A Look Back at Shogun Warriors #3 (1979)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

When it comes to showcasing giant robots fighting other robots or monsters, there is no denying that Japan is the leader. In my lifetime, I have seen lots of episodes of varied anime TV series, some anime feature films as well as OVAs (original video animation) of such a genre of entertainment made by lots of Japanese creators. While I never saw any episodes of Brave Raideen nor any episodes of Chōdenji Robo Combattler V, I saw episodes of Dangard Ace on home video.

As seen already in issues #1 and #2 of the Shogun Warriors comic book series, the giant robots were adapted but not their respective original concepts and characters the Japanese established. As such, an all-new concept with Westerners in mind was implemented for the said series.

With those details laid down, here is a look back at Shogun Warriors #3, published by Marvel Comics in 1979 with a story written by Doug Moench and drawn by Herb Trimpe.

The cover.

Early story

The story begins with Raydeen, Combatra and Dangard Ace on the field facing three giant enemies (each one representing a different element – fire, earth and water). Right near them is the train (on an elevated track) that they just saved which Combatra (piloted by Genji Odashu) notices.

The battle begins with Dangard Ace taking on the water monster while Raydeen and Combatra take on the fire monster and earth monster respectively. During the heat of battle, the stalled train begins to fall as the elevated track gets damaged…

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The bad guys watch behind the scenes during the battle.

To be clear and specific, this comic book creatively rebounded when it comes to spectacle. Compared to issue #2, this one has a lot of action scenes mixed with suspense and some talk scenes that were supposed to be intriguing. When it comes to exposition, this one is a refreshing change from what happened in issue #2. The exposition was clearly lessened but the creators still managed to insert some scenes to dramatize and explain to readers what the villains are up to and why sorcery is a core element of their power (which kinda explains how they were able to make giant monsters that are capable of talking). Interestingly, this comic book shows that there is division between members of the forces of evil.

Fans who love the three giant robots will have something fun to read. Take note, however, that the action scenes per robot are short and even predictable with the way the spectacle turned out. If you are looking for character development on their respective pilots, you won’t see any here.

Conclusion

Dangard Ace, Raydeen and Combatra fighting their respective counterparts.

Shogun Warriors #3 (1979) does not have much depth but still managed to deliver the goods when it comes to showcasing giant robot spectacle. On the aspect of fun, this one is an improvement over the exposition-heavy issue #2 but that is not saying much. It should be noted that, like the first two issues, this comic book has less than twenty pages of art and story. More notably, there is not much new here other than the very lame and corny attempt by the creators for the big reveal they came up with at the end.

If you are seriously planning to buy an existing hard copy of Shogun Warriors #3 (1979), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the comic book costs $35.

Overall, Shogun Warriors #3 (1979) is satisfactory.

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Prototype #16 (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.

As many of you know by now, I’ve reviewed lots of Ultraverse comic books and that includes a whole lot of issues of Prototype. In recent times, I reviewed the Hostile Takeover storyline that involved not only Prototype but also The Solution, Night Man and even Solitaire. To put things in order, my previous review of Prototype was issue #15 which took place after Hostile Takeover ended. What I enjoyed about it so much is that even though Jimmy Ruiz still has the powered suit of armor with him, his life has changed drastically and he no longer has the high salary and big-time perks that he had from his previous employer.

What will happen next to him? We can all find out in this look back at Prototype #16, published in 1994 by Malibu Comics with a story written by Len Strazewski and drawn by Roger Robinson.

The cover.

Early story

The story begins right in the middle of a battle on a city street between Prototype against a large armored enemy (that intends to kill him) piloted by a man named Donovan Jones. This was supposed to be the night of Jimmy Ruiz getting engaged with Angella.

As his intensity grows, Prototype fires a powerful blast against Jones causing his armored suit to fall back hard and get damaged heavily. Jones finds himself exposed and Angella only hopes that Prototype does not kill him. Jones surprises him by showing his armor magnetically reassembles itself and makes him even more powerful…

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The is one nice shot!

When it comes to plot, this comic book is more about the continuing battle between Jimmy and Donovan Jones. It really pushed aside the development of Jimmy’s new life which is not necessarily a problem as it paved the way for a lot more spectacle for readers to enjoy by means of two armored figures fighting each other hard while trying to outsmart each other. This one has a lot action scenes as well as energy blasts. What I find intriguing and creative here is how Donovan Jones was presented to be a walking, healing factor with improving his physical shell dramatically.

Although filled with spectacle, Len Strazewski still saved some space for character development and exposition. Without spoiling it, I can say that a certain flashback that got dramatized through Angella’s recall of the past adds a new layer into the life of Jimmy Ruiz. It was short but still worthy to read.

As far as Jimmy’s new life goes, the big battle of this comic book is itself a reflection of the impact that the Hostile Takeover storyline had on him. There is not too much corporate intrigue in this story, but the effects of the mentioned crossover storyline can still be felt.

Conclusion

This comic book has a lot of robot-inspired action.

I can say that Prototype #16 (1994) is another good Ultraverse comic book to read. In fact, you will relate with its plot and spectacle a lot more if you managed to read the entire Hostile Takeover storyline. Otherwise, it should be able to satisfy you.

If you are seriously planning to buy an existing hard copy of Prototype #16 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the comic book costs $27.

Overall, Prototype #16 (1994) is recommended!

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at The Strangers #15 (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, comic book collectors, 1990s culture enthusiasts and fans of Malibu Comics! Are you ready for another return to the Ultraverse as seen through another tale of The Strangers?

Last time around, I had a lot of fun reading the debut and origin story of Powerhouse who turned out to be an ultra whose powers were realized in 1938 (coincidentally the same year DC Comics launched Action Comics #1 which introduced Superman in real life) and ended up spending more than fifty years of his life in containment. As for the Strangers, only Atom Bob and Grenade were featured but their encounter with Powerhouse (an ultra who was rejected for his being powerful  during his youth and eventually witnessed how modern-day ultras like the two mentioned Strangers were received positively by the public which knew of their powers) proved to be fun and memorable to read.

Now we can go on to another tale of The Strangers but with focus on two other members. To find out, here is my look back at The Strangers #15, published by Malibu Comics in 1994 with a story written by Steve Englehart and drawn by Rick Hoberg.

Early story

The story begins with the Strangers doing a review of their own members (6) plus ten others who happened to have been on the very same cable car with them the day they all got struck by energy from the sky which turned them into ultra beings. Their leader Lady Killer noted that there are still 43 others unaccounted for who may or may not have realized the got powers. The first ten they verified as ultras were all bad guys they fought with in recent times.

After the end of their discussion, the Strangers decide to take time off to go back to their respective private lives. Yrial asked Leon/Zip-Zap if she could join him. Zip-Zap tells her that his local community is very different from the floating island community she came from. Even so, Yrial stressed she wants to come with him and he accepts.

Some time later at another part of town, Yrial and Zip-Zap (both wearing civilian clothes) walk together. A few people somewhat recognized Yrial which reflects the public’s knowledge of her team. As they move on, a gang of tough-looking black people calls Zip-Zap by his real name. It turns out that Colvin (the apparent gang leader) and Leon had a conflict some time back and he knows Leon is with the Strangers.

Colvin introduces Yrial and Zip-Zap to Gangsta and Brazen. This prompts the teenage Leon to warn Yrial that Gangsta is dangerous. Gangsta then unleashes an energy blast on the two Strangers…  

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Yrial and Zip-Zap plus the gang.

I like this story and the way it developed Yrial and Zip-Zap. To be clear, this story is not a typical, good-versus-evil superhero presentation. You won’t see the entire Strangers engage with another group of bad guys nor go against one powerful villain. It’s really all about Zip-Zap and his black lady friend who find trouble at a time when they are supposed to have a restful and easy time together. In other words, what happened to Atom Bob and Grenade in the previous issue also happened to the two black members of the team.

There clearly is a strong visual element of black people here and the story even touches on racial barriers. The new villain Gangsta openly stated that he got his powers from the ancient Egyptian pharaohs which he also described as the direct ancestors of the black race. He even tells Zip-Zap to honor Colvin’s gang, otherwise he will die.

The match-ups here are strategic. Yrial and Gangsta fight each other using magic, and they represent different cultures even as they are both black. For his part, Zip-Zap fights with a gang of black people led by a rival from his past. Their respective conflicts were portrayed in compelling ways.

Going back to Zip-Zap being reluctant in having Yrial with him on his return to his old neighborhood, the teenage member of the Strangers admits that his life has been uneasy. His father died before he was born and his mother died a few years before the day he and his teammates gained their powers while riding the cable car. Zip-Zap also was the littlest kid in a gang. Then life in the neighborhood became harder for him when Gangsta showed up. I should state that the way Steve Englehart emphasized Zip-Zap’s background is really compelling and also believable.   

Conclusion

Visually, having Yrial and Zip-Zap in civilian clothing is a fresh change from the usual.

Thanks to the creative duo of Englehart-Hoberg, The Strangers #15 (1994) is another fun-filled story that succeeded in developing Yrial and Zip-Zap while also keeping the series’ storytelling fresh. It touches on black people and the different cultures that brought the characters together. It even touches on the stereotypes of black gangsters as well as black youth who grew up without a father. That being said, it is a wonder as to how Black Lives Matter (BLM) activists would react if they read this comic book.

If you are seriously planning to buy an existing hard copy of The Strangers #15 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $14.

Overall, The Strangers #15 (1994) is recommended!

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Wonder Woman #22 (1988)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, superhero enthusiasts, comic book collectors and fans of DC Comics! I wonder how many among you readers got to watch Zack Snyder’s Justice League? That was the so-called definitive version of the Justice League live-action movie that Zack Snyder originally envisioned and reportedly it was the big dream come true for fans of the director and his own vision of the current cinematic universe of DC Comics superheroes.

While the so-called Snyder Cut of Justice League has Gal Gadot as Wonder Woman, I personally am not too excited for it but I will watch it much later on Blu-ray or perhaps 4K Blu-ray someday. What I am anticipating right now is the 4K Blu-ray release of Wonder Woman 1984 scheduled for March 30, 2021.

With regards to the literary Wonder Woman (post-Crisis DC Comics universe) as I’ve been reviewing a lot for some time now, things went crazy with what happened in issue #21. I’m talking about something that involved Wonder Woman with the deities of Olympus.

With those details laid down, here is a look back at Wonder Woman #22, published by DC Comics in 1988 with a story written and drawn by George Perez with Bob McLeod credited with the finished art.

The cover.

Early story

The story begins in Themyscira. All the Amazons are called by Diana to a special audience in relation to an pending proclamation of a new decision that shall chart forevermore the path of the Amazon destiny.

In front of a large audience composed of her many Amazon sisters as well as her mother (Queen Hippolyte), the oracle Menalippe and headmistress Mnemosyne, Diana announces that a majority voted yes on the question of Themyscira opening her gates to the world outside and allowing man to set food on the shores of paradise island.

There was no fanfare, no cheers and no applause from the audience as the announcement marked the beginning of the new stage in the history of Amazons.

Meanwhile in outer space, a silvery orb flies around in very fast speed heading towards Earth…

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Wonder Woman’s lifting of the car looked inspired by the famous cover of Action Comics #1 from 1938.

To make things clear, the story of this comic book is mainly a build-up for something significant that will happen later. There is no real battle of good-versus-evil here, nor would you see Wonder Woman encounter someone sinister.

In terms of build-up, the approval by the Amazons of cultural exchange and sharing of access with man’s world is itself a set-up for a significant event for Wonder Woman and her two closest friends on Earth. On other matters, the arrival of the space orb on Earth was presented very nicely and it surely is intriguing to see how it builds up for an upcoming new anti-hero element.

If you are a Wonder Woman fan expecting to see more of Diana getting dramatized and developed, you might be disappointed that this comic book has lesser content about her than usual. In fact, there is a good amount of pages here that pay close attention to Vanessa Kapatelis having a bad day in school, plus her mother Julia attracting the attention of a certain school teacher. This particular comic book really tried hard dramatizing the mother-and-daughter relationship of the two supporting characters but ultimately (and not surprising) it’s nowhere as engaging as that of Queen Hippolyte and Diana.

Conclusion

Diana doing her duty in front of a tremendous audience of her Amazon sisters plus her mother Queen Hippolyte.

Behind its beautiful cover, Wonder Woman #22 (1988) is not only an underwhelming follow-up to the epic development in issue #21, it is also the least engaging issue I’ve read about the post-Crisis version of Wonder Woman under the creative direction of George Perez. It’s really more about setting the stages for a future conflict and a special visit to Themyscira (you can guess who would visit to see Wonder Woman’s Amazon sisters). George Perez’s writing is still of pretty good quality and he really knows how to define each character’s personality but it’s the overall concept of the comic book that is underwhelming.

If you are seriously planning to buy an existing hard copy of Wonder Woman #22 (1988), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $35 while the near-mint copy of the 2nd printing costs $350.

Overall, Wonder Woman #22 (1988) is satisfactory.

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Fatale #1 (1996)

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.

Before I start this retro comic book review, if you are a fan of comic book veteran Jim Shooter or if you are interested in his past works, check out my reviews of Warriors of Plasm issues #1, #2 and #3.

Have you ever heard about Broadway Comics? That was a short-lived comic book publisher that was established by Jim Shooter (former editor-in-chief of Marvel Comics and Valiant Comics) in the mid-1990s not so long after the closure of Defiant Comics (a certain lawsuit filed by Marvel Comics drained the company’s funds by means of legal fees). Broadway Comics published a few properties and among them is Fatale which was actually a spin-off of the company’s main series Powers That Be.

Fatale was not just another new project to help a new publisher make a splash in what was back then a lucrative comic book market. There was some inspiration from it as Shooter confirmed in his message in Fatale’s debut issue.

“As we developed Fatale, each person in our group recalled the strong women in their lives,” Shooter recalled.

“I told about my grandmothers, both whose husbands died young, both of whom raised their children alone, struggled and worked into their late eighties. Usually, there were no good jobs to be had (by women), but both did whatever they could, including dishwashing, door-to-door sales, and cleaning hotel rooms. They persevered against all odds, heroically. They taught me that self-reliance and honest work of any kind are the foundation of self-respect,” he added.

With those details laid down, here is a look back at Fatale #1, published by Broadway Comics in 1996 with a story written by Jim Shooter, Janet Jackson, Joseph A. James and Pauline Weiss with art done by J.G. Jones.

The cover.

Early story

The story begins inside a casino in Atlantic City, New Jersey in September 1995. A very pretty lady walks down and attracts the attention of a few people. Her name is Desiree Hopewell and it turns out she is a gambler and she thinks luck will come to her that night. Just as she makes positive impact on a struggling gambler and starts socializing with a guy who is so attracted to her, a group of men wearing gloves and masks appeared which compels Desiree leave. She happens to be their target.

Just after exiting the casino, Desiree suddenly finds herself completely surrounded by armed people composed of those carrying shields and weapons. Even as a blast blanket successfully landed on her, Desiree finds a way to tear through it causing the armed personnel to use a drum lift on her.

Even so, Desiree continues to be hard for them to restrain and manages to move away from them…

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Desiree gets a break as the Brotherhood got attacked.

To start with, this comic book has a really intriguing plot laced with twists. Essentially this is the story of Desiree who is a very unusual lady with the ability to absorb something from men she kisses with on their lips (the Fatale thing). More than that, she is caught in the middle of a conflict between the Brotherhood and the Utah Faction, and she is allied with a few people trying to evade the two conflicting groups.

While the very nature of the conflict was not fully emphasized in this launch issue, Jim Shooter and his co-writers successfully defined Desiree’s nature clearly as well as her association with a man named Bill (a former Brotherhood member). That being said, this comic book is character-focused and it went to great lengths to connect readers with Desiree and the supporting cast.

When it comes to spectacle, there is a lot to enjoy here. On face value, Desiree’s uncanny ability evade the Brotherhood’s attempt to capture her was presented with superhero-inspired spectacle but never reaching the point of defining her as a superhero-type of protagonist.

Conclusion

Desiree the attraction and seasoned gambler.

Fatale #1 (1996) is a rather unusual comic book that has some literary stuff to sell to superhero enthusiasts, and at the same time it has a protagonist who supposedly got presented as a strong-willed figure for women (while showing her personal interests and views that were supposed to be relatable to women). Within the pages of this comic book, Desiree is glamorous and attractive visually. Apart from helping a lady by physically stopping the man troubling her, Desiree has not done anything genuinely heroic and is truly more of an attraction of trouble makers.

As far as storytelling goes, you have a conflict between two groups and Desiree is a target for a reason that was not clearly defined (note: saving the answers for later issues obviously). While Bill is an interesting supporting character, the others are just not too interesting. If you are looking for intrigue, entertainment and mystery, you will find some of those here.

If you are seriously planning to buy an existing hard copy of Fatale #1 (1996), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $79 while the near-mint copies of the black-and-white Jim Shooter-signed edition, the black-and-white promo edition, and the Jim Shooter-signed edition cost $79, $53 and $70 respectively.

Overall, Fatale #1 (1996) is satisfactory.

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Giant Size Prototype #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 enthusiasts, comic book collectors and fans of Malibu Comics! Today we revisit the Ultraverse through the 4th and concluding chapter of the Hostile Takeover crossover storyline which involved the UV’s notable heroes like Prototype, The Solution, Night Man and even Solitaire. To put things in perspective, the first three chapters were told in The Night Man #12, Solitaire #10 and The Solution #13.

At this point in Hostile Takeover, the stakes were raised and things have turned messy not only for the UV heroes but also for the corporate figures involved. To see if everything will truly be resolved, join me in this look back at Giant Size Prototype #1, published in 1994 by Malibu Comics with a story written by Len Strazewski and drawn by Roger Robinson.

The cover.

Early story

The story begins with TV newscasts about the tremendous collapse of UltraTech as a result of corporate in-fighting which rocked Wall Street. A New York Stock Exchange analyst states on TV: Either the market insiders are completely confused about the future of UltraTech and are speculating wildly or UltraTech is right in the middle of one of the most violent hostile takeovers in corporate history!

Moments back, Prototype (Jimmy Ruiz) and Teknight battled each other while The Solution found Ranger blocking their way.

Inside the corporate headquarters, Gordon Bell could not control himself in the presence of Felicia, Jimmy and Bob Campbell. With the helicopter carrying Teknight arriving at the roof top and The Solution (with Night Man) making their way through the basement, Gordon Bell sends Prototype and Ranger to secure the place, leaving Felicia behind.  

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Prototype and Teknight crash into the office of Gordon Bell with The Solution and Night Man as witnesses.

As expected, corporate intrigue remains as the core concept or theme of this extensive (over 30 pages in story) comic book. Without spoiling the plot, I can say that the turmoil of UltraTech is a true turning point within the Ultraverse and its effects were really felt in my recent Prototype retro comic book review. This story also sheds light on the UV’s corporate figures J.D. Hunt and Stanley Leland and it was here where their influence is really felt.

As for the Ultraverse heroes, this story unsurprisingly shows more of what Prototype and Ranger went through in their respective participation of the events and incidents that happened throughout Hostile Takeover (which were also dramatized in smaller parts in the other comic books of this crossover storyline). There is more depth in the encounter between Prototype and Teknight, and in Ranger’s encounter with The Solution and Night Man. The good thing here is that the mentioned encounters are very well written and filled with solid dialogue by Len Strazewski, resulting more engagement between the reader and Prototype and Ranger.

As to how the Hostile Takeover storyline concluded, I would obviously not spoil it here but I can assure you all that it ended with a huge impact and some powerful images.

Conclusion

Prototype, Ranger and Felicia with Gordon Bell.

Giant Size Prototype #1 (1994) served its purpose in concluding the Hostile Takeover storyline and its best feature is its writing. It also served as a definitive turning point in the story of the titular character. As a whole, Hostile Takeover’s concept is really short and the approach to showing readers the moments of the events as seen through the eyes of different Ultraverse characters is flawed (note: this is not your typical straightforward crossover storytelling) and relied on padding to fill the narrative. In addition, there is one standalone short story that should please fans of Bob Campbell as Ranger.

If you are seriously planning to buy an existing hard copy of Giant Size Prototype #1 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the comic book costs $14.

Overall, Giant Size Prototype #1 (1994) is recommended.

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Wonder Woman #21 (1988)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, superhero enthusiasts, comic book collectors and fans of superhero universe of DC Comics! I don’t know with you, my readers, but I love the way George Perez and his fellow writers characterized Wonder Woman during the very early stage of the post-Crisis era of DC Comics. The character development was not only a great way to achieve balance with spectacle and plotting for each story of Wonder Woman, but also a solid way to redefine the Queen of Superheroes to new fans as well as other comic book readers of the late 1980s. Such characterization efforts include redefining other key elements of the Wonder Woman concept such as the development of Themyscira and its all-women society, the struggle that the deities of Olympus had while the Amazons struggled, and most notably the way Wonder Woman and the people of man’s world adjusted to each other.

With those details laid down, we can find out more about Wonder Woman’s development in this look back at Wonder Woman #21, published by DC Comics in 1988 with a story written and drawn by George Perez with Bob McLeod credited with the finished art.

The cover.

Early story

The story begins in Themyscira. In the middle of the night, Menalippe, the oracle of the Amzons wakes up looking terrified. She makes a reference to the deities of Olympus. In Wakefield, Massachusetts, Diana/Wonder Woman, Julia Kapatelis and teenager Vanessa arrive home from the memorial service of the late Myndi Mayer. As Vanessa goes to her bedroom feeling depressed, Diana admits to Julia that she is deeply troubled over what happened in recent times. She also expressed that she can’t help feeling partially responsible for Mayer’s death.

As Julia tries to comfort Diana, several knocks were made at the house door. Upon opening it, a bird carrying a note suddenly flies into the house and heads straight to Diana who recognizes it and reads a new message written by her mother, the queen Hippolyte.

After reading it, Diana leaves for Themyscira with a promise to Julia and her daughter that she will return. Shortly after arriving in her nation, she, her mother and all their Amazon sisters assembled at the altar of Apollo and performed a ritual led by Menalippe. Menalippe claims to have made contact with the deities and states that she, Diana and Queen Hippolyte have been called to appear at the court in Mount Olympus…

Quality

The deities of Olympus were never holy and were in fact very flawed beings who happen to hold tremendous power over Wonder Woman and the Amazons.

I can say that this is a story about the foundation of Wonder Woman’s place in the DC Comic universe as it involves the link between Olympus and Themyscira. The good news here is that this story is very well written and the plot structure was nicely organized by George Perez.

In many ways, this story is a continuation to Wonder Woman’s personal interaction with the deities of Olympus. The difference here is that her mother Queen Hippolyte and their oracle are much more involved and the deities – which include Zeus, Hera, Heracles and the rest – themselves have gotten into tremendous trouble as a result of what Darkseid did to them. This leads to the call of a new order which got the three Amazons chosen. This alone marks the new chapter in the lives of Amazons and Wonder Woman, who proved her worth in the Challenge of the Gods storyline, is unsurprisingly part of it.

When it comes to the character development of Wonder Woman, the golden part happened early in this comic book. I love the way that George Perez portrayed Diana to be fragile as a person who realizes that her being a very powerful icon in man’s world causes both blessings and problems around her. Diana admits getting blinded by the celebrity of being Wonder Woman to the many people around her. The dialogue Perez wrote for Diana in the early scene (in the presence of Julia) is very rich and so touching, you will feel sympathy for the Queen of all Superheroes.

Conclusion

A very touching scene about Diana/Wonder Woman dealing with the responsibility of what went wrong recently.

Apart from being a new chapter for Wonder Woman and her Amazons, Wonder Woman #21 (1988) is a richly layered story to read. It does not have the usual good-versus-evil spectacle common with most superhero comic books, but the story succeeds in moving the narrative of the Amazons and Olympus deities forward while developing Diana as an even more human character (as opposed to being a superhero). This is another great work spearheaded by George Perez.

If you are seriously planning to buy an existing hard copy of Wonder Woman #21 (1988), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $33 while the near-mint copy of the newsstand edition and the 2nd print edition cost $70 each.

Overall, Wonder Woman #21 (1988) is highly 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 as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at The Strangers #23 (1995)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, superhero enthusiasts, comic book collectors and fans of Malibu Comics! I recently checked the publishing background of The Strangers and it showed that it only lasted a total of twenty-four issues. That means the end is nearing with regards to my doing retro comic book reviews about The Strangers. For the most part, I had a lot of fun reading these comic books and I can say that Steve Englehart always found ways to make each and every story fun to read and remain fresh.

We are nearing the end of retro comic reviews of this particular comic book series and we can find out more what happens next in this look back at The Strangers #23, published by Malibu Comics in 1995 with a story written by Steve Englehart and drawn by Rick Hoberg.

The cover.

Early story

The story begins in Europe. Yrial and Lady Killer brought with them the comatose body of Atom Bob, the one man who loved the latter and betrayed their entire team. They entered a special and meet Dr. Horla. They presented Atom Bob to him as a patient and Dr. Horla expressed knowledge about the man’s power to change things which itself is very risky. As such, Lady Killer tells him that Atom Bob must remain comatose. The doctor assures her that they will report to them his condition every six months.

In response to the doctor’s suggestion of lobotomizing Atom Bob, Lady Killer rejects it and insists that if he can be returned to the man he was, then The Strangers will want him back.

After the meeting, Lady Killer and Yrial visit Andorra mainly to rest and relax. While having drinks at a fine place, a black man recognizes them. He begins to believe that Lady Killer and Yrial went there to find him and could have been working with the police in his native South Africa…

Quality

Yrial and Lady Killer in the heat of battle with a new enemy.

To make things clear, this particular story focuses mainly on Lady Killer and Yrial which is a nice change of pace given the events about their other teammates (as told in issues #21 and #22). Essentially, the story is not about the two Strangers’ friendship but rather a tale about a cursed man from South Africa who has been on the run for a long time. Without spoiling the plot, I can say that the cursed man’s encounter with Lady Killer and Yrial sparked the chain of superhero spectacle which contains lots of action that fans will enjoy.

Before the encounter, this story also serves as a continuation about The Strangers’ gradual adjustment to life without Atom Bob. By this time, Lady Killer’s stand as team leader has matured and became more decisive.

Given the way the story was structured, there was no room left for character development on Lady Killer and Yrial. That being said, the spotlight was more focused on the cursed man from South Africa and his motives were efficiently defined.

Conclusion

Bring Atom Bob into the clinic conveniently and invisibly.

To put it clearly, The Strangers #23 (1995) is really the introduction of a new villain who gets into conflict with only two members of the team. It has enough spectacle to enjoy although the story may end up disappointing fans who expected to see the personalities if Yrial and Lady Killer get more developed. For the newcomers reading this, character development is one of the most defining factors of The Strangers monthly series.

If you are seriously planning to buy an existing hard copy of The Strangers #23 (1995), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the comic costs $35.

Overall, The Strangers #23 (1995) 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 as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Prototype #15 (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, comic book collectors and fans of Malibu Comics! Today, I’ve decided to take a break from the Hostile Takeover storyline of the Ultraverse and focus more on the Prototype monthly series. Last time around, a new chapter in the life of Prototype pilot Jimmy Ruiz started and in the corporate world, he took a job that paid so much less than before.

What exactly will happen to Jimmy? We can all find out in this look back at Prototype #15, published in 1994 by Malibu Comics with a story written by Len Strazewski and drawn by Dean Zachary.

The cover.

Early story

The story begins inside a top-secret facility somewhere in the city of New York. A black man is going through the painful processes of cybernetic enhancements. His name is Donovan Jones and he is told by a shadowy figure that he is a failure and only their organization can turn him into something else…more than a human loser.

“You always were an ultra, Jones…and UltraTech knew this! But they never revealed this toyou,” said the shadowy figure.

Donovan Jones expresses his hatred for UltraTech. He also expresses his intention to destroy Prototype.

Elsewhere, a long vehicular bridge has been damaged. Helping the victims were Ranger (Bob Campbell) and Prototype (Jimmy Ruiz) trying to ensure that they could balance the bridge to prevent cars from falling over the edge. They managed to solve the problem paving the way for things to go back to normal. The affected people express their thanks and admiration to them.

As they fly away together, Bob and Jimmy talk about matters related to being ultra heroes. A short time later, Jimmy takes the train going to New Jersey as a civilian. He arrives at the facility of Direct Contact which is a division of NuWare. It turns out this is his first day of work with them and he is still struggling with the drastic changes now that his huge perks and privileges with UltraTech are no more…  

Quality

Jimmy Ruiz in a tough situation in front with his new boss on his first day at work.

I really like the story and the way Jimmy Ruiz was portrayed. This is really fine writing by Len Strazewski and it seems he organized a plan to not only redefine the protagonist but also change the status quo around him. I liked the way Strazewski set up the first-day-on-the-job struggles of Jimmy which really showed how fragile he is as a person without the armored suit to help him. His boss really was hard on him and made things a bit complicated for him as far as the use of Prototype is concerned under the control of NuWare. I also like the way Jimmy was portrayed in trying to be very responsible about his domestic life and the future ahead of him and his pregnant darling Angella.

Apart from the in-depth characterization, there is a good amount of superhero action to keep fans satisfied. The action was nicely drawn by Dean Zachary.

Conclusion

Prototype and Ranger.

Prototype #15 (1994) is a lot of fun and pretty engaging. In fact, this comic book is a nice pay-off following the build-up that was done in issue #14. To see Jimmy Ruiz redefined as a person without the armor is compelling and the story was nicely structured by Len Strazewski. For serious Prototype fans, this is one comic book that is worth reading again and again. Lastly, this one has a very intriguing ending that you have to read and find out.

If you are seriously planning to buy an existing hard copy of Prototype #15 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the comic book costs $14.

Overall, Prototype #15 (1994) is highly 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 as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

Bethesda finally integrated into Team Xbox!

Welcome back fellow gamers, geeks and Xbox fans!

Finally, it has been accomplished and it is something truly worth celebrating and become more optimistic about the future of video games! Very recently, Microsoft announced that it has officially completed the $7.5 acquisition of ZeniMax media which effectively integrated Bethesda Softworks and its eight game studios (Bethesda Game Studios, id Software, ZeniMax Online Studios, Arkane, MachineGames, Tango Gameworks, Alpha Dog, and Roundhouse Studios) and their respective communities into Team Xbox! The completion was realized after getting approved by the United States Securities and Exchange Commission and the regulators of the European Union (EU). Bethesda themselves posted a fine video about their legacy in gaming and the confirmation of becoming part of Team Xbox. Watch it below…

Bethesda and Xbox is a formidable combination!

To put things in perspective, below is an excerpt (note: key parts in bold) from the completion announcement written by Xbox chief Phil Spencer over at Xbox.com. Pay close attention…

Now that everything is official, we can begin working together to deliver more great games to everyone. At every step building toward this moment, I’ve been inspired and motivated by the creativity, insight, and community-first approach of the talented people at Bethesda. Our goal is to give these teams the best foundation for doing their greatest work and to learn from them as we continue to build Xbox into an inclusive platform for all players.

This is the next step in building an industry-leading first party studios team, a commitment we have to our Xbox community. With the addition of the Bethesda creative teams, gamers should know that Xbox consoles, PC, and Game Pass will be the best place to experience new Bethesda games, including some new titles in the future that will be exclusive to Xbox and PC players.

As seen above, Phil Spencer led the welcoming of Bethesda into Team Xbox. This is clearly not a simple acquisition because Bethesda is a very big company complete with eight game developers (lots of very talented employees) and very well-established franchises of games such as The Elder Scrolls, Fallout, Dishonored, Doom and more.

Speaking of Bethesda’s new games, Spencer made clear that the Xbox ecosystem is not just the definitive destination for the said games, it is indeed the best. Xbox consoles clearly includes the many millions of Xbox One consoles still in use as well as the growing number of Xbox Series S and Xbox Series X consoles. PC refers to Windows 10 while Game Pass refers to Xbox Game Pass (XGP) which is a highly successful paid subscription service which has reached 18 million subscribers worldwide. No surprise, PlayStation and Nintendo consoles were excluded. Microsoft, after all, has a stake in Bethesda while Sony and Nintendo do not.

As for Spencer’s line – some new titles in the future that will be exclusive to Xbox and PC players – I believe he was referring to upcoming games divided between those that can be made only for the Xbox ecosystem (Xbox console owners and PC users), those that can be released on other platforms (note: Spencer mentioned before the case-by-case aspect) and those that are legally bound to be released on a different platform (note: Bethesda has two timed-exclusive games for PlayStation 5).

The way I see it, future games like Starfield and sequels such as The Elder Scrolls VI, Fallout 5, future Doom, future Dishonored and the like will be made Xbox-exclusive (geared more towards the Xbox Series consoles and PC) which makes business sense because Xbox consoles and Windows 10 PCs are what Xbox Game Pass subscribers use. The addition of Bethesda games into XGP will help the service attract even more subscribers from around the world! I also believe that games made with strong single-player gaming experiences in mind will be designated for Xbox and PC gamers.

Future Bethesda games that will cater more on multiplayer and on being a service (technically) can be made for multiple platforms, including the PlayStation and Nintendo consoles.

As such, Phil Spencer’s use of the words “some new titles” makes sense. In due time, I believe, Microsoft and Bethesda will make clear that the Xbox ecosystem is top priority for them and this means eventually locking out Sony and Nintendo consoles when it comes to most new Bethesda games. It should happen in the years to come.

The integration of Bethesda into Team Xbox does not necessarily mean that Microsoft will change the culture of the company to conform to its own. The tech giant will provide Bethesda funds and lots of technical support while respecting their culture. Pay close attention to Phil Spencer’s words in the excerpt below…

As we shared previously, it’s vitally important that Bethesda continues making games the way it always has. We look forward to empowering Bethesda’s creative teams to reach even more players around the world, helping make future Bethesda titles the biggest and most popular games in their history. Xbox and Bethesda have long shared a common vision for the future of gaming. Both as fans and as creators, Bethesda understands the potential of Xbox Game Pass.

The head of Xbox also took the opportunity to lead the honoring of the late Robert A. Altman, who founded Bethesda’s parent company ZeniMax Media. Read on below…

We would also like to honor the life and memory of my close friend Robert A. Altman, founder of ZeniMax Media. Robert believed deeply in the power of gaming and we are privileged to be able to continue his work by joining forces with the teams he built and led for many years.  I will miss the opportunity to work directly with him on the future of our combined teams but I know that his spirit will live on in the shared work we do and motivate us to make this partnership all he envisioned.

With the completion of the $7.5 billion deal, Team Xbox and Bethesda have officially started a brand-new chapter in the history of gaming. To say the least, Team Xbox’s years-old problem of lacking high-profile exclusive games has clearly been solved and Bethesda’s integration adds a ton of value as well as very rich intellectual properties into the Xbox Game Studios group whose other game developers include 343 Industries (Halo), Obsidian Entertainment (The Outer Worlds), The Coalition (Gears of War), Compulsion Games (We Happy Few), Double Fine Productions (Psychonauts), The Initiative (Perfect Dark), inXile Entertainment (Wasteland 3), Mojang Studios (Minecraft), Ninja Theory (Hellblade) and others. Each and every one of those game developers have new games in development and will be released exclusively on the Xbox ecosystem in the years to come. In effect, this makes Xbox Series consoles even more attractive for gamers and consumers in general. This also makes Team Xbox more competitive and even intimidating towards PlayStation and Nintendo when it comes to producing console-exclusive games.

Just what will PlayStation and Nintendo do to counter the Xbox Game Studios juggernaut now that Bethesda is part of it? Buy out Sega? Sony paying Square Enix a lot more money to secure their future games as PS5-exclusive? Sony reviving their White Knight Chronicles RPG franchise to combat Xbox RPGs from Bethesda, inXile and Obsidian? Will the troubled Sony fanboys demand PlayStation’s Jim Ryan to raise money so that the company will buy as many game studios as possible to beef up PS5 1st party games? Time will tell.

In ending this, posted below for your viewing pleasure are varied gaming-related videos including some video reviews of past Bethesda games for some fun nostalgia.  

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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 as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com