A Look Back at Suikoden II (1999)

Disclaimer: This is my original work with details sourced from playing Suikoden II (English version, released in 1999) 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.

Even though I have not played that many Japanese role-playing games (JRPGs) on consoles over the past several years, I am really excited about the upcoming RPGs that will be released on Xbox Series X and the future JRPGs I am looking forward to are Eiyuden Chronicle: Hundred Heroes and Eiyuden Chronicle: Rising developed by Rabbit & Bear Studios (led by Yoshitaka Murayama).

Who is Yoshitaka Murayama? He created the memorable Suikoden (AKA Genso Suikoden) RPG franchise during his time with Konami, specifically the first three games. I myself played and finished Suikoden on the original PlayStation in 1996 and it was a lot of fun thanks to the combined efforts of Murayama (who did the scenarios and game direction) and his teammates such as Junko Kawano (who did the design), Miki Higashino (who did the music along with four other teammates) and some others.

Then in 1999, the sequel to Suikoden was released and I can never forget the day I bought it at a local game store and rushed home with a lot of excitement to start playing it on our then aging PlayStation console.

So you must be wondering…how did I find the sequel? Was it an improvement over its predecessor? Did Murayama and the key creators do better than what they did in the first game? You can all find out in this look back at Suikoden II, published by Konami for the PlayStation (PS1).

The cover of the North American version of Suikoden II.

Early story

The story begins with two youngsters – Riou (your character whose name can be modified) and Jowy – who are close friends since childhood now serving the Highland Army as members of their youth brigade. They spend time in a military camp in the forest as a peace treaty between two great forces is pending (note: Highland has been in conflict with the City-State of Jowston).

As some soldiers expressed desires to go home once the peace has been finalized, Riou and Jowy are ordered by their commanding officer Rowd to go back to their tent and sleep. However, a surprise attack happened which alerted them. As soon as the two close friends left their tent, they are shocked to see parts of the camp burning. Their officer Rowd informed them that their enemy is responsible for the attack and deliberately broke the peace agreement. Riou and Jowy are told to take the mountain path to the east and save themselves before it is too late.

Fearing that they might get ambushed in the woods, Jowy tells Riou that they should return to camp. Upon returning, they quietly witness the unexpected presence of Highland prince Luca Blight who gets briefed by Rowd. As it turns out, the attack on their camp was not committed by the opposing forces but rather it was all a self-inflicted operation by Highland. Rowd’s instruction to some of their selected soldiers to head east was a set-up. What happened was all part of a plan by Highland to escalate the conflict by blaming their losses on Jowston. Luca Blight expressed clearly that a peace treaty with Jowston and its states was not needed, and he strongly believes in the power of Highland to conquer them all.

Jowy and Riou (upper-right corner) quietly witness the conversation between prince Luca Bright and the captain.

After learning the shocking details, Riou and Jowy decide to leave for the cliff to the north as a way of escape. At the cliff, Rowd catches up to the two. Fortunately, Riou and Jowy were successful in defeating Rowd’s soldiers and pave the way for their escape. Before fleeing, they marked a rock and promised to return to that same place if ever they get separated.

Riou and Jowy jumped off the cliff and get separated. Some time later, Riou wakes up and finds himself in the presence of three men. One of them identifies himself as Viktor, the leader of an army of mercenaries and an ally of Jowston. Another member of the mercenary army in blue arrives and he is Flik.

Being powerless, Riou marches with them to the headquarters of the mercenary army…

Quality

Luca Blight (with sword) is a lot more than just being evil as the game’s main antagonist.

Having played Suikoden a lot in 1996, I got familiar with the game design, the varied battle systems and other features that made it a solid RPG on its own. As for Suikoden II, I can clearly say that Murayama and his creative team built up on their foundation (in the first game), expanded the fantasy concept dramatically and ultimately made an extensive series of improvements and additions over each and every aspect of the sequel!

I’ll start first with the storytelling and writing. Compared to its predecessor, I found Suikoden II to be deeper and it took great advantage of the fact that the plot took place just years after first game and by this time the established world, the cities, tribes and geopolitical concept have been developed so much – backed with solid writing – they all become a lot more believable. In the middle of the great conflict are the three main characters Riou, Jowy and Nanami whose exploits and portrayals are pretty rich and lively to follow. It’s kinda like following the love triangle of Hikaru, Misa and Minmay through the war in the classic Super Dimension Fortress Macross anime TV series, except that you – the player – get heavily involved as Rious by making decisions that affect yourself and others, leading missions, building up a community (and force) of over 100 members, and overcoming challenges related to the conflict between Highland and Jowston.

The great news here is that the Riou-Jowy-Nanami emotional arc was written to be dramatic, engaging, intriguing and sentimental which ultimately will make you feel for them just as you make your way through the many events and twists of the war story. Beyond these three key characters, it should be noted that the scenarios are excellently executed and really showed how lively the fantasy world of Suikoden II really is. I’m talking about the portrayal of the many, many supporting characters and the interactions you have with them as the plot moves forward. Remember how lively your troops were in welcoming you back after winning your first army battle? Such a scenario was well directed and scripted, and the supporting characters you recruited really had their moments of participation which make sense within the narrative. I also should mention that the opposition figure of the game – Luca Blight – is still a powerful and complex villain in JRPGs even by today’s standards. Luca Blight is not evil for the sake of being evil, but if you pay close attention to the details about his background as the game’s story goes on, you will realize he is quite a complex character whose evil made sense within the narrative. Very clearly, the writing and storytelling done by Yoshitaka Muraya is not only greater than in the first game, but also very inspired.

Viktor, who also appeared in the first game, continues to be an important supporting character in this sequel! He is one of several characters from Suikoden who returned.

On the gameplay and design, Suikoden II’s exploration of the world, towns and locations uses good old 2D graphics. The big difference here is that the 2D visual elements are more varied in terms of detailed sprites for non-playable characters (NPCs) and interactive characters, and visually the sprites as well as the art used for the in-game environments looked more polished (clearer, smoother and less pixelated). The controls are responsive enough for my taste, and it is also nice that my character moves faster while exploring. More on exploring, I do confirm that there are indeed more locations to visit (including those that are part of the quests related to finding the 100+ characters) and the art made for the locations are more varied as well.

More on the gameplay, two types of battle systems from the first game are back but with refinements. First to talk about is the party battle system in which players get to control a group of up to six members who face off with enemies by group, or a single powerful boss-type enemy. During the party battle, you get to pick options as to what type of action each member of your party will do – Attack, Magic (note: this involve Runes), Item or Flee (note: if your party is much stronger than the opposition, Bribe or Let Go options will appear).

The party battle system is a lot of fun and not too stressful.

The way the battles are designed, as in the first game, is smooth, very visually appealing (thanks to the dynamic camera and fine level of detail of the sprites and animation) and fun to watch. Adding further depth to the party battles are the combined attacks involving at least two characters. Take for example Flik and Viktor doing the cross-attack, or Riou and Nanami performing a series of combo attack moves in strong coordination with each other. These combined attacks are not only fun to perform and see, but also encourages you to experiment by mixing up characters (specifically combatants) and paying attention as to which characters they can do combined attacks with. This alone will encourage you to complete the 108 characters of your force.

The use of Runes has been improved a lot in this game as the combatants now have three slots to equip Runes (note: these slots gradually open up as characters’ levels go up). Runes are essential to use magic spells in battles and the improvement of the Runes – plus the Run Affinity system – add more variety in the battles.

The 2D sprites are very visually appealing, especially when you watch the characters perform varied forms of action during the party battle.

Compared to other Japanese RPGs, the party battles here are much less stressful even though a random encounter system is used. There is also the option for automated attacks, which spares you from having to choose options for each member of your party to perform when fighting the enemies. Granted, I went through lots of random encounter battles and some challenges, but ultimately the stress level and tedium were very low. Doing party battles is fun overall.

The 2nd battle system inherited from the first game is the duel. Duels happen the least throughout the game but each time they happen, they can be quite engaging to do. As the one-on-one battle between your character and an opponent begins, you will see them in a 3D realm with the dynamic camera capturing the action. Your options are mainly Attack, Wild Attack and Defend, and before you can pick an option, you must pay attention first to the clues (note: taunts) from your opponent which can help you anticipate his/her/its next move. While the visuals are clearly improved, the duel is pretty much the same as in the first game.

Duels happen in a 3D environment with the characters still presented as 2D sprites that are not only highly detailed but also are smoothly animated.
Like in the party battles, duel sequences also have a dynamic camera system complete with zoom during the action.

The 3rd battle system – army battles – is clearly the most revised part of the game as it is radically different from the army battles of the previous game. This time the army battles involves the heavy use of a tactical map (where you move units in a grid-like system). Your units – composed of mainly characters you recruited, including the non-combatants – can be moved on the map to counter an enemy unit. Then a short, animated battle sequence will commence and based on the statistics of each unit, the winner and loser of the sequence will be determined. Take note that in events of defeat, recruits can die permanently. As such, it is important to pay attention to not only the statistics but also the types of troops you have such as archers, healers, knights, and foot troops. When controlling units on the map, your options are Attack, Wait and Rune. It is also very entertaining to see how the characters react (with dialogue, no less) to the battles. Overall, the army battle system here is clearly much deeper and more strategic than what was used in the first Suikoden.

The army battles in this game are more tactical than what was presented in the first Suikoden. This is also the main map used for such battles.

Battles aside, there are also lots of things to do related to exploration. For one thing, there are these fun-filled mini-games the game creators set up such as fishing (note: not as boring as it may sound), the whack-a-mole game, rope climbing, Chinchirorin (dice game in a bowl) and, the most exciting and deepest of them all, the cooking contest game. When you fully invest your time into each of these mini-games, you will not feel relieved from the stress of battles and exploration, but also have a lot of fun free of stress. I enjoyed these a lot myself.

If you enjoyed building up your fortress in the first game, you will experience that here also! Building up your stronghold is related to your recruiting of people and some of them have certain talents that will establish key parts of your place like a store, a Rune shop, aa tavern, a restaurant, an armor shop and even a detective agency to name some! It may take an effort to have all possible establishments get realized in the game but I promise you, they are all worth it and you will feel thankful that you got to recruit lots of people. The other reward of building up your fortress is the establishment of a thriving community of people!

Your party members can take a bath and even use the collected artifacts as decorations. This is one of the many side activities you can do at your stronghold.
The cooking contest mini-game is easily the best in the game! This alone will encourage you to keep searching for recipes during your adventures!

With regards to continuity with the first Suikoden game, the game developers implemented certain content (locations, dialogue, story and characters) that get unlocked by having your preserved Suikoden saved game content successfully loaded with Suikoden II running on PS1. I’m talking about being able to meet and even recruit Suikoden hero Tir McDohl, plus meeting even more characters from the first game. Very clearly, this is a clever presentation of fan service done by Murayama and his creative team who paid attention to the feedback of the first Suikoden.

The music done by Miki Higashino and Keiko Fukami are very varied and many of them reflect the places you get to visit, the emotional scenes you witness and the epic moments that happen. The great news here is that each and every tune in the game was made and performed with special care. This game’s soundtrack really stands out high among Japanese RPGs of the 1990s and even by today’s standards, it still is a great soundtrack to listen to.

If there are any flaws in this great game, it is the English translation itself as there were typographical errors, mistranslations and even NPCs with lines of dialogue that made absolutely no sense. Clearly there was a rushed job with the translation.

Conclusion

The political aspect of the game’s story is simple and never overwhelming.

I really love Suikoden II and very clearly, it is a major improvement over its predecessor (which itself was a solidly good RPG). Suikoden II is a labor of love done by Murayama and his creative team and the result is a true epic RPG that has so much enjoyable stuff and high replay value for gamers. Its quality is still great and by today’s standards, Suikoden II is indeed a classic RPG that gamers should play even though Konami itself does not care to make it more accessible in this modern age of gaming.

Given the legacy of Suikoden II and the fact that Konami showed no signs of reviving the Suikoden RPG franchise, now is the time to look forward to Eiyuden Chronicle: Hundred Heroes which Murayama and his team are developing for release in 2023 for Xbox consoles, Xbox Game Pass and other platforms. Eiyuden Chronicle: Hundred Heroes clearly has strong Suikoden vibes and the distinct combination of 2D sprites with 3D polygonal environments, plus its party battle system strong resembles that of Suikoden and Suikoden II!

Overall, Suikoden II is highly recommended!

Now if only Konami would change its ways to make Suikoden II more accessible (go way beyond the PlayStation online store and ecosystem) to gamers by releasing it digitally through Xbox LIVE, Steam, Xbox Game Pass and other online stores or ecosystems. Paying hundreds of dollars for a legitimate hard copy of the game is simply too much.

There is nothing like building up your stronghold and seeing your recruits become part of its development as well as your campaigns.

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

Classic game Zombies Ate My Neighbors plus sequel coming to Xbox on June 29, 2021!

Yesterday, I learned about the most surprising news related to my personal interest of Xbox gaming. It’s not about the reported new game of Bethesda (which has been fully acquired by Microsoft) and not about The Coalition’s latest developments.

Rather it’s about a pretty notable game (plus its sequel) from the 1990s that I completely missed out on. The big surprise to me was that it will be released soon for Xbox One and Xbox Series S and X owners to enjoy.

That game is none other than Zombies Ate My Neighbors and its sequel Ghoul Patrol. Both games from the 1990s will be released for Xbox on June 29, 2021 for $14.99!

For those who are not familiar with either game, here is an excerpt from the Xbox.com article written by Ken Humphries (Senior Producer on the two games)…

Zombies Ate My Neighbors

The 2-player function is a popular feature of the game.

Hey, where’s that scary music coming from? Yikes! It’s Zombies Ate My Neighbors, where you appear in every demented horror flick ever to make you hurl ju-jubes.

What are Zeke and Julie, our two wholesome teenage stars doing in a 16-bit game like this?! Trying to save the nice neighbors, cheerleaders, and babies from a fate worse than polyester!

Who could put this slice of suburbia in such goose-pimply hysteria? Zombies, relentless chainsaw maniacs, mummies, evil dolls that just won’t die, lizard men, blobs, vampires, giant ants, martians, and more.

One of many levels in this game.

Will these crazy kids survive the night? Find your way through 55 horror-filled levels like a grocery store gone bad, a shopping mall awry, a mysterious island and your own back yard. Don’t miss “Weird Kids on the Block,” “Mars Needs Cheerleaders,” and “Dances w ith Werewolves.”

You can fend off the freaks with a virtual candy counter of weapons like uzi squirt guns, exploding soda pop, bazookas, weed wackers and ancient artifacts. Also grab power ups-o-rama like secret potions and bobo clown decoys. Does this game ever end?!

Ghoul Patrol

Nothing like facing an over-sized enemy in Ghoul Patrol.

Zeke and Julie, our intrepid teenagers, visit the Ghosts and Ghouls exhibit at the city library, where they find an old treasure chest containing an ancient spirit book. Naturally, they cannot resist reading it. Suddenly, a horrific snaggle-toothed spirit emerges.

Now, this snarling phantom and his dastardly minions are infesting Metropolis and slithering their way into the history books, where they plan to rewrite history with their spooky ways. Only you have the power to go back in time to de-spook an encyclopedia of zombified historic dudes.

Were you able to play this game back in the 1990s?

Terminate, with prejudice, using crossbows, ping-pong ball machine guns, Martian “Heatseeker” guns, and more.

Vaporize garbage can ghosts and ninja spirits, rescue bug-eyed librarians and wigged-out pirates, dodge flying books and adolescent-eating plants!

The features for Zombies Ate My Neighbors and Ghoul Patrol are as follows…

NEW FEATURES

Save Feature: Quickly save your progress in either game and continue your adventure wherever and whenever you want

Museum Features: Watch a video interview with one of the original Zombies’ developers or explore numerous galleries containing game art, previously unreleased concept images and marketing assets

Soundtrack: Listen to the entire soundtracks for both games in the included music players

2 Player Mode: Play the game with two player local co-op

• Achievements: Track your game progress with a set of achievements covering both games

To put things in perspective, Zombies Ate My Neighbors was released in 1993 published by Konami (game developed by LucasArts) for the Super NES (SNES) and the Sega Genesis. It was not a big commercial success but it proved to be a hit with the critics of the time (plus the writers who published their reviews of it years later). Zombies Ate My Neighbors gained a cult following as it not only had enjoyable gameplay, its visual style was appealing, it had lots of visual elements related to pop culture (notably horror genre elements), a memorable soundtrack and more.

In a 2006 article published by IGN, Zombies Ate My Neighbors was described by Lucas M. Thomas as “a comical 16-bit template for the new Xbox 360 release, Dead Rising. And like that game, this one arms you with a pretty bizarre arsenal. Weed whackers, exploding soda cans and flying silverware all make an appearance to help you, or you and a friend, put a hurt on these living dead.”

Ghoul Patrol was released in 1994 for SNES, published back then by JVC (Japan Victor Company) with the development done by LucasArts. Like its predecessor, I never got to play it back decades ago. In addition, I never even saw a copy of the sequel at retail during those days.

As I never got to play Zombies Ate My Neighbors back decades ago, its upcoming release for Xbox is a very delightful surprise for me personally. I will order this (along with Ghoul Patrol) very soon.

If you are interested to order in advance Zombies Ate My Neighbors and Ghoul Patrol for your Xbox One or Xbox Series console, click here.

In ending this piece, posted below is a video retrospective on Zombies Ate My Neighbors published by GamerThumbTV plus a retro review by Cinemassacre. Be mindful of potential spoilers.

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

A Look Back at V: The Original Miniseries (1983)

Disclaimer: This is my original work with details sourced from watching V: The Original Miniseries 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.

Way back in 1983, I was fortunate to watch the 2-episode sci-fi mini-series on television titled V: The Original Miniseries. Because there was no Netflix, no YouTube, no Internet access and no DVD at the time, getting to replay the said mini-series as well as its sequel V: The Final Battle was really hard. Replays of them on local TV rarely happened.

Then in 2001, V: The Original Miniseries was released on DVD format and I got to watch it all over again with a good amount of enjoyment. In recent times, I purchased the Blu-ray release and replayed the original miniseries in high-definition at last!

You must be wondering if the original mini-series aged well through the decades, and is it still good to watch by today’s standards? While I will comment about its overall quality below, what I can say is that its theme about people fighting to be free from fascism, oppression, terrorism and dictatorship remains relevant to this day.

For his part, star Marc Singer stated: “I think themes of what holds society together and what tears society apart, those themes are universal themes and I think they’re always going to be relevant. I think there’s going to be a necessity for things like V to be revisited in order that society remember what it is that’s cohesive and coherent about it and why is it that we should all stand together and treat each other well.”  

With those details laid down, here is a look back at V: The Original Miniseries, written and directed by Kenneth Johnson. The first episode was broadcast on television in the United States on May 1, 1983.

V: The Original Miniseries

Early story

The story begins in El Salvador where camera operator Mike Donovan (Marc Singer) and his companion Tony risk their lives capturing footage of an armed conflict. As the two tried their best to move away from the heat of battle, a helicopter of the enemy tracks them and corners them. Just as hope seems lost for Mike Donovan, the helicopter suddenly flies away. He turns to the other direction and witnesses the presence of a huge, floating saucer-like space ship coming his way. He begins to record footage of it.

Soon enough, several other space ships arrive and float above many other cities around the world. In America, medical student Julie Parrish (Faye Grant) and her colleagues carefully watch the TV news coverage. In a nice neighborhood, several residents – including Robin Maxwell (Blaire Tefkin), Eleanor Dupres (Neva Patterson), Daniel Bernstein (David Packer) and his grandfather Abraham (Leonardo Cimino) to name a few – marvel at the sight of a space ship above them. At another location, the research of scientist Robert Maxwell (Michael Durrell) and his colleague got interrupted with the arrival of a space ship.

The Visitors formally begin their new relationship with the people of Earth.
Diana of the Visitors played by Jane Badler.

Some time later, the Visitors make verbal contact with the people around the world using varied languages of Earth. In a special arrangement held at the top of the United Nations (UN) building in New York closely viewed on TV by the general public, the Visitors reveal themselves represented by John (Richard Herd) who expresses their message of reaching out peacefully to the people of Earth, seek their help and, in return, share with them their advanced technologies that could help humanity a whole lot for future generations. The Visitors are human in appearance but speak with very distinct sounds.

As a result, the governments of Earth agree to the offer of the Visitors and establish ties with them. Symbolically, a large group of Visitors’ engineers led by Diana (Jane Badler) and security chief Steven (Andrew Pine) arrive at a refinery to formally begin collecting chemicals and minerals.

Then things start to turn bad…

Quality

I can clearly declare that the writing and directing done by Kenneth Johnson remains great, and for many reasons why. On storytelling, Johnson (who was inspired by the anti-fascist novel It Can’t Happen Here and made an adaptation of it before finally coming up with V) clearly took his time on establishing the core concept stage-by-stage, and he also found efficient ways of explaining details to viewers by using in-story news reports and videos and retrospective as effective tools of exposition (these helped cut down the reliance on expository dialogue).

As the story goes on, Johnson carefully introduced the many characters on-screen (including the use of quick introductions of some characters who are located away from others they are connected/related with), established who they are and, most notably, showed how the events that took place affected them.

The Visitors (and one member of their youth auxiliary movement wearing brown) posting propaganda material to condition people’s minds they are friendly and trustworthy. These posters are familiar to many Nazi propaganda materials used in Europe decades earlier. Prior to the release of the Original Miniseries, a real-life marketing campaign of putting up such posters happened in real life.

Johnson also used symbolism which reflects what happened decades ago in Europe with the rise of the Third Reich. The Visitors’ symbol resembles the Nazi Swastika while the persecution of scientists (as well as their families and associates) resembles the Nazi persecution of Jewish people, and the scene of Daniel Bernstein joining the Visitors through their “Friends of Visitors” movement recalls memories of the Hitler Youth. I should state that Earth citizens who chose to collaborate with the aliens from space (strongly symbolized through Eleanor Dupres), images of the armed Visitors watching several helpless Earth people being taken away from their homes and the dominance of propaganda over the free press also reflect what happened back in World War II when the Nazis occupied many parts of Europe. The fact that Johnson used alien humanoids as the Visitors make them a more universal antagonistic force that viewers can relate with.

When it comes to the cast members and their respective performances, there is a whole lot to enjoy here and I can confirm that the quality of dramatic performances is pretty good and adds a whole lot of believability to the story. The most notable performer here is none other than Faye Grant who believably portrayed Julie Parrish on her in-depth transformation from a promising medical student to a reluctant organizer of a movement of freedom-loving people called the Resistance. Faye Grant excellently portrayed emotions and even showed the fragile side of Julie as she struggles to strengthen herself to lead her fellow people who seek freedom and survival. Julie also is the most charismatic and likable character in my view.

Marc Singer’s Mike Donovan is the closest thing this miniseries has to an action hero. Donovan is not a soldier, nor a policeman, nor a combat specialist. He is a hard-working media employee who has covered a lot of armed conflicts overseas and along the way he learned how to fight. As he is not a fighting machine, Donovan was portrayed to be vulnerable and really ends up struggling a lot. In a way, Donovan symbolizes people who take action once they realize what is wrong and what lies they have been fed with. It should be noted that before Bruce Willis wowed audiences as the vulnerable hero John McClane in Die Hard, Marc Singer’s Donovan was the vulnerable and struggling action performer realized ahead in time. On the dramatic side, Donovan’s talk with his mother Eleanor is a great scene to watch, and his contrast with Kristine Walsh (Jenny Sullivan) must be seen! If you ask me, Mike Donovan is Marc Singer at his best!

Faye Grant’s portrayal of Julie Parrish is highly believable complete with a good range of emotions. Her character development all throughout the Original Miniseries is very believable.
Marc Singer as Mike Donovan.

The other most notable role is none other than the Visitors’ commander Diana excellently played by Jane Badler. Diana was played to be charismatic, powerful, and sadistic at the same time. She is not a mere evil figure nor is she your typical pure evil antagonist. In fact, she is the powerful extension of an unseen high authority of the aliens and this alone makes her worth your attention. Also, through her interactions with her fellow aliens Steven and Brian (Peter Nelson), you will see very interesting traits of Diana’s personality. I should state that Jane Badler’s eyes and expressions really gave her character a very commanding presence on-screen. Even though her screen time is not dominant, Diana’s impact remains very strong.

As for the other cast members and their contributions in the film, I can state that Robert Maxwell was excellently portrayed by Michael Durrel to be the very caring father striving to protect his family even as society has been manipulated to demonize scientists like him. Daniel Bernstein is clearly the traitorous Earthling who has gotten so involved with the Visitors, and I am confident that David Packer will get on your nerves. Willie is the good-natured Visitor who tries to fit in with the people of Earth and his friendship with Harmony Moore (Diane Cary) is very symbolic. Given the reputation of Robert Englund as a horror icon, his performance as Willie is a must-see!

The most notable of all the supporting cast members here is none other than Leonardo Cimino’s Abraham Bernstein who is a Jewish man who went through the Holocaust and survived to establish the family in America only to see evil return in the form of the Visitors. His dramatic scene of protecting a certain family is a must-watch, and most likely it will stir your emotions.

This scene shows the contrast between Abraham Bernstein (Leonardo Cimino) in the background and his grandson Daniel (David Packer) in the foreground. Abraham is an old Jewish man who went through the Holocaust and lived on. Daniel, who is 17-years-old, willingly joined the Visitor’s youth auxiliary movement which parallels that Hitler Youth.

In addition to being successful with telling the story, spreading the details and getting solid performances from the cast, Kenneth Johnson also proved to be really crafty with the way the camera captured images and how the very important moments were presented to captivate viewers. Johnson’s work here is clearly a labor of love. As for the music, Joseph Harnell did a good job overall. His style gives V a distinct aesthetic on tunes and I noticed his music becomes more lively late in the 2nd episode. Harnell also knew how to add musical excitement when the narrative needed a boost of energy or speed.

People of Earth, including children, are helpless under the Visitors.

Last but not least, I want to talk about the action and visual effects here. The action is, for the most part, raw and believable to watch. The action performers dressed as the Visitors never looked like they were trained but at least their ways of positioning themselves to fire their laser weapons made up for it. The hard action has that raw aesthetic which I actually liked because the action performers – including Marc Singer himself – were convincing with the way they exerted efforts. In this modern age of wire works and digital effects, seeing raw action and real human effort combined with risk taking is refreshing to watch.

More on the action scenes, I should state that the concept of showing the humans using conventional guns against the laser-armed Visitors was done in a satisfying and believable manner on-screen. Such concepts could have turned out bad had Kenneth Johnson and his team lacked talent and precision. As for the visual effects, they resulted a mixed bag as far as quality and artistry are concerned. While the laser blasts still look very good (and their impact was felt thanks to excellent timing with the on-set explosions and fireworks), the huge motherships really look dated as they were matte images (not miniatures), and in a few shots the matte lines were clearly exposed in high-definition which broke the immersion for me. The smaller space crafts that were shown flying also had that similar, out-of-place look (note: they did not match the lighting of the live-action footage). Still, the practical effects used are good to see and the matte paintings used for two key shots in the 2nd episode were photo-realistic.  

Conclusion

The free and righteous praying to the Lord.

As it is clearly still great and engaging to watch, V: The Original Miniseries (1983) certainly aged well, it remains essential to watch even by today’s standards and most of all, its theme about the conflict of freedom and dictatorship makes it completely relevant to this day. It is a reminder about what your part in your society is, who you are, what your values are, and why you have freedom in your local society which can be destroyed by an alienating force once your fellow people refuse to resist it. As mentioned earlier, the cast is great and I am confident that you readers will find a character or two to relate with.

The focus of this miniseries on fascism invading the lives of the free people easily reminds me about how, in this modern age, sinister influences like Marxism, socialism, Communism, unrestrained political correctness and fascism poisoned the minds of millions of people through the academic system and turned them into social rebels, domestic terrorists, looters, rioters and new criminals who are so determined to go against their fellow people who do not share their beliefs. In modern-day America, the ongoing movements of Black Lives Matter, Antifa, SJWs, the anti-Semitic BDS movement, the rabid LGBTQ+ movement, the so-called democratic socialists and other agents of Satan have been harming patriotic Americans, attacking their values, taking the innocence of the youth and children away, destroying businesses and tearing down societies as we know it. The 1983 mini-series will remind you that from time to time, social order will be pushed hard by the invaders (be it people or be it influences so alien to the society) and the people who are righteous can choose to restore the said order as well as their respective lives.

Seriously, if you value your freedom, your culture, your values, your people and your faith in the Lord, you certainly would not want to submit yourselves to a foreign people who intend to destroy you.

No matter what happens, people should never lose faith in the Lord and they must look up to Him for deliverance. The Lord will punish the wicked and make ways happen to lift up the faithful. Clearly, V’s theme about the fight for freedom is truly universal.

Symbolism and socio-political relevance aside, V: The Original Miniseries (1983) also comes with a good amount of spectacle that make sense within the narrative. Do not expect to see extensive, over-the-top action scenes of modern-day cinema/television here but I assure you that the spectacle (note: even with the flawed matte imagery of the visual effects) in this production paid-off nicely in relation to the build-up of events throughout the story.

I strongly recommend you acquire V: The Original Miniseries on Blu-ray while it is still available. Watching it in high-definition is a great experience on my part.

Overall, V: The Original Miniseries (1983) is highly recommended! That being said, I strongly encourage you to buy it on Blu-ray disc format while it is still available and affordable. If you want more of Kenneth Johnson’s other work related to V, I suggest you to look for his book V: The Second Generation. Don’t forget to visit Johnson’s website at http://www.kennethjohnson.us/

+++++

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

For more V-related writings of mine, check out my retro comic book reviews of the V comic books (published by DC Comics) issues #1, #2, #3 and #4.

A Look Back at Star Wars: Shadows of the Empire #1 (1996)

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

Way back in the mid-1990s, something special happened for Star Wars fans. A brand-new story involving Star Wars icons Luke Skywalker, Darth Vader and others would be told set between The Empire Strikes Back and Return of the Jedi. That story was called Shadows of the Empire and it was released as a special event in the form of a novel (written by Steve Perry), a video game on Nintendo 64 and PC, comic books, a soundtrack, posters, model kits, toys and action figures. What was missing here was a live-action movie.   

To put things in perspective, the Shadows of the Empire multi-media event was done by Lucasfilm (note: when creator George Lucas was still in control) with its many business partners to reinvigorate the Star Wars franchise ahead of the planned special editions of the original Star Wars movie trilogy. From a business point-of-view, it made sense to release something new for fans to enjoy and more notably it was the chance for Lucasfilm and its creators to explore what happened between The Empire Strikes Back and Return of the Jedi.

A limited comic book series was released in 1996 and it involved the novel’s author as a story consultant. Back in those days, my comic book interest faded temporarily and even though I was still into Star Wars, I did not bother to buy and read the Shadows of the Empire comic books. The video game caught my attention a lot more back then. Fortunately, I found copies of the comic books and had the time to read them recently.

With those details laid down, here is a look back at Star Wars: Shadows of the Empire #1, published by Dark Horse Comics in 1996 with a story written by John Wagner and drawn by Kilian Plunkett.

The cover.

Early story

The story begins with a group of Rebel spaceships traveling together in the depth of space. Luke, who now has a mechanical hand and has been recovering from the terrible ordeal he went through at Cloud City, is with Princess Leia, C3PO and R2D2 in the medical frigate. The Rebels detect the presence of an approaching ship which they suspect to be hostile.

Luke suddenly decides to take action but is halted when he realizes that his X-wing fighter is still being refitted. In space, Wedge and the Rogue Squadron fly towards the Imperial Strike Cruiser which then releases some Tie Fighters. The personnel inside the Strike Cruiser tried to inform Darth Vader the location of the Rebel fleet…

Quality

Darth Vader!

The first thing I want to mention is that the writing done by John Wagner is solid. That being said, the story itself felt like a natural continuation of The Empire Strikes Back especially when the comic book’s narrative is focused on Luke and the Rebels. The way the recovering Luke, Leia and the two droids were presented following the end of the 1980 movie was believable, and there was that nice touch of characterization when Luke has not yet adjusted with his mechanical hand.

The story then moves into new territory when the narrative shifts on the Imperial side, especially when Emperor Palpatine gives Darth Vader a new order that has nothing to do with pursuing Luke and the weakened Rebels, but more to do with the construction of the Empire’s new weapon. This is also where the new character Xizor comes in and his presence alone confirms something that the movies did not…the Empire is in business with crime syndicates with regards to major projects.

Space ship battles look great in this comic book.

When it comes to characterization, I like the way Darth Vader handled himself when communicating with Emperor Palpatine who viewed Luke’s escape from Bespin a failure on his part. Compared with his private communication with the Emperor in the 1980 movie, Vader bravely questions him about doing business with Xizor backed with his knowledge of the prince and the ties with Black Sun. Vader, who has been part of the Empire for a long time, knew well how risky it is for them to get involved with criminals especially when military cargo is involved.

As for the visuals, Kilian Plunkett does a decent job drawing the characters. While his take makes Luke recognizable and faltered a bit on capturing Leia’s look, his illustrations on Darth Vader, the Emperor and Xizor were really good. Where Plunkett exceled visually are the locations and surroundings, the machines and the space battles (some pages were drawn really dynamically).

Conclusion

This shows how Luke has not fully adjusted with his mechanical hand.

To put it clearly, Star Wars: Shadows of the Empire #1 (1996) has three narratives (the other is about Boba Fett carrying the frozen Han Solo) to build-up on and for a debut issue of a limited series, this one has strength in its execution complete with a good amount of creative stuff that will resonate with long-time Star Wars fans (and also those who love the original Star Wars movie trilogy). It succeeds in telling what happened shortly after the end of The Empire Strikes Back as well as establishing a new sub-plot with Xizor involved. By the time I finished this comic book, I was convinced to look forward to the next issue.

If you are seriously planning to buy an existing hard copy of Star Wars: Shadows of the Empire #1 (1996), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $48 while the near-mint copy of the newsstand edition costs $144.

Overall, Star Wars: Shadows of the Empire #1 (1996) is recommended.

+++++

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

A Look Back at Superman Annual #10 (1984)

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

Before DC Comics ended their original superhero multiverse with Crisis on Infinite Earths (1985-1986) to restart all over again, there were a whole lot of stories about Superman ranging from the dramatic stuff, the epic tales and right down to the most outlandish tales.

As a kid, I was fortunate enough to buy myself a copy of a 1984 Superman comic book, the cover of which really intrigued and caught my interest. It was a Superman annual comic book with a $1.25 cover price which was somewhat high at the time. Its cover showed the Man of Steel himself carrying a sword pointed up.

That image made me wonder: Why would Superman have to use a sword when he is so powerful and capable without weapons? Where did that sword come from? Who made it in the first place? Is the sword so special to Superman?

With those details laid down, here is a look back at Superman Annual #10, published by DC Comics in 1984 with a story written by Elliot Maggin and drawn by classic Superman artist Curt Swan.

The cover.

Early story

The story begins in a space where a group of diverse people composed of aliens and humans are gathered together watching a live video feed Superman on a large monitor above their heads. As it turns out, the Man of Steel is in space working to prevent meteoroids from entering the planet below him. He then speeds off into space heading back to Earth.

Along time ago deep in the galaxy, a big bang effect took place creating several new fragments in the vacuum of space and among them is a long, rough object that resembles a sword. As an unknown amount of time passed, the long object gradually turns into a smooth looking sword complete with a sharp blade and a letter “S” on one end that is the same as the one Superman carries. It is referred to as the sword of Superman!

In Metropolis, Clark Kent is passed by his officemate Jimmy Olsen who mentioned that he is rushing to interview the billionaire industrialist Oswald Mandias. Two days have passed and Jimmy Olsen remained missing. As his boss Perry White heads on to the office, Clark remains and changes into Superman when the coast got clear.

As the Man of Steel flies off into the city, a Galaxy Broadcasting live report on TV shows Lana Lang reporting from the Kennedy Space Center where the new space shuttle Magellan is about to make its first-ever commercial flight to launch a mysterious new communications satellite owned by Mandias Industries…

Quality

Clark Kent/Superman being a complete stranger to others added a lot to the story.
The sword led Superman to a book about the legend of King Arthur inside the city library.

Being an annual, I can say that the Sword of Superman story was well-written and nicely visualized by the creators which made it fun and engaging to read. It is a Superman story that further adds to his being an essential hero of the original DC Comics multiverse and a key factor here is the somewhat outlandish concept that the sword that he gained was an original material of the universe from the big bang and even had connections to the unseen omnipotent force.

This story is not a simple, straightforward tale about Superman gaining a weapon required to defeat the supervillain King Kosmos. In fact, the sword opens up events that made the Man of Steel reevaluate himself, his situation and the people around him. King Kosmos, who is a time-travelling villain from the future (first appearance in DC Comics Presents Annual #2), served not just merely as the opposition but also adds a good amount of complexity within the reality of the story. For one thing, it is very intriguing and also refreshing to see people of Metropolis (even Clark’s friend Jimmy Olsen) failing to recognize Superman and perceive him with fear. This is a one-of-a-kind story of Superman that must be read, even though it is not really an epic tale.

All throughout, there is a fine balance between spectacle and intrigue. If you pay close attention to the dialogue and details, you will understand the story better and enjoy the comic book more eventually.

Conclusion

The return of King Kosmos!

I personally enjoyed reading Superman Annual #10 (1984) the first time back in 1984. The fact here is that after re-reading it recently, I do confirm that it is still an enjoyable comic book to read, and I am not even a Superman fan anymore. That is quite something! This is indeed a really good piece of Superman history from the pre-Crisis era. It also touches on themes about omnipotence, how ordinary people react to people who wield great power, and being whole with the entire universe.

If you are seriously planning to buy an existing hard copy of Superman Annual #10 (1984), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $35 while the near-mint copy of the newsstand edition costs $70.

Overall, Superman Annual #10 (1984) is recommended.

+++++

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

A Look Back at X-Men Adventures #2 (1992)

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.

Having read lots of X-Men comic books, I should say that I always find the Sentinels (first appearance in The X-Men #14 in 1965) to be more memorable as enemies of Marvel’s mutants. On face value, they only look like oversized, human-like robots but I always find them to be formidable opponents of the X-Men. These machines are not only built with sophisticated technologies, they are able to push the X-Men to their limits during battle.

These anti-mutant robots, by the way, were ranked by IGN at #38 in their Greatest Comic Book Villains chart. Long before that, the Sentinels were the featured anti-heroes in the classic X-Men comic book storyline Days of Future Past and it was no surprise that they were also featured in the 2014 movie X-Men: Days of Future Past.

And then in the early 1990s, the Sentinels were shown in the first episode of the X-Men animated series on television. The said series was also adapted into an “as seen on TV” comic book series by Marvel called X-Men Adventures.

This brings me to this look back at X-Men Adventures #2, published in 1992 by Marvel Comics with a story by Ralph Macchio and drawn by Andrew Wildman.  

The cover.

Early story

The story begins with Morph suffering from a nightmare. As he emerged from the vision, he finds himself with Storm, Beast and Wolverine. Together they work to infiltrate a federal government facility which houses the Mutant Affairs Department. Outside the walls of the facility, Rogue Gambit and Cyclops watch from a distance. Cyclops fires his optic blast at the vehicle that just dropped reinforcements that he believes were sent to stop their teammates.

Storm and her teammates break through a door instantly pushing off the security personnel followed by Beast knocking an additional guard. At the room containing the computer, Beast begins to access key information their team has been seeking…

Quality

The Sentinels and the X-Men!

Let me start with the storytelling. As an adaptation of one of the early episodes of the animated series, this comic book does a fine job of recapturing its essence complete with a nice balance between plot, exposition and spectacle. Considering the fact that the animated series was aimed for children, it’s quite intriguing to see the TV episode carrying really heavy themes – apart from the prejudice the mutants suffer from – like top federal government operations, expensive defense and weapons programs, government intrusion into people’s private lives, attempts to require minorities to get registered, etc. Those themes also made it in this comic book which made it feel like it was part of the mainstream X-Men comics of the time.

Compared to the first episode as well as its literary adaptation, this one emphasizes the Sentinels as tools of the government as part of their very expensive program to seek and monitor mutants among their citizens. Mutant Affairs director Peter Gyrich is clearly the villain who has no super powers but has the resources of the federal government and their authority to take action on mutants he perceived to be dangerous.

On the visuals, Andrew Wildman performed a solid job making each page look interesting and detailed enough. While his drawings made each character recognizable to me, it is in the spectacular scenes where he really shines. Wildman’s drawing of the Watcher on the final page of the comic book, however, looks laughable.

Conclusion

Andrew Wildman’s dynamic drawing of the X-Men in action.

While X-Men Adventures #2 is not exactly a literary classic, it is indeed a very solid adaptation of one of the earliest episodes of the animated series of the 1990s. It succeeded on telling a compelling and enjoyable story even though it emphasized the above-mentioned serious themes. As for the iconic Sentinels, this one succeeded in explaining what they are and their place in Marvel’s universe is.

If you are seriously planning to buy an existing hard copy of X-Men Adventures #2 (1992), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $8 while the near-mint copy of the newsstand edition costs $26.

Overall, X-Men Adventures #2 (1992) is recommended.

+++++

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

A Look Back at SOS (SNES)

Disclaimer: This is my original work with details sourced from playing the video game 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.

Back in the 1990s when cable TV was not yet popular in the local community I lived in here in the Philippines, I got to watch on free TV a late night showing of the old movie The Poseidon Adventure. That movie, which included Gene Hackman and other stars, was about a huge passenger ship that got capsized as a result of a huge wave that hit it so hard. The survivors in that film had no choice but to band together and find their way out through countless obstacles.

That creative concept was reused by game developer Human Entertainment for a video game I played on the Super NES (SNES) a few years later…SOS (titled in Japan as Septentrion).

Released for the SNES in 1994 by Vic Tokai, SOS was an adventure game that had players take on the role of one of four characters (each with a different story plus different endings) who must escape the ship within sixty minutes in real-time. Along the way, the player must avoid obstacles, get to the hard-to-reach places and escape the ship before time runs out.

How good or bad the game is, you can find out in this look back at SOS.

The misadventure begins on the Lady Crithania with the disaster.

Early story

The story begins in the luxury passenger ship called Lady Crithania. Depending on which character you choose, Capris is an architect who has a sick sister; Luke is a crew member of the ship whose superiors don’t take his warnings about harsh sea conditions seriously; Jeffrey is a doctor who is traveling with his wife and Redwin is a counselor who is traveling with a family.

A cut scene emphasizing the story of one of the characters.
This is what the ship looks like after the disaster. At this point, the struggle for survival truly begins.

Regardless of which character was selected, a massive wave hits the Lady Crithania so hard it got capsized. The interiors suddenly turned upside down causing lots of damage and deaths. The protagonist is challenged with the chaotic interiors, obstacles, interacting with some survivors and reach the boiler room to survive.

Gameplay and Quality

As it is a 2-dimensional (2D) game, SOS is a side-scrolling adventure with some platform gaming elements mixed in. You can have your character move and jump most of the time with the occasional action of helping passengers (by means of reaching) travel with you (with some commands to communicate with them). While the design made sense, playing SOS always turned out to be a tiring chore and a test of patience due to the lack of precision when it comes to control response.

Adding further to challenge is the occasional shift of the capsized shift which changes the angles of the interiors which instantly alters the difficulty on moving around and jumping to the essential platforms (to progress to the next place). The shifting was visually done using the SNES’ Mode 7 feature. For the newcomers reading this, Mode 7 is the graphics mode unique to the SNES which enables scaling and rotating of the background image. While the sprites and 2D art in this game lacked punch, it is the Mode 7 feature that really added some quality to SOS’ visuals temporarily.

The more survivors you help and take with you to the very end, the better the ending will be.
You can also swim through flood sections.

More on the difficulty, the artificial intelligence (AI) programmed for the survivors that you can choose to rescue is pretty low which leads to a lack of response whenever your character calls them to follow you to get to the next level and survive. Not only were there times the other characters did not respond, some got even stuck in tight places.

As this game has 1-hour countdown in real time, making a mistake is costly. For example, you jump but fail to reach a crucial platform and fall down into the abyss and die will lead to your character respawning but with a noticeable amount of time reduced. Considering the lack of precision on controls and other factors, this made SOS challenging and frustrating to play.

If only the other survivors were more responsive to your calls…

And then there is the challenge to get the best possible ending you could by means of rescuing as many other survivors as you could and reach the very end with them. To put it this way, if you decide to be completely self-centered, disregard all the other survivors and make your way to the end without them, will result a really bad ending. You rescue more and make it alive with them, then the ending will get better.

Conclusion

If you fall and die, your character will respawn but with an amount of time reduced.

SOS has a very nice concept of adventuring that focuses mainly on survival and involves no combat and certainly no clear enemies to encounter. It is just too bad that the flaws of this game made it more frustrating to play and very few people will actually get to enjoy it.

If you own a working SNES and you are thinking about buying an existing copy of SOS, I do not recommend buying it with your precious money. Better rent it instead.

+++++

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

A Look Back at X-Men 2099: Oasis

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.

According to the online edition of Merriam-Webster Dictionary, an oasis is something that provides refuge, relief, or pleasant contrast. In the case of X-Men 2099, the open areas of the southwestern region of the United States is a dangerous place to be in even though they are free from oppressive systems of control that dominate cities. As such, it is the southwestern region in 2099 can be compared to the Old West in history where there are lots of desolate places as well as lots outcasts and outlaws. Unlike their mainstream counterparts, the X-Men of the far future are nomads and they don’t have a long-term place of residence they could call home. Considering how dangerous the region is for the mutants, a haven of peace, security and prosperity is always ideal to them but only if it is indeed real.

That is what we will explore in the one-shot comic book X-Men 2099: Oasis here.

But before proceeding with the review, it has to be emphasized first that the one-shot comic book which was made special with the painted art of the Hilderbrandt brothers Greg and Tim. For long-time X-Men 2099 scribe John Francis Moore, Oasis was like a big dream come true. When asked during an online interview about his recollections on making X-Men 2099: Oasis and working with the Hildebrandt Brothers, Moore stated:

I was a fan of the Hildebrandt’s fantasy illustration, and I was blown away when Joey told me that they wanted to do an X-men 2099 project. I met with them in Joey’s office and they were both really great guys. I think they said they really liked Bloodhawk, so I knew he’d be a major player in whatever story we developed. They didn’t enter the project with a lot of conditions. They seemed genuinely happy to get to play in this corner of the Marvel universe.

I can’t remember ever writing a full script for any of my Marvel work. I gave them a plot and sometime later received Xeroxes of pencil art (Hildebrant art!) to dialogue. Then it went back for them to paint, and they did a phenomenal job. I only wish that it could’ve been published before the 2099 line was axed. It was a beautiful book that I think was sadly under promoted.

To find out if it is any good, here is a look back at X-Men 2099: Oasis published in 1996 by Marvel Comics with a story written by John Francis Moore and painted art done by Greg and Tim Hildebrandt.

Cover
The cover.

Early story

The comic book begins with a flashback set in Hong Kong in the year 2090. A much younger Shakti/Cerebra is on the loose trying to reach a ferry to Kowloon with a plan to hide in the back alleys of Tsimshatsui. Suddenly Lokjaw intercepts her and grabs her. They had a short history together and Lokjaw insists that Shakti should be grateful to her father who raised her to run his bio-shops. After a brief chase, something hits Lokjaw who fell into the water. It turns out Ryu Kobolt helped Shakti, and he has been instructed by his boss to offer her asylum.

11
Luna and Skullfire explore a place.

In the present day of 2099 in New Mexico, Bloodhawk flies to his desert home not knowing he is being monitored. Two people, an old man with white hair and a lady, work together to stun the X-Men member and take him with them. A short time later, inside a high-tech facility, Bloodhawk wakes up finding himself restrained and being watched over by the lady and the old man. They tell him he is in the Promised Land, a place where the sins of the old world will be washed away. Using her powers, she touches Bloodhawk’s head and slowly turns him into his normal human form.

Meanwhile outside a deserted town near the border between Colorado and Kansas, Shakti, Tim/Skullfire and Luna arrive riding motorcycles. They are checking the potential presence of a mutant nearby…

Quality

15
Really great visuals by the Hildebrandt brothers!

It is very safe to say that this is one very ambitious X-Men 2099 story ever told by John Francis Moore. It sure has an epic concept showing that Oasis in the open region not only exists, but also serves as the closest thing humanity in America has to imitating Heaven built on top of the land. Oasis is the indoor paradise where mutants and humans gather together, live in peace and work together in tremendous ways that the X-Men could only hope to achieve in Halo City (note: this story is set some time after X-Men 2099 #25).

The titular place is clearly the centerpiece of the story backed with characters and threads from the past that explain how it got established. Part of the creation of Oasis is connected with Ryu Kobolt whom Shakti got close with many years back. Of course, someone else got involved with Ryu which directly connects with the creation of Oasis.

While it is also clear that the story took some inspiration from Christianity, I should say that the approach was done by rehashing old storytelling concepts like emphasizing a charismatic person who looks godly or messianic, people getting converted with ways that are not holy, false prophets misleading those seeking salvation, etc. With the ages-old concept of the mad scientists added, then there is conflict here for the X-Men to engage with. The story touches on themes like destiny, conversion, having the power to judge people and committing genocide.

As for the characters, John Francis Moore made the right move to utilize Shakti, Bloodhawk, Skullfire and Luna of the X-Men, however the other new characters such as Memphis, Pandora and Ryu pale in comparison with regards to importance (even though Memphis and Ryu each had a good amount of the spotlight and even some character development).

When it comes to the artwork, this is one great looking superhero, sci-fi story in painted form thanks to the Hildebrandt brothers! Not only is their painted art beautiful to look at, there are also eye-catching shots of scenery, very detailed facial expressions and a very lively presentation of the action scenes and explosions! Each and every character painted – specifically Shakti, Skullfire, Bloodhawk, Luna, Memphis, Pandora and Ryu – has that touch of visual realism (note: not photo realism) that make them look more human to the eyes (especially the X-Men members when compared to how they were drawn by Ron Lim and Jan Duursema in the monthly series). This is one great looking comic book and easily one of the very best of the X-Men of 2099!

Conclusion

16
The Oasis!

X-Men 2099: Oasis is a one-shot comic book that did not match its high ambition. While it has some of the best painted superhero art of the 1990s ever, the storytelling just did not engage me that much. For one thing, its approach on taking inspiration from Christianity is very flawed not only due to rehashing storytelling concepts but also due to the fact that everything – including the titular Oasis – had to be concluded already. Even though there was a build-up leading to a final conflict, the payoff was not that great and ultimately there was a sense of rush in the 2nd half of the story.

What is also disappointing is the fact that the events told here did not really impact Shakti, Skullfire, Luna and Bloodhawk at all, nor was there anything added to the narrative of the X-Men 2099 monthly series. This is too bad because the existence of a haven where people can live in and be protected from the prejudice and violence in the region fits nicely with the concept of X-Men 2099 in the first place. Even though there was a reference to issue #25 during the first half, this comic book ended up looking like a dream story or a parallel universe tale with a $5.95 cover price! It seems to me like this was more like a cash-grab attempt to exploit comic collectors and the fans of X-Men 2099.

If you are seriously planning to buy an existing hard copy of X-Men 2099: Oasis, be aware that as of this writing, MileHighComics.com shows that the near-mint copy costs $14.

Overall, X-Men 2099: Oasis is a serviceable one-shot comic book. That being said, if you really intend to buy it, you should not pay more than $5 for it.


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

A Look Back at Total Recall (1990)

Disclaimer: This is my original work with details sourced from watching the movie 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.

I miss the old days when an R-rated action-packed science fiction movie can be passionately made with exceptional directing, clever writing, great camera work that’s consistently steady, solid performances from the actors, action that was not too choreographed, and visuals that heavily utilized practical effects and optical effects.

I’m talking about Total Recall, the 1990 sci-fi action movie that starred a much younger Arnold Schwarzenegger supported by Sharon Stone, Michael Ironside, Rachel Ticotin and Ronny Cox. Directed by Paul Verhoeven (who directed the 1987 classic RoboCop) with a screenplay (based on the Philip K. Dick short story We Can Remember It For You Wholesale) by Ronald Shusett, Dan O’Bannon and Gary Goldman, Total Recall was a tremendous hit in the cinemas grossing more than $261 million worldwide with a production budget of over $60 million. To date, the film remains a favorite not only with fans of Schwarzenegger but also with people who love action movies, sci-fi movies, movies of the 1990s and geeks.

But before looking back at this movie, it is important to take note that Total Recall took several years of development before it finally got produced. The very first screenplay was written by O’Bannon and Shusett in the 1970s (after securing the film rights to Philip K. Dick’s short story when the author was still alive). Eventually prolific movie producer Dino De Laurentiis took the project for development. Years later, De Laurentiis’ company collapsed (due to failed projects) which provided Schwarzenegger the golden opportunity to get Total Recall by persuading Carolco to secure the rights for a few million dollars. After many screenplay drafts written and the hiring of Verhoeven as director (note: Schwarzenegger approached him personally) plus Gary Goldman, the rest became history.

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Arnold Schwarzenegger, Rachel Ticotin, Michael Ironside and Ronny Cox in a memorable scene.

Now, here is a look back at Total Recall.

Early Story

The story begins at the surface of planet Mars where a man and a lady (both wearing space suits) travel on foot. Suddenly, the man slips down and breaks the frontal shield of his helmet exposing himself to Mars’ air. It turned out to be an intense nightmare for Douglas Quaid who was in bed with his beautiful wife Lori. Lori asked him about the unidentified woman who appeared in his dreams, but Quaid expresses his love for her. On his way to work, Quaid saw a TV ad inside the train about Rekall, a company that sells holidays and adventures in the form of memories. At work, his fellow construction worker discouraged him from availing of any services from Rekall. After work, Quaid visits Rekall and decides to avail of an ego trip as a secret agent. Just as the memory trip was about to start, Quaid wakes up violently…

Quality

This movie is still great to watch. Let me start first with the creative team of Paul Verhoeven and Arnold Schwarzenegger.

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A great action scene about to start…

When it comes to the synergy between the director and the lead player, Verhoeven and Schwarzenegger make a great creative team that made this movie very special! When asked during an interview what it was like for him to work with Schwarzenegger, Verhoeven said:  Arnold is great. Switching from Rutger Hauer to Arnold is not that big a step. It’s strange to say that, because he’s this crazy Austrian, with an accent—but, for me, Arnold is the American Rutger. I think if I did a few movies with Arnold, I could do as much with him as I did with Rutger. Now, this movie was the wrong thing . . . But I think you can do much more with Arnold, explore more possibilities, than was necessary for this movie.

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Sharon Stone as Lori.

Now, it is a fact that Schwarzenegger lacks versatility when it comes to acting. Even so, Verhoeven succeeded in getting a deeper-than-expected performance from the star in this movie. Sure, we get to see Schwarzenegger fight bad guys with really rough action, fire guns, run and jump around here but what really stood out here was his portrayal of a man who discovers that the life he knew was all a lie and goes on to find the truth about himself. This role remains a standout role of Schwarzenegger’s among all the characters he played in his many other action films. What is also notable with Douglas Quaid is that the protagonist is always in danger and never invincible, very similar to how Bruce Willis played John McClane in Die Hard. If you watch this film after seeing Schwarzenegger play his invincible icon in the Terminator movies, you will feel his pain, tension and curiosity here! As if that was not enough, there is also the other role Schwarzenegger played in this movie that you should see.

Of course, Total Recall also drew greatness and depth from Verhoeven who also got strong performances from Sharon Stone, Michael Ironside, Rachel Ticotin and Ronny Cox. Sharon Stone is the beautiful wife who will shock you. Michael Ironside is the henchman who will make you root for Schwarzenegger even more. Rachel Ticotin is the brave woman who is believable with the cause she is involved with.

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Rachel Ticotin as Melina.

More notably, Ronny Cox is the all-powerful and ruthless executive who will get on your nerves and make you root for Schwarzenegger a lot, very similar to how his villainous role in RoboCop made moviegoers root for the cyborg policeman. It should be noted that the evil executive-henchman duo of Cohaagen (Cox) and Richter (Ironside) here is a directorial trademark of Verhoeven’s and it should bring back memories of the other evil duo in RoboCop. More than that, Ronny Cox succeeded in selling the concept that Cohaagen really had been the administrator of the colony in Mars exploiting the resources and the people for a long time.

More on getting the most out of the actors, Verhoeven and his team crafted a memorable hand-to-hand fight scene between Lori (Stone) and Melina (Ticotin) actually taking part in the action and stunts. Sharon Stone clearly got athletic in this movie and her efforts paid-off nicely, complete with another fight scene with Arnold Schwarzenegger (she actually even threw two high kicks at Schwarzenegger’s head) early in the film. Beyond the hard battle with Stone, Ticotin went on to take part in further action scenes in the film and she sure is believable as an action performer. To put things in perspective, Stone and Ticotin are not action stars but they excelled nicely in their work here and this also made Total Recall special.

When it comes to storytelling under the direction of Verhoeven, Total Recall moved at a medium-to-fast pace and there was never a single moment of rushing, nor a single boring moment at all. The film just kept going smoothly complete with true unpredictability which results lots of twists and surprises. I should also state that the dialogue from the finalized screenplay is still excellent, and they were nicely delivered by the actors. Verhoeven also added depth to the film by using mystery while also getting good performance from Schwarzenegger as Doug Quaid finds out that life is not what it seems. I should state that the sci-fi elements of altering (and adding) human memories with the use of computers and the business of selling virtual holidays and ego trips were strongly emphasized. These also add to the film’s mystery which should engage you to wonder and analyze as the story moves on.

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The best view from an office on planet Mars.

On the spectacle, Total Recall is heavily loaded! The action is violent, plentiful and carries that particular aesthetic that only director Verhoeven has. It’s hard to explain in words but once you watch the action in this movie (plus comparing it to RoboCop and Starship Troopers), you will realize it. Even so, the action never turned this movie into a brainless affair. The action worked nicely to balance the mystery and suspense.

The visual effects here were mostly done by practical and optical ways. Special effects specialist Rob Bottin, who famously worked in John Carpenter’s The Thing and worked also with Verhoeven in RoboCop, came up with very memorable animatronics to simulate facial and physical changes on characters on key sequences involving sci-fi elements. The team also crafted really freaky looking makeup works on the Mars mutants, which really gave this film a strong sci-fi look. I also like the use of miniatures and physical sets that visualized the colony in Mars. By today’s standards, this movie’s visual effects still look great and I can only wish that filmmakers today would rely less on computers and go back to using practical effects (note: physical stuff) and, on certain occasions, optical effects.

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Really great movie makeup work by Rob Bottin.

When it comes to the physical environments, this movie was filmed a lot in Mexico, specifically on key locations and on the sound stages in an established movie production studio there. Years ago, when I first learned for the first time that the trains used in the film were real-life trains that actually operated in one of Mexico’s real-life transportation systems, I was astounded! Paul Verhoeven himself confirmed that the train sequences were not only shot on location with real trains (note: monitors were added by the filmmakers to achieve a futuristic look) but the place’s architectural design were very unique and fitted nicely with the sci-fi concept of the movie.

The Mars colony set does not look fake to me. In fact, it really looks like it has long been lived in by people and the filmmakers nicely designed it. The Venusville set looks very convincing and, within the story, it got decayed due to long-term businesses, constant vehicular traffic and people who always flocked the place. The Mars hotel meanwhile has that cleaner, nicer look with tourists who paid good money for pleasure and discovery.

I should mention that the cinematography here done by Jost Vacano is excellent. The set-ups of the camera to get great angles of the actors is special, and the same can be said about the capturing of the spectacle that happened on-screen. The flashback of Mars inside Quaid’s mind had great, floating views of the location complete with perfectly smooth movement! Vacano also worked with Verhoeven in RoboCop.

Finally, the musical score by the late Jerry Goldsmith is very memorable and this is my favorite among all his works. The music provided gave this movie a strong sci-fi feel and when suspense plays, the tunes added nicely to it. The most memorable music tracks here are the opening credits music (which is immersive) and the foot chase between Quaid and Richter on Earth (the music really keeps the pace high).

Conclusion

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Arnold Schwarzenegger as Douglas Quaid in a key scene.

Total Recall is a true, adulterated sci-fi action classic and easily it is still is one of the best ever movies I’ve seen from Schwarzenegger, Verhoeven and Stone. A few visual elements did not age well but its highly engaging story (combined with the strong performances and spectacle) remains its key selling point. There is a lot of ambiguity throughout the film and it will keep you wondering if the story (or at least portions of it) was reality or all a dream in Quaid’s mind. The way the story is structured combined with the excellent spectacle, this is a movie that is worth watching again and again! It remains an effective viewing experience for me until now.

As it contains the directorial trademarks of Verhoeven mixed with Schwarzenegger’s own style of expression and hard action, Total Recall is a very unique move of its own and it’s impossible to replicate nor match. Keep in mind that the 2012 remake of this movie was badly made (even though it had a big budget and highly advanced visual effects involving the use of computers) and ended up being a complete failure.

To put it short, Total Recall is more than just an action-packed thrill ride. It is also a mystery film that will keep viewers on the edge as the search for answers continues. Total Recall also explores the theme of what would you do when you realize that the life you remember turned to be an exceptional lie, and that you are literally caught in the middle of a web surrounded by dangerous, powerful people. I could never forget how my mind got motivated as I focused on the narrative the first time I ever saw this great movie decades ago. Total Recall was a sci-fi viewing experience like no other.

Overall, Total Recall (1990) is highly recommended! I urge you, my readers, to buy the movie on Blu-ray disc or watch it via streaming.


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

A Look Back at The Solution #6 (1994)

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

As this is another retro  review of another Ultraverse comic book written by the late James Hudnall, I encourage you to take time to check out his background and other works via Comic Book Resource’s report of his death on April 2019.

In memory of James Hudnall, here are his words published near the end of The Solution #7:

The Solution is a dream team for me. I’ve been wanting to mix the genres of fantasy and cyberpunk science fiction with the super-hero genre for some time. Add my love of Japanese animation and Hong Kong cinema and you can see where I’m coming from here. This series is designed to show us some of the more bizarre and dark sectors of the Ultraverse without, hopefully, falling into the trap many similar books do where they lay it on too thick. The Ultraverse is a complex and multi-faceted universe and our books explore different sides. Here I want to delve deep into the criminal and espionage arenas as well as the magic sub-cultures that exist.

The characters themselves have a rich and interesting history that I plan to slowly unveil as the series progresses. When you first meet someone, you usually don’t know that much about the person. The characters are rather deep, as we will discover, and their personalities and more complex than you’re probably used to seeing in comics.

Now we can start this look back at The Solution #6, the Ultraverse comic book published in 1994 by Malibu Comics with a story written by James Hudnall and illustrated by John Statema (with ink work by Dennis Jensen and Mark Stegbauer).

Cover
The cover.

Early story

The story begins with Lela Cho (Tech) alone paying respect to her father at his grave. She tearfully recalls what happened right after he died.

The narrative then shifts to 1993, specifically the day her father was about to get buried with many guests involved. Even though she is mourning, a man with blonde hair approaches her. His name is Kyle Sanders and he tells her she wants to talk to her about the corporation called Hypersonic. After receiving his business card, Lela feels a strange sense of dread creeping up on her.

A few days later, Lela attends a Board of Directors meeting at the headquarters of Hypersonic. She reminds them that she inherited all of her father’s shares in the company that makes her a majority stockholder and it was written in his will that she will assume his post as Chairman of the Board. Even though she already earned her Master’s Degree in Business at Harvard, the BOD members rejected her on the grounds that she’s too young and has no previous practical experience. They expressed that it would be better for her to work within the company and climb her way up.

Even though she got rejected and found herself alone, she decided not to give up and move forward by visiting NuWare, a corporation in San Francisco, California, that specializes on bio-tech implants (Wetware) that can make a person an Ultra…

Quality

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Lela Cho/Tech in action!

This is a very compelling, character-driven comic book, one of the best of the Ultraverse I read as of this writing. Clearly the late Hudnall achieved his goal of not only developing Lela Cho/Tech, but also defining her as a living part within the Ultraverse. Speaking of the Ultraverse, there is this nice and subtle connection with certain people regarding The Strangers.

Back to Lela Cho, her personality was very deeply defined by Hudnall. By the time you reach the end of this comic book, you should at least be caring about her even though her status as a super-rich lady trying to make her way up in business (while protecting herself) puts her on a different class. Ultimately her transformation into an Ultra is special to read and examine, even worthy of a cinematic adaptation.

Regarding the visuals, John Statema pulled of a great job. I love how the facial expressions he illustrated brought out the ranging emotions of the characters, specifically with Lela. When she’s mad, she really looks mad. When she is sad, you will see the sadness. Regarding action, Statema’s effort was decent.

Conclusion

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Really nice art and good choice with the colors for the light effect.

I really liked The Solution #6. From start to finish, it kept me very engaged and ultimately it made me understand Lela Cho/Tech much better, which also made me go back to re-reading the first issue.

If you are seriously planning to buy an existing hard copy of The Solution #6, be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $4.

Overall, The Solution #6 is highly 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/