Welcome back Xbox fans, geeks, retro gaming enthusiasts, fighting game enthusiasts and other gamers!
With the current Xbox-exclusive fantasy role-playing game Avowedcoming out on February 18, I’m supposed to be excited about what Team Xbox has prepared this year. Of course, there were disappointments not only with certain Xbox first-party releases but also with the way things have been changing on the part of Team Xbox.
Wow! That’s a collection of very fun and popular games Capcom released from 1993 to 2000. With the exception of The Punisher arcade game (a 2D adventure game), I played them all in the arcades decades ago and I can say that having them in a single collection for the modern Xbox consoles is indeed a blessing for long-time Xbox gamers who love 2D fighting games and retro gaming. The way I feel right now, Marvel vs. Capcom Fighting Collection: Arcade Classics looks really enticing to purchase.
Marvel vs. Capcom: Clash of Super Heroes is not just a lot of fun to play but also will please those who love the characters. With Wolverine, Spider-Man, Venom, Captain America from Marvel’s side included, there is something that will bring both geeks and gamers together.
I have fond memories of Capcom 2D fighting games that carried Marvel’s intellectual properties. X-Me: Children of the Atom was enjoyable to play with and it resonated with me as I was already an X-Men comic book reader back in the 1990s. Marvel Super Heroes was also fun to play and it somewhat reminded me of The Infinity Gauntlet storyline. X-Men vs. Street Fighter was the most intriguing crossover fighting game at the time of its release and it really raised the bar for fast-and-furious style gameplay complete with a quick character swap during the heat of battles. Marvel Super Heroes vs. Street Fighter was the follow-up which came with changes that were not well received by the fans.
Then came the two Marvel vs. Capcom crossover fighting games which really built upon the foundation of X-Men vs. Street Fighter for more team battles with speed and impact in mind. I could not forget the inclusion of Resident Evil characters, Mega Man and others.
X-Men vs. Street Fighter is a classic tag-team, crossover-oriented video game! Fast and furious action ensured!
The Punisher arcade game is the only non-fighting game of the collection. Punisher fans should look at this.
Adding further zest to the collection is online play that allows casual matches, ranked matches, custom matches. Think about how your skills or your scoring will compare with those of other players from around the world.
That being said, Marvel vs. Capcom Fighting Collection: Arcade Classics is a retro gaming package that deserves attention as it carries some of the finest video games Capcom ever made.
Welcome back readers, fellow geeks and electronic gaming fans!
In this edition of the Retro Gaming Ads Blast (RGAB) series, we will take a look at another batch of retro gaming print ads – including arcade flyers – from the 1980s and 1990s.
For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games and related products.
With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…
1. Lufia & The Fortress of Doom for Sega Genesis print ad
Considering the eventual scrapping of the Sega Genesis port of Lufia & The Fortress of Doom, this old print ad might as well serve like a tomb stone.
I want to start with this mostly black print ad about the Japanese role-playing game (JRPG) Lufia & The Fortress of Doom coming to the Sega Genesis console. This game was released on the Super Nintendo Entertainment System (SNES) in America and on the Super Famicom in Japan in 1993 and achieved commercial success for the Japan-based publisher Taito. In an attempt to keep on building up the success, a port of the game for the Sega Genesis (Sega Megadrive in other countries) was announced but ultimately it got canceled. It should be noted that Taito’s American division close down in 1995 and the sequel Lufia II: Rise of the Sinistrals was released in America by a different publisher. That being said, this particular print ad is a sad reminder of a broken promise for Sega Genesis gamers as well as Lufia and JRPG fans who wanted to play the 1993 RPG on a different console.
2. Cloak & Dagger arcade flyer
The front of the arcade flyer. There is even a mention of the Cloak & Dagger movie.
Details of the game explained with arcade operators in mind. I find it odd that there is a vacant amount of blank space on this side of the flyer.
Cloak & Dagger, the Atari arcade game that appeared in the 1984 movie of the same name (read my retro movie review by clicking here), has always been an arcade conversion kit as this arcade flyer showed. For the newcomers reading this, an arcade conversion kit allows the arcade operator to replace an old game without having to buy a brand-new arcade machine. Very cleverly, Atari targeted arcade machines of Robotron: 2084, Defender, Stargate and Joust (all were from the competitor Williams Electronics) with Cloak & Dagger. The Cloak & Dagger flyer’s front shows a picture of the pieces of hardware (for insertion into the arcade cabinet plus some physical adjustments) plus decorations for the exterior of the arcade cabinet. The other side of the flyer contains the technical details that make it convenient for arcade operators to understand on how to convert the older games (limited to the above-mentioned Williams games).
3. NBA Live 95 for Sega Genesis print ad
This print ad is still exciting to look at, especially when you are still passionate with basketball.
Back in late 1994, Electronic Arts (EA) revamped their NBA-licensed basketball game franchise with NBA Live 95 which came with a major game redesign that includes the isometric on-court perspective, T-meter for free throw shooting and more. NBA Live 95 was also the first entry of the NBA Live franchise and brand which lasted for decades. This print ad of the Sega Genesis version of NBA Live 95 has the clever display of several screenshots along with pics of the shot clock emphasizing suspense. The basketball action images themselves are not only eye-catching but strong enough to get gamers excited. This is still a solid print ad to look at.
4. X-Men: Mutant Apocalypse print ad
An X-Men game by Capcom.
If there is anything significant about X-Men: Mutant Apocalypse, it is the fact that it was Capcom’s first-ever X-Men-based production that was also released a month before their own hit arcade game X-Men: Children of the Atom came out. Setting aside Capcom’s involvement, this game contains notable elements from the comic books that strongly resonated with dedicated X-Men fans. Apart from the two screenshots and the game box cover, this print ad has X-Men artwork by Andy Kubert who already was the regular artist of the X-Men monthly series.
5. Space Ace multi-platform print ad
Anyone who is a fan of Don Bluth’s works in animation should be able to recognize the art style of this ad.
First released in the mid-1980s, Space Ace was a LaserDisc video game that was designed and produced by the legendary animator Don Bluth (An American Tail, The Land Before Time, Anastasia). After achieving success in the arcades, new versions of Space Ace were subsequently released on many other platforms, including the consoles and computers that used disc drives in the mid-1990s which this print ad emphasized. By looking at the lower part of the print ad, you will see Sega CD, 3DO, Macintosh and PC as targeted platforms. The most notable visual feature of the ad was, unsurprisingly, official art of Space Ace.
6. BurgerTime arcade flyer
The front of this flyer could make you crave for burgers.
The technical and creative details on the rear of the flyer.
Bally/Midway came up with this arcade flyer of BurgerTime which itself went on to become a beloved classic game. The front showed a very enticing looking hamburger that looked like it could fill a person’s belly and tingle his or her taste buds. Then they showed the hand-drawn in-game characters looking like they really are interacting with the hamburger. The back of the flyer shows details that emphasize what the game is about, why it could be a fun arcade addition and what the specs are. This is an engaging arcade flyer.
7. NCAA Final Four Basketball print ad
Do you know anyone who played this college basketball video game?
If there is anything notable about video gaming in the 1990s that is missing today, that would be the presence of multiple basketball video games released by different game publishers. Along the way, there were some college basketball video games such as NCAA Final Four Basketball developed by Bitmasters and published by Mindscape. This print ad had enough screenshots to show what the game looked like and how it played. The ad also mentioned that the game had 64 real NCAA teams and logos as well. This 1994 video game did not have a strong reception from game critics although it received a very high rating by GamePro magazine. NCAA Final Four Basketball has long been forgotten.
8. Indiana Jones’ Greatest Adventures print ad
An eye-catching print ad from a more memorable time when the Indiana Jones franchise was still under the full control of George Lucas and his enterprise.
Indiana Jones’ Greatest Adventures was an ambitious 2D side-scrolling adventure game that also served as an adaptation of the first three Indiana Jones movies (1981-1989) of Steven Spielberg and George Lucas. Like the Super Star Wars trilogy of games that preceded, this one was a challenging and lengthy game filled with lots of action. This print ad only showed Indy’s whip and hat but the screenshots, the text description and the game box cover (which has a young Harrison Ford as the iconic Jones) were more than enough to convince viewers that this was an Indiana Jones game.
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 arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1984 to examine a small part of the Marvel Comics universe through a tale of the Wolverine monthly series.
This particular tale shows were Wolverine went and what he has been doing since he decided to leave the X-Men in Wolverine #75 (1993). Since Magneto removed the Adamantium out of him in X-Men #25 (1993) and Wolverine discovered that his claws were made of pure bones (part of him all along), he has been very determine to search for answers and the truth about himself.
With those details laid down, here is a look back at Wolverine #87, published in 1994 by Marvel Comics with a story written by Larry Hama and drawn by Adam Kubert.
The cover.
Early story
The story begins in the Southeast Asian city of Madripoor (fictional) where Wolverine and his former teammate Gambit are reunited. As they walk, Gambit tells him that Sabretooth (Wolverine’s long-time rival) is staying in Charles Xavier’s mansion (refer to X-Men #28 and #29). As they talk, Wolverine notices something odd at the Princess Bar which he previously visited and there seems to be something wrong. The two decided to break in, causing damage and expecting the worst. It turns out, a lot of people are inside (including those who became friends of Logan) who prepared a surprise celebration for Wolverine.
As the celebration goes on, ninjas at the top of the building watch Wolverine carefully as they prepare to go down and kill him…
Quality
Amazingly, Wolverine managed to slash the two falling guys with his bone claws and impressed Gambit.
If you are familiar with Team X (revealed in flashbacks in X-Men #5 and X-Men #6) composed of Wolverine, Sabretooth and Maverick as black ops operatives, then the story of this comic book will really become relevant with you. In fact, reading the mentioned comic books is a must.
Without spoiling the plot, I can say that creative duo of Hama and Kubert came up with their own contribution to the Team X mythos (with flashbacks visualized in similar style to those in the above-mentioned X-Men comic books of 1992) while emphasizing how the past affects Wolverine, Sabretooth and Maverick in the present day.
What Hama-Kubert came up with was not the typical good-versus-evil superhero tale but rather a believable expansion of the Team X legacy, what the three former members have in common, and what uncertainties are they dealing with as surviving mutants. In the case of Wolverine, this tale adds depth to his solo exploits since leaving his team behind in search for answers.
Conclusion
Wolverine dancing with a pretty lady while two guys above watch them.
Wolverine #87 (1994) is a fine character exploration and also a nice revelation about Team X. Considering how good the contributions from Hama and Kubert are, they would not be so relevant if you have never read Team X’s flashbacks in the two specific X-Men comic books published in 1992 and that alone makes this one a tricky read.
Welcome back readers, fellow geeks and electronic gaming fans!
In this edition of the Retro Gaming Ads Blast (RGAB) series, we will take a look at another batch of retro gaming print ads from the 1980s and 1990s. In addition, there will be a few flyers of arcade games as well as promotional posters of a notable console game that was released only in Japan.
For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games and related products.
With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…
1. M.I.A.: Missing in Action arcade flyer
This is an effective way of catching the attention of both players and arcade operators. I can imagine the woke, the SJWs and rabid feminists getting easily offended by this.
Konami was a very prominent producer of games back in the 1980s. Not only did the company produce high-quality and enjoyable military-themed games on consoles and computers, Konami also made its presence felt in the highly competitive sector of arcade games. In 1989, they released the arcade conversion kit of M.I.A.: Missing in Action and this flyer is the best know promotion of it. M.I.A.: Missing in Action is the follow-up to Konami’s hit game Rush’n Attack.
Visually, the flyer’s display of four screenshots combined with a dominating photographic image of prisoners of war (POWs) getting delightfully released by an attractive female Rambo-type rescuer were designed to catch the attention of young adult and adult gamers. The text descriptions (note: there were more details on the back of the flyer), however, were geared towards arcade operators who were looking for new games to acquire without the hassle of having to buy an entire arcade cabinet. That being said, this flyer was a clever way to appeal to arcade operators and the people who love playing arcade games.
2. Fonz arcade flyer
Simplistic yet effective to look at. If you are an arcade operator, this flyer conveniently has key information displayed.
Believe it or not, Sega was already active in arcade games way back in the 1970s. In this particular flyer, Sega’s arcade game Fonz (also called Moto-Cross, Man T.T.) offered players the unique experience of driving a digital vehicle using actual handlebars on the machine that were meant to create an immersive and realistic feel. If you look closely, the flyer has lots of details written with arcade operators and players in mind.
3. Haunted Castle arcade flyer
Indeed, this game is part of the Castlevania game franchise. It was one of the first Castlevania games released for arcades.
Arguably, Konami is best known for the Castlevania game series which covered handheld gaming devices, personal computers, video game consoles and even arcades. Haunted Castle (Japanese title: Akumajō Dracula) is the 2nd arcade game of the Castlevania franchise and it is not a port of any console game. Like the arcade flyer of M.I.A.: Missing in Action, this one was crafted to lure the attention (and money) of arcade operators looking for conversion kits to replace their old games. The visual presentation is eye-catching and even though the Castlevania brand was nowhere to be seen, Castlevania fans could tell this this arcade offering was part of their favorite game franchise.
4. The Super Dimension Fortress Macross: Do You Remember Love? flyer and poster
The poster promoting the release of the game for Sega Saturn in Japan.
The flyer promoting the Sega Saturn game’s 1997 release as well as the 15th anniversary of Macross.
In 1997, the 15th anniversary of the Macross multimedia franchise was celebrated in Japan and among the highlights was the release of The Super Dimension Fortress Macross: Do You Remember Love? on the Sega Saturn. To promote the game and the franchise itself, lots of flyers and posters were released in Japan. If you look at the illustrated images on the promotional materials closely, you will realize that they are not from the original 1982-83 Macross anime TV series but rather from the The Super Dimension Fortress Macross: Do You Remember Love? animated movie of 1984 (read my retro movie review by clicking here).
While it might be baffling to some as to why the original anime TV series was not used as the source material for the 15th anniversary celebration through gaming, the 1984 anime feature film was actually more adaptable for a video game project (read my retro review by clicking here). It is so obvious, you just have to ask yourselves this question – how can the game developers compress the entire concepts of the 36-episode Macross anime series into one game while ensuring fun gameplay? Regardless, the game was a lot of fun to play and I enjoyed playing the PlayStation version in 1999.
5. Venom/Spider-Man: Separation Anxiety print ad
A clear effort to sell the game to gamers as well as fans of Spider-Man and Venom.
In 1994, Acclaim released Spider-Man and Venom: Maximum Carnage (based on the 1993 comic book storyline Maximum Carnage) on Super Nintendo Entertainment System (SNES) and Sega Genesis ultimately becoming popular with comic book fans and gamers who enjoyed sidescrolling beat-them-up games.
Subsequently, Acclaim and develop Software Creations reunited to release the sequel Venom/Spider-Man: Separation Anxiety a year later on the two leading 16-bit consoles as well as on personal computer (PC). If there is anything notable about this eye-catching print ad, it is the fact that its visual presentation (with graphics on-par with the previous year’s game) cleverly hides the fact that it did not have much new to offer gamers with regards to gameplay and story cutscenes (which the previous game prominently had). Eventually, this game attracted weaker reviews from game critics and has since been forgotten.
6. Tecmo Super Bowl SNES print ad
From the time when Tecmo was still a strong producer of sports video games.
In 1991, Tecmo Super Bowl was released on the aging Nintendo Entertainment System (NES) and because its game design greatly entertained gamers, it became a tremendous commercial success. Not even the very high launch price of $54.99 stopped it from selling a lot.
To keep the commercial success and public interest going, Tecmo announced a new version of the game for the more powerful SNES console with the simple title of Tecmo Super Bowl. If you look closely at the print ad, you will notice that gameplay screenshots were not used at all. Instead, they showed images of the nicely illustrated art works they prepared as eye candy for the game with the intention of making it look cinematic. This is very curious because gameplay itself was the main selling factor of the NES version of Tecmo Super Bowl. I can only guess that Tecmo was not ready to show gameplay images by the time this print ad was made.
7. X-Men 2: Clone Wars print ad
The art used is too alienating for promoting this game.
During the age of the 16-bit consoles, there was a variety of X-Men video games released and produced by different companies. In 1993, an X-Men game published by Sega was released exclusively on the Genesis console which turned out to be fun for gamers and received mostly positive reviews from the critics. Sega went on to publish the sequel X-Men 2: Clone Wars and this print ad caught my attention because of how exaggerated the characters looked. It’s so strange, it’s as if the artist took visual reference from a somewhat blocky 3D polygonal portrait then tried to make them look hand-drawn. I wonder if anyone from Sega regretted this.
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 arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the mid-1990s to explore the adaptation of the second season of the famous X-Men: The Animated Series (X-Men TAS) in the form of the X-Men Adventures comic book series.
Before getting to the new retro comic book review, I should state that the subject X-Men Adventures comic book will involve Carol Danvers in a supporting role (in rather creative ways). Yes, I’m talking about the one character who in the history of the Marvel Comics shared universe was identified (in no particular order) as Ms. Marvel, Binary, Warbird and as Captain Marvel. As the subject comic book was published in 1994, Carol Danvers here is obviously not the woke garbage version played by Brie Larson in the movies.
With those details laid down, here is a look back at X-Men Adventures Season II #9, published in 1994 by Marvel Comics with a story written by Ralph Macchio and drawn by John Herbert.
The cover.
Early story
The story begins at night in New York City. There, Mystique and Mister Sinister have a serious talk. Sinister believes that without Charles Xavier’s presence, the X-Men are very vulnerable and they will eventually become disorganized and fall down quickly.
Over at the mansion of Xavier, Rogue wakes up from a very intense nightmare which prompts Cyclops and Gambit to calm her down. Rogue reveals that she has been having very disturbing visions ever since Professor X disappeared. It turns out, Xavier helped her previously by using his mental abilities to block out the unpleasant memories of hers.
Jean Grey enters the room and she reveals (in response to Cyclops’ question) that she ran a computer search on the woman Rogue saw the other day and came up with several pictures. As soon as Rogue examines the pictures, she then remembers who the woman is which causes her to be consumed by another vision from deep inside her mind. She sees Ms. Marvel…
Quality
There is a lot of stuff here that Rogue fans will enjoy.
The first obvious thing about this comic book is that it is a character-driven tale told mainly through Rogue. In fact, this is actually a creative portrayal of Rogue’s origin written for TV by Marty Isengerg and Robert Skir, and Macchio’s adaptation here made a really solid reading experience for me.
Without going too much into spoiler territory, I can say that this origin story of Rogue was not only written for TV viewers in mind but also crafted to cater to what was back then the modern tastes of X-Men fans in general. I’m talking about 1990s X-Men and society specifically and the thing is, everything here aged well. Nothing here feels out of place. I should also state that Rogue’s upbringing are well worth exploring here.
The writing by Macchio and art by Hebert are of high quality and this comic book is really worth reading again from start to finish. The emotions channeled through Rogue are very intense without ever reaching to the point of showing her insane. Hebert’s art, meanwhile, fills every page with a good amount of visual details complete with strong facial expressions (including some very scary faces from Mystique and Ms. Marvel) and some dynamic superhero action that really spiced up the reading experience.
As mentioned earlier, Carol Danvers appears in a supporting role and the creative team came up with clever ways to emphasize the character both visually and through dramatics. The way Danvers is portrayed here should inspire readers to go out and read Marvel’s published comic books of her as Ms. Marvel. The same thing can be said about Rogue whose origin and gradual rise from an occasional character (a super villainess no less) to a prominent superhero told through Marvel Comics’ shared universe are worth revisiting.
Conclusion
A very disturbed Rogue in the presence of her teammates.
X-Men Adventures Season II #9 (1994) is indeed a very powerful and gripping character-driven comic book that will appeal to fans of Rogue, the X-Men and Carol Danvers. Considering the wholesome aesthetic of the X-Men animated series TV episode, this comic book has a much darker presentation that will strongly appeal to X-Men fans who want a more serious portrayal to read. As it was mainly focused on Rogue, I can say that the conflict was nicely built up and the resolution was a strong pay-off. Very clearly, the Macchio-Hebert creative duo really delivered great stuff.
Overall, X-Men Adventures Season II #9 (1994) is highly recommended.
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 arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the mid-1990s to explore the adaptation of the second season of the famous X-Men: The Animated Series (X-Men TAS) in the form of the X-Men Adventures comic book series.
Before getting to the new retro comic book review, I should state that it is indeed very challenging to implement the concepts of time travel and timeline conflicts into the narrative of an established X-Men universe. As far as the X-Men TAS narrative goes, Bishop and Cable are mutants who each came from different points in the future and in different ways they each made impact with the present day X-Men as portrayed in the comics (the literary X-Men specifically).
With those details laid down, here is a look back at X-Men Adventures Season II #8, published in 1994 by Marvel with a story written by Ralph Macchio and drawn by John Hebert. The is the 2nd chapter of the Time Fugitives storyline.
The cover.
Early story
The story begins on Earth in the far future of 3999 AD. Cable, who has been leading the fight against Apocalypse, is receiving information from his cube-shaped computer which informs him that a temporal storm has wreaked havoc with the time stream and their present is reconfiguring in response to the existence of a new past. Once realignment gets completed, everyone in the current timeline will cease to exist. Cable then learns that Bishop (who returned to the X-Men in the previous issue) is the primary chronal component of the time readjustment.
Meanwhile in the present day inside Xavier’s mansion, the X-Men listen to Bishop who explains that mutants will be blamed for the plague that a certain virus will precipitate and that the fear of the virus will make things much worse for many people. He states that the virus was not brought into being by mutants.
Beast then shares that his investigation of a viral-ridden cell sample was convincing and discovered that the virus was genetically engineered. He reveals that once the little germs spread to the mutant population and combine with mutant DNA, it could turn out incredibly deadly…
Quality
Conflict brewing in front of a huge audience.
To be straight to the point, what the creative team started in issue #7 got strongly concluded here. With the animated episode’s teleplay being the primary reference, writer Ralph Macchio successfully crafted a script that raised the stakes of the 2-part Time Fugitives story while tying closely the gaps with regards to the time travel and timeline conflicts concepts. Without spoiling the plot, I can say that one development that took place in the present day clearly set off the stage for another futuristic mutant to not only get involved but also make a huge impact on the narrative.
As with the previous issue, this story has elements of xenophobia as well as fear of viruses and potential massive infections which added a good layer of depth to the plot. Macchio’s writing is very strong and no matter how intense the tale got as more details got presented, it still remained very readable and efficient to follow. Also, I should say that Apocalypse’s presence turned out very powerful and it should inspire readers to search for comic books of the supervillain’s conflict with the X-Men and X-Factor for insight.
John Hebert returned on the visual department and his art style really works well with both the sci-fi concept of the story and the presentation of the X-Men plus Bishop and Cable. I really admire Hebert’s stylized take on Wolverine, Cable and Bishop as he made each them look even grittier than before. There is also this creepy vibe with the way Hebert drew some of the X-Men members’ faces. Herbert is also very good with visualizing sci-fi elements such as energy forms, futuristic machines, techno-virus forms on the skin, and more. His presentation of dynamic superhero action is great to look at. This is clearly one of the best looking issues of Season II of the X-Men Adventures series.
Conclusion
Bishop explains things to the X-Men and Beast confirms key details.
X-Men Adventures Season II #8 (1994) is a rock-solid comic book in terms of quality and impact. It concluded the 2-part story with a powerful resolution, it tied the loose ends in a very timely fashion and I really enjoyed the way how the X-Men were dramatized as Bishop and Cable got involved with them in their present day setting. So far, this is the most satisfying and more impactful issue of Season II I have read in this series.
Overall, X-Men Adventures Season II #8 (1994) is highly recommended.
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 arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1991 to explore a chapter of the Uncanny X-Men series that took place between X-Tinction Agenda and Mutant Genesis (the modernization point of Marvel’s mutants for the 1990s).
For the newcomers reading this, X-Tinction Agenda was a very notable part of the history of the X-Men comic book franchise as it marked the first time that the X-Men, X-Factor and the New Mutants were combined and also reunited several X-Men members who were scattered around the world. That being said, the state of mutants within Marvel Comics’ shared universe created a sense of uncertainty towards Charles Xavier’s grand dream of establishing a peaceful co-existence between humans and mutants.
With those details laid down, here is a look back at Uncanny X-Men #273, published in 1991 by Marvel Comics with a story written by Chris Claremont and drawn by Whilce Portacio, Klaus Janson, Jim Lee, John Byrne, Rick Leonardi, Marc Silvestri, Michael Golden and Larry Stroman.
The cover.
Early story
The story begins in the control center within the complex located deep under the ruins of Charles Xavier’s mansion. Storm (X-Men), Jean Grey (X-Factor), Cyclops (X-Factor) and Cable (New Mutants) carefully examine the worldly forces that oppose them. After Storm asked about what they could do about the opposing forces located in different parts of the world, Cable says that they should hit them hard and fast as they have the power to do so.
Storm asked Cable if violence is his only solution. Even though violence got things done for Cable, Cyclops rejects it and states that his fellow mutants (pertaining to the X-Men and X-Factor) are not like him.
As the conversation intensifies, Jean Grey tells Cable that they are not warriors and the school was not founded by Professor X to have mutants to fight wars. Cable replied that war is what they got and reminded them of the two mutants they lost and another one who ended up as a genetically engineered slave. Cable asked them if they want to see more of their fellow mutants end up badly…
Quality
In the absence of Professor X, Jean Grey (then a member of X-Factor) revisits Cerebro and recalls what she learned long ago.
In relation to the mentioned fact that this particular story took place between X-Tinction Agenda and Mutant Genesis, this is a tale that reflects a period of transition leading to the latter. That being said, Chris Claremont took the opportunity to emphasize the current state of the X-Men and the other mutants, as well as the uncertainty ahead of them all. To be clear, this story does not have Marvel’s mutants going up against another super villain nor a group that opposes them.
The story opened very strongly with the leading figures of the X-Men (Storm), X-Factor (Cyclops and Jean Grey) and the New Mutants (Cable) being together analyzing the global situation and the forces that oppose them.
For Cable, violence is necessary for their survival and progress because he sees war against mutants already happening and there is simply no room left for error nor compromise. Very symbolically, Storm, Cyclops and Jean Grey – who all were nurtured by Professor X with his pacifist dream of bridging the gap between mutants and humans – reject Cable’s beliefs as they don’t see themselves as warriors and they do not dream of conquering their enemies at all. All the dialogue that took place in the argument are very richly written and there are layers of meanings which long-time X-Men fans will able to relate with.
Along the way, Claremont and the other creators made good use of available comic book space to develop the other characters which resulted in the gradual developments within each team of mutants. Gambit here is a brand new member of the X-Men and his talk with Storm is very sensible to read. There was also this notable Danger Room training session between Archangel and Cannonball in which the former (who is already very experienced as one of the original X-Men and a current member of X-Factor) shares wisdom to the very young mutant (who later went on to lead X-Force some time later). The creative team also inserted a few moments of humor on the other character development scenes.
Conclusion
Truly this is one of the most symbolic and most engaging arguments between the leading figures of the X-Men, X-Factor and New Mutants (which later became X-Force).
Even though it was mainly focused on character development and has no battle with any enemy, Uncanny X-Men #273 (1991) remained a very engaging read as it tackles not only the current state of the three mutant teams of the time but also realigned their direction creatively and the results were fully realized through the eventual Muir Island saga as well as Mutant Genesis and even in further tales (including Fatal Attractions). In many ways, this comic book served as a solid foundation of things to come and this partially explains the eventual reform of the X-Men into a much larger group that had to be composed of two teams shortly after the return of Professor X (as seen in X-Men #1 and Uncanny X-Men #281 in 1991).
Overall, Uncanny X-Men #273 (1991) is highly recommended.
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 arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the mid-1990s to explore the adaptation of the second season of the X-Men animated series in the form of the X-Men Adventures comic book series.
Before getting to the retro comic book review, I want to ask you all: have you heard about the recent controversy about the firing of the showrunner of X-Men ’97? You can learn about it by clicking here and here. In case you are wondering, I have no intention to watch X-Men ’97 knowing that Marvel under woke Disney are only using established entertainment properties to spread their sinister propaganda. Hollywood has so many Commies, it should really be called Commiewood.
With those details laid down, here is a look back at X-Men Adventures Season II #2, published in 1994 by Marvel Comics with a story written by Ralph Macchio and drawn by Andrew Wildman.
The cover.
Early story
The story begins with the newly married couple Scott Summers (Cyclops) and Jean Grey enjoying their honeymoon on a boat somewhere in the South Pacific. Jean is enjoying their privacy together free from all the pressure they experienced as X-Men members. For her, the world feels really different.
Suddenly, Jean senses something as their boat approaches an island that was supposed to be uninhabited. A man with long pink hair has been anticipating their arrival and surprises them. He uses his power to manipulate the sea water to form waves to capsize their boat and push them further to the beach.
Soon enough, Cyclops and Jean find themselves facing Mister Sinister and his henchmen…
Quality
The Summers couple helpless in the presence of Mister Sinister who has an ambitious plan for all mutants.
To put things clearly, this comic book is a nice pay-off to what was built up in the previous issue. Without spoiling the plot, I like the way the struggles of the X-Men were dramatized, specifically with regards to Wolverine (who was portrayed as an aggressor by the anti-mutant activists through the media) encountering the anti-mutant mob plus his interaction with Morph who got a lot more of the spotlight this time around. Morph’s return here has a bigger impact and the way things were told here will compel you to revisit the early issues of the first volume of X-Men Adventures and re-examine how he interacted with his teammates when he was still an X-Men member.
And then there is the sub-plot in which Cyclops and his wife Jean are captured by Mister Sinister and his henchmen. What I enjoyed the most in this part of the story was the efficient exposition done by the creative team to emphasize Sinister’s knowledge of Cyclops’ past and the X-Men which is connected with his master plan for the future that involves the genetic material of both Scott Summers and his wife. Sinister’s master plan for mutants is radically different from Magneto’s vision but remains essentially wicked as it involves overwhelming non-mutant people.
Conclusion
Wolverine faces the anti-mutant activists again not for revenge but to help his teammate.
X-Men Adventures Season II #2 (1994) is an action-packed read that is also intriguing and has few plot twists that added to the engagement. It is a better read than the previous issue and any X-Men fan who enjoys Mister Sinister antagonizing Marvel’s mutants will have stuff to enjoy and that includes the promise of future conflicts. If there’s anything that bogged down this comic book’s quality, it’s the somewhat rushed look of Andrew Wildman’s art.
Overall, X-Men Adventures Season II #2 (1994) is recommended.
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 arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the mid-1990s to explore the adaptation of the start of the second season of the X-Men animated series in the form of the X-Men Adventures comic book series.
Before getting to the retro comic book review, I want to address the recent controversy and criticism of the new animated series X-Men ’97, a continuation of the popular 1990s series that turned out to be woke by featuring the so-called non-binary presentation of people. In my view, this is not surprising given the fact that the very woke Disney company has owned Marvel Entertainment for many years now and its wokeness has infected the animated X-Men franchise along with the most recent movies and shows of the Marvel Cinematic Universe (MCU). Wokeness and Leftist beliefs continue to ruin entertainment and established properties as we know it. It’s the culture of Communist-filled Hollywood (Commiewood).
So how do you reject X-Men wokeness apart from avoiding X-Men ’97? You simply go back to the X-Men animated series of the 1990s as well as the comic books that adapted the stories.
With those details laid down, here is a look back at X-Men Adventures Season II #1, published in 1994 by Marvel Comics with a story written by Ralph Macchio and drawn by Andrew Wildman.
The cover.
Early story
The story begins with the cosmic being the Watcher carefully examining the flow of events on Earth and what has changed for the X-Men since then. Robert Kelly, who previously had an anti-mutant agenda when he was a U.S. Senator, has since been elected as the President of the United States and openly pushes for a policy of conciliation with mutants. His action sparks social unrest.
Meanwhile inside a small church far away from the nation’s capital, the wedding of Jean Grey and Scott Summers pushes through with several members of the X-Men in attendance. Very notable was the absence of Wolverine who turned out to be inside the Danger Room (deep within Charles Xavier’s estate) fighting a giant-sized version of Cyclops…
Quality
The X-Men are troubled by the anti-mutant wave happening in public.
As the opening issue of the second volume of the X-Men Adventures comic book series, this comic book carefully sets up the tone and the plot of a series of future challenges for the X-Men which is clearly reflected on the front cover with Mister Sinister displayed prominently. The story mainly highlights X-Men’s new struggle with the wave of anti-mutant rage in the public while dealing with the absence of their leader Cyclops (on honeymoon with his new wife Jean) while leaving space for potential sub-plots such as the attraction between Jean and Wolverine, the moves of the anti-mutant radicals and, most notable of all, the secretive return of Morph (thought to have died in issue #2 of the first season).
As expected, build-up is the main approach taken by the creators on telling the story and there were some bouts of superhero spectacle (action) that spiced up the reading experience for me. Considering what has been happening in different parts of the world in recent years, the sub-plot of the rabid anti-mutant activists using tactics to destroy the X-Men’s credibility with violence and misinformation magnified through the news networks is very socially relevant.
What the rabid anti-mutant people committed in this comic book reminds me of the October 7, 2023 attacks on Israel organized by the Palestinian terrorist group Hamas in which violence, destruction and selective images of terror spread through news networks and social media were done. Similarities aside, the wave of evil is clear here and the intent of the anti-mutant believers and Palestinian terrorists obviously expresses intentions of genocide against another particular group of people.
When it comes to weaknesses of this comic book, I cannot help but find Andrew Wildman’s art looking very rushed. There is a lack of precision and detail of his art here when compared directly to his works in the first volume of X-Men Adventures.
Conclusion
The anti-mutant radicals in this comic book have a lot in common with Palestinian terrorists, the pro-Palestine activists, the Black Lives Matter activists and other members of woke mobs. Violence, arrogance, rage and misinformation are their values.
X-Men Adventures Season II #1 (1994) incidentally works well as an adaptation of the animated series, as a standalone comic book as well as being a socially relevant tale in today’s age of social media. While the concept of evil remains in X-Men lore, what was told here shows different layers of it. The X-Men themselves also looked fragile and the return of Morph is a key part of the story clearly designed with future events in mind. Finally, this comic book is a lively reminder of the era when X-Men stories were made for the fans, not the woke mob.
Overall, X-Men Adventures Season II #1 (1994) is recommended.
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 arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the wild 1990s and explore a part of the WildStorm universe through a tale of Backlash!
In my previous retro review, as the mission of Backlash and Taboo intensified, Zealot and Void of the WildCATs got involved in the action. Pike, who had been serving S’ryn, proved to be a formidable foe for Zealot and Taboo. The Savage Dragon meanwhile proved to be more than capable of bringing down S’ryn which made Backlash less relevant in his own comic book. Just as things intensified, something big blew up.
With those details laid down, here is a look back at Backlash #4 published in 1995 by Image Comics with a story written by Sean Ruffner, Jeff Mariotte and Booth. Booth was the artist.
The cover.
Early story
The story begins just moments after the big explosion. Savage Dragon, Backlash, Zealot, Jacob Marlowe, Taboo, Void and Jack managed to survive. In line with his duty as a police officer, Savage Dragon tells Zealot that Backlash and his friends are coming with him as they have been tagged by the government as threats to national security. Zealot then lifts her blade up to Savage Dragon’s throat and states that if Backlash had not been with them, then her lord Emp (Marlowe) may well have been assassinated.
Eventually, Void uses her power to transport Backlash, Taboo, Jack, Zealot and Marlowe away, leaving Savage Dragon behind…
Quality
A briefing about the next mission.
To put things straight, this particular comic book serves as the conclusion of the storyline (the mission specifically) that started in issue #2 while also working as a bridge going into the next storyline. The good news here is that the creative team’s work here is good enough in terms of quality.
For one thing, the team really took their time to develop Backlash and Taboo some more right after the end of the first mission. Their talk with each other as civilians inside a New York City bar was nicely written and there were a few witty moments that I found enjoyable. Along the way, there was efficient expository dialogue that explains Taboo’s past connection with Pike and the Cabal. Backlash also shared some key details of himself which ultimately made him and Taboo have something in common.
This story also shows a key flaw in Backlash’s personal integrity – his romantic involvement with Taboo made him betray his beloved Diane. For one thing, this potentially opens a series of problems that will eventually haunt him later. On another thing, it seems that the creative team have something intriguing planned for the protagonist who has clearly been sharing this comic book series’ spotlight with Taboo.
As with the previous issues, this comic book continued the build-up and emphasis of the WildStorm universe’s concepts. In terms of crossovers, Wetworks’ leader Jackson Dane makes an appearance here and his unexpected reunion with Backlash is a must-see. For the newcomers reading this, WildStorm’s Grifter (WildCATs), Backlash, Dane (Wetworks) and Deathblow are all members of Team 7 which had its series of wild stories set twenty years prior (note: think of the Vietnam War era). It was also in 1994 when the first Team 7 comic book mini-series was first published. In some ways, Backlash interacting with Grifter in the Kindred mini-series and reuniting with Dane served as creative ways to emphasize the Team 7 concept to readers.
On the visuals, Brett Booth continues to do a fine job presenting the characters (who are clearly recognizable to me) and I noticed he seems to have fun trying to test readers’ visions by carefully inserting selected X-Men characters into the background during the bar scenes as Taboo and Backlash talked. As for Dane, I like Booth’s own take on the character
Conclusion
Look carefully at the background and you will spot X-Men team members Cyclops, Jean Grey Gambit and Rogue in civilian forms.
Backlash #4 (1995) is more of a build-up comic book that so happens to have a decent amount of action for entertainment value. The characterization scenes of Backlash and Taboo is a must-see while the conclusion of the first mission was nicely done complete with a worthy end to the crossover with WildCATs’ Zealot, Void and Jacob Marlowe. The story itself moved at a medium pace which is not surprising as there was something being built-up with the new mission in mind.