash with Dane and Grail of Wetworks during the mission.

Backlash #6 (1995) is a very solid read. Not only was it an improvement over the previous issue, it raised the stakes high and managed to live up to the expectations. The build-up is really powerful and the way the story ended justified it. I can say that anyone who managed to start reading each of the first five issues of Backlash will experience the power of the ending of this comic book. That being said, you better read all the previous issues before reading this one.

Overall, Backlash #6 (1995) 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 23

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 1980s and 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. Raiders of the Lost Ark game print ads

The print ad with strong Indiana Jones imagery.
The print ad with the movie theater exterior image and the small image of the Atari 2600 console.

Directed by Steven Spielberg, Raiders of the Lost Ark was one of the best adventure movies ever made as well as the start of the iconic character Indiana Jones. Given its huge commercial success, an official video game adaptation for the Atari 2600 was released in 1982 and game designer Howard Scott Warshaw even met with Spielberg during the game’s development.

To promote the game, Atari released two print ads – one ad had a movie theater exterior visual concept to emphasize they have the official video game adaptation based on the movie while the other ad showed the game’s official artwork and game box cover while emphasizing a savings offer. Atari really did what they could to sell a game while riding on the success of Raiders of the Lost Ark.

2. Phoenix print ad

Even without any screenshots, this print ad’s art still gives viewers a clear idea of what to expect.

Similar to what they did with Galaxian and Joust, Atari made this print ad promoting Phoenix which was a 2D sci-fi shooting game that was similar with Space Invaders in design. Colorized, hand-drawn artwork resembling the 2D sprites of the game was done to capture the attention of people. The art is so good, it made up for the lack screenshots of the game. 

3. Moon Patrol arcade flyer

Front of the Moon Patrol flyer.
The other side of the arcade flyer.

Moon Patrol was a 2D sci-fi side-scrolling adventure game first released in the arcades in 1982. To sell the game to arcade operators, publisher Williams created the North American arcade flyer that heavily used hand-drawn comic book-style artworks on both sides while using available space on the other side for the descriptive text, contact details and the image of an arcade machine. What is very clear is that no screenshots of the game were shown to stand out which explains why a lot of hand-drawn art was used. The picture of the machine showing a screen of Moon Patrol was the closest thing to see a screenshot on this flyer. Personally, I really like the style and quality of the hand-drawn artwork as it made the flyer look lively.

4. Paperboy arcade flyers

The arcade flyer showing the Paperboy machine and screenshots. The hand-drawn art is nice.
This one uses comedy showing a grown man riding a bike as a paper delivery “boy”.
I really like the stronger emphasis on the in-game graphics of Paperboy which dominates the space. What you see is what you get in the arcade.

The first time I ever played the classic Paperboy was in the arcade inside a Las Vegas hotel way back in 1989, and it sure was a challenging yet fun experience. Before its arcade debut in 1985, the developers took a lot of risks making the game which includes coming up with a bicycle handle bar for each machine to have. To promote the game, Atari made at least three arcade flyers that creatively emphasized what the game’s concept was about, how did it play, why does the machine have bicycle handlebars and why players can expect fun. Atari’s promotional efforts paid off as Paperboy became a huge hit in the arcades not only in America but also in Japan.

5. Frogger multi-platform print ad

This print ad is still amusing to look at.

After Frogger became a hit in the arcades, Parker Brothers secured the rights to port the game on Atari consoles, the Intellivision, TI-99/4A, vic-20, the Commodore computers and ColecoVision. To promote their Frogger ports, the single-page print ad was made showing a player in the foreground playing in front of screens that each showed what the game looked like on each platform. Parker Brothers found tremendous success selling 4 million copies of Atari 2600 version of Frogger at a time when there were only 13 million units of Atari 2600 in existence. By the year 2005, video game sales of Frogger reached 20 million worldwide across different platforms.

6. Predator 2 print ad

This is one very edgy print ad as used an official image from the movie.

If there is anything memorable about the 1990 film Predator 2, it is the fact that it had the story and the alien hunter itself within a metropolitan setting. That being said, the Sega Genesis Predator 2 video game had a suitable design of shooting and adventuring within the urban settings. This video game ad really captured the vibe of the movie (even showing the reddish human skull with spine on the Predator’s left hand) and clearly showed what gamers could expect. This old ad is still captivating to look at and its edgy approach is still intact.

7. Atari Jaguar print ad

Did you ever own an Atari Jaguar console?

When I was reading video game magazines back in the 1990s, I always found print ads of the Atari Jaguar intriguing to look at. I was very young when I first played the Atari 2600 and its games at home, and later played some Atari games in the arcade. To me, seeing Atari Jaguar print ads like this one gave me moments of nostalgia and it made me wonder if Atari knew what it was doing with their so-called 64-bit game console. They did what they could to promote their console and the games within this 2-page print ad.

8. Vs. print ad

This print ad easily reminds me of the 1990s.

By 1997, both the arcades and the video game console market were filled with lots of 2D and 3D polygonal fighting games. Japan was the hot spot of the production of 3D polygon fighting games and the developer Polygon Magic (based in Japan) made Fighters’ Impact which Taito released in Japanese arcades and the PlayStation. The said game was picked up by THQ for a late-1997 release on the PlayStation in America under the title Vs. I never played this game but I heard that the game’s development included gang-oriented characters designed by Marvel Comics artist Kurtis Fujita. This Vs. ad is a lively reminder about the hip-hop fashion that made its way into video games.

9. GoldStar/LG Electronics 3DO print ad

This is a very weird way to market a video game machine.

Back in the 1990s, the South Korean electronics company GoldStar (which was part of the umbrella of LG Electronics) had the license to produce 3DO game consoles with its own style. In some ways, the GoldStar 3DO console looked like a premium console on the outside. Unfortunately, the GoldStar 3DO print ad here had a very sloppy presentation as the ad makers used very weird art of a brain-with-eyes holding a 3DO controller leaving little space left to promote the console and games (without any screenshots). The text description was sloppily done. This is a bad example of promoting video game hardware and games.

10. Pandemonium 2 print ad

I saw this ad but never played the game.

Looking back at 1997, I find it strange that I never got to play Pandemonium 2 on the PlayStation even though I saw its print ad in magazines. I had a lot of fun playing Pandemonium! on the console in 1996 but somehow missed out on its sequel. Looking back at the Pandemonium 2 print ad, I was surprised with how the game developers redesigned the two playable protagonists, especially Nikki who was clearly made to look very sexy. The word “libido” (meaning sexual drive) was deliberately placed above Nikki. The ad also had a hypnotizing mix of colors which I believe was also deliberately done by the ad makers. I can only wonder how the game played.

11. Mission: Impossible print ad

A captivating ad.

In 1990, Ultra Games (a label of Konami) released the Mission: Impossible video game on the Nintendo Entertainment System (NES) in America. Developed by Konami, the game was an adaptation of the 1988 TV series and it had an ambitious design with regards to level design and gameplay. To promote the game, the ad makers came up with a visual design showing the game’s box (which had a nice painted art on the cover) on the foreground and several screenshots resembling TV monitors on the background. Even by today’s standards, this print ad still looks good and captivating even if you are not too familiar with Mission: Impossible on TV.  

12. The Lawnmower Man Sega CD and Genesis print ad

Are you fan of The Lawnmower Man movie?

Back in 1992, there was a lot of buzz generated by the movie The Lawnmower Man as it had a disturbing concept that involved virtual reality and, more notably, author Stephen King sued the filmmakers to remove his name from the title because the film differed so much from the source material. Of course, those developments did not stop the production of video game adaptations of the movie. This print ad promoting the Sega CD and Sega Genesis versions of the game heavily used the images of CyberJobe which were among the most memorable images from the film. Looking at the ad, the ad makers could have made the screenshots look a little larger to really sell the games.

13. Ground Zero: Texas print ad

The shotguns really made this ad eye-catching.

I never played the Sega CD video game Ground Zero: Texas but I knew that it was one of those games that heavily relied on video footage while giving players moments to interact. Back in 1993, there was an increase in the number of video games that carried lots of live action footage to drive the narrative and players were given options in order to progress. What is very notable about the game is not the game design but the very 2-page ad used to promote it. The image showing four people pointing their shotguns towards the viewer was easily the most captivating part of the ad. Even though there was vacant space in between, the screenshots of the game were displayed to be really small.

14. Alien vs. Predator for SNES and Game Boy print ad

This ad caught the attention of a lot of people back then.

Back in 1990, Dark Horse Comics launched the 4-issue mini-series of Aliens vs. Predator which turned out to be a very intriguing and engaging crossover comic book tale featuring two iconic sci-fi species of monsters. The success of the comic books led to the production of many video games which delighted both fans of Predator and Aliens. In 1993, Activision released Alien vs. Predator on the Super Nintendo Entertainment System (SNES) and the single-page print ad they came up with was engaging to look at. The SNES game box with the fine looking painted art was the main visual highlight leaving just enough space for the descriptive text, the Game Boy cover and two screenshots. Believe it or not, this video game was not related at all with the Alien vs. Predator arcade game and Atari Jaguar console game.

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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 18 (Fighting Games Special)

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 – specifically about fighting games that were released in the 1990s. The said decade marked the time when Street Fighter II became a massive hit in the video arcades (and on game consoles) which sparked a wave of new fighting games from business competitors. In that same decade, 3D polygonal fighting games were also released which added greater choices of fighting games at the arcades and on game consoles that players could choose from.

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. Dead or Alive Japanese arcade flyer

Dead or Alive was the start of new success that impacted the direction of Tecmo in the gaming industry.

The above arcade flyer of Dead or Alive gave Japanese arcade operators and gamers a taste of what to expect with the game. While the screenshots showed some resemblance with what gamers saw in Virtua Fighter 2, the character designs Tecmo and its developers came up with were unique.

Before Dead or Alive was released in Japanese arcades in 1996, company Tecmo was in financial trouble and they asked Tomonobu Itagaki to make a fighting game similar to Sega’s polygonal blockbuster Virtua Fighter. A breakthrough for Tecmo happened when Sega announced they were licensing their Model 2 arcade to third-party companies which paved the way for Itagaki’s team to make Dead or Alive with it. The game became a big hit and it paved the way for Tecmo to release it on Sega Saturn and PlayStation, and the sequels that followed years later.

2. North American Soulcalibur Dreamcast version print ad

Namco came up with a creative approach to emphasize heart-and-soul promoting their game and the Dreamcast.

On September 9, 1999, Sega launched their Dreamcast console in America. With a gap of around ten months between the Japanese launch (November 1998) and the American launch, Sega had time to prepare Dreamcast’s release to American gamers with a huge lineup of games (both Sega’s games and from other publishers). Fortunately for Sega, they had Namco (their rival on arcade games) supporting their console.

Behind the scenes, Namco’s developers worked hard to not only port their arcade hit Soulcalibur to the Dreamcast, but to enhance the graphics using the console’s more advanced technology. The visual enhancements include rendering all of the games stages (and backgrounds) into full 3D polygonal environments. Namco also implemented different game modes and added even more content to ensure satisfaction to Dreamcast gamers.

The above 3-page print ad of Soulcalibur on Dreamcast was undeniably strategic and captivating to look at. The ad described the console as the heart, showed Soulcalibur character Mitsurugi (one of the game’s most popular characters) in the middle and then described the game (with 3 screenshots of game rendered with Dreamcast graphics) as the soul. It was a strong way to promote both the game and the console. In the years that followed, Soulcalibur grew into a popular fighting game franchise and the Dreamcast version will always be remembered as the crucial turning point.

3. X-Men: Children of the Atom arcade flyer

Anyone who read lots of X-Men comic books in the 1990s should be able to tell which character was drawn by which artist.

When Capcom first released X-Men: Children of the Atom in the arcades in the mid-1990s, I was surprised because I did not anticipate the day would come when the company behind Street Fighter II would actually make a 2D fighting game showcasing the Marvel’s mutants. Even more intriguing was the X-Men art Capcom used for the arcade flyer to promote the game. I recognize Jim Lee’s artworks of Magneto, Cyclops and Colossus. The art of Wolverine shown was drawn by Andy Kubert. It was a wise move for Capcom (with Marvel as a business partner) to use established X-Men comic book artworks instead of having their internal illustrator draw the characters. That being said, this arcade flyer still looks great and captivating to look at.

4. North American Ranma ½: Hard Battle print ad

A print ad promoting the game while saving some space to promote the anime and comic books.

By 1993, Street Fighter II and its upgraded follow-ups were wildly popular both in the arcades and on game consoles around the world. At the same time, there were many other 2D fighting games released to compete with and cash-in on Street Fighter II’s success. Believe it or not, the established anime franchise Ranma ½ saw a video game adaptation in the form of a 2D fighting game – Ranma ½: Hard Battle.

The North American print ad above published by DTMC (in cooperation with Viz Communications) promoted the game (one screenshot, the SNES game box and images of the characters as they appeared in the game) as well as Ranma ½ on anime videos and comic books. The way it was presented, the print ad promoted Ranma ½: Hard Battle without much heart nor passion.

5. Fatal Fury: King of Fighters arcade flyer

An intriguing visual presentation on the front.
You get to know the characters and what the game features are.

There is no doubt that Fatal Fury: King of Fighters is the most significant game that SNK made. Apart from being the company’s first fighting game for the Neo Geo system, it established the fictional “king of fighters” tournament that became the core concept for The King of Fighters series of games in the years that followed. Fatal Fury itself is notable for being designed by Takashi Nishiyama, a former Capcom employee who created the original Street Fighter game. What Nishiyama could not do with Street Fighter, he accomplished while making SNK’s fighting game. Compared with the combo-oriented approach of Street Fighter II, Fatal Fury was designed to emphasize the timing of special moves, confrontational play, cooperative play and the 3D-like spacing between characters (background row and foreground row in each stage) while telling a story in a solid way.  

The above arcade flyer of Fatal Fury has this unique looking artwork on the front showing stylized rectangular shots of the major characters Terry Bogard, Andy Bogard and Joe Higashi. On the other side of the flyer are the details that emphasized the creative concept of the game, who the characters are and what they could expect with regards to gameplay features. This flyer is still captivating to look at and it could entice you to try playing the original Fatal Fury game before trying out the sequels and spin-offs.

6. Marvel vs. Capcom: Clash of Super Heroes arcade flyer

This is NOT a comic book crossover.

If there is anything that truly emphasizes the essence of a fictional crossover in terms of visuals, it’s the art that Capcom and Marvel agreed to for Marvel vs. Capcom: Clash of Superheroes which is evident on the front of the above arcade flyer. By looking at how the Marvel characters were drawn, it looks like someone at Capcom illustrated the artwork as the Capcom characters still maintained that particular art style seen in the artworks of the Japanese company’s other games like Street Fighter, Darkstalkers, Mega Man and Strider. Regardless, the artwork still is amusing to look at.

7. Art of Fighting arcade flyer

The front of the flyer.
The cast of characters showcased on the other side of the flyer.

Following the success of Fatal Fury, SNK went on to release Art of Fighting in arcades in 1992 and it became successful enough for the company to make sequels. With regards to the realm of fantasy, Art of Fighting was part of the same fictional universe as Fatal Fury and The King of Fighters, and there were times when its own characters appeared in other SNK games.

Art of Fighting’s arcade flyer had an energetic visual concept on the front with a rectangular lightning portion on the left balanced with five screenshots of the game itself. Once you get to the other side of the flyer, you will see really nice art of the characters with Ryo Sakazaki and Robert Garcia as the most dominating figures. Sakazaki and Garcia are the major characters of the Art of Fighting series. This flyer confidently introduced the characters and succeeded in making them look interesting.

8. Fighter’s History arcade flyer and print ad

Great looking front artwork showing the game’s characters, posing and some action.
If you look closely at the controls, you will see the six-button layout and functions which are the same with those used in Street Fighter II.
Data East offered two ways for gamers to enjoy Fighter’s History – pay a high price for the SNES version or gamers can go play the game in the arcade by dropping a few coins.

In 1993, Data East released their fighting game Fighter’s History in the arcades around the world. Along the way, the company released their arcade flyer which had a very captivating art work on the front featuring their characters and some action. The other side of the flyer showed the technical details on how to play, how the control works and who the characters are. Fighter’s History was nicely received in the arcades and the success led Data East into porting the game for the Super Nintendo Entertainment System (SNES). If you look at the print ad above, you can see how clever Data East was promoting the SNES version of the game while keeping an image of the arcade machine which serves like a subtle reminder that the same game is still available in video arcades.

Shortly after the release of Fighter’s History in the arcades, there were gamers who noticed that it had certain visual and gameplay elements that made it so familiar with what Street Fighter II had. When Capcom became aware of the similarities, they sued Data East claiming that Fighter’s History was too similar to their game and that copyright infringement was committed. Capcom lost the case ultimately and Data East went on to release two more Fighter’s History games.

9. Virtua Fighter 3 arcade flyer

Virtua Fighter 3 truly raised the standards for arcade game graphics back in 1996.

When it comes to gaming innovation and standing out among the rest, Sega did exactly those when they released Virtua Fighter 3 in arcades in 1996 and it had the best-looking and really mind-blowing graphics at the time. Developed by AM2 (led by Yu Suzuki) on the very expensive Model 3 arcade hardware, Virtua Fighter 3 broke new ground on graphics as it moved over 1 million polygons per second, had highly detailed visuals on the characters and surroundings, realistic reflection effects, detailed shining, parallel lighting and high-specular Gouraud shading to name some. Even the characters’ eyes followed the opponent’s position.

The Virtua Fighter 3 arcade flyer showcased their reflective, metallic character Dural who in turn was part of the graphical showcase (emphasizing reflections, smooth animation and liquid metal effects) when the game was previewed in the 1996 AOU event in Japan. The words “The New Standard” written on the lower-left corner of the front of the flyer was justified and truthful.

10. Teenage Mutant Ninja Turtles: Tournament Fighters print ad

This print ad had a nice visual presentation and was easily recognizable to the many TMNT fans.

In 1989, the Teenage Mutant Ninja Turtles (TMNT) franchise made quite a splash on video games which is not surprising as the multimedia franchise was already a popular in the West. More video game adaptation of TMNT were released in the early 1990s providing fans and gamers a lot of fun gameplay at the arcades (click here) and on consoles. Konami had the video game rights of TMNT and in a clear response to the sudden popularity of fighting games, they released Teenage Mutant Ninja Turtles: Tournament Fighters on the most popular game consoles of the time achieving varying levels of success critically and commercially (note: the SNES version stood out as the best). This print ad of the fighting game was effective in visually promoting the three console versions and the displayed text contained enough information to lure the attention of both fans and gamers.

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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 Amazing Spider-Man #320 (1989)

Welcome back superhero enthusiasts, 1980s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1985 to examine a small part of the Marvel Comics shared universe through a tale of the Amazing Spider-Man monthly series.

For this particular review, we will explore the first chapter of The Assassin Nation Plot storyline that took place within the Amazing Spider-Man series.  

With those details laid down, here is a look back at Amazing Spider-Man #320, published in 1989 by Marvel Comics with a story written by David Michelinie and drawn by Todd McFarlane.

The cover.

Early story

The story begins inside Empire State University where Peter Parker – working as an assistant in the science lab – takes advantage of the free time and resources to create web fluid using a new formula. He notices that the acetylene torch does not even leave a smudge on the new web he made.

To his surprise, his boss doctor Evan Sloan catches him doing an interesting experiment. Parker comes up with a convincing excuse for the experiment which spares him from getting into trouble. After promising doctor Sloan he will get on the neutron project first thing in the morning of Thursday, Parker leaves, secretly changes into Spider-Man and equipped his brand new web. He then leaves the university and moves deep into the city…

Quality

Peter Parker and Mary Jane having a discussion.

I really like the story David Micheline came up with as the start of The Assassin Nation Plot storyline. This is clearly not your typical good-versus-evil superhero tale starring the webslinger. Instead, there are layers of secrecy, suspense and intrigue that involves a powerful private organization, private armies and diplomats.

Instead of facing off with super villains, Spider-Man finds himself in the middle of something very big brewing behind the scenes, and that puts him in deep danger. That being said, Michelinie’s approach on building up the details of the plot moved very smoothly and the payoff for each buildup was executed on a timely manner. The buildup of details was never boring nor too slow to absorb, and Todd McFarlane excelled with visualizing the plot while still delivering dynamic superhero action.

I should mention that the character Paladin has a strong presence in the story and there were moments when he outweighed Spider-Man in terms of importance.

Conclusion

Spider-Man and Paladin targeted by armed guards.

Amazing Spider-Man #320 (1989) is indeed a very solid story to read and a powerful start of The Assassin Nation Plot storyline. With the way the core concept was presented, this comic book symbolically showed that there are high stakes and other matters that are clearly too overwhelming for Spider-Man to deal with. The story is nicely paced and the creative team knew when and how to execute worthy payoffs for each buildup. By the time I reached the end of the comic book, I became convinced to read the next chapter of this storyline.

Overall, Amazing Spider-Man #320 (1989) 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 Armorines #6 (1994)

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 Armorines monthly series.

During the said decade, Valiant Comics was notable for having crossovers that some readers found to be tightly executed in relation to continuity. The armored U.S. Marines (Armorines) and the powerful individual X-O Manowar have the spider aliens as a common enemy.

With those details laid down, here is a look back at Armorines #6, published in 1994 by Valiant Comics with a story written by Jorge Gonzalez and drawn by Jim Calafiore.

The cover.

Early story

The story begins in space when the spider aliens (located inside a huge space ship) are organizing themselves to get back to their home world.

Meanwhile above the Earth, X-O Manowar significantly helps the Armorines with repairing their space shuttle. It turns out that they have been spending a long time in space and the crew has gotten exhausted after the big battle with the spider aliens. Going back home was their next objective.

Just as the crew prepares to return to Earth, the same huge space ship of the spider aliens suddenly approaches them…

Quality

The spider aliens.

Set after the crossover tale about the humans’ battle with the spider aliens in space, this tale served as a creative extension of those events utilizing space travel and sci-fi action concepts. The Armorines once again fight the spider aliens and X-O Manowar (a major Valiant character) gets heavily involved as he has a personal grudge against them. Without spoiling the plot, I can say that themes of freeing yourself from the enemy and getting back home are evident.

There is plenty of action to enjoy here and the sci-fi settings (including the interiors of the spider aliens ship) are nicely presented. I also like the fact that the tension gradually built-up as the story went on. Still, at this particular stage of this series, I could not help but feel that the Armorines have been in conflict with the spider aliens for too long.

Conclusion

There is a lot of sci-fi action to enjoy here.

Armorines #6 (1994) is a pretty good read but I was getting tired of seeing the Armorines remaining in conflict with the spider aliens. What added strong value to the comic book was the heavy involvement (and crossover) of X-O Manowar and his interactions with the Armorines was well executed. To be clear, the story was not conclusive and at this stage, I still am interested to see what would happen next. Here is hoping that the Armorines conflict with the spider aliens will improve somehow.  

Overall, Armorines #6 (1994) 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 Godzilla: King of the Monsters #1 (1977)

Welcome back superhero enthusiasts, 1970s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1977 when Marvel Comics had the license to publish comic books about Japan’s iconic monster Godzilla (Gojira in Japanese) and even integrated him into their shared comic books universe.

The mid-1970s saw a decline of Godzilla’s popularity in Japan as reflected in the commercial disappointment of the movie Terror of Mechagodzilla (1975). The company Toho decided to put on-hold the production of its monster movies without permanently ending the Godzilla film franchise. The next Godzilla movie released was The Return of Godzilla (1984) which proved to be a solid rebound of the Japanese film franchise.

Sometime between the mentioned movies, there was interaction between Toho officials and Marvel Comics – including the late Stan Lee – when the Japanese company screened the movie Godzilla vs. Gigan (titled in America as Monster Island) to the comic guys in relation to the film’s American theatrical release. It turns out Stan Lee enjoyed the movie a lot and seated next to him was writer Doug Moench (the eventual writer for the Godzilla comic book series).

With those details laid down, here is a look back at Godzilla: King of the Monsters #1, published in 1977 by Marvel Comics with a story written by Doug Moench and drawn by Herb Trimpe.

The cover.

Early story

The story begins in Alaska when a huge iceberg suddenly deteriorates unleashing a gigantic monster with sharp teeth, dorsal fins and immense strength – Godzilla. After instantly crushing a supply ship, the monster moves onto the land destroying structures and disrupting the lives of every person nearby.

In response to Godzilla’s rampage in Alaska, S.H.I.E.L.D. dispatches its agents to the site of destruction to take on the monster. Meanwhile, S.H.I.E.L.D. director Col. Nick Fury is transporting with him three Japanese individuals deemed important (with clearances from the Pentagon and the White House)…

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Dum Dum Dugan, Col. Nick Fury and the Japanese characters.

To get straight to the point, this comic book not only marked the literary debut of Japan’s iconic monster under Marvel Comics’ banner but also his integration into the shared universe of the time. That being said, the story written by Doug Mench was pretty much a functional build-up of Godzilla’s presence within the realm of Marvel which includes a strategic choice of having S.H.I.E.L.D. and its characters encountering the monster. In short, the creative team decided not to literally pull out Marvel’s biggest guns (the more popular superheroes and teams) as such a move would have lessened the impact of Godzilla’s debut.

For the most part, S.H.I.E.L.D.’s Nick Fury and Dum Dum Dugan had lively portrayals and the way they reacted to the rampage of Godzilla was believable. The introductions of the Japanese characters (who could provide breakthroughs on dealing with the giant monster) were clearly inspired by the Japanese scientists who were crucial in the plot of the original 1954 movie Gojira.

Going further, Doug Mench went on to efficiently establish Godzilla’s origin which creatively is a sensible reinterpretation of what was established in the 1954 movie. The giant monster’s rise as a result of humanity’s testing of powerful weapons on Earth is definitely here.

As expected, Godzilla is the unrestrained force of destruction but as this comic book was released in the 1970s, the destruction scenes lacked impact as they were creatively sanitized with deliberate moves of showing no casualties no matter what happened. This limitation on the part of Marvel Comics showed they were not willing to emulate the approach on destruction and death that was clearly emphasized in the first Godzilla movie of 1954.

As for Godzilla himself, Herb Trimpe’s visual approach is not really good. While Trimpe implemented the guy-in-a-suit shape on the giant monster’s form, he made Godzilla his own (took no inspiration from Godzilla’s cinematic designs) which resulted in making the icon look unrecognizable. There were inconsistencies on Godzilla’s head as well. In certain shots, Godzilla looked terrifying but in other shots, he looked weird or cartoony. The use of the color green did not make Godzilla look reptilian but rather comical.    

Conclusion

I can only imagine the SJWs and the climate change extremists enjoying these images of an unrecognizable Godzilla wreaking havoc to the oil supply. Are there lots of people in your local community who were brainwashed to hate oil and gas?

Godzilla: King of the Monsters #1 (1977) is a serviceable approach on debuting the iconic monster within the fantasy realm of Marvel Comics and sparking a new wave of crossovers. There were uneven levels of quality here and there, and Herb Trimpe’s visual approach on Godzilla was alienating to say the least. Honestly, I did not really see Godzilla in this comic book but rather a green-colored dinosaur-like creature that was mislabeled as Godzilla. What works here is the writing by Doug Mench which proved to be entertaining enough.

Overall, Godzilla: King of the Monsters #1 (1977) is satisfactory.

For my other Godzilla-related posts, click here, here, here, here and here.

+++++

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 Star Trek: Generations comic book adaptation (1994)

Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the year 1994 to explore the official comic book adaptation of the movie Star Trek: Generations.

Star Trek: Generations was a cinematic production that symbolically served as the passing-of-the-torch from the original Star Trek crew (led by Captain Kirk) to the Star Trek: The Next Generation crew (led by Captain Picard). The most highlighted feature of the movie was the crossover between Kirk and Picard followed by working together to stop the villain. It was a crossover that fans wanted for some time prior to the film’s release.

In my experience, Star Trek: Generations was a disappointing movie as there were lots of flaws here and there. Most notably, the Kirk-Picard crossover (with William Shatner and Patrick Stewart in their most iconic roles) was nothing special as its payoff to all the build-up that preceded it was so small.

Unsurprisingly, there was comic book adaptation of Star Trek: Generations that appeared in the local comic book stores which I intentionally avoided reading back in 1994 as I anticipated the movie. Recently, I finally got to read it.

With those details laid down, here is a look back at the Star Trek: Generations comic book adaptation, published in 1994 by DC Comics with a story written by Michael Jan Friedman and drawn by Gordon Purcell based on the cinematic story by Rick Berman, Ronald D. Moore and Brannon Braga.

The cover.

Early story

The story begins with a retired James T. Kirk landing from his orbital skydiving activity in the presence of his long-time crew members and friends Pavel Chekov and Montgomery “Scotty” Scott. In response to Chekov’s reminder that they are to attend the launch ceremony of the USS Enterprise B (NCC-1701-B), Kirk as he is enjoying retirement and prefers to do other things like tri-elliptical jumping. Kirk also states that he swore he would never set foot on a starship again.

The next day, Kirk, Scotty and Chekov attend the ceremony at the Enterprise B greeted by journalists. Captain John Harriman personally tells Kirk that he read about his missions when he was in grade school.

Not so long after the Enterprise B launched into space, a distress call was received from a transport ship helplessly caught in some kind of energy distortion (with one other ship near it)…    

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The crossover encounter between Star Trek’s two most iconic captains – Kirk and Picard.

As an adaptation, this comic book is surprisingly faithful to the source material for the most part. While this adaptation does not contain 100% of all the details and scenes of the movie and there were some scenes that were shortened for brevity but it certainly has quite a lot of content for readers to absorb. In fact, it will take two full readings to truly grasp the story, get to know the characters and understand the sci-fi details that Michael Jan Friedman brought from the movie script into literary format.

Like the movie, this adaptation tackles the themes of destiny, time and loss which were emphasized through Picard and Soran. While Picard would not dare to make alterations to cope with the deaths of two relatives he loved, Soran (who previously lost family members in a tragedy and temporarily made it to the a very desired realm) willingly makes tremendous acts to fulfill his goal even it means costing tremendous death and destruction along the way.

Worf, Riker, Troi and Data on the bridge of the Enterprise during their encounter with the Klingons’ Bird of Prey.

When it comes to storytelling, this one is more about the Star Trek: The Next Generation crew facing a crisis. The scenes of Kirk and his original crew members served as a glorified prologue designed to give moviegoers (as opposed to readers) one final act of heroism by the iconic captain. Kirk doing the heroic stuff early in the story was pretty much a tribute to his past while conveniently serving as a subtle build-up for the Picard-Soran conflict and the Nexus (Star Trek’s distorted version of Heaven) leaving not much left for the Kirk-Picard crossover.   

Anyone who loves Star Trek: TNG will be delighted to see their favorite characters like Picard, Data, Riker, Deanna Troi, Dr. Beverly Crusher,  Geordi La Forge and Worf here as they each had good chunks of the spotlight. If you saw the movie before reading this comic book adaptation, you will be able to spot the notable lines of dialogue they said on the big screen. As details from the movie had to be compressed for this adaptation, those who got turned off by the excessive screen comedy by Brent Spiner as Data (note: this reflects the emotion chip activated in the character) will be delighted to see the funny acts were heavily toned down in favor of maintaining the narrative. 

More on the quality, this adaptation also exposes many of the weakness and flaws of the movie itself. I am talking about the film’s lack of consistency when it comes to emphasizing the most important concepts of the story. Throughout the story, Kirk’s early heroic act had no real impact when the narrative focused on Star Trek: TNG nor was it a solid build-up for the crossover with Picard. The script emphasized the Nexus quite a lot but in different points as the narrative switched between focusing on Picard and Soran. That being said, the way the story was told made it easy to forget about Kirk and Picard coming together. Like in the movie, the Kirk-Picard crossover failed here too.

While the movie is indeed a very flawed source for this comic book, the adaptation spared readers from the monotony of the many pointless moments and sequences that moviegoers went through. This is understandable because brevity was needed to capture the cinematic story into literary format with the limited number of pages allocated.

If there is anything consistently good here, it is the art of Gordon Purcell who proved to be capable of capturing enough of the actors’ likenesses to make the characters recognizable. To be clear, the replication of the actors’ unique looks happened from time to time only.  

Purcell did a great job making Scotty (close-up at right) look so much like actor James Doohan.

You will see certain parts of the comic book showing Captain James T. Kirk looking like William Shatner and Captain Picard looking like Patrick Stewart. There were certain pages in which Soran had Malcolm McDowell’s face, Scotty looked so much like James Doohan and more. Ironically, Purcell fell short of capturing likenesses of Marina Sirtis as Troi and Gates McFadden as Dr. Crusher.

Apart from drawing the characters, Purcell nicely visualized the look of the film and his own take of the memorable saucer crash of the TNG crew’s Enterprise had a of power and impact worth seeing. Lastly, he the artist did a good job drawing the starships.

At the very end of this adaptation were a few pages that emphasized the challenges of adapting the movie into literary format which was worth reading. 

Conclusion

The scene of Picard revealing to Deanna Troi the deaths of his two relatives (obviously without Patrick Stewart’s emotional moment).

The Star Trek: Generations (1994) comic book adaptation is clearly flawed like the movie it was based on. Many of the movie’s weaknesses (including the ever disappointing Kirk-Picard crossover) made it in this comic book but the ironic thing is that the story in literary format flowed with a better pace and Gordon Purcell’s art was really attractive to look at. In fact, I can clearly say that Star Trek: Generations works better as a comic book than as a film.

Overall, the Star Trek: Generations (1994) comic book adaptation is satisfactory.

+++++

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 Spider-Man 2099 #34 (1995)

Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the year 1995 and explore a part of the Marvel 2099 comics universe through a tale of the Spider-Man 2099 franchise.

In my previous retro review, Spider-Man worked together with Strange 2099 on an abrupt mission dealing with a grave digger who is obsessed with his long dead sibling just as the undead in Mexico start walking again.

With those details laid down, here is a look back at Spider-Man 2099 #34, published in 1995 by Marvel Comics with a story written by Peter David and drawn by Andrew Wildman.

The cover.

Early story

The story begins with Miguel O’Hara and Xina returning from Mexico speeding on a lonely road by car. O’Hara suddenly got scanned from a distance. Just as Xina shares to Miguel her newest observations and opinion about Spider-Man, the man suddenly got snatched from the car by uniformed authorities riding a floating vehicle. Miguel tells his abductors to let him go and one of them replies stating that he is being taken to the White House at the request of his Alchemax superior Tyler Stone.

Meanwhile inside an apartment located near the White House in Washington, DC, Dana converses with Tyler Stone by holographic call complaining that without him, the city is getting lonely for her. As soon as her communication ends, someone knocks her out cold…

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For the newcomers reading this, this page shows the first time ever that Doom 2099 sees Miguel O’Hara in person (Spider-Man 2099 without the mask and costume). Spidey and Doom encountered each other previously in The Fall of the Hammer storyline.

I will start what is very obvious about this comic book…its story is totally intriguing as it reflects a very dramatic turn of events within the 2099 realm at the time of publication. I’m talking about the rise of Doom 2099 as the new President of the United States and this comic book dramatizes in detail how the new leader impacts Miguel O’Hara’s career which adds tension to his already hectic 2nd life as the webslinger. This is all about the storyline of One Nation Under Doom and for context, you must read Doom 2099 #26 to #30.

As I just mentioned, life for Miguel became more complicated as he has to deal with the federal government under the control Doom who himself is connected with the powerful tycoon Tyler Stone (Miguel’s own boss at Alchemax). For the newcomers reading this, this is not the first time Doom and Spider-Man of 2099 encountered each other as they were together in the Fall of the Hammer storyline (read my past reviews by clicking here, here, here, here and here).

In relation to the dramatic turn of events that changed the direction of the 2099 comics franchise, I can confirm that the writing by Peter David in this comic book is indeed very strong and highly engaging to follow. You will not see a good-versus-evil superhero tale here but the impact of Doom as US President on Spider-Man and local society. Along the way, this tale has a theme about gaining absolute power, how it affects the one who gains it and how the more powerful person affects many others. You will see the mentioned theme reflected on Spider-Man who himself already has super powers and even a following of idolaters.

Compared to the previous two issues, the dialogue by Peter David here is very rich and I also enjoyed the way how he presented the exposition of details to help Spider-Man 2099 readers understand how Doom’s rise as US President impacts the titular hero and many others. Speaking of Doom, I enjoyed the way how David portrayed him here.  

Conclusion

Gabriel O’Hara, Kasey and the Spider-Man 2099 idolaters doing the old fashioned way of protesting against US President Doom.

Spider-Man 2099 #34 (1995) is indeed a great comic book and one of the best tales of the original Spider-Man 2099 monthly series. As Doom’s takeover of the US Presidency really changed the direction of the entire 2099 franchise of comics in the 1990s, it was inevitable that the repercussions would be reflected in a Spider-Man 2099 tale. The result here is a fascinating tale of the futuristic webslinger that does not even have the usual good-versus-evil conflict. What you will see here is how the stakes got raised for Miguel O’Hara not only as a superhero but also as a civilian who has a strong record within Alchemax. Not only that, this is the tale that took place just before the very memorable first encounters between Spider-Man and Venom 2099 (click here, here, here and here).

Overall, Spider-Man 2099 #34 (1995) is highly recommended!

+++++

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 Venom: Funeral Pyre #3 (1993)

Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the year 1993 to take a close look at the second issue of the second Venom comic book mini-series Venom: Funeral Pyre.

In my previous review, the gang-driven violence intensifies as the Punisher makes his move armed with lots of resources (including a van loaded with weapons and computerized functions). Venom struggles to free himself from the temporary prison the Punisher placed him in. As the violence escalated, Gray Russell finds himself in much deeper trouble as the anticipated rescue does not happen.

With those details laid down, here is a look back at Venom: Funeral Pyre #3, published in 1993 by Marvel Comics with a story written by Carl Potts and drawn by the late Tom Lyle. This if the final issue of the mini-series.

The cover.

Early story

The story begins inside a building with high-tech equipment from HYDRA. Gray Russel is no longer himself but as the red-skinned, highly radiated figure Pyre. He fires a microwave blast at Venom which hurts him so much. In response to Venom’s claim that he came to rescue him, Pyre reacts with rage telling the murderous man with the symbiote that he arrived too late which resulted in the forced killing of people during the gang violence on the streets of Oakland.

Being filled with pure rage, Pyre intends to burn Venom alive. Thinking that Pyre is distracted, the Punisher leaps to get a gun on the floor which causes the radiated person to fire a microwave blast at him. The Punisher takes cover behind a machine but notices the microwaves sparking off the metal.

Venom then takes advantage of situation…

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This page shows Venom at a disadvantageous state with Pyre whose microwave blasts are more than enough to kill him.

As the conclusion of the mini-series, this comic book went all-out portraying what turned out to be the final conflict involving the murderous Venom, the vigilante Punisher and the energy-filled Pyre. As a result, the narrative strongly focused on the final conflict (note: stretched out to last several pages) and never bothered to look back at the people and activities on the city street.

That being said, you will get to see more of the two established Marvel figures struggling hard against an unexpected force of opposition who was previously an undercover news reporter who infiltrated a certain gang and sent a message (delivered by a young boy) that caught Eddie Brock’s attention. At this point, it is clear that Venom’s effort to rescue Gray (who became Pyre after using a super soldier chamber left behind by HYDRA) ended in total failure and finds himself facing someone who could kill him and his alien costume together.  

If there is anything notable about this issue, it is the portrayal of Venom being highly disadvantaged and even vulnerable. There are no armed men with sonic weapons and high-tech equipment to bring Venom down but Pyre whose microwave blasts are deadlier than flame and sonic. In connection to the situation, Venom is not his aggressive self but a struggling figure who strives to survive and somehow find solutions during the heat of danger.

The Punisher, meanwhile, also struggled to survive but would simply not run away even though his chances of escape are much better. Instead, he focuses on actually eliminating Pyre without hesitation and Venom’s attempt to rescue Gray meant absolutely nothing to him.

More on Pyre, he is not really interesting nor was he ever engaging as the one powerful force of opposition that Venom and the Punisher must face. His being consumed by unrestrained rage and wielding so much power did not really raise the tension of the story. Had he eliminated the two Marvel figures who got in his way, what would Pyre do afterwards? Devastate the entire city of Oakland because he lost his identity as Gray and could not get over his involvement of taking other people’s lives while in the middle of gang activities? Would he proceed to San Francisco’s underground community and eliminate the people only because he blames Venom (note: Eddie Brock got involved with the underground people of San Francisco as seen in the Lethal Protector mini-series) for his failure of rescuing him? Pyre is nothing more than a throwaway comic book force of opposition.

From a visual standpoint, Tom Lyle once again pushed his creativity hard and showed some dynamic shots of spectacle here and there. At this stage, he proved to be very capable of visualizing Venom and the Punisher.

Conclusion

The Punisher refuses to give up and gets Microchip to assist him.

While issue #2 was a notable improvement over the first issue, Venom: Funeral Pyre #3 (1993) does not have much to offer in terms of engagement and entertainment. This is because it was crafted as a strict Venom-Punisher-Pyre conflict that provided spectacle and intrigue but ultimately ended up hollow. To see Venom at a huge disadvantage is interesting but did not add much weight to the plot. The Punisher was his usual self and in some ways overshadowed Venom for a while. Too bad there was not much space left for Venom and Punisher to fight each other again.

As the final issue of this mini-series, the story concluded with a whimper. Ultimately the Funeral Pyre storyline ended up as a diversion within the Marvel Comics shared universe that happened to attract Punisher, Venom and the gangsters of Oakland.  

Overall, Venom: Funeral Pyre #3 (1993) is satisfactory.

+++++

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 Venom: Funeral Pyre #2 (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 year 1993 to take a close look at the second issue of the second Venom comic book mini-series Venom: Funeral Pyre.

In my previous review, the Punisher and Venom encountered each other for the first time ever and along the way Gray – who is secretly a journalist with a mission – struggles to maintain his composure and his sanity as he finds himself in the middle of a very violent gang war in Oakland, California. The more time Gray spends time with the crime gang he joined, the tougher the situation becomes for him.

With those details laid down, here is a look back at Venom: Funeral Pyre #2, published in 1993 by Marvel Comics with a story written by Carl Potts and drawn by the late Tom Lyle.  

The cover.

Early story

The story begins with Gray and his gang companions riding a car approaching a group of people on the street. The gang leader pressures Gray to use his weapon to kill them. Gray is deeply worried not only because he has to prove his worth to the gang by killing other, but also because the rescue attempt he was waiting for had not yet happened.

Meanwhile, Venom finds himself trapped on the doorway of a building with the metal gate locked and with rays of microwave from the Punisher’s van radiating him painfully. As the Punisher leaves them behind, Venom manages to use the symbiote to reach into the van and smash the control panel inside which disabled the microwave rays.

Immediately, he recovers and breaks out to continue his mission: to rescue Gray…

Quality

The murderous Venom actually helped the Punisher.

When it comes to the storytelling, there are some improvements that made this comic book more readable than issue #1. For one thing, the exposition has been reduced which allowed the pace of the story to move faster. Most of the exposition here has been limited to Gray who at this stage of the mini-series was clearly bound to become the central object of the Funeral Pyre concept. Another thing is that the story’s structure here is simpler and easier to follow as Venom and Punisher moved on their own struggles separately before predictably getting together again.

While the mini-series has clearly been a tale of a city gang war – with a pretentious and unwilling gang member who expected to be rescued before things become too chaotic – that happened to pull the Punisher and Venom in for different reasons, Carl Potts added some elements that would resonate with Marvel Comics fans who are familiar with HYDRA and the Super Soldier aspects of the Marvel Comics universe history. Not only that, there is a science fiction-inspired setting near the end of the story that added variety to the in-story environment.

Like the first issue, this one is packed with a good amount of action scenes and that means Punisher and Venom fans have a lot of stuff to enjoy. Tom Lyle really is good with showcasing the respective spectacle of the vigilante and the symbiote-wearing murderer, and when he has the two together, his visual creativity intensifies.

Conclusion

Grey shooting blindly at the targets while riding the car of the gangsters he joined.

Venom: Funeral Pyre #2 (1993) is clearly an improved reading experience over issue #1 mainly because of the reduced information dump, the simpler plot structure and the creative showcase of Venom and the Punisher. While Gray remains uninteresting, his late-stage transformation turned out to be somewhat surprising and it was only near the end of this comic book that the Funeral Pyre concept became clear.

Overall, Venom: Funeral Pyre #2 (1993) is satisfactory.

+++++

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