Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back, superhero enthusiasts, fans of the 2099 universe of Marvel Comics, 1990s culture enthusiasts and comic book collectors! Today we revisit the X-Men 2099 comic book series by focusing on the 4th issue. Following the single storyline told in the first three issues (including the unexpected death of a certain member in issue #3) which ultimately made clear why the X-Men of 2099 exist and what their place is within an America that is totally different from what it used to be during the time of Charles Xavier and his X-Men. As such, the stage was set for more exploration and new creative directions with Xi’an and his band of nomadic mutants.
With those details laid down, here is a look back at X-Men 2099 #4, published by Marvel Comics in 1993 with a story written by John Francis Moore and drawn by Ron Lim.
The cover.
Early story
The story begins with Bloodhawk exploring a deserted, radioactive facility in the middle of New Mexico. Having a reptilian skin protects him from radiation which only adds to his personal obsession of waging a war against developers and corporate entities that he accuses of defiling the natural environment.
Suddenly, a tough female with white hair and white skin grabs Bloodhawk by the neck and by touching his head with her left hand, she triggers a bolt of agony on him. Bloodhawk then loses consciousness.
Meanwhile in Nevada, Xi’an and his X-Men salvaged whatever equipment they found at the Nueva Sol Arcology which was their haven before Synge’s enforcers invaded and ruined it. In response to Shakti’s comment that it would take months to restore the facility, Xi’an says that the time for gatherings has passed as he believes that their path lies on the road emphasizing travel to new places.
While his teammates are outside, Henri uses a computer inside the facility retrieving messages. He receives a video message from his old friend Jordan Boone who informs him about a major project called Valhalla and he was going to do something outrageous…
Quality
Neuro-tech, the captured X-Men, Luna and the Theater of Pain.
When it comes to narrative, I should point out that this comic book serves as a prelude to The Fall of the Hammer 2099 crossover storyline and it does a good job setting key members of the X-Men to get involved.
As an X-Men 2099 story, John Francis Moore further developed the personalities of most of the members (with Timothy Fitzgerald being the center as he slowly becomes Skullfire) and showed more of the culture within the team under Xi’an’s leadership and strict points.
Other than the focus on the mutants, a notable feature of the story is the introduction of the Theater of Pain which includes a radically intriguing masked villain who runs an operation that involves abducting people, using machines to feed on their minds and access the most painful personal memories which in turn is digitally channeled to an existing linked live audience feeding their minds. In essence, mental torture and intrusion of the mind are introduced. I should also state that the Theater of Pain here plays a major part in the story of X-Men 2099 #25. This issue also introduces Luna who eventually gets linked with Skullfire and becomes part of the X-Men.
More on the Theater of Pain concept, I found the painful flashback sequences a clever method used by the writer to emphasize selected moments from the past of Bloodhawk and Skullfire which added to the character development of this comic book.
Conclusion
One step showing Timothy slowly becoming Skullfire.
X-Men 2099 #4 (1993) is well-written and it is a significant part of the 35-issue monthly series. For one thing, it shows the start of the transformation of Skullfire’s personality, the direction Xi’an and his mutants are taking, and the start of a build-up that led to the significant events of X-Men 2099 #25. There is a lot here for X-Men 2099 fans to enjoy from start to finish.
If you are seriously planning to buy an existing hard copy of X-Men 2099 #4 (1993), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copy of the newsstand edition costs $90.
Overall, X-Men 2099 #4 (1993) 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 as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back, X-Men fans, superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! It’s time to revisit the What If monthly series of comic books of Marvel Comics that lasted from 1989 until 1998. The old comic book I’m about to review involves the X-Men, Cable and more.
Before starting with this newest retro comic book review, I should state that I was never a fan of Cable even though I read lots of X-Men-related comic books that included him. When I think of Cable, I immediately think of the New Mutants and X-Force comic book series.
You must be wondering what has Cable and the X-Men have to do with the old What If issue I’m focusing on. We can all find out in this look back at What If #46, published by Marvel Comics in 1993 with a story written by Kurt Busiek and drawn by Tod Smith.
The cover.
Early story
The story begins inside a tavern in New York’s famous Central Park. Inside, Charles Xavier, Scott Summers (Cyclops) and Jean Grey have a discussion about mutant matters until a small saucer-shaped device flies inside and disrupts everything with its sonic frequency. Suddenly a second flying saucer comes in, touches Scott’s shoe and explodes powerfully killing him, Jean and Xavier. Others got injured by the explosion and the tavern ends up burning.
Outside the tavern, Cable is seen running away and someone points at him as someone who must be responsible for the bombing. As it turns out, the deliberate killing of Xavier, Cyclops and Jean Grey was the result of a division between Cable’s New Mutants and the X-Men in connection to the recent return of Xavier from deep space.
Quality
A brawl between the mutants.
I’ll start with the story Kurt Busiek came up with. This one explores an alternate time in which Charles Xavier returned to Earth (after escaping from the Skrulls in deep space) only to find the X-Men in disarray which compelled him to restore things the way they were. This is not to be confused with his return in the canon storyline of the Muir Island Saga.
That being said, Busiek explored what would it be like had Xavier tried to resolve mutant matters not only with the team of mutants he founded but also with other teams such as the New Mutants (already led by Cable), X-Factor (Cyclops, Jean Grey, Iceman, Beast and Archangel) plus several other mutants. I really liked the way the mutants reacted to Xavier given his long absence from Earth, how his dream matters and turned out irrelevant to them as individual mutants, and if he still has what it takes to lead them. In some ways, Xavier looked like a politician trying to convince his constituents that his vision is still the best for them and their interests.
What really made the story running was the start of the division between the mutants when Cable rejects Xavier and points out that the X-Men founder’s devotion to appeasement is dooming mutants. All of these led to the shock opening scene and in terms of writing quality, it was all justified.
The scenes that happened AFTER the burial of Xavier, Cyclops and Jean Grey literally raised the stakes for the rest of the comic book. I don’t want to spoil further plot details but I can assure you all that Kurt Busiek’s script is very sold and there is so much to enjoy here especially if you are knowledgeable enough about the X-Men and the other parts of the Marvel Comics universe (note: the Avengers, Stryfe, Freedom Force and Fantastic Four also appeared).
Visually, the work of Tod Smith looks a bit rushed. His art here is not bad but I felt it could have been better had there been more time to polish his work. In fairness to Smith, his drawings on most of the characters still made them recognizable and he showed pacing with regards to the panels and angles used. I should say he does a decent job showing multiple characters fighting each other simultaneously.
Conclusion
If you were a mutant, would you follow Charles Xavier or Cable?
If you ask me, What If #46 (1993) is pretty entertaining and engaging to read thanks to the strong writing as well as the daring exploration of how the comic’s main story impacts others within the Marvel Comics universe. It has drama, action, intrigue and most notably it explores a new concept about how the X-Men would turn out after the death of their founder. It also raises questions on whether or not the X-Men are doomed without Charles Xavier’s presence.
If you are seriously planning to buy an existing hard copy of What If #46 (1993), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $40 while the near-mint newsstand edition costs $120.
Overall, What If #46 (1993) is recommended.
+++++
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back, X-Men fans, superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today, we take a look at the topic of slavery and its connection with the mutants within the universe of Marvel. To be more specific, slavery was emphasized in one of the episodes of the popular X-Men animated series which itself had a monthly series of comic book adaptations – X-Men Adventures!
With those details laid down, here is a look back at X-Men Adventures #7, published by Marvel Comics in 1993 with a story written by Ralph Macchio and drawn by Chris Batista.
The cover.
Early story
The story begins in Genosha, an island nation where mutants are designated as slaves constantly monitored by armed personnel of the state. X-Men team members Gambit, Storm and Jubilee are forced to do hard labor as they have been rendered powerless (with high-tech collars on their necks). Along with many other mutants, they are working on a key infrastructure project of the state.
As soon as the local authorities deactivated the collars of the slaves, Storm immediately attempts to escape by flying. Immediately, the collar on her neck got reactivated which neutralized her powers and caused her to fall down to the water below. As soon as she climbs up on a rock to rest, a cable wraps itself on her right leg. Suddenly, a huge Sentinel rises above the water and pulls her…
Quality
The money shot!
Like the TV episode it was based on, this comic book does a decent job of portraying slavery and oppression with mutants in mind while avoiding the very sensitive topic of racism. To see Gambit, Storm and Jubilee portrayed as much more vulnerable characters is a nice change from their usual portrayals. While the story has a strong slavery theme, it also sheds light on the ongoing, secretive development of the Sentinels program which clearly emphasizes the growing danger that await not only the X-Men (the prime target of Trask and his team) but mutants in general.
When it comes to the art, Chris Batista did a nice job drawing not only the characters (all recognizable) but also their surroundings, the Sentinels and the framing of action scenes.
Conclusion
Gambit, Storm and Jubilee as slaves on Genosha.
I personally find X-Men Adventures #7 (1993) somewhat fun and slightly engaging to read. As this is an adaptation of the X-Men animated series episode about Genosha and mutant slavery, it clearly has a strong wholesome approach to its presentation. That being said, its depth is actually limited as it presented its themes with younger readers and new X-Men readers in mind. Unsurprisingly, the action is limited and was portrayed to avoid violence. If you want a more serious and grittier portrayal of Genosha and mutant slavery, you should read Uncanny X-Men #235 to #238, and the X-tinction Agenda storyline.
If you are seriously planning to buy an existing hard copy of X-Men Adventures #7 (1993) be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30, while the near-mint copies of the newsstand edition and the Greek edition cost $90 and $200 respectively.
Overall, X-Men Adventures #7 (1993) is satisfactory.
+++++
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
Disclaimer: This is my original work with details sourced from playing The Super Dimension Fortress Macross: Do You Remember Love? 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.
Like many other entertainment franchises in Japan, Macross also has video games based on its stories and concepts. During the fifth generation of video game consoles, Bandai released in Japan the video game adaptation of the 1984 anime movie on the Sega Saturn in 1997 and the Sony PlayStation in 1999. That game was titled The Super Dimension Fortress Macross: Do You Remember Love? and I played that 2D side-scrolling shoot-them-up game a lot during the time when 3D polygons was already the standard.
Considering its age, it is easy to wonder if the game is still fun to play by today’s standards and if the game is something that Macross fans can enjoy a lot. We can all find out in this look back at The Super Dimension Fortress Macross: Do You Remember Love?
Sega Saturn version in 1997.
Sony PlayStation version in 1999.
Early story
The story begins at sea. A Valkyrie piloted by Hikaru Ichijyo (the late Arihiro Hase) launches from the aircraft carrier Prometheus to join his teammates Max and Kakizaki led by Roy Fokker (Akira Kamiya). Suddenly a powerful beam of energy from above hits the aircraft carrier clearly showing that their world is under attack by the Zentradi.
They proceed to South Attaria Island where they immediately engaged the Zentradi forces that ravaged the city and causing trouble for the SDF-1 (Macross). After defeating several Zentradi elements, the remaining Skull Squadron forces flew to the Macross (which just launched into the air) which executes a space fold just moments before even more laser blasts from the Zentradi destroyed the entire island.
Sometime later deep in space, thousands of civilians managed to adjust to living inside the Macross. As Lynn Minmay’s (Mari Iijima) first concert happens inside the fortress, Hikaru, his teammates and many other fighters engage in a mission against the Zentradi…
Quality
Just like in the movie!
To comment on the quality of this old video game, I’ll focus on gameplay and presentation.
As far as gameplay goes, Macross: DYRL is essentially a 2D side-scrolling shooter literally designed to be grand not only for Macross fans but also for gamers who enjoy its design and its type of gameplay. You play as the hero Hikaru who pilots an advanced fighter plane that can also transform into an armed fighter with legs (GERWALK mode) and also into a full-sized, human-like robot (Battroid). In fighter mode, you move fast and are able to fire rockets or use your default gun. In GERWALK mode, your speed is slower but you have improved mobility that can be crucial for combat. In Battroid mode, your speed is reduced further but you are somewhat stronger and more precise when it comes to shooting enemies.
Still on gameplay, the game developers really pushed the envelope in terms if immersion as there are lots of moments in which the enemies will not only face you on your 2D plane but also move around you from the foreground to the background. Without having to do anything further, your character will be able to auto-aim and shoot at your enemy whether in the background or the foreground. Essentially, this makes the game a 2.5D shooter.
This is a fine example of you (in your 2D plane) firing at your enemy in the background.
In key parts of some levels in the game, the UN Spacy will send a shuttle to release supplies to help you replenish your shield meter.
The controls are relatively easy to learn and get adjusted to. More importantly, the controls are very responsive and they are ideal when it comes to precision on moving your character around as well as trying to shoot at specific targets.
This game was designed with several levels for you to complete essentially moving from left to right. As evidence of the game developers taking liberties during its adaptation of elements from the 1984 animated movie, several levels have boss fights for you to participate in and win in order to progress. These boss-type enemies are noticeably absent from the movie and yet they were designed to integrate into the film’s concept and also expand the concept about how elaborate the Zentradi are when it comes to their war machines against Earth. The boss-type enemies (note: they are clearly polygonal and yet they fit in well with the 2D sprite elements) are huge machines designed for space battles and there were boss fights in which some of them move into the background (which sparks moments for your character to fighter towards the background). When it comes to artificial intelligence (AI), the boss-type enemies are not really that sophisticated with their movements although a few of them have attack patterns that will push you to be more evasive and more strategic.
Before starting a level, you can select your weapons that can function depending on your personal preference on taking on the enemies.
Lots of great visual effects and 3D movement add to the challenge.
With regards to challenge, some parts of this game took me a few repeats before finally improving myself enough to make it to the next levels. The visual elements of the game also added to the overall challenge as seeing 2D sprites move around you 3-dimensionally.
Speaking of 2D sprites, it is clear that this game was designed to be heavy with 2D visual elements while 3D polygons are used sparingly (note: the boss battles mentioned above). As this is a side-scrolling game, the game makers clearly made lots of sprites of machines, space ships, Zentradi battle pods and other figures that Macross fans would easily recognize. The good news is that each 2D sprite was made with multiple frames of animation (complete with frames meant for 3D movement) and were made to really resemble the cinematic artworks which ultimately results making them really look lively to watch on-screen!
As for the presentation, I can see that the game developers Scarab paid great attention to the details of the animated movie to make The Super Dimension Fortress Macross: Do You Remember Love? fun and engaging for gamers in general while also becoming strongly relevant and delightful with the people who love Macross. For example, the game starts with a cinematic prologue composed of brand-new animation cels mixed with elements of 3D polygons and in my view, it fits in nicely leading to the actual cinematic opening of the movie from 1984. The cinematic prologue was meant to expand the film’s overall concept and other story expansions happened in subsequent parts of the game (such as the all-new mission told in two levels).
Observe the Zentradi surrounding Roy Fokker on his 2D plane, the foreground and background. This is a 2D sprite-heavy showcase!
The game developers paid close attention to the details of the movie and presented the visuals using video game graphics, 2D sprites and really nice in-game background artworks!
Surprise! You as Hikaru get to fight Milia temporarily before her memorable fight with Max happens!
The Super Dimension Fortress Macross: Do You Remember Love? came with selected animated sequences and still images from the 1984 movie’s very own footage meant for in-game storytelling (note: you still have to watch the movie for the best immersion). As there were some original scenes made for the game with expanding the film’s concept in mind, there are a few computer-generated animation sequences and even brand-new animated cels (note: very clearly they were drawn by people different from the ones who drew the film’s footage) showing some character moments.
When it comes to the audio, this game is clearly a labor of love with Macross fans in mind. Much of the music, songs and sound effects from the movie (as well as from the 1982-1983 anime TV series) were integrated into the game which made it very immersive for Macross fans. As for the voice actors, fans will hear the voices of their favorite Macross characters performed by the late Hase, Iijima, Kamiya, Mika Doi (Misa Hayase), Michio Hazama (Captain Global) and more. While some of their recorded lines from the movie were reused (especially Hase who died in 1996), others recorded new lines for their respective characters for the new cinematic footage as well as key parts in the game.
The art of Lynn Minmay for the new anime footage was clearly not drawn by the people behind the 1984 anime movie.
What I love best about the presentation is that the game developers replicated selected scenes from the 1984 movie using in-game graphics and art along with music, sound effects and the lines of dialogue! As a Macross fan myself, the immersion was pretty deep as I played the game and witnessed those special moments from the movie played within the in-game presentation.
Conclusion
Enjoy looking at this.
I can declare out loud that The Super Dimension Fortress Macross: Do You Remember Love? is indeed the best Macross video game I have ever played as well as the best adaptation (note: other than film) of the classic movie from 1984. This game, which excellently used 2D sprites and 3D polygons all throughout, was very clearly made to delight Macross fans while giving gamers something very enjoyable and memorable to experience. For the best immersion, it is highly recommended to watch the movie before playing this video game. Truly this video game has aged well!
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
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back, X-Men fans, superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the 30th anniversary celebration of the X-Men which took place in 1993. Back then, Marvel Comics went full blast with the anniversary celebration of their mutants by releasing related merchandise, posters and comic books with gimmick covers (note: read my retro review of 1993’s X-Men #25) that came with high prices.
To put things in perspective regarding 1993, Marvel’s X-Men line of comics had monthly series of Uncanny X-Men, X-Men (Volume 2), X-Force, X-Factor, Excalibur, Wolverine and Cable. X-Factor #92 marked the start of the Fatal Attractions storyline which was the basis for the X-Men 30th anniversary celebration. X-Force #25 was released and it not only brought Cable back but also Magneto.
Then came the 3rd chapter of the Fatal Attractions storyline which was published in Uncanny X-Men #304. Not only did that particular comic book bring together many mutants and moved the storyline forward to a crucial stage (note: tension leading to it was built up in Uncanny X-Men #300, Uncanny X-Men #303 and also in X-Men Unlimited #1), it also served as the very celebration of the 30th anniversary of the X-Men (although it was not the storyline’s conclusion as the plot continued in X-Men #25, Wolverine #75 and Excalibur #71).
So did this particular, anniversary celebrating issue of the Uncanny X-Men succeed with its objectives? Has it aged well through the decades? We can all find out in this look back at Uncanny X-Men #304, published in 1993 by Marvel Comics with a story written by Scott Lobdell and drawn by John Romita, Jr., Jae Lee, Chris Sprouse, Brandon Peterson and Paul Smith.
The cover.
Early story
The story begins with division among the Acolytes who learned that their lord Magneto actually survived (note: refer to 1991’s X-Men #3 by Chris Claremont and Jim Lee). They ganged up against their leader Fabian Cortez for betraying Magneto. After pushing his now rebellious team members away, Cortez reminds them that for several months already, they have been continuing Magneto’s work on behalf of mutantkind. Suddenly Exodus appears to them and describes himself as the voice of Magneto and will guide mutants to rise and mentions paradise for the faithful mutants. After subduing Cortez and tempering the tension among the Acolytes, Exodus tells them to prepare themselves for ascension. This frustrates Cortez who realizes that he no longer holds leadership.
Over at the X-Men’s headquarters, Charlez Xavier is personally disturbed over the death of Illyana Rasputin, the sister of Colossus. He starts questioning himself as Illyana’s death under his watch makes his years-long mission (of convincing his fellow mutants to leave their old lives to take risks to fight for a world that fears and hates them) doubtful and tries to figure out how he could present himself in front of them. A holographic image of Lilandra appears to him.
In outer space, inside the space station called Avalon, Magneto stares at planet Earth. With nobody around him, he speaks apologizing to his followers for he cannot save them all. He also mentions that he was wrong in previously believing that he could rescue each and every one of them from humanity as he recently realized that Earth, for the moment, is doomed.
After walking an unspecified distance inside Avalon, Magneto picks up his old helmet and wears it…
Quality
This 2-page art by Brandon Peterson is easily the best looking part of the comic book.
I will start with the visual aspect of this comic book. The artistic quality ranges from fine to weird which should not be surprising since this one involved five artists. The 4 pages drawn by Brandon Peterson (who was once a regular artist on Uncanny X-Men) made the X-Men, Magneto and the Acolytes look not only good but also intense. The Peterson art here is artistically similar to the respective styles of Marc Silvestri and Jim Lee of that particular time. Jae Lee’s art on the flashback of Magneto’s life (during the time of the Nazi occupation in Europe) is undoubtedly very stylized. While his art brings out the intensity of Magneto’s painful past, certain images can be a little challenging to understand especially to readers who focus strongly only following the plot and details. John Romita, Jr.’s art, for me personally, often looks rough and there were times I hardly recognized the characters. The other artworks by Paul Smith and Chris Sprouse have cartoonish aesthetics.
This is Jae Lee’s artistic contribution to the comic book. I found it weird that Magneto’s hair was shown as white during his past with the Nazis.
As for the plot, I can clearly see that a hard effort was made to compose a story that would push the Fatal Attractions storyline forward, establish a turning point and still become worthy of celebrating the 30th anniversary of the X-Men franchise. I can say that the storytelling is somewhat bloated. Early in the story, it was made clear that the respective sections showing Exodus with the Acolytes, Charles Xavier and Magneto pointed to an eventual confrontation that happened during the funeral of Illyana Rasputin.
As the build-up continued with the flashback of Magneto’s life, the fan service short scene of Kitty Pryde and the unfeeling Colossus (note: their romance was highlighted in Uncanny X-Men many years prior), and the talk scene between Bishop and Banshee, the pace of the story slowed down dramatically. By the time the attempt to move the narrative back to the core plot was made with the funeral scene (composed of the X-Men, X-Force and X-Factor), the pace was still really way down. By the time the conflict with Magneto, Exodus and the Acolytes stated, the pace recovery was incomplete and as such, seeing the scene unfold was very jarring (and not even the pages of Colossus’ frustration towards Professor X could solve the narrative pacing problem).
Unsurprisingly, the conflict was written to be overly dramatic complete with lengthy pieces of dialogue here and there. That being said, references to past comic books were established as Magneto once again emphasizes his beliefs about the human-mutant conflict using violence (while also side-stepping Jean Grey’s psionic powers to allow the Acolytes to come in undetected).
Human-mutant conflict aside, themes about faith, religion, idolatry salvation are clearly used. Magneto, who has a tremendous record of villainy and his previous leadership of the X-Men proved useless, was portrayed to be a walking wicked idol whose followers cannot do anything except idolize him and cause violence out of dedication to him. They really could not realize that idolatry is foolish and unholy which further adds to chaos on the world. As Magneto deceived himself to be the savior and lord of mutants, he further causes more pain and destruction to others around him. In short, Magneto will always be stuck with his wicked nature and clearly does not deserve heavenly authority no matter how hard he believes himself to be a savior.
The classic rivalry between Xavier and Magneto here was portrayed dramatically and yet I cannot help but think that their conflict was nothing more than a repeat of past encounters with the state and future of mutants at stake. To be fair, what happened here served as a logical build-up for the shocking encounter between Professor X and Magneto in X-Men #25.
Conclusion
Nobody among the X-Men (except Charles Xavier), X-Force, Excalibur and X-Factor cared to dress properly for the funeral.
To be clear, even though I am an avid X-Men fan, I find Uncanny X-Men #304 (1993) hard to be engaged with and hard to enjoy. Efforts to make it a worthy celebration of the X-Men are very clear but it’s just not entertaining nor compelling to read. As for the X-Men traitor scene, the revelation was not that shocking as the foreshadowing made it too obvious. At best, this comic book served as a warm-up for X-Men #25 which itself paid-off nicely. Being more than sixty pages long (including the advertisement and bulletins), this comic book has too much creative baggage which ultimately hampered its storytelling. It’s not terrible. It’s really not that great to read. What I experienced way back in 1993 with this comic book is just the same as I re-read it. It has not aged well.
If you are seriously planning to buy an existing hard copy of Uncanny X-Men #304 (1993), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $20, while the near-mint copies of the signed-and-numbered edition and the newsstand edition cost $120 and $60 respectively.
Overall, Uncanny X-Men #304 (1993) is satisfactory.
+++++
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com
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.
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
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.
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
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/
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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
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.
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.
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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
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.
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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