A Look Back at Spider-Man 2099 #6 (1993)

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

Welcome back, superhero enthusiasts, 1990s culture enthusiasts, and comic book collectors! Today we revisit the world of 2099 within the universe of Marvel Comics back in the 1990s, specifically through the Spider-Man 2099 monthly series.

Today we will look back at the sixth issue of Spider-Man 2099. Previously, Spider-Man struggled long and hard with the Japanese agent called the Specialist not knowing that they are being monitored by powerful forces behind the scenes. As Alchemax’s Tyler Stone wanted Spider-Man, something unexpected happened before issue #5 ended.

With those details laid down, here is a look back at Spider-Man 2099 #6, published in 1993 by Marvel Comics with a story written by Peter David and drawn by Ricky Leonardi.

The cover.

Early story

The story begins in downtown New York which is the historic and original section of the city located far below the modern-day society and its skyscrapers (referred to as Uptown). Lots of people are living in poverty in downtown New York and even so they are not spared by people who claim to have authority over them as public service personnel. A woman and her child got approached by two men who believe that the mother is two months behind her security payments.

As the physical struggle between them went on, they all found themselves close to a dead end with a pile of trash located on it. Suddenly, a human arm comes out pushing the trash out of the way which stuns them all. Spider-Man then emerges and asks for help…

Quality

Spider-Man of 2099 is so weak and vulnerable, he could not even swing his way around and has to take a ride in downtown New York City.

If there is anything clear about this comic book, it is the fact that Peter David portrayed the futuristic Spider-Man as not only struggling for survival but also as a fugitive complete with a brand-new physical environment which is a dark, far futuristic vision of 20th century New York City. The good news is that David succeeded with what he executed and to say the least, this story has a completely different feel compared to issues #2, #3, #4 and #5.

On Spider-Man, the protagonist was shown to be very vulnerable. His fall from uptown to downtown really wrecked his health and due to the genetic modifications that happened to Miguel O’Hara in issue #1, his above-normal (albeit slow) recovery and strength to even move out the medical facility while being injured are justified creatively. Spider-Man being hunted together by Private Eye and their downtown counterparts (note: there is a clash of cultures and attitudes between them which was nicely dramatized) adds a new layer of suspense mixed with tension which easily reminds me of the fact that the futuristic web-slinger is just a worm within the futuristic and oppressive society of New York in 2099 under Alchemax (note: clearly anti-corporatism is a key element of Marvel 2099 which can be deceiving and misleading to readers, especially those who are vulnerable to the lies and deception of socialists, Marxists, Communists, liberals and other elements of the Satanic Left).

As expected, Peter David further dramatized relationships or connections between the supporting characters. He further spiced up the script with the gradual first appearance of a key 2099 villain for Spider-Man to face off with. I won’t reveal which villain is that and I encourage you to find out by reading this comic book.

Conclusion

Early in the comic book.

Spider-Man 2099 #6 (1993) is fun and compelling to read. What makes it compelling is the creative way the author changed the mood of the story as it shifted into downtown New York of 2099 filled with poverty, darkness and hopeless living. Spider-Man as a fugitive here is similar yet different enough compared to how local authorities perceive the classic Spider-Man/Peter Parker. At this point of the monthly series, Spider-Man of 2099 is shown to be very vulnerable and Miguel O’Hara finally becomes desperate not just to survive but also get back home somehow.

If you are seriously planning to buy an existing hard copy of Spider-Man 2099 #6 (1993) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copy of the newsstand edition costs $90.

Overall, Spider-Man 2099 #6 (1993) is recommended.

+++++

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

Xbox Game Pass (XGP) choices for February 2022

I am a subscriber of Xbox Game Pass (XGP) and I’ve been enjoying lots of games on my Xbox Series X. For the month of February 2022, there are new additions announced recently by Team Xbox and already three of them have just been officially released (February 3, 2022) through the service for subscribers to enjoy. There are also DLC updates as well as perks for Xbox Game Pass Ultimate (XGPU) subscribers.

To put things in perspective, posted below is the excerpt from the February 1, 2022 announcement on Xbox.com written by XGP Community Lead Megan Spurr…

Contrast (Cloud and Console) ID@Xbox – February 3 – Explore a dreamlike, vaudevillian world of the 1920s, in which you can shift freely in and out of shadow. Tasked with helping a young girl named Didi, you will unravel the mysteries behind her troubled family and the dark secrets that must be exposed to re-shape her future.

Dreamscaper (Cloud, Console, and PC) ID@Xbox – February 3 – An endlessly replayable action roguelike with a waking/dreaming gameplay cycle. By night, delve deep into your subconscious, facing nightmares in an ever-changing world filled with unique items, abilities, and challenges. By day, explore the city of Redhaven, build relationships and unlock permanent upgrades to take on the next dream stronger than ever.

Telling Lies (Cloud, Console, and PC) ID@Xbox – February 3 – An investigative thriller game with non-linear storytelling, Telling Lies revolves around a cache of secretly recorded video conversations. Starring Logan Marshall-Green, Alexandra Shipp, Kerry Bishé, Angela Sarafyan, and directed by Sam Barlow, creator of Her Story and writer/designer of Silent Hill: Shattered Memories.

Besiege (Game Preview)(Cloud, Console, and PC) ID@Xbox – February 10 – Besiege is a physics building game where you construct war machines to obliterate fortresses, annihilate legions of soldiers, navigate hazards, and solve physics puzzles. In the single-player campaign, you’ll conquer your way through four distinct islands, each with its own theme, packed with fully destructible levels and see you bring your enemies to their knees. Learn more about Besiege (Game Preview)here!

CrossfireX (Console) – February 10 – Available on day one with Xbox Game Pass: Play the first CrossfireX single-player campaign, Operation: Catalyst, developed in partnership with Remedy Entertainment. Take control of a Global Risk unit, as they traverse through enemy territory to save their captured teammate and uncover the dark secrets of the Black List Mercenary group.

Edge of Eternity (Cloud, Console, and PC) ID@Xbox – February 10 – Available on day one with Game Pass: Wage epic turn-based battles as you follow Daryon and Selene on their quest to find a cure to the all-consuming Corrosion in this grand tale of hope and sacrifice, created by a small team of passionate JRPG lovers.

Skul: The Hero Slayer (Cloud, Console, and PC) ID@Xbox – February 10 – Skul is a fast-paced action rogue-lite where losing your head is encouraged. Featuring 100 playable characters each with their own unique abilities and a ton of items that can create wild synergies, the battles are as electrifying as they are challenging.

The Last Kids on Earth and the Staff of Doom (Cloud, Console, and PC) – February 10 – Battle hordes of zombies and monsters in The Last Kids on Earth and the Staff of Doom, a semi-open world action RPG that tells a new story in the post-apocalyptic town of Wakefield. Playing as teen survivors Jack, Quint, June, or Dirk, you’ll explore zombie-infested streets on your quest to stop Malondre, a powerful adversary from obtaining the Staff of Doom.

Ark: Ultimate Survivor Edition (Cloud, Console, and PC) ID@Xbox – February 14 – Experience everything that the Ark franchise has to offer with Game Pass in this definitive collection! Tame and ride primeval creatures as you explore savage lands, team up with other players to compete in epic tribal battles, and travel together on the greatest dinosaur-filled adventure of all time.

Infernax (Cloud, Console, and PC) ID@Xbox – February 14 – Available on day one with Game Pass: Infernax is the adventures of a great knight who returns to his homeland only to find it plagued with unholy magic. While on your quest to find and destroy the source of this corruption by any means necessary, you will face ruthless creatures, dangerous beasts, and precarious terrains.

The Xbox.com article also confirmed that there will be games leaving the Xbox Game Pass service on February 15. Those games are Control, Code Vein, Final Fantasy XII: The Zodiac Age, The Medium, Project Winter and The Falconeer. If you are an XGP subscriber and you have not played those games on your Xbox console, now is the time to download what titles interest you the most.

Going back to the games for XGP this month, CrossfireX, Contrast and Edge of Eternity are the most interesting to me. Contrast is an old game made by Xbox game studio Compulsion Games which was released many years ago when the said developer was still independent. I completely missed out on Contrast back then and the opportunity to try the game without paying anything extra is a welcome move. Edge of Eternity is a fantasy role-playing game that was clearly influenced by Japanese role-playing games (JRPGs). It was released on Windows PC in 2021 and being added on XGP (apart from being scheduled for release on multiple platforms on February 10) will surely interest Xbox gamers who love JRPGs.

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

+++++

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/

Two Point Campus will be released on Xbox Series X, Xbox Series S, Xbox One and Windows PC via Game Pass (both Xbox and PC) on May 17, 2022

If you are the kind of gamer who enjoys simulation gaming as well as managing digital communities on your Xbox console or your PC, then you have something to look forward to on as SEGA will release Two Point Campus for Xbox Series X, Xbox Series S, Xbox One and Windows PC via Xbox Game Pass and PC Game Pass on May 17, 2022. The new game is the follow-up to the successful 2018 game Two Point Hospital (available via Xbox Game Pass as of this writing), and you can order it in advance now.

To begin with, watch this official trailer of Two Point Campus.

Developed by Two Point Studios, Two Point Campus has a school setting and players will be challenge to establish and manage a university campus complete with setting up its many parts (like classrooms and laboratories to name a few), hiring a staff of good quality educators, and managing how the students will behave in and around campus. As it is a piece of fantasy, the game has a cartoony vibe on its art and expressions.

To put things in perspective, posted below is the excerpt from the official announcement on Xbox.com written by Two Point Studios Creative Director Gary Carr.

Build your university and manage everything within it.

In Two Point Hospital there is very little time to really get to know your little people, because patients come in for their treatment, you cure them (or they die…oops) and then they leave your hospital. In Two Point Campus this process is very different. Your students will be with you for much longer during their campus experience, giving you the chance to help them on their academic journey to success, or in some cases failure. You’ll have to figure out what’s going on. Are they happy? Are they enjoying their courses? Are they making enough friends? You’ll need to take the time to get to know them, nurture them and pull them through this process. Each student has their own unique character traits, so you’ll have to cater to all their needs to develop them into well-rounded individuals who will do the legacy of your university proud.

We just really want you to care more about your little people, so in Two Point Campus we’re giving you the tools to create an incredible university experience for your students. Keep them entertained with extracurricular activities, such as socials, gigs, clubs and even ‘CheeseBall’ – the highly entertaining sports activity in Two Point Campus. However, too much of the fun stuff will result in students falling asleep during class, which impacts their grades and eventually your overall Campus prestige. It’s the perfect balancing act, to on one hand give your students the adventure of a lifetime, and on the other hand, run a successful Campus environment.

The students in classroom.

Anyone that’s familiar with Two Point Hospital will know that we like to give our games a humorous twist. That’s no different in Two Point Campus. Rather than the typical academic fare, students in Two Point County will experience some very unusual courses. They can learn how to cook giant pizzas in the Gastronomy course or attend Robotics and get into the techy stuff where they build huge robots. We really enjoyed brainstorming about all the different courses in Two Point Campus. It usually starts by thinking of theme or a pun, and from there we think of how we can build it into a course. We love thinking of big and absurd machines or items that the students interact with during their courses, so players are wondering “what on earth going on there??” 

Like Two Point Hospital, Two Point Campus is a charming, accessible, and deep management sim, but for the first time, you will be able to build your Campus from the ground up, from the buildings to the grounds they sit in. You can design stylish dormitories for your students, lay down ornamental pathways or pimp up your Campus with super cool items, such as Cheesy Gubbins vending machines. One of the things we enjoyed most at Two Point Studios when Two Point Hospital launched, was watching people play our game and get super creative with the design of their rooms and hospitals. In Two Point Campus we take this a step further, where players can go all out and design absolute masterpieces, or total trash if they wish… However, there will still be plenty of options for people who don’t like that total freedom when it comes to building. We’re keen to cater to all the different playstyles.

The above description really sounds interesting. I wonder if the game will allow players to fire socialists/Communists/Marxists among the university’s educators to prevent the radicalization of students which has been going on for a long time in North America in real life. If I were to establish the campus of my dreams, there definitely will be no Leftism and no elements of the Satanic Left. The focus will be strictly on education, no political ideologies. No socialism, no Marxism and no Communism at all!

Coming soon to Xbox consoles and Xbox Game Pass!

As mentioned earlier, if you are convinced to buy yourself a copy of Two Point Campus for your Xbox console or Windows PC ahead of time, you can do it online and you will get some bonus items in return. However, if you are already subscribing via Xbox Game Pass or PC Game Pass, you only need to wait for the May 17, 2022 launch to download it and play it without extra charge. I myself am an XGP subscriber and I will be playing Two Point Campus on my Xbox Series X this May, and only then I’ll find out how good the game will turn out.

In closing this piece, posted below are Xbox-related videos plus a Two Point Campus video for your viewing pleasure.

+++++

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 Punisher 2099 #2 (1993)

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

Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we revisit the future of 2099 through the Punisher 2099 monthly series.

For the newcomers reading this, Punisher of 2099 is Jake Gallows who works during the day as a law enforcer which is a nice contrast to the concept of the classic Punisher identified as Frank Castle. In Punisher 2099 #1 (1993), Jake Gallows witnesses the demise of his family that got attacked by a gang of killers led by Kron Stone who is not only the son of Alchemax’s Tyler Stone but also became the deadliest nemesis of Spider-Man 2099.

With those details laid down, here is a look back at Punisher 2099 #2, published by Marvel Comics in 1993 with a story written by Pat Mills and Tony Skinner, with art by Tom Morgan.

The cover.

Early story

The story begins with a funeral of Jake Gallows’ lost family members held at the church of Thor. In accordance to the traditions of the Thor religion, the dead bodies were placed on a burning boat floating on the water just outside the church building. As he and his fellow law enforcers watch the ritual happen, Jake confirms that he and the church of Thor do not believe in forgiveness and he himself believes in revenge.

When he is not on duty, Jake goes out as the Punisher hunting and killing criminals in his own brutal ways. Even as he does not wear a mask nor a helmet, his face is digitally covered from detection of security cameras thanks to a special technology he uses to protect his identity.

Meanwhile at an amusement park, lots of children enjoy floating in the air within an anti-gravity chamber. Kron Stone and his fellow killers arrive as they attempt to murder the children. Punisher suddenly comes out and successfully kills Stone’s companions, leaving them together in a standoff…

Quality

The Punisher has someone assisting him.

While the sub-par issue #1 was composed mostly of the build-up and emphasis of the futuristic Punisher, this story is pretty much a big pay-off to it. Quite predictably, Jake gets to meet with the gang leader responsible for the death of his family in this issue not once but twice. Along the way, the comic book writers got to emphasize Kron Stone’s wickedness more as well as his continued disregard of human life. This time, Stone’s willingness to kill many children is very disturbing and Tom Morgan’s art style clearly emphasized the villain’s evil.

Within this comic book is a visual tour of the Gallows residence which has a large underground facility and pieces of technology that Jake uses for his campaign against crime (this makes Punisher 2099 becoming similar with Batman and his Bat Cave). He also has a technology oriented partner named Matt who helps him establish a working base of operations.

There is also a sub-plot about the side of crime with the introduction of the Fearmaster who, like Tyler Stone, is with Alchemax and has influence over Public Eye. Unsurprisingly, his introduction is short.

Conclusion

Jake Gallows and Kron Stone (AKA Venom 2099) meet again, only this time the former is now in his form as the Punisher.

The best way to describe Punisher 2099 #2 (1993) is that its plot really thickened and unlike issue #1, this one has a more interesting story and the presentation done by the creative team has some entertainment value. While this is unsurprisingly the natural progression of defining the futuristic Punisher to readers, it is also a successful way of expanding his own part of the 2099 universe complete with the introduction of a new villain and conspiracy that connects to both criminals and law enforcers. To be clear, this is far from being an excellent comic book but it is clear that this one is an improvement over issue #1. In retrospect, the one thing that adds weight to this comic book is not Punisher himself nor the creative concepts involved, but rather the presence of Kron Stone who later on became Venom 2099 (read my retro reviews involving him in Spider-Man 2099 issues #35, #36, #37, #38 and #39).

If you are seriously planning to buy an existing hard copy of Punisher 2099 #2 (1993) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $90 while the near-mint copy of the newsstand edition costs $200.

Overall, Punisher 2099 #2 (1993) 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 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 Spider-Man 2099 #5 (1993)

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

Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we revisit the future of 2099 through the Spider-Man 2099 comic book series of the 1990s.

Last time around, Miguel O’Hara/Spider-Man found himself in a very tricky situation as he found himself in confrontation with the Specialist while making sure that Kasey Nash (the lady who is involved with Miguel’s brother Gabriel) is safe. It should be noted that at this particular point of time, Spider-Man is still adjusting to his special abilities and he also has deal with matters over his work at Alchemax in his civilian form.

With those details laid down, here is a look back at Spider-Man 2099 #5, published by Marvel Comics in 1993 with a story written by Peter David and drawn by Rick Leonardi.

The cover.

Early story

The story begins with a weakened Spider-Man who mask is being held by the sword-wielding Specialist. As soon as the Specialist realized that the mask can’t be pulled off easily, Spider-Man scratches his body with talons and gained some distance away from him enabling him to wear his mask properly.

Meanwhile inside the facility of Alchemax, Tyler Stone watches the conflict between Spider-Man the Specialist recorded live by cameras. He orders his assistant to interrupt the scheduled programming of Private Eye and direct the live feed of the fight to the entire city. Stone orders him to alert Private Eye’s personnel.

Stone specifically wants Private Eye’s armed members to converge at the fight of Spider-Man and the Specialist, but states that no apprehension will be done. Stone has something in mind for Spider-Man…

Quality

The battle between Spider-Man 2099 and the Specialist was viewed by Alchemax.

What started in issue #4, this comic book expanded greatly without letting the narrative turning dull. The fight between Spider-Man and the Specialist pretty much dominates the majority of the story, and yet Peter David successfully told stories about Kasey Nash and Gabriel O’Hara while giving readers an inside look at Alchemax and its control on society. In addition, the futuristic Stark-Fujikawa corporation was given its own spotlight in the story complete with their own connection with the Specialist.

As the universe of 2099 was further emphasized, Spider-Man got developed further as an action performer. The more Miguel used his special abilities, the more he becomes proficient not only with fighting but also with defensive moves aided by enhanced reflexes. It was also here where Spider-Man gets to use his organic web a lot more which really challenged his opponent from Stark-Fujikawa.

More the narrative, I like the way Peter David raised the stakes and intrigue all throughout. Not only will you get to see Kasey Nash, Alchemax and Stark-Fujikawa perceive the battle, there is also a short and yet intriguing scene of Gabriel O’Hara with a certain lady who would later become a crucial part of the Venom 2099 storyline (read my reviews of issues #35, #36 and #37). I should state that the battle between Spider-Man and the Specialist built up the tension for the impactful moment very near the end of the story, and that is something you must see.

Conclusion

Spider-Man reacts with his reflex and talons.

Spider-Man 2099 #5 (1993) another compelling and enjoyable read from the team of Peter David and Rick Leonardi. The stakes were really raised high in the story complete with giving the reader a greater view of the 2099 New York society under the control of Alchemax and Spider-Man himself is just a small part of it who happens to stand out among all the people because of his special abilities. Clearly, the series at this point moved swiftly from the superhero origin stage into the dangerous society of the far future.

If you are seriously planning to buy an existing hard copy of Spider-Man 2099 #5 (1993) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $60 while the near-mint copy of the newsstand edition costs $180.

Overall, Spider-Man 2099 #5 (1993) is recommended.

+++++

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

Sony is clearly behind as technology giants move on with their respective ecosystems

As I am writing this post, the shockwaves caused by the Xbox-Activision-Blizzard deal are still being felt. As many Xbox-haters and PlayStation fanboys online could not help but become uneasy and restless because of the deal’s effects on them, Microsoft Gaming CEO Phil Spencer had officially talked with Sony’s top executives and described what happened via his Twitter account.

From Phil Spencer himself.

Take note of Spencer’s words “existing agreements” and “our desire to keep Call of Duty on PlayStation.” Existing agreements most likely refer to what Activision Blizzard made with Sony which I believe are years-long deals on games with regards to platform releases, marketing, post-release downloadable content, etc. Of course, such agreements can last long but NOT FOREVER. The business benefit for PlayStation from Activision Blizzard will someday come to an end. 

As for Microsoft’s desire for keeping Call of Duty on PlayStation, that clearly means that the corporation of Xbox is technically in-charge of not just the COD franchise but on the decision making, marketing and releasing its games on specific platforms. Sony and its PlayStation team are not in the driver’s seat here anymore. Whatever deals Activision signed with PlayStation before the acquisition will expire and they certainly will not be renewed once Microsoft and its Xbox team takes over. In due time, future COD games as well as other upcoming games and new intellectual properties of Activision Blizzard will become Xbox-exclusive in accordance to what Spencer declared before

We have games that exist on other platforms, and we’re going to support those games on the platforms they’re on. There are communities of players. We love those communities and will continue to invest in them. And even in the future, there might be things that have either contractual things, or legacy on different platforms, that we’ll go do. But if you’re an Xbox customer, the thing I want you to know is this is about delivering great exclusive games for you that ship on platforms where Game Pass exists, and that’s our goal, that’s why we are doing this,

This brings me to my next point – Sony as a global business entity is way behind Microsoft, Apple, Google and Amazon when it comes to establishing ecosystems that result tremendous business growth and reaching billions of customers worldwide respectively. The decades-old console-focused approach by Sony with PlayStation was indeed successful but not great enough to help it grow big time. Not even their Hollywood business nor Spider-Man could lift them up greatly. The weird thing was that Sony in previous decades had established an old ecosystem before PlayStation began.

To put things in perspective, posted below is a long excerpt from a recent Nikkei Asia article. Some parts in boldface…

The 10% drop in Sony’s stock price this week following Microsoft’s announcement that it will buy game content developer Activision Blizzard shows the market has belatedly awakened to an existential flaw in Sony’s kingdom. It lacks an ecosystem.

In terrifying contrast, Microsoft is a formidable ecosystem whose component elements, such as devices, operating system, browser, search engine, applications, content, cloud memory, work hand in glove to suck in captive users and never let them go. The ecosystem effect is all too familiar to owners of PCs that run on the Windows OS, which maddeningly redirects users to Microsoft’s Edge browser and Bing search engine against their will.

It is no accident that five of the world’s seven largest companies by market capitalization — Apple, Microsoft, Alphabet/Google, Amazon and Meta/Facebook — are ecosystems. Every consumer decision to buy a device, be it a PC, smartphone, Kindle reader, or game console, entails a surrender to an interconnected ecosystem. Promiscuity among ecosystems is possible but, by design, not easy. The ecosystems are at war and want to make you their captive.

Ironically, Sony was early to recognize the strategic significance of the ecosystem effect. Its decision to acquire CBS Records and Columbia Pictures in the late 1980s was inspired by the notion that controlling entertainment content could somehow push device sales, such as Betamax VCRs and Sony Walkman.

What Sony overlooked was that it would be self-defeating to make its controlled content exclusively available on Sony devices. Very few consumers would buy a Walkman just because it was the only way to listen to Michael Jackson. And Sony’s refusal to license Michael Jackson to non-Sony device users would perversely shut down third-party royalty revenue from the controlled content. Sony saw, but misunderstood and misapplied, the ecosystem effect between devices and content.

Sony’s next, more costly, wrong turn was its failure to anticipate and keep up with the morphing of portable audio devices like the Walkman launched in 1979 and iPod in 2001 into the iPhone debuted in 2007. The iPhone integrated, in a single handheld device, all of the functions formerly provided by the multiple discrete products in Sony’s consumer electronics lineup: phone, TV, camera, video and audio player and recorder, clock, calculator, and so on.

Sony’s stock price plunged from 30,000 yen ($260) per share in 2000 to 1,668 yen in 2009. Sony and the entire Japanese consumer electronics industry are still in disarray from the iPhone paradigm shift.

Unlike Sony, Apple founder Steve Jobs was a master at creating and orchestrating an ecosystem. In particular, he understood when to link content exclusively to a device and, just as important, when not to. Even now, Apple’s iOS is available only on Apple devices, unlike Microsoft’s device-agnostic Windows OS.
Initially, Apple’s iTunes music store platform was available only on Apple’s own devices. Then, in October 2003, “the day that hell froze over,” Jobs made the strategic decision to make iTunes compatible with and freely downloadable by non-Apple devices.

The result was not only to massively increase the audience and revenues of the iTunes platform. Non-Apple device users discovered how great iTunes was and that it worked even better on an iPod, leading to a surge in new iPod owners conveniently prepped for the coming transfiguration of the iPod into the iPhone.

The same interplay between devices and content is at the center of intense competition in the $180 billion global PC gaming industry. Dedicated gamers have a choice among three game-specific consoles — Microsoft’s Xbox, Sony’s PlayStation and Nintendo’s Switch.

The choice of device, in turn, entails a menu of device-specific exclusive content. Xbox and PlayStation each offer about 2,000 titles, but the bestselling 200-300 games for each tend to be exclusive to one or the other. A gamer’s choice of console implies a decision about preferred content.

But the relationship between game devices and content is evolving rapidly, tracking changes elsewhere in the internet universe. Games today can be played on any device, PCs and smartphones, not just a dedicated game console.

Gaming is now mobile. Game content is increasingly being streamed, just like Netflix and Amazon Prime. You can play games on YouTube. And an Xbox can be used as a PC to surf the Internet and do your homework.

The immediate threat to Sony posed by Microsoft’s acquisition of Activision Blizzard is that Microsoft will make the content it is acquiring — global blockbusters like Call of Duty and World of Warcraft — exclusive to Xbox users and invite defections from PlayStation users who want to keep playing their favorite games.

But this is just one element of the multifaceted ecosystem effects Microsoft can deploy to squeeze Sony. Sony should be nervous, for example, that it has no cloud or streaming capability of its own and relies on Microsoft’s own Azure platform to deliver streaming content to Sony users.

Sony’s game and network services segment now accounts for 30% of its revenues. It is hard to see how Sony can compete in the long-term in a narrow game-specific segment without credibly competing with the likes of Microsoft, Alphabet/Google and Amazon across the board in all segments of the device-content spectrum.

From a financial point of view, Sony is not only behind the tech giants with ecosystems. Sony simply does not have the major financial muscle needed to pull off massive acquisitions of game publishers (massive meaning more than $5 billion per each acquisition) that each have lots of game developers, intellectual properties and technologies. The Japanese giant does have a business ecosystem but it’s too small and too narrow compared to its Western competitors. This also means Sony reaches much less customers worldwide.

In a possible response to Xbox-Activision-Blizzard deal, Sony can try to acquire its fellow Japanese gaming entities like Capcom, SEGA or Square Enix and integrate the entity(s) into PlayStation, but that will require not just a whole bunch of money but also willingness to not just make big offers the other party cannot turn down, but also the willingness to overcome all the legal obstacles, solve all the complications, absorb all the employees, fund future projects already in development, etc. If the PlayStation team is willing on building up its very own exclusive properties, they could expand the work forces as well as the projects of their very own game studios.

The Xbox-Activision-Blizzard deal is very hard to match not just because of the financial value and organizational weights involved, but also because the said deal covers consoles, Windows PC, mobile devices, cloud gaming, browser gaming and much more. The PlayStation ecosystem is still console-focused and so far team PlayStation released only a few of its games on PC. Is Sony even working to improve PlayStation Now? Are the PlayStation executives realizing that their 3rd party marketing deals won’t lift up their corporation and consumer base anymore? Has it occurred to the PlayStation executives that future games of the Crash Bandicoot and Spyro The Dragon franchises (both of which are permanently identified with Sony’s gaming brand due to exclusive games released on the first PlayStation console) will be released only on Xbox platforms?

As mentioned in the Nikkei Asia article above, business ecosystems are not perfect and they have their flaws that affect customers in bad ways. As such, the ecosystem powers and organizers should do their work to be more user-friendly and be more consumer-oriented. Still, the ecosystem approach to business has proven to be very effective with regards to reaching the widest number of consumers worldwide as well as driving business growth to new heights, not to mention generating economic benefits for business partners involved (example: credit card companies whose users buy on Amazon, Xbox network, Google, etc.) No amount of sales of Final Fantasy games and Street Fighter games exclusive to PlayStation consoles will ever match that. 

As for the console fanboys who still hate Xbox, they should learn to stop living with fantasy and wake up to reality. Time to grow up.

In ending this piece, posted below are videos related to Xbox and the Activision Blizzard deal…

+++++

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/

Microsoft’s acquisition of Activision Blizzard shakes gaming industry!

It has been a few days since the industry shaking announcement was made – Microsoft will acquire gaming giant Activision Blizzard for almost $69 billion and that means major additions (games, intellectual properties, game development talents, technologies and more) coming to Team Xbox for gamers to enjoy within the Xbox ecosystem.

This is easily the most unbelievable and most intriguing video game business development since the Xbox-Bethesda deal (deal completed in 2021). Unbelievable because nobody (other than the Microsoft and Activision Blizzard executives) saw this deal would happen at all even though Team Xbox made clear it would push on with acquisitions. Intriguing because Activision Blizzard itself has been controversial in very negative ways (for references, click here, here and here) which brings major challenges for Team Xbox to solve once the acquisition has been completed.

To begin with, let’s take a look at the reactions and analysis of Xbox YouTubers and gaming media in the videos below…

And now, for even greater perspective, posted below is an excerpt from the official Xbox-Activision-Blizzard announcement on Xbox.com written by none other than Phil Spencer himself and he now has a new work title…CEO of Microsoft Gaming. Now pay close attention to the details below. Some parts in boldface…

As a team, we are on a mission to extend the joy and community of gaming to everyone on the planet. We all know that gaming is the most vibrant and dynamic form of entertainment worldwide and we’ve experienced the power of social connection and friendship that gaming makes possible.

As we pursue that mission, it is incredibly exciting to announce that Microsoft has agreed to acquire Activision Blizzard.

Over many decades, the studios and teams that make up Activision Blizzard have earned vast wellsprings of joy and respect from billions of people all over the world. We are incredibly excited to have the chance to work with the amazing, talented, dedicated people across Activision Publishing, Blizzard Entertainment, Beenox, Demonware, Digital Legends, High Moon Studios, Infinity Ward, King, Major League Gaming, Radical Entertainment, Raven Software, Sledgehammer Games, Toys for Bob, Treyarch and every team across Activision Blizzard.

Until this transaction closes, Activision Blizzard and Microsoft Gaming will continue to operate independently. Once the deal is complete, the Activision Blizzard business will report to me as CEO, Microsoft Gaming.

Upon close, we will offer as many Activision Blizzard games as we can within Xbox Game Pass and PC Game Pass, both new titles and games from Activision Blizzard’s incredible catalog. We also announced today that Game Pass now has more than 25 million subscribers. As always, we look forward to continuing to add more value and more great games to Game Pass.

The fantastic franchises across Activision Blizzard will also accelerate our plans for Cloud Gaming, allowing more people in more places around the world to participate in the Xbox community using phones, tablets, laptops and other devices you already own. Activision Blizzard games are enjoyed on a variety of platforms and we plan to continue to support those communities moving forward.

As a company, Microsoft is committed to our journey for inclusion in every aspect of gaming, among both employees and players. We deeply value individual studio cultures. We also believe that creative success and autonomy go hand-in-hand with treating every person with dignity and respect. We hold all teams, and all leaders, to this commitment. We’re looking forward to extending our culture of proactive inclusion to the great teams across Activision Blizzard.

Around the world, there is no more exciting venue for fun and connection than video games.

Wow! That was once massive and strategically worded announcement there by Microsoft Gaming CEO Phil Spencer! Not only does this great development prove that Microsoft continues to go all-in on gaming through Team Xbox, it also shows partially what the long-term video gaming business will be for them, Activision Blizzard’s teams and the consumers who collectively own game consoles, desktops, laptops, smartphones and other devices with access to the Xbox network and ecosystem. The acquisition, once approved, will help Team Xbox gain a strong presence in the lucrative mobile gaming industry.

Very clearly, the business of video games is no longer limited to game consoles, software and online gaming networks which is something that Japan-based Sony and Nintendo should realize. The console-only approach of business is itself a hindrance on reaching out to billions of people who play games, as well as an obstacle to achieve massive business growth not for the short term but for the long term.

The most recent games of Activision Blizzard franchises like Call of Duty, Starcraft, Warcraft, Crash Bandicoot and Spyro have been released on game consoles and Windows PC. There is also the mobile gaming titan Call of Duty: Mobile under Activision. These facts proves that the acquisition by Microsoft makes business and technical sense.

When it comes to Xbox gaming, I believe that in due time, future installments of established Activision Blizzard game franchises as well as brand new intellectual properties will become Xbox-exclusive after the completion of the acquisition and as long as Activision Blizzard has no signed agreements with PlayStation or Nintendo related to console exclusivity of games. What is the basis for this? Take a look back at what Phil Spencer said before

“We have games that exist on other platforms, and we’re going to support those games on the platforms they’re on. There are communities of players. We love those communities and will continue to invest in them. And even in the future, there might be things that have either contractual things, or legacy on different platforms, that we’ll go do. But if you’re an Xbox customer, the thing I want you to know is this is about delivering great exclusive games for you that ship on platforms where Game Pass exists, and that’s our goal, that’s why we are doing this,”

Going back to Spencer’s Xbox-Activision-Blizzard announcement, he specifically confirmed that Xbox Game Pass (XGP) subscribers has reached 25 million already, and things will only get exciting as more Activision Blizzard games will be added into the service! Expect lots of Call of Duty games, Crash Bandicoot games, Tony Hawk games and more! Xbox Game Pass will become even more varied with its game selection from the Xbox game studios and that means the subscription service will become even more attractive, even essential, to gamers who want great value for their money.

Apart from Activision Blizzard’s games and intellectual properties, Microsoft will also inherit the many employees working under AB’s game studios as well as their proprietary technologies (game engines, rendering software and the like) and have them integrated into Xbox Game Studios.

Easily the biggest video game development of 2022!

Right now, there is still a long road ahead for the Xbox-Activision-Blizzard deal to endure first heading towards competition. Don’t forget that the deal is still subject for review by the regulators. The people who hate Xbox and even Activision Blizzard out there can always rant a lot, complain a lot and spew lots of nonsense but nothing changes the fact that the Xbox-Activision-Blizzard deal does not really constitute a monopoly in the video game industry. The said industry is much bigger than most people know and there are several other game publishers out there whose combined market values heavily outweigh Microsoft, Activision Blizzard and even Bethesda combined. As for the internal side of things, I believe that Microsoft has what it takes to end the negativity within Activision Blizzard, solve the related problems and straighten things out. It will take a few years but I believe improvements will happen. By then, more entertainment content will flood the Xbox ecosystem as well as Xbox Game Pass!

Truly now is a great time to be part of the Xbox ecosystem as more great games will be coming in! Personally, I am looking forward to play Activision Blizzard’s games on my Xbox Series X through Xbox Game Pass!

+++++

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 Spider-Man and Batman: Disordered Minds (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, 1990s culture enthusiasts and comic book collectors! Today we will take a look back at a certain crossover comic book that involved both Marvel Comics and DC Comics published in the mid-1990s. On my part, it’s been some time since I last reviewed a Marvel-DC crossover comic book. That being said, you can read about my retro comic book reviews of Batman versus The Incredible Hulk and Superman and Spider-Man on this website.

For this new retro review, we will focus on the 1995 crossover that brought two of Marvel and DC’s icons together for the first time – Spider-Man and Batman! To put things in perspective, the 1990s still remembered as the decade when Bane broke Batman’s back while the publishing of Spider-Man comic books became highly controversial with the Spider-Clone Saga. In the 1995 crossover produced the two comic book giants, Spider-Man and Batman are presented in their classic identities as Peter Parker and Bruce Wayne.

With those details laid down, here is a look back at Spider-Man and Batman: Disordered Minds published in 1995 by Marvel Comics and DC Comics with a story written by J.M. DeMatteis and drawn by Mark Bagley.

The cover.

Early story

The story begins with a nightmare in which Peter Parker’s Uncle Ben got shot by an armed man in the presence of Aunt May inside their home. Immediately Spider-Man arrives and grabs the man by the neck. The armed man creepily laughs and his face suddenly turns into the Joker. Peter Parker wakes up in bed with Mary Jane on his side. After a short talk with his wife, Peter decides to leave their apartment and swing around the city as Spider-Man.

In another nightmare, a very young Bruce Wayne witnesses the death of his parents caused by a man with a gun. He suddenly turns into Batman and grabs the gunman by the neck. The gunman suddenly turns into the horrific Carnage. Bruce wakes up and decides to reflect. As soon as his butler Alfred opens the door to check on him, Bruce immediately leaves as Batman in the middle of the night.

Somewhere that same night inside a secret facility of the Ravencroft Institute, Cletus Kasady/Carnage is restrained in a secured chamber surrounded by armed security personnel with Spider-Man and psychotherapist Ashley Kafka watching him…

Quality

The two superhero icons together.

I’ll start first with the visual quality of this crossover comic book. Mark Bagley, who was the lead artist on Marvel’s Amazing Spider-Man comic book series, delivered an unsurprisingly stylized look at the two superhero icons, super villains and characters, as well as on DC’s Gotham City (which was the most prominent location in the story).

While Bagley’s work on Spider-Man and the characters associated with him were typical of his Amazing Spider-Man of the decade, I can say that his take on Batman, Joker, Alfred, the Bat Cave and others on the DC Comics side resulted a unique look. Bagley drew Joker looking sinister, maniacal, clueless and even tamed as the plot progressed. Bagley’s Batman has a larger yet familiar style of muscular body compared to Spider-Man, and the visual presentation of his cape ranged from dynamic to looking authoritarian. There were however a few moments wherein Bagley went over the limit on emphasizing the length of Batman’s cape which resulted a few inaccuracies. Remember how there were times that Bagley drew Marvel characters’ thighs to look excessive with muscle? You will see that too on Batman here.

When it comes to artistic dynamism, it is clear that Bagley pushed himself hard creating some mixed results. Some scenes (action scenes and talk scenes included) had the appropriate amount of flash and style, while other scenes had an excessive amount. When it came to spectacle, Bagley succeeded in making the action, hard-hitting moments and explosions look very lively. To be clear, this comic book is entertaining to look at but ultimately it will resonate best with readers who are best familiar to the way Bagley draws.

For the storytelling, J.M. DeMatteis crafted a script that did not reach its full potential as there were obvious limits imposed to ensure equality on presenting the characters and the situations. This explains why in the beginning Spider-Man and Batman each had nightmares related to their respective past and end up seeing their respective super villains interchanged (Spider-Man sees Joker, Batman sees Carnage). The characters of Ashley Kafka and Cassandra Briar are not only looking too similar to each other (just imagine their characters having no colors), they both feel like cardboard cut-outs of a single character who specializes on analyzing people with dangerous minds and coming up with solutions to help them. The more known supporting characters from the respective sides of the two icons – Mary Jane and butler Alfred – made short appearances but did not really contribute much to the plot.

The limitations are also felt on the way Spider-Man and Batman – plus Carnage and Joker – were presented, right down to their interactions with each other. While it was expected that Batman and Spider-Man would be brought together by an unfortunate development, the complete absence of a fight between the two superhero icons was itself the biggest surprise here effectively defying crossover superhero tradition. Even without a fight, you will see Batman and Spider-Man do things separately in accordance to their respective traditions or character traits before getting back together leading to the big conflict with the super villains.

As for Joker and Carnage being together, the spotlight on them in this comic book is pretty limited. There simply is not enough space in this comic book to bring out the full potential of the two super villains who each are known to be murderers and psychologically dangerous. What is interesting in their limited time together is that the story emphasized the differences between them when it comes harming people. The Joker has his own sadistic style of leading people to their deaths in time-consuming ways which is opposite of the quick deaths Carnage enjoys. Considering their respective reputations, it is just a shame that this comic book not only failed to bring out the full potential of Carnage-Joker, it also failed to establish them as clear and present dangers to the public.

More on the plot itself in relation to the comic book sub-title “Disordered Minds”, the elements of mental instability, psycho-therapy, psychology and rehabilitation are present but they are all thrown out by the time the second half of the story begins, clearly making space for the crossover dynamics of Batman, Spider-Man, Joker and Carnage.

Conclusion

Joker and Carnage.

Spider-Man and Batman: Disordered Minds (1995) is a flawed crossover event comic book that just so happens to have more positive stuff than negative ones. It is enjoyable but not great and certainly not memorable. The imposed limits on the presentation made this comic book’s story feel very staged and predictable. With what little creative space was left, it is quite an achievement for the creative team to tell a cohesive and stuffed story (note: there is a lot of filler and some psychology related stuff may not interest some readers) while featuring Batman and Spider-Man the best way they could. It has enough superhero spectacle to be enjoyed although the interactions between Batman and Spider-Man and between Joker and Carnage could have been better.

If you are seriously planning to buy an existing hard copy of Spider-Man and Batman: Disordered Minds (1995) be aware that as of this writing, MileHighComics.com shows that a near-mint copy costs $120 while the near-mint copy of the signed-and-numbered edition is at $120.

Overall, Spider-Man and Batman: Disordered Minds (1995) 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 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 Sludge #3 (1993)

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

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

Previously I reviewed issue #2 of the series which was a surprising and fun comic book to read as the creative team took the risk of emphasizing the violent character Bloodstorm over Sludge himself. Ultimately, this move served as a way to not just build up tension but to expand the specific place of Sludge and the dark forces within the Ultraverse. For this retro review, issue #3 is set during the events of the memorable Ultraverse crossover story Break-Thru.

With those details laid down, here is a look back at Sludge #3, published by Malibu Comics in 1993 with a story written by Steve Gerber and drawn by Aaron Lopresti.

The cover.

Early story

The story begins with Sludge still lying down at the dock after just being defeated by Bloodstorm. Suddenly a mob of chaotic people (driven mad by the effects of Break-Thru that just happened) lift him up and throw him into the water without any regrets whatsoever. In hiding, Bloodstorm witnesses their act and thought to himself that he should avoid the madness happening. Suddenly, other mad people ganged up on him forcing him to react by firing his gun and set himself free from their grip. He safely makes it to his car and speeds away, even bumping off a few people on the way.

As Bloodstorm speeds away, another man in hiding who knew him and the boss Marcello was found by the mad people. Out of desperation he runs away and jumps into the water. He realizes that the people are so obsessed with going up to the sky (the Break-Thru effect), they did not bother to follow him at all.

Deep down the water, Sludge finds himself alone and getting relieved of the pain he experienced above. Feeling hopeless, he waits for the river to wash him away…

Quality

Sludge in trouble!

Being a standalone story set during the events of Break-Thru, this comic book focuses more on the protagonist while simultaneously raising the stakes with regards to the evil forces as the elements of crime gang combined with the supernatural took effect. To be clear, fantasy elements were added to this series which had darkness and grit dominating the plot of the first two issues.

This comic book has an early appearance of “lord” Pumpkin (AKA The Pump) who is the element of sorcery and, more notably, serves as the Ultraverse’s very own Satanic figure. Not only does the Pump have vast powers to take life away from others and has evil pawns to wield, he also leads and guides an apprentice (the kid gangster called Pistol) with pure wickedness, crafted plans of evil, is cunning in his ways of manipulating others to do evil, and he makes promises or deals with others who will receive some rewards but ultimately will be disregarded and lose a lot. This Ultraverse super-villain, as recorded in Malibu Comics’ publishing history, went on to become a walking symbol of pure evil, corruption, sins and danger in other UV comic books.

While there is indeed more focus on Sludge in this issue, it is the Pump who overshadows him. As for Bloodstorm, his presence has been drastically reduced here which is kind of jarring to read as he was the dominant and heavily emphasized in issue #2. Speaking of characters, the gang boss Marcello (who is Bloodstorm’s client) makes a short appearance but his connections not only with criminals but also with para-military forces emphasized his influence in the city.

More on the plot itself, this comic book is pretty loaded and the stakes were really raised high. In key scenes, Sludge finds himself in the middle of gangsters, the people driven mad by the Break-Thru effect, the para-military forces and the Pump’s ugly and evil pawns. Steve Gerber crafted a story that expectedly built up a lot and paid of strongly since the stakes were raised. I should state that Aaron Lopresti’s art here showed signs of improved creativity

Conclusion

The gang boss Marcello and Bloodstorm talk during the events of Break-Thru.

Sludge #3 (1993) is a more engaging and more intense comic book on its own complete with the literary debut of the Pump who is clearly the Ultraverse’s most evil villain. If issue #2 was twisting with the way it presented its characters, this comic book has more of its protagonist who went on to face new elements of evil while the story of Break-Thru transpired. I also noticed the Pump’s offer to Sludge symbolizes Satan offering a troubled soul a place in his force of evil. How did Sludge react to the offer from the evil one? You will have to read this comic book.

If you are seriously planning to buy an existing hard copy of Sludge #3 (1993) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $16.

Overall, Sludge #3 (1993) is recommended!

+++++

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

A Look Back at Sludge #2 (1993)

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

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

For the newcomers reading this, I published my retro review of Sludge #1 back in December of 2020. I really enjoyed that Ultraverse comic book and now is a good time to revisit that series and find out what will happen next to Sludge, the UV’s most notable monster protagonist. I should state that Steve Gerber (Man-Thing) and Aaron Lopresti made a solid creative duo in Sludge #1.

With those details laid down, here is a look back at Sludge #2, published by Malibu Comics in 1993 with a story written by Steve Gerber and drawn by Aaron Lopresti.

The cover.

Early story

The story begins with a quick flashback of a young blonde boy who got bullied by other kids due to his unusual appearance and the way he expresses himself. Fast forward to the present day, an armed man (the same kid in the flashback) fires his guns on a man who was on his bed inside his residence.

After finishing the killing, the armed man enters his unusual looking car and leaves in high speed. After passing through the city streets, he drives his vehicle into his secret hideout filled with several weapons. Shortly after cleaning himself, he takes his seat in his private study and starts communicating with Mr. Barnett who tells him that bad news that something happened to his father. The killer then states, “Payment is due.”

Somewhere in lower Manhattan, a man is being beaten by two men who are enforcers of a man wearing a trench coat in their presence. The beaten man named Mikey swears he will get the money to pay off his debt but the coated man tells him that he is a week late and will be penalized.

Suddenly out of nowhere, Sludge comes out and grabs the two enforcers which frees Mike whose ear just got cut off by the coated man. Sludge then calls the coated man by his nickname…

Quality

The situation only gets more intense whenever Sludge comes in.

I’ll go straight to the point on the storytelling by Steve Gerber. The biggest surprise is here is that the focus was shifted from the titular protagonist Sludge in favor of the first appearance of Bloodstorm who is more than just a typical villain. Gerber heavily emphasized Bloodstorm’s personality as one who enjoys inflicting violence or death to others (and get paid for it) as a result of his painful childhood and his eventual acceptance of the beliefs that violence itself is always part of life. Even so, this comic book shows that Bloodstorm does not believe in inflicting misery for money and he calls it a cowardly way of earning money. Even as he finds his client’s business appalling, he still proceeds to do the dirty work to make money. This, of course, puts Bloodstorm in the dark work organized, target-focused mobbing which also puts him on the same course as Sludge. 

As with issue #1, the violence here is pretty intense and adulterated which goes along almost perfectly with the story’s dark and gritty tone. There is a fine mix of suspense, shock moments and the revealing of key details. I assure you all reading that that even though Sludge himself was not so dominant as the centerpiece of the story, the payoff for all the build-up was still worth reading.

Conclusion

Get to know Bloodstorm through this comic book.

Sludge #2 (1993) is a pretty surprising comic book. One might think that it would become the natural progression of what was established in issue #1 (which itself was the first appearance and origin of Sludge) but ultimately it took a completely different approach. I should also state that the duo of Steve Gerber and Aaron Lopresti continued to deliver compelling stuff in this comic book. While the fact that Sludge is not the dominating force in the story might turn off some readers, I can say to you that Sludge #2 (1993) is still a very worthy read and it builds up on something waiting to be revealed in succeeding issues.

If you are seriously planning to buy an existing hard copy of Sludge #2 (1993) 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 #2 (1993) is recommended!

+++++

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