Vietnam finalizing its preparations for the 31st SEA Games

As the month of April approaches, it is an instant reminder that time is moving and that means the opening of the delayed 31st Southeast Asian Games (also referred to as 31st SEA Games, SEA Games 31 and Hanoi 2021) in Hanoi, Vietnam is gradually approaching. That being said, the authorities and event stakeholders over there are working hard on the preparations not just for the games but for the nation as a whole in relation to their recent reopening of borders to foreigners.

Even though Vietnam currently has the highest number of COVID-19 cases as well as the highest daily average of new cases, there is no stopping the SEA Games from formally opening on May 12, 2022. In fact, there are certain sports events of the regional games that will happen even before opening day such as football, chess, handball (beach), kickboxing and rowing.  

From the March 28, 2022 Facebook picture post of The ASEAN Post.

To put things in perspective, posted below is an excerpt from a report published by VietnamPlus.VN. Some parts in boldface…

Only less than 50 days left, the 31st Southeast Asian Games (SEA Games 31) will officially take place. At present, Vietnam is urgently making efforts to complete the final preparations for the safe and successful organisation of the region’s biggest sport event.


Due to the impact of the COVID-19 pandemic, SEA Games 31 could not take place as planned in November 2021, and was postponed to May 2022. The organising committee encountered many difficulties in preparations, while athletes did not have opportunities to compete regularly and have training abroad.


The goal of successfully holding the Games is an important task. Thanks to the close direction of the Government, the companionship and coordination between the concerned ministries and sectors, the preparations are on the right track, with the progress ensured. At a recent field trip by Southeast Asian sport delegations, the delegation heads appreciated the host country’s preparations.

“Since Vietnam announced SEA Games 31’s official date in late 2021, the country has exerted tremendous efforts, and preparations are in full swing to meet the deadlines,” said Director (Projects) of the Singapore National Olympic Council Anthony Lee.


He believed that the regional sporting event this year will be smooth-sailing and organised efficiently.

The renovation of My Dinh National Stadium, which is to host football and track and field, has been fundamentally completed while the Water Sports Stadium is also being renovated to meet international standards, ready to host the Games.


For his part, Vice President of the Olympic Council of Malaysia Paduka Nur Azmi Ahmad spoke highly of progress made in the preparations at the My Dinh Stadium and the National Sports Training Centre, despite various challenges facing Vietnam, especially the COVID-19 pandemic.

Underlining the significance of the facilities serving the Games, he added that Vietnamese agencies need to speed up the remaining tasks and make sure that deadlines will be met.

Deputy Secretary General for Administration of the Philippine Olympic Committee Carl Sambrano highly valued Quang Ninh province’s preparations, particularly at the 5,000-seat gymnasium which will host indoor volleyball matches.

He added that the expressway linking Hanoi and Quang Ninh facilitates the travel of participating teams between the two localities.

Chong Fui Kim from the Singapore National Olympic Council said although the COVID-19 pandemic delivered a heavy blow to Vietnam’s preparations for SEA Games 31, most of the competition venues in Quang Ninh stand ready to host the regional event.

He spoke highly of efforts and determination of the organising committee and Vietnamese people in preparing for the Games despite the complex developments of COVID-19, believing that the event will be successful.

With regards to the SEA Games preparations in the city of Hanoi, watch the video below…

Meanwhile, here in the Philippines, the Philippine Olympic Committee (POC) assured that the SEA Games are on track to finally taking place this May. This assurance was given following the Philippines’ participation in a recent big meeting in Hanoi that also drew the presence of the representatives of the many competing countries. The entire Philippine delegation to the SEA Games will receive funding from the Philippine Sports Commission (PSC).

Let me end this piece by asking you readers: Knowing the latest about Vietnam’s preparations for the SEA Games, how excited are you about the region’s biggest sports event right now? Do you think that the daily number of new COVID-19 cases in Vietnam will fall down significantly by the start of May?

You may answer in the comments below. If you prefer to answer privately, you may do so by sending me a direct message online.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/and on Instagram athttps://www.instagram.com/authorcarlocarrasco/

A Look Back at Dazzler #26 (1983)

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, 1980s culture enthusiasts and comic book collectors! Today we go back to the year 1983 to examine the Marvel Comics universe through the exploits of Dazzler!

In my previous retro comic book review, I found Dazzler #25 lacking on superhero entertainment value and the new antagonist introduced was not so interesting. Not even its strong character-driven tale could lift up its fun factor. By the time that comic book was published, Alison Blaire/Dazzler already has a half-sister named Lois. In this new review of the 26th issue of the Dazzler regular series, something about Lois is about to be revealed and we will find out if it could make the issue more entertaining than issue #25.

With those details laid down, here is a look back Dazzler #26, published by Marvel Comics in 1983 with a story written by Danny Fingeroth and drawn by the late Frank Springer.

The cover.

Early story

The story begins with Alison Blaire performing live in front of a large audience as Dazzler during a concert. As she performs, three armed men gang up on the event manager just several feet away and out of the view of the crowd. The three demand the release of the box office receipts.

Dazzler notices the commotion and very carefully analyzes what action to take without negatively affecting the show and the audience. She tells the band to play louder music to ensure she would have enough sound to convert into light. Suddenly she springs into action, lights herself up and hits the three armed men as well as the manager. The commotion ends with Dazzler announcing a short intermission to the audience.

Soon after behind the scenes, after meeting several people, Dazzler is approached by Lois who tells her that she does not feel so well. Lois says she’s so afraid, another one of those faintaing spells might be coming on…

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Lois London realizes she is in trouble.

While Lois only occupied a minor space on this comic book’s cover, the story’s biggest feature is its revelation about Dazzler’s half-sister Lois which is something that you readers should find out. While Lois appeared in prior issues, it is in this particular story where she got a huge amount of the spotlight and Danny Fingeroth efficiently wrote her as the other major character.

As this tale is the major turn of events in the life of Lois, this opened a new opportunity for the creative team of Fingeroth and Springer to send the narrative of the Dazzler series to a new direction complete with a new way to develop Alison Blaire’s personality (and her struggle on keeping her mutant status a secret in the middle of a society that despise mutants). This story also recalled the events in which Alison was despised for her mutant status and later became the vilified suspect of a trial related to the death of Klaw. The moral lessons of those old events seamlessly connected with Alison’s effort on helping her half-sister. As such, Danny Fingeroth’s writing here is very solid and he really did his research not only on past Dazzler stories but also on the X-Men as the tale had its subtle connections to certain characters who are more identified with the X-Men series of the time.  

If there is anything weak about this Dazzler tale, it is the clear lack of superhero spectacle. This is one meaty and dramatic tale about Dazzler and Lois laced with heavy drama, suspense and mystery. The only superhero spectacle you will see here is in the early part of the story.

Conclusion

Dazzler rushes into action!

While it is flawed, Dazzler #26 (1983) is still a slight improvement over issue #25. This is one character-driven tale heavy on drama, suspense and mystery while ending up light on spectacle. The most notable thing about this comic book is the new direction on telling Dazzler’s story while establishing Lois as the other major character for readers to follow. To say the least, the sudden revelation of the secret of Lois is engaging enough to read and it will remind you about certain elements emphasized in X-Men comic books of the time.

If you are seriously planning to buy an existing hard copy of Dazzler #26 (1983), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $57 while the near-mint copy of the newsstand edition costs $113.

Overall, Dazzler #26 (1983) is satisfactory.

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

Watch out for Eiyuden Chronicle: Rising on Xbox via Xbox Game Pass (XGP)

We all know that great video games will be released for fun-loving gamers on the Xbox platforms. That’s the truth that Xbox-hating people out there keep on denying. The June 2021 Xbox-Bethesda games showcase was a major event that showed what kind of games and experienced will be released in the years to come. For me, one of the biggest and most unexpected reveals in the showcase were Eiyuden Chronicle: Hundred Heroes and Eiyuden Chronicle: Rising from developer Rabbit & Bear (led by Suikoden creator Yoshitaka Murayama).

In my view, those two Japanese role-playing games (JRPGs) are significant not only because they add variety to the upcoming games Xbox gamers can look forward to but also because both will be made available to the many millions of Xbox Game Pass (XGP) subscribers!

More recently, a developer exclusive preview of Eiyuden Chronicle: Rising (note: the spin-off game to Eiyuden Chronicle: Hundred Heroes) which you can watch below…

Eiyuden Chronicle: Rising is clearly a side-scrolling JRPG that emphasizes action, platforming and town-building set within the universe of Eiyuden Chronicle. To learn more details about the game, posted below is the excerpt from the Xbox.com article written by 505 Games Brand Community Manager Stephen Takowsky. Some parts in boldface…

This upcoming game is a side-scrolling adventure that mixes platforming, action, and role-playing.

The game’s story takes place on the continent of Allraan in a small mining town called New Neveah. The battle against the evil Galdean Empire awaits. Traverse the town, encounter a vibrant cast of colorful characters, collect resources, and prepare for epic battles.

As you watch this first look at Eiyuden Chronicle: Rising, make sure you pay attention to these five key elements in the footage!

A cut-scene with dialogue for gamers to read and understand as the narrative moves.
  • Utilize potions and other stat boosting modifiers to increase your chance of survival. You might notice that we’re at a very high character level compared to the enemies we face off against in this exclusive look. When you play Eiyuden Chronicle: Rising, confrontations could be far more challenging than they appear. Potions will give you an edge when traversing dungeons, but they heal your entire party. Try to even out the damage your party receives so you heal everyone efficiently as opposed to only partially healing members of your squad. It is possible to overuse members of your team!
  • Fast travel will help you traverse massive dungeons and hasten quest completion. You will save hours by using the maps and signposts to fast-travel versus running everywhere.
  • Some enemies have an additional bar next to their health that represents a shield. Focus on removing this bonus defense to quickly defeat strong enemies.
  • Each character can help in unique ways throughout levels and even in combat. For example, Garoo can destroy shields quickly, Isha can effectively bring down the defenses of magic focused enemies, CJ is better equipped to traverse challenging terrain, and Isha can teleport to inaccessible areas. Understand the strengths and weaknesses of your team.

While a final release date has yet to be made, 505 Games declared that the launch of Eiyuden Chronicle: Rising will take place later this year. Perhaps the publisher might announce the final launch dates of both Eiyuden Chronicle: Rising and the Suikoden-inspired Eiyuden Chronicle: Hundred Heroes (tentatively set for 2023) at the next Xbox-Bethesda games showcase in a few months from now.

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

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/and on Instagram at https://www.instagram.com/authorcarlocarrasco/

A Look Back at Sludge #6 (1994)

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

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

In my previous retro comic book review, I found Sludge #5 an inspired piece of work that relates to Mary Shelley’s Frankenstein which also carried elements about resurrection, man’s abuse of science, and the consequences of dealing with the unnatural. The comic book was also the 2nd consecutive issue of Sludge written by artist Aaron Lopresti.

With those details laid down, here is a look back at Sludge #6, published by Malibu Comics in 1994 with a story written by Steve Gerber and drawn by Aaron Lopresti.

The cover.

Early story

The story begins on the ocean with Sludge hitching a ride on a garbage barge being towed by a ship. Sludge then starts swimming off to a certain destination.

On the upper east side of Manhattan, a nicely dressed lady arrives with a suitcase and meets with a lawyer named Roger Sutton at his office. Inside, a trade happens with papers of a transfer of deed in exchange for highly unusual looking capsules.

Shortly after, as she drives off to her next destination, a blockade of two cars formed to stop her. A few armed men show up and fired bullets into her car to abduct her and take the suitcase containing the capsules.

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Sludge doing something dangerous after waking up from a nightmare.

As this comic book marks the return of Steve Gerber, the story built up tension signaling that an urban war involving crime lords, mercenaries and the evil Pumpkin is coming. Remember Bloodstorm from issue #2? He’s back with a supporting role that fits in nicely within the brewing conflict. The demonic Pump, his teenage crime captain and gang are back serving as the unseen third force in the same conflict.

The way Steve Gerber constructed the brewing conflict is pretty solid and he managed to even efficiently introduce an Asian gang lord (complete with his family business and members) while emphasizing the presence of John Paul Marcello as the other big-time crime figure of the city. As for the titular protagonist, Sludge is portrayed to be struggling with guilt and hopelessness which push him to approach one of the evil forces. Sludge’s knowledge about Marcello will compel you to revisit issue #2. At this stage in the series, Sludge is becoming more desperate about his existence and purpose while dealing with the stress of being in the middle of a brewing conflict. His personal struggle on dealing with the evil influence of the Pump (clearly the Satan figure of the Ultraverse) is something that people living with weak faith and suffering will find relatable.

Conclusion

The first signs of the brewing crime war in the city.

Sludge #6 (1994) is a strong return by Steve Gerber on the storytelling and it marked the start of a new storyline titled Street Wars which really raised the stakes of the series. The good news is that Gerber’s writing is very good and the characters are all nicely defined. Aaron Lopresti’s visuals maintained that high level of quality and he clearly defined the look of the Sludge series.  

If you are seriously planning to buy an existing hard copy of Sludge #6 (1994) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $16 while the near-mint copy of the newsstand edition costs $48.

Overall, Sludge #6 (1994) is recommended.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/and on Instagram at https://www.instagram.com/authorcarlocarrasco/

A Look Back at WildC.A.T.S: Covert Action Teams #10 (1994)

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

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

The next WildC.A.T.S comic book up for review here was a collaborative work between Chris Claremont and Jim Lee. For the newcomers reading this, Claremont and Lee worked together for a time at Marvel Comics on the X-Men comic books. The 1991 comic book X-Men #1 was their best-selling work together selling over eight million copies! Behind the scenes Marvel, however, there were conflicts and ultimately Claremont’s very long run with the publisher ended in X-Men #3 which was also drawn by Lee.

It should be noted that back in the early 1990s, Claremont and Lee worked under the watch of then X-Men books editor Bob Harras. Moving forward to the early years of Image Comics, Lee had a lot more freedom of creativity and control plus the power to publish. He not only launched WildC.A.T.S but also had his own line of connected properties (later referred to as WildStorm) like Stormwatch, Gen13, Team 7, Backlash and more.

As WildC.A.T.S started to establish itself among the many, many superhero comic books released, it was only a matter of time before Jim Lee and Chris Claremont started to reunite and create something without the obstacles they faced during their time with Marvel Comics.

With those details laid down, here is a look back WildC.A.T.S: Covert Action Teams #10, published by Image Comics in 1994 with a story written by Chris Claremont and Drawn by Jim Lee. Scott Williams in-charge with the ink work.

The cover.

Early story

The story begins with Zealot teaching Voodoo lessons about combat at a beach outside of New York City during the night. As the lecture goes on, Vodoo asked her warrior teammate if the lessons are really necessary as her beloved Spartan had been teaching her how to fight. Zealot then reminds her that Spartan is a cyborg and is ultimately limited. More notably, she calls Voodoo one of the chosen (note: she is a Daemonite-Kherubim-human hybrid with a power referred to as the Sight) and that she has a heritage and powers that impose an obligation to use them to their fullest potential.

After a slight verbal conflict that resulted in Zealot to strike Voodoo down, corner her and lecture her some more, a huge ship suddenly appears in the air and crashes near them. Even though the crash created a powerful impact, Zealot is able to hear gun fire from aboard the ship and her teammate spots a man on the deck. Suddenly the man got shot from behind and falls down near the two WildC.A.T.S members. The man faintly calls for help…

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The first-ever appearance of Chris Claremont’s Huntsman!

Before focusing on the plot, I want to start first with one of the things Chris Claremont is well known for…characterization. Given the way the story was structured, Zealot and Voodoo had the most amount of spotlight among the WildC.A.T.S members who appeared here. It is through Zealot’s portrayal where you will see Claremont really work on her development as a character. Right here, Zealot remains fearless and deadly as before and at the same time, she is more principled and even a bit more philosophical than ever before. It is also in this comic book where you will really see her speak a lot and express herself a bit more emotionally.

Meanwhile Voodoo, in relation to what happened in the story, is presented radically differently as a result of her getting possessed by one of the Raksha. Before possession, she was portrayed to be the young learner who carries a false sense of maturity deep inside which is natural for many teenagers and young adults.

Next, there is the introduction of Claremont’s very own creation called the Huntsman! To be clear, his debut is action-packed and early on he was shown to be skillful, deadly and even comparable with Zealot in terms of combat and efficiency. He is shown to be honorable and dedicated, especially when it comes to defending a teenage girl in the middle of a dangerous environment that has the Raksha which is a race of very frightening and deadly monsters. Given the way the story was written, only bits of the Huntsman’s personality and background were shown.

On the plot itself, there is this new conflict brewing and instead of showing Helspont or the Daemonites as the antagonists, the Raksha comes in as the new force of evil that the WildC.A.T.S are destined to face. There is also a bit of mystery here, particularly with the arrival of the ruined ship and the desperate attempt of the new character Alabastar Wu to meet with Jacob Marlowe whom he has an established connection with. The said ship is just part of a puzzle about people struggling with the Raksha. As this is clearly the first of a multi-part story Claremont came up with, the answers are meant to be revealed later.

The writing, unsurprisingly, has a good amount of depth and nice details (both literally and visually) scattered throughout this comic book. This makes re-reading a must and I can say that I found it worth doing.  

Conclusion

Zealot lecturing Voodoo reminds me of scenes from old X-Men comics (written by Chris Claremont) that showed Storm guiding Kitty Pryde.

While you will see the titular team only late in the story as the spotlight was focused more on Zealot, Voodoo and the Hunstman which was crucial on building up the new story concept, WildC.A.T.S: Covert Action Teams #10 (1994) is a very unique comic book that features the great stuff you can expect from Chris Claremont and Jim Lee. As expected, the writing by Claremont was consistently solid and when it came to spectacle, Lee successfully delivered the stuff that ensured entertainment. I personally enjoyed re-reading this comic and each time I reached the end, I ended up anticipating the next issue strongly.

If you are seriously planning to buy an existing hard copy of WildC.A.T.S: Covert Action Teams #10 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $20 while the near-mint copies of the twice-signed (two signatures) and newsstand editions cost $60 each.

Overall, WildC.A.T.S: Covert Action Teams #10 (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 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 The Night Man #6 (1994)

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

Welcome back, superhero fans, 1990s arts and culture enthusiasts, and comic book collectors! Today we revisit the Ultraverse of Malibu Comics and examine one of its many stories through The Night Man monthly series.

Remember the group TNTNT? That group appeared in The Strangers #3 and proved to be a strong force of opposition against the team of Atom Bob, Lady Killer, Grenade, Zipzap, Electrocute, Spectral and Yrial. As revealed in that comic book, TNTNT – composed of Tyrannosaur, Naiad, Torso, Neu-Ronnie and Tugun – was trained and equipped by the corporation called NuWare under the watch of their powerful executive J.D. Hunt who clearly has something planned.

That being said, can you imagine what would it be like if TNTNT had ganged up on a solo ultra…like the Night Man?

With those details laid down, here is a look back at The Night Man #6, published by Malibu Comics in 1994 with a story written by Steve Englehart and drawn by Kyle Hotz.

The cover.

Early story

The story begins with Johnny/Night Man working out hard in a gym observed closely by two attractive ladies. While thinking about what happened recently, the two ladies tried to interact with him. He rejects them and continues to work out hard.

Meanwhile over at a high-tech facility in Sunnyvale, California, the group called TNTNT begins to act in a private training session surrounded by fierce looking robots. One by one, Tyrannosaur, Naiad, Torso, Neu-Ronnie and Tugun make short work of the training robots. Tyrannosaur even declares that the glory of their team is back.

However, the man operating the session from behind a control booth talks to them, reminds them that they are still employees of J.D. Hunt, and he tells them that they recovery from their loss to the Strangers will be realized only after killing the Night Man…

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The TNTNT members in training.

Wow! This is one well-paced ride with a structured narrative! Without spoiling the plot details, I can confirm that the creators succeeded in delivering the big mismatch of the Night Man facing off with the 5-member TNTNT with a good amount of spectacle balanced with really interesting character moments.

By comparison with their previous appearance in The Strangers #3, the members of the TNTNT each got more defined in terms of personality in this comic book even during their pages-long encounter with the Night Man. Take for example Tugun whose culture really shaped his perception on such things like insults. Tyrannosaur meanwhile is always confident he’ll win for sure as he knows his super strength and very tough skin make him almost invincible. The way Night Man dealt with each TNTNT member was moderately paced, backed with quick details (to explain things) and was executed in rather believable ways.  On characterization, Steve Englehart convincingly portrayed TNTNT like they are real people who happen to be paid and trained by some powerful employer who really wants things done for him.

At the point of this comic book’s publishing, the Night Man established himself as San Francisco’s radio commentator-in-hiding believing he can inspire people to stand up for themselves when encountering evil elements. At the same time, this comic book further emphasized connectivity within the Ultraverse. In addition to Night Man’s crossover with Freex, his encounter with TNTNT technically links him with The Strangers.

More on the writing, there are these subtle yet clear traces of socialism and anti-corporatism particularly with the way Night Man confronted a man who bought a stretch of a beach perceived by the protagonist as public. The portrayal of J.D. Hunt as a power-mad and sinister business executive is not surprising, but the way he was portrayed in dealing with his employees TNTNT symbolizes the capitalist being abusive towards his laborers. Whatever this comic book tried to say, nothing changes the fact that socialism sucks and it is wicked, twisted and corrupting.

Conclusion

Johnny focused on his workout.

The Night Man #6 (1994) is entertaining and compelling to read. Its substance is quite rich and it is surprisingly good that the creators managed to develop the TNTNT members even as they proceeded with their mission to kill the protagonist. As for Night Man, he’s clearly a vigilante with a cause and as a symbolic tool of socialism, he was portrayed to be pro-people and an arrogant opponent of capitalism. This made him look more like a foolish pawn of socialism and less of a hero.

Speaking of San Francisco, could you imagine what would it be like if Night Man was real today and witnesses how the Satanic Left of San Francisco led the city into social deterioration and disorder? Watch the videos below for insight…

If you are seriously planning to buy an existing hard copy of The Night Man #6 (1994) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $16.

Overall, The Night Man #6 (1994) is recommended.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco/

A Look Back at WildC.A.T.S: Covert Action Teams #9 (1994)

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

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

Last time around, members of the WildC.A.T.S were split apart in terms of locations as they had their rest-and-relaxation period. While Grifter went away to do something urgent (read: the Kindred comic books), Zealot, Void and Jacob Marlowe’s executive assistant Jules picked up Warblade and Maul using their high-tech aircraft to head on to the Bahamas where an entire cruise ship disappeared with Marlowe, Voodoo and Spartan on it.

Unbeknownst to the WildC.A.T.S flying in their jet, Voodoo, Spartan and Marlowe found themselves as captives of an armored man (wearing a half-helmet) called Entropy inside his domain in an undetermined location. Entropy refers to Marlowe as lord Emp and states that he will suffer from his wrath. Marlowe does not recognize him.

With those details laid down, here is a look back WildC.A.T.S: Covert Action Teams #9, published by Image Comics in 1994 with a story written by Brandon Choi and Jim Lee. Lee did the art with Scott Williams in-charge with the ink work.

The cover.

Early story

The story begins with the partial WildC.A.T.S team arriving in the area of the Bermuda triangle with their aircraft. From their view, there was nothing to spot but Zealot insists that they keep on searching as they must be overlooking something.

Meanwhile, Spartan and Voodoo find themselves in deep trouble as a horde of Daemonites persistently attack them. Already heavily damaged, Spartan keeps on using his energy blasts to hold the monsters off. Voodoo on the other hand is too weak and could not concentrate to help her teammate.

Suddenly one of the Daemonites slashes Spartan’s left arm which neutralizes his energy blast. His body got pierced by one of the monsters which pinned him down, leaving Voodoo completely helpless…

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The WildC.A.T.S on search-and-rescue.

On face value, this comic book looks like another generic or even disposable good-versus-evil story drawn by Jim Lee. In reality, its story has more significance to it and the creators themselves came up with something fresh for WildC.A.T.S fans. Firstly, this is a story about one group of WildC.A.T.S trying to rescue their boss and their two other teammates from Entropy in a location that could not be easily found. Secondly, this comic book puts strong focus back on the Kherubim-Daemonite war which creatively looks back at one of the many events that took place in Jacob Marlowe’s past (which he could not remember at first) complete with implementing a strong fantasy (read: swords and armors) element which gives the story a mixed-genre aesthetic.

The good news here is that the storytelling and visual presentation by the creators are really well done! While the dual approach of storytelling involving both the present and the far past was used in Jim Lee’s past X-Men works with Marvel, the said approach was well executed with WildC.A.T.S which not only expanded its lore further but also developed Jacob Marlowe’s personality even further.

To have Entropy (note: he eerily resembles’ Mantra arch-villain Boneyard in the Ultraverse) as an enraged opposition figure living with a lust for revenge against Marlowe is a smart move and at the same time this adds variety to the kind of opposition WildC.A.T.S have. More on what happened in the past involving both Marlowe and Entropy, the flashback raises new questions about the value and true nature of the WildC.A.T.S’ leader who at this point was a brash manager who wields lots of resources to operate with. The flashback also challenges readers on how to evaluate Jacob Marlowe when it comes to being accountable about his past actions, including the many things he did but could not remember. All of these lead to a really impactful ending that you readers must see.

Conclusion

Meet Entropy, a man with a shared past with Jacob Marlowe.

WildC.A.T.S: Covert Action Teams #9 (1994) is a Jim Lee-drawn tale that has solid depth and a very creative approach to its presentation, specifically its daring and well-executed method of mixing the superhero and fantasy elements. When it comes to the narrative, the creative team succeeded in telling both the present and the past tales followed by connecting them with each other while ultimately telling an overall cohesive tale. This is a Wild.C.A.T.S story that must be read from start to finish, and it is a powerful follow-up to issue #8.

If you are seriously planning to buy an existing hard copy of WildC.A.T.S: Covert Action Teams #9 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30.

Overall, WildC.A.T.S: Covert Action Teams #9 (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 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 The Solution #12 (1994)

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

Welcome back superhero fans, the enthusiasts of 1990s arts and culture, and comic book collectors! There is no doubt in my mind that The Solution #11 (1994) is a great read as the comic book creators really outdid themselves in raising the level of engagement really high just as The Solution continued the desperate search and rescue of their teammate Aera/Shadowmage only to find themselves caught in the middle of a massive battle between the Darkur and Aerwan armies. While that comic book was a wild, fun-filled read, it was not even the conclusion of the storyline about the captured Shadowmage and her teammates’ struggle for her.

Issue #11 ended with The Solution no longer present in the Darkur-Aerwan battle but in a place that they are about to realize is another very dangerous place to be in. They are moving close to Shadowmage as well as the tremendously powerful aliens called the Vyr.

With those details laid down, here is a look back The Solution #12, published by Malibu Comics in 1994 with a story written by the late James Hudnall and drawn by John Statema.

The cover.

Early story

The story begins with Tech, Dropkick, Vurk and Harmonica who find themselves in a totally new place as a result of using the Vorlexx to get quickly move away from the Darkur-Aerwan battle. Just as Harmonica stated that their situation is not good, Vurk recognizes the place, realizes they are all in trouble and blames Tech for being responsible on bring them there.

It turns out, they are inside the lair of the powerful and dangerous Vyr who surround them. Very daringly, Tech tells the Vyr they have come for their friend Aera and expressed that they want her to be released to them….

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Aera/Shadowmage restrained in a torturous manner by the Vyr.

Going straight to the point, the story here is highlighted by tension, suspense, revelations and characterization which makes it a worthy contrast to the spectacle-heavy issue #11. While it is very clear that The Solution and Harmonica are totally in a disadvantage when facing with the Vyr directly, the said aliens are not exactly bloodthirsty beings who could simply kill them all in just a few quick strokes while their teammate remains captive.

In fact, the Vyr are portrayed to be more intelligent than just being totally destructive and Harmonica knows some things about them a lot more than even Vurk (who encountered the Vyr during his youth). This resulted in some key moments of character development for Tech (whose leadership value has been less significant) and Vurk, as well as notable revelations in the dialogue between the three team members and Harmonica.

As the conclusion of the storyline that started in issue #9, I can say that this comic book is surprisingly satisfying which is quite clever on the part of Hudnall as it was emphasized already that the Vyr are not just overly powerful but are also immortals. How this storyline ended, I won’t reveal. It’s best for you readers to find out.   

Conclusion

Lela Cho, Dropkick, Vurk and Harmonica.

While the previous issue was one wild ride that greatly showed the boundaries of the Ultraverse with a touch of science fiction and a lot of action, The Solution #12 (1994) is a worthy conclusion and it successfully paid-off what it quickly built within its pages (note: issue #11 itself was the big pay-off to the two issues that preceded it). Anyone who loves seeing The Solution as a complete team will have something to enjoy here. When it comes to revelations, the character Harmonica really came in handy without ever looking too obvious as an exposition dump-type of character. In many ways, The Solution learned something new and helpful from Harmonica which added a nice layer of depth into their character development. Along the way, the spectacle in this comic book is much less in terms of content and style which is understandable as issue #11 was epic and bombastic.

If you are seriously planning to buy an existing hard copy of The Solution #12 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $16.

Overall, The Solution #12 (1994) is recommended!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/and on Instagram at https://www.instagram.com/authorcarlocarrasco/

Have you played the acclaimed Tunic on Xbox lately?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A Look Back at The Solution #11 (1994)

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

Welcome back superhero fans, enthusiasts of 1990s arts and culture, and comic book collectors! As the old saying goes…if you’ve got a problem that needs solving, you call The Solution. What if, for example, The Solution is in another world dealing with major problems and are out of reach?

In the previous two issues I reviewed (click here and here), The Solution got themselves in conflict with the powerful alien force called the Vyr as their member Shadowmage (also referred to as Aera) stole the Vorlexx from them many years prior. During the confrontation in France, the Vyr captured Aera who managed to discreetly pass the Vorlexx to Lela Cho (Tech) before their separation. Since after, The Solution traveled to different worlds with the Vorlexx and teamed up with a man called Harmonica who is knowledgeable about the Aerwan and the Darkur. Unbeknowst to them, the Vyr are watching them from a distance.

With those details laid down, here is a look back The Solution #11, published by Malibu Comics in 1994 with a story written by the late James Hudnall and drawn by John Statema with ink work by Barbara Kaalberg.

The cover.

Early story

The story begins with Dropkick, Harmonica, Tech and Vurk in a desperate situation. Just as they need to get away fast, Dropkick notices that the Vorlexx is not working. Harmonica points to the cliffs as the only way out. With his wings, Vurk takes Tech with him to fly up while Harmonica takes Dropkick. As soon as they arrived up the cliff, they find themselves facing the massive Aerwan army whose members are scattered across the ground and the air. An Aerwan military leader tells The Solution to surrender the Vorlexx.

Meanwhile, the Vyr are watching the live video feed of The Solution and the Aerwan army. Shadowmage, who has been restrained in a very painful and humiliating position, has been watching her friends since they exited the cave. While she still remains unharmed by her captors, she knows that her torments are just beginning. The Vyr want her to see what will happen to her friends…

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In the middle of a major battle between two alien armies, The Solution were really pushed to their limits as they pursue their dangerous rescue mission of their captured teammate.

Wow! The storytelling and visual presentation in this comic book got even wilder and the sci-fi element of this particular storyline really went into overdrive! For one thing, much of the tension which started building up in issues #9 and #10 paid off big time in the early part of this comic book as the inevitable battle between the Darkur (Vurk’s people) and the Aerwans (Shadowmage’s people) which easily made The Solution and Harmonica ending up tiny in the middle. Of course, as this is still about the team’s desperate attempt to rescue Aera from the very powerful Vyr, you will really see Lela Cho, Vurk, Dropkick (who carries the Vorlexx) struggle a lot in close encounters with aliens just as they keep on trusting Harmonica (whom they formed an uneasy alliance with) to help them. It is compelling to see how the three mentioned Solution teammates not only struggle to survive but also strive to overcome great odds knowing that if they fail, Aera/Shadowmage will perish. Very clearly, this is a very high-stakes story that James Hudnall prepared and the way I see it, this storyline really added a lot to the development of The Solution.

As for the art, I can say that this, in my opinion, is John Statema at his grandest with the Ultraverse. While being supported by by Barbara Kaalberg’s detailed ink work, Statema really captured the wild sci-fi tale Hudnall prepared and showed The Solution within a very strange environment surrounded by death and uncertainty. A lot of this comic book’s pages are filled with action scenes (note: lots of bloody scenes but without the color red) that are also nicely structured and each member of The Solution had the appropriate dynamic visuals that fitted nicely with their respective big moments. More notably, Statema really worked hard showing the many, many Aerwans and Darkur warriors who filled the pages – especially the two 2-page shots that each showed a wide view of the field – and succeeded in presenting monsters that were scary and very alien in design.

Conclusion

This is one of two epic views in this comic book by illustrator John Statema, inker Barbara Kaalberg and the colorists. Look at all the details!

The Solution #11 (1994) is a wild Ultraverse concept that succeeded in engaging and entertaining me from start to finish. It is a great pay-off to what was built up since The Solution #9 and having the team lost in another world in their pursuit of their captured teammate really moved this series forward. In fact, when it comes to expanding the boundaries of the Ultraverse itself, this comic book really achieved that! This is also the most ambitious sci-fi tale of the UV that I’ve read.  The ironic thing is that this comic book is not even the conclusion to its storyline. There is still more to come and I can say I’m really motivated to read the next issue.

If you are seriously planning to buy an existing hard copy of The Solution #11 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $16 while the near-mint copy of the newsstand edition costs $48.

Overall, The Solution #11 (1994) is highly recommended!

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