A Look Back at Friday The 13th: The Final Chapter

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.

Considering how long the Friday The 13th franchise of horror movies lasted throughout entertainment history, there were indeed chapters that proved to be good, bad or simply satisfactory towards its fans and other moviegoers.

Having seen ALL the Friday The 13th movies myself, I can say without hesitation that the most defining films of the franchise were the first four films (released 1980 to 1984) which eerily reminds me of the early stage of James Bonds movies released in the 1960s (read: Sean Connery and Albert Broccoli struck cinematic gold with 1964’s Goldfinger).

As I mentioned before, Friday The 13th Part 3 was indeed a fun horror movie and marked the time when the film franchise and its featured villain Jason Voorhees really started to take shape. It was the film that saw Jason wearing his now iconic hockey mask, and improved the creative formula (examples: Jason’s stalking and eliminating people, his encounter with the surviving protagonist or the final girl). In other words, Part 3 ended on a very strong note and high fun factor, setting the stage for the inevitable sequel Friday The 13th: The Final Chapter (AKA Part 4).

2
This dangerous stunt will always remain memorable.

Before starting this retro movie review, it’s important to take note of what happened in Hollywood that led to the creation of the 1984 movie.

Background

After Friday The 13th Part 3 rode the 3D movie trend and made a lot of money on ticket sales alone, Paramount Pictures perceived that the slasher horror genre was waning with moviegoers and decided that the Friday The 13th franchise should end. Eventually Joseph Zito was hired to write and direct The Final Chapter. The funny thing was that Zito secretly hired Barney Cohen to write the screenplay, going as far to take phone conferences with one of the producers, share details with Cohen to produce the pages (Zito and Cohen collaborated on the script in a New York apartment) which were sent to the producer (who would go back to the director).

Because it was clear that the film was supposed to end the franchise, Zita wanted the film the be about the death of the newly masked Jason and this explains why The Final Chapter opened where Part 3 ended…at the Higgins property which Jason’s body in the barn. The director told Cohen to focus on developing the characters (as opposed to emphasizing kills). Of course, this did not stop Zito from ramping up the kill count, the gore and nudity. With the cast hired, veteran stunt performer Ted White hired as Jason and movie makeup specialist Tom Savini rehired (note: he worked on the 1980 Friday movie and created Jason’s look as a youth), Zito really wanted to end the franchise with a bang!

With those details already recorded in history, here now is my retro movie review of Friday The 13th: The Final Chapter.

Early story

Friday The 13th: The Final Chapter opened with a recap of Jason, the killings and how things turned out in the first three movies, cleverly using Part 2’s camp fire scene in which Paul told the camp trainees the legend of Jason.

The story begins on the evening of Monday the 16th. For some weird reason, the local police and other emergency personnel arrived at the Higgins property (note: this was the very same California location where Part 3 was filmed at) at least twelve hours after Part 3’s lone survivor Chris Higgins was picked up by the police during the morning.

After picking up the dead bodies and examining the venue for evidence, the medical personnel brought Jason’s unmoving body to the local medical center with his mask and clothes still intact. Some time into the night, Jason (Ted White) discreetly gets up and kills two medical personnel before leaving for the great area of Crystal Lake.

The next morning, Tuesday the 17th, Mrs. Jarvis (Joan Freeman) and her daughter Trish (Kimberly Beck) jog together in the woods heading towards their country home which is located some distance away from Crystal Lake. Inside the house is the young son Tommy Jarvis (Corey Feldman) who is a geek and collector of special stuff. The family is already aware of the killings Jason caused over the past few days (refer to Part 2 and Part 3) and Mrs. Jarvis referred to him as the psycho.

4
Remember the good old days when print media journalism was much more credible and not too politicized?

Meanwhile, a new group of teenagers riding a car are on their way to the Crystal Lake area for a group vacation completely unaware that Jason is on the loose. Their destination is a vacation house located very near the Jarvis home…

Quality

Even though the production team had a low budget, this film had improved production values which is literally only the tip of the iceberg. The real indicator of this movie’s quality is with the overall execution in terms of directing, storytelling, characterization (yes, there is character development here) and horror spectacle. The good news is that Friday The 13th: The Final Chapter’s overall quality is pretty good.

For starters, the creative team took the bold approach of having a family and a group of teenagers as targets for Jason’s killing spree. The presence of a likable family like the Jarvises made the Friday The 13th formula feel fresh since the old approach of having teenagers (and a few adults) getting killed off has gotten repetitive. Having good natured characters like Mrs. Jarvis, Trish and Tommy should remind you of the likable families living in your neighborhood. As such, the Jarvis family in the story will make you get concerned for them and despise Jason for the evil icon he truly is.

The new batch of teenagers in this film is an improvement over Part 3’s teenagers (which by the way are more likable than those in Part 2). Among them is Jimmy (Crispin Glover), a troubled young guy trying to achieve something important in his life. There is also Sara (Barbara Howard) who is sweet and appears reserved for Doug (Peter Barton). The pretty twins (Camilla More and Carey More), who just appeared into the film encountering the rest of the youth, added nice variety to the romance potential among them. On the other hand, Ted (Lawrence Monoson), is the stereotypical unlikable and pathetic guy meant for viewers to despise. Samantha (Judie Aronson) is the lady craving for sensual love with Paul (Clyde Hayes).

6
Ted: Hey, could you please pass to me a copy of that fake news-oriented local community print media publication? The tabloid, not the broadsheet.

What this movie clearly had in bringing some of the above-mentioned characters to life is character development. Director Zito and team succeeded in making the Jarvis family worth caring for. Jimmy is the teenager that moviegoers would relate with and also root for him to succeed. The other cast members, notably the teenagers wanting fun and satisfaction (skinny dipping and partying, anyone?), were made to be interesting and were clearly not merely disposable. Sara is likable and she looks like she could rival Trish in terms of who would be worthy to be the film’s final girl, not to mention who would be more worthy of the care from the viewers.

In terms of presentation, this film has a more serious tone. Other than Jimmy’s ever memorable dance, the approach to humor is noticeably weaker when compared to Part 3. At the same time, the killings of Jason are executed and made to really look visceral. When Jason kills a character who is likable or at least interesting, you will really feel bad or sorry, and then despise Jason. Speaking of Jason, the filmmakers made him look scarier with the visceral approach to killing on-screen and the fact that Ted White avoided speaking to the other cast members in between takes.

5
The memorable Crispin Glover dance!
3
One of many hard-hitting stunts in the movie.

When it comes to the stunts, the film crew really went all-out and it involved a lot of pain on the part of the actors because of the lack of safety and stunt performers as a result of the low budget. The stunts in this movie were executed with a lot of intensity and when each stunt ends, you will feel something. Take note that Ted White is a veteran of stunt performing and even doubled for Clark Gable long ago.

Remember the traditional stunts of having a human body thrown into the house through the ground-floor window? Such a stunt in this movie had a lot more impact than what was shown in the first three films. As for the stunt involving the very young Corey Feldman, that one was real and there was a huge risk of injury due to the lack of safety measures. Regardless, the stunt was performed and Feldman’s surprise and shouting were genuine. Here’s a video clip for you to enjoy.

The presentation of the on-screen kills and stunts here are the absolute best of the Friday The 13th franchise. The scare factor is also much stronger.

As for the music, Harry Manfredini returned. His musical score proved to be excellent in terms of bringing life into the scenes complete with precise timing.

Conclusion

I declare that Friday The 13th: The Final Chapter is the best and the most definitive movie of its franchise. It’s also one of the best and most defining horror movies ever released in the 1980s. It’s not worthy of awards for film excellence but it still is a major standout among all horror movies of the 1980s. It should be noted that this movie implemented a twist to the final-girl-versus-Jason formula of the first three movies by having a key character involved during the climax.

Believe it or not, Friday The 13th: The Final Chapter actually had a lot of tension between the director and actors during production (Note: Ted White stood up for the younger actors who had to endure physical pain due to lack of safety, and this put him into direct conflict with the director. And then White was very annoyed with Corey Feldman who in turn was allegedly badly treated on location by Zito).

Even so, the movie turned out to be its franchise’s biggest highlight, the best of it all! Apart from the final results made by director Zito and his crew, Friday The 13th: The Final Chapter owes part of its success to Friday The 13th Part 3 since that movie (a clear improvement over Part 2) helped set the stage for the fourth movie on a creative manner.

At the same time, it was in this fourth Friday The 13th movie where Jason truly became a horror icon as well as one of America’s pop culture icons. Director Zito, Tom Savini and Ted White combined their efforts on making this the most definitive story of Jason Voorhees who was not a zombie but a living human killer who simply won’t stop due to the evil in him. This movie’s Jason is clearly a dramatic improvement over Part 3’s Jason (which in turn was a dramatic improvement over Part 2’s Jason-with-a-potato-sack-for-a-mask) and each time the villain was on screen, you can sense his evil force. The mere fact that Trish got frightened by Jason at different stages of the chase between them proves how intimidating and scary the masked killer really is.

1
This is the best Friday The 13th movie ever!

Overall, Friday The 13th: The Final Chapter is highly recommended. For the best viewing experience and story immersion into Friday The 13th, I recommend watching Part 3 and this movie back-to-back.


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 Warriors of Plasm #2

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.

Shortly after the release of Warriors of Plasm #1 way back in 1993, I realized that I was not the only reader who really enjoyed the sci-fi epic opener of Jim Shooter and David Lapham. There were a few fellow comic book collectors I personally knew who bought the said comic book on their own and came back with rave reactions to it.

Back in those days, finding a copy of Warriors of Plasm #1 was a challenge since there were some local comic book specialty stores that did not have copies of it and other Defiant Comics titles for some reason.

Given how the story turned out, Warriors of Plasm #1 left me anticipating for more. As such, we can proceed with a nice look back at Warriors of Plasm #2, published by Defiant Comics in 1993 with a story by Shooter and visuals by Lapham (with ink work by Mike Witherby).

Cover
The cover.

Early story

The story begins on planet Earth. The five earthlings (who were abducted by inquisitor Lorca and became the lone survivors among the many other people of Earth who died in Plasm) found themselves back on their world, specifically just outside a factory. The survivors are Cookie, Rick, Louise, Martin and Elvis. By this time, they are getting used with new abilities and skills (apart from the organic suits they are wearing) they gained from Plasm.

Feeling disoriented from the whole experience of Plasm and the unexpected way of traveling back home, the survivors struggle with deciding where to go and what to do next. Elvis, a lieutenant, insisted they should to the nearest fort believing that their situation is a military matter. Louise stated they should fine a police officer as she considered their situation to be a case of kidnapping.

Meanwhile back in the org of Plasm, a lord named Thoraxolic arrives. Lorca and his team are struggling to get rid of the evidence of his failed genetic gamble with the ten thousand Earthlings (and their corpses) that he had transported into Plasm. He tells his lust mate Sueraceen that the people from Earth were rather fragile and that only five survived.

Their private time together gets interrupted when Thoraxolic communicates with them via an organic monitor. Afterwards, Lorca and Sueraceen leave their chamber to meet with Thoraxolic who brought with her an assembled task force. There is tension between Sueraceen and Thoraxolic.

7
Lorca and Sueraceen talk while their crew cleans up the remains.
9
The meeting with Thoraxolic.

Quality

How is this comic book? I am happy to say that Warriors of Plasm #2 is a very solid follow-up to the previous issue. While issue #1 was all about discovering Plasm, its people and organic technology, this comic book explores more about the Plasm’s hierarchy while fleshing out the five Earth survivors who must deal with the new reality they face while they are back home.

Jim Shooter’s plotting is excellent and I really like the way this comic book followed the parallel events on Earth and Plasm. Shooter even added some realism into the story, especially when the survivors (who are still wearing the organic suits they got in Plasm) explain themselves to the police at the station in Elizabeth, New Jersey.

Unsurprisingly, the dialogue written is deep. Checkout the exchange below between Lorca and Sueraceen.

Lorca: Centurion, our first objective is to find and slaughter the five experimental subjects who escaped from my centrum.

Sueraceen: No. Capture them, centurion. I want them alive.

Lorca: But Sue, they could be dangerous. I’ve learned all I can from them. I’m finished with them!

Sueraceen: I’m not…especially if they’re dangerous. I want to see these “experiments.” Besides, you’re up to something that you’re not telling me about. I intend to learn the nature of your treachery, lust-mate…and against whom it’s truly intended. Intrigue…tweaks me.

More on the writing, Shooter really took his time to develop the characters and found the right situations to unveil the survivor’s respective special abilities. This is really nice because it shows there was careful planning on structuring the plot of this comic book.

Along the way, David Lapham provided really nice artwork that brought Shooter’s vision to life. While this comic book looks less grand because it has scenes set in America and lesser scenes of Plasm, Lapham pounded on the spectacle. The actions scenes are quite striking to look at and at times, I felt like I watching an R-rated sci-fi action film. When it comes to visualizing the organic figures or technologies of Plasm, Lapham continued to excel.

Conclusion

Warriors of Plasm #2 is a great comic book! Jim Shooter and his creative team successfully pulled off an excellent follow-up to the excellent first issue. After reading this comic book, I felt more engaged just as I got to learn more about the characters – especially the five survivors – and at the same time, I enjoyed the narrative’s shift to planet Earth. The spectacle that took place in the late stage of the story was a nice pay-off to the build-up and characterization that preceded it. Even though there are few scenes set in Plasm, this one still has a nice sense of discovery for readers to enjoy.

2
The five survivors back on Earth.

If you are seriously planning to buy an existing hard copy of Warriors of Plasm #2, be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $4. The near-mint copy with the five signatures costs $26 while the near-mint copy of the comic book signed by Jim Shooter is priced at $7.

Overall, Warriors of Plasm #2 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

A Look Back at X-Men 2099 #28

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.

The more I read about the development of the X-Men of the far future that took place after X-Men 2099 #25, the more I found myself getting more intrigued and surprised with the stories penned by John Francis Moore.

Any way, let’s take a look back at X-Men 2099 #28, published in 1995 by Marvel Comics with a story written by John Francis Moore and drawn by Ron Lim.

Cover
Definitely not drawn by Ron Lim.

Early story

The story begins in Halo City where people flock to a club that is oddly operating considering the fact that the city was just attacked. A band called The Disinterred begins performing to the delight of the crowd. As it turned out, the band was actually the members of The Undead under disguise and suddenly Tim Fitzgerald/Skullfire (one of the key members of the X-Men) appeared with them and starts causing chaos. The Graverobber appears and tells all the people that no matter their wealth or position or power, they will all die. He tells them to follow him and join The Undead.

“Soon this city will be purged with blood. Those loyal to me need not fear. I offer them life beyond death. Those who will oppose me shall rot forever, food for maggots,” said the Graverobber. “The first test of your loyalty is simple. The butcher Zail Haddad hides within the city, thinking himself safer from my wrath. Bring him to me within twenty-four hours.”

6
The X-Men with Morphine, their boss.

Meanwhile over the Tower, the X-Men meet with Morphine and discuss their new problem at hand. Even though the members are aware of Tim being allied with their enemies, Morphine expressed that the Graverobber will not turn Halo City into a city of undead or Necropolis. The team is aware that Shakti’s father Zail Haddad is in the city and has been targeted by the Graverobber.

Subsequently they meet with Zail Haddad who shares the details of his involvement with the Undead…

Quality

I really enjoyed the depth this comic book has. Its plot and its script both have a good level of intrigue plus additional details about the history of events that led to the current situation of not only the X-Men but also that of Zail Haddad (which in turn shows some new character development on the part of his brave daughter Shakti/Cerebra) as well as that Morphine (whose secret connections are revealed in this comic book). As the story went on, the plot got deeper which I really liked.

20
The power of Skullfire!

Not to be outdone is the story of Skullfire who finds himself on the wicked side of the spectrum being undead and working with the Undead. Anyone who followed Skullfire’s entry into the X-Men and his development with them should see how the character turned out in this comic book.

If you are looking for spectacle and superhero action, there is less of them here. Even so, Ron Lim still managed to make John Francis Moore’s script look interesting and exciting.

Conclusion

X-Men 2099 #28 is a good superhero comic book to read. It continues to show the redevelopment of the X-Men following the events in the 25th issue. By this time, I’ve gotten used to seeing the futuristic mutants working as authority personnel complete with having meetings and brainstorming on how to deal with the problems of Halo City.

2
The future of music?

If you are seriously planning to buy an existing hard copy of X-Men 2099 #28, be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $4 while the near-mint copy of the newsstand edition costs $8.

Overall, X-Men 2099 #28 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 Bloodshot #6 (1993)

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

When I was still collecting comics back in 1993, I was more focused on the X-Men 30th anniversary celebration and the expansion of the Marvel 2099 universe organized by Marvel Comics, and the launch of the Ultraverse by Malibu Comics.

Along the way, I heard some buzz about Valiant Comics and Defiant Comics. That same year, Valiant Comics generated a lot of buzz among comic book collectors with the launch of Turok: Dinosaur Hunter #1 and the release of Bloodshot #6. Why Bloodshot #6? It’s because of the literary debut of a character who went on to become an one of Valiant’s icons.

1
The cover.

Here’s a nice look back at Bloodshot #6 published in 1993 by Valiant Comics with a story by Kevn VanHook drawn by Don Perlin.

Early story

The story begins inside a commercial airplane flying over Sydney, Australia. There is a guy wearing reddish business attire socializing with a lady while standing. A lady in red approached him telling him that he should take his seat as they are in the glide path. The guy in red attire approaches a seat man wearing green business attire, asking him if the vacant seat near him was taken.

The seated man tells him to get away. The guy in red places his right hand on him causing a fire during the flight. What happened turned out to be an assassination. The guy and lady in red rush to the nearest emergency exit and it turned out their names are Marco and Leigh. They jump off the plane which explodes several feet away from them. Marco and Leigh left in the air not worried about falling down.

Meanwhile at the airport in London, Bloodshot arrives and is greeted by his pal Malcolm. They arrive back at their residence in London’s east end. Bloodshot has something to do. Over at France, Alicia Guerrero meets with Montblanc at his office and they discuss the courier assignments that involve acquiring a set of components and the three (of four) intercontinental flights that ended in tragedy.

Quality

7
Bloodshot shortly after arriving from the airport.

As far as storytelling goes, this comic book sure has a lot of intrigue and espionage leaving the title character Bloodshot with much less spotlight (in terms of narrative, not page appearance). It’s not a problem for me as a reader because the writer Kevin VanHook really took his time to emphasize what has been going on, what’s within the web of international secret operations (that involved killing and explosions) and what’s at stake. Of course, the deepening of the plot makes way for Bloodshot to get involved in a less action-oriented but more intelligent way. That being said, action scenes are subdued for the sake of storytelling. Along the way, illustrator Don Perlin did a good job visualizing the deep plot. Perlin also tried his best making the mission briefing of Bloodshot (which even for its time was cliched) look interesting.

Fans of Bloodshot who love action scenes of shooting and striking, as well as displays of his special abilities, won’t find much of such stuff here.

Conclusion

3
Tragedy high up in the sky.

To make things clear to those who are wondering, Bloodshot #6 is significant for fans of Valiant Comics as it marked the first appearance of Colin King who is actually the iconic Ninjak. That fact, however, does not really define the overall quality of this comic book and Colin King’s literary debut is very brief. That way I look at Bloodshot #6, it’s a good comic book laced with a good amount of intrigue and espionage.

For those who are based in the Philippines, Bloodshot #6 is one of the rare American comic books of the 1990s that mentions the Philippines (with Manila as a flight destination) and even showed a few images of it as a location.

If you are seriously planning to buy an existing hard copy of Bloodshot #6 of 1993, be aware that as of this writing, MileHighComics.com shows that a near-mint copy costs $28.

Overall, Bloodshot #6 is recommended for those looking for gripping, espionage storytelling with the title character. As a collector’s item, the comic book is a must-have for as long as Ninjak and Bloodshot remain popular.


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 Prime #2

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 seen many times in the history of American comic book publishing, there is the ever-present male superhero with the clean short hair, a muscular build, a tight body suit and a cape. Such a superhero has the so-called classic ability to fly and as well having superhuman strength. To put things in perspective, this is the so-called Superman influence on superhero comics. Superman is undoubtedly an icon of not just American pop culture but also of the United States culture in general.

Considering Superman’s iconic status, it is no surprise that many other publishers imitated the character to add some zest into their own superhero comic book franchise. For the Ultraverse of Malibu Comics, their own parallel to DC Comics’ Superman is none other than Prime (who is also inspired somewhat by Shazam/Captain Marvel).

Cover
A great looking cover by the late Norm Breyfogle.

For this retro comic book review, we’ll take a close look at Prime #2, the Ultraverse comic book published by Malibu Comics in 1993 with a story co-written by Gerard Jones and Len Strazewski, and art by the late Norm Breyfogle. Previously, I reviewed Prime #1 which you can right here.

Early story

The story begins with teenager Kevin Green struggling heading home in the suburb at night completely naked. After Kevin falls down just outside the front door, his mother opens it and was shocked to see him naked (with some traces of green slim on his skin). Kevin could not recall what happened to him.

2
Imagine yourself being naked walking home in the middle of the night within the local community.

Shortly after, Kevin is in the hospital with his parents. The doctor could not figure out what’s wrong with Kevin and only stated that his failure to remember could be the result of psychological trauma. Alone in the room, Kevin watches TV news footage of Prime (himself under disguise) and his parents arrive. His mother tells him that he will be okay.

Meanwhile in a discreet location, two men are analyzing the recent appearance of Prime in Somalia. One of them orders the release of Organism 8….

Quality

Prime #2 is clearly a strong follow-up to the launch issue. Co-writers Gerard Jones and Len Strazewski crafted a story that took its time to flesh out Kevin Green/Prime while simultaneously building up suspense and details regarding a sinister force that has links with the government, and they won’t stop until they get their target Prime.

On character development, this comic book takes a deeper look at the private life of Kevin (who only appeared as himself at the end of issue #1) especially at his high school. Here, the school is still recovering from the damage Prime caused (including hurting the school’s coach).

The highlight in this comic book is the exploration of the friendship between Kevin and Kelly. As such, the suspense related to the two really started to build up given the fact that in issue #1, Kevin appeared in front of her not as himself but as his superhero form as Prime. Kelly found it cool that Prime talked to her although she’s disturbed to see him seriously injure their coach. Kevin himself is struggling with the weight of not only keeping his superhero identity secret but also with the consequences of the violence he caused as Prime. Even worse, many students in his school find him a freak but Kelly remains sympathetic to him.

5
At school…

Visually, this is still a very good looking comic book. Norm Breyfogle’s art is very lively whether he draws out the local community that Kevin belongs to, draws the action scenes, draws the monstrous Organism 8, and emphasizing more of Prime. I also love the way Breyfogle drew the facial expressions. For the newcomers reading this, Breyfogle’s style has a cartoonish look but never backs down with comic book-style spectacle.

The spectacle of this comic book, unsurprisingly, looks very good. The action scenes show a lot of power and seeing Prime and Organism 8 hit each other is no less brutal.

Conclusion

10
Norm Breyfogle’s great visuals on Kevin Green becoming Prime!

While Prime #1 was a tremendous creative kick-off for its superhero and its own series, Prime #2 is a very solid progression. This comic book marked the beginning of the build-up of suspense as well as the friendship between Kevin and Kelly, and ultimately it was a fun and compelling reading experience.

If you are seriously planning to buy an existing hard copy of Prime #2, be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $4 while the near-mint copy of the newsstand edition costs $8.

Overall, Prime #2 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

A Look Back at Uncanny X-Men #303

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.

I remember back in 1993 how excited I was with Marvel Comics’ celebration of the 30th anniversary of the X-Men. Back then the X-Men line of comic books had the Fatal Attractions storyline which was not a crossover but a story arc that connects with the X-Men, Uncanny X-Men, X-Force, X-Factor, Excalibur and Wolverine monthly series highlighted by specific comic books that had hologram cards on the cover.

It was an exciting time. Of course, many geeks who followed the X-Men closely knew that the very comic book that would mark the 30th anniversary was Uncanny X-Men #304 (dated September 1993) which was previewed with a Magneto hologram card on the cover.

Of course, before getting to that comic book, it’s nice to take a look back at one of the comic books that was released before it. I’m talking about Uncanny X-Men #303 which had a dramatic and even somber looking cover with the words: “If you read only one X-title this month—this issue must be it!”

Cover
The eye-catching cover.

Are you curious now? Let’s take a look back at Uncanny X-Men #303 published in 1993 by Marvel Comics with a story by Scott Lobdell and artwork by Richard Bennett.

Early story

The story begins with Jean Grey finding Jubilee sitting on the chair (read: Cerebro) doing some makeshift fireworks with her power. She noticed that the youth is troubled. Jubilee expressed her thoughts and mentioned that life stinks. Jean asked her if she wants to talk about it but Jubilee asked if talking would change anything. As the two talk on, it turns out that Xavier’s mansion is nearly deserted.

The story then shifts to what happened just several hours back. Jubilee was spending quality time with Colossus’ sister Illyana who is lying on a bed in the med-lab. Illyana was sick and nearby was Charles Xavier and Moira McTaggert struggling to figure out what to do for the blonde girl.

Moira tells Professor X that they need a fresh perspective on the information they have about the genetic deterioration within Illyana, and they need a miracle. Xavier replies that once the gold team of the X-Men returns, he is certain that they can find some treatment to arrest the disorder’s progress.

Suddenly, Illyana recognizes someone special from her past…

Quality

By today’s standards, Uncanny X-Men #303 is a good comic book to read and it is an effective way of setting up events leading into the 30th anniversary story of the next issue. On its own, the comic book is clearly very dramatic and cleverly uses nostalgia that is meant to resonate with readers who were fortunate enough to read issues of Uncanny X-Men which had Kitty Pryde/Shadowcat as a newcomer (around the time of the classic Dark Phoenix Saga).

10
Kitty Pryde and Illyana symbolize the X-Men youth of the 1980s while Jubilee symbolizes the 1990s.

As X-Men comic book history showed, Kitty Pryde was the resident teenage girl of her time and eventually she bonded by Colossus and got close with his sister Illyana whose own exploits involved a lot of twists and turns (she was even a young adult for a time) and made her own mark with The New Mutants.

Nostalgia aside, the writing done by Scott Lobdell is pretty good. The wordy approach to presentation kind reminds me of the descriptive writing and character expression styles of Chris Claremont (who left the X-Men franchise in 1991). More importantly, Lobdell’s writing shows he researched the characters Illyana and Kitty Pryde. After seeing those two reunited in this 1993 comic book, I recognized them not just visually but rather in terms of personality. In addition to characterization, the dialogue is richly layered and the script’s pacing was good (I was never bored even though this comic book clearly lacked action scenes). On Jubilee, this comic book is very notable for showing her NOT being annoying.

The art by Richard Bennett, in my view, is satisfactory at best. He’s not a bad artist but his style gives this comic book and the characters a rather imbalanced visual presentation. In fairness, Bennett did his own research on the history of the X-Men and his drawings about key moments from the past (example: The New Mutants) added to the nostalgia. Bennett’s best showing in this comic book happened during the most dramatic moments, especially in the 2nd half.

Conclusion

2
Jean Grey and Jubilee.

I really like this comic book. Even though it lacked action scenes, Uncanny X-Men #303 remains engaging by means of emphasizing the characters while touching into past of the X-Men. It is through dramatizing and defining the characters that made this comic book worth reading until now. Even if the nostalgia does not resonate with you, you will still feel for the characters.

By the time you finish reading this comic book, you will feel prepared for the big 30th anniversary story of Uncanny X-Men #304. In fact, this is an essential read in order to truly enjoy and understand Uncanny X-Men #304.The art could have been better, though.

In case you are interested to acquire an existing copy of Uncanny X-Men #303, take note of the rates from MileHighComics.com. As of this writing, a near-mint copy of the regular edition is priced at $5. The near-mint copy of the 2nd printing (gold cover) costs $128 while the near-mint copy of the newsstand costs $15.

Overall, Uncanny X-Men #303 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 Warriors of Plasm #1

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.

It’s truly amazing to see how a grand vision imagined by a veteran comic book creator gets realized into published form with the help of a creative team whose members listened very closely to him. Such a thing happened with Warriors of Plasm #1, published in 1993 by Defiant Comics with a story written by former Marvel Comics editor-in-chief Jim Shooter and drawn by David Lapham (with ink work by Michael Witherby).

Before starting this retro comic book review, let’s take a short look back at the history of Jim Shooter whose tenure as Marvel’s editor-in-chief include such epics like Secret Wars and Secret Wars II. After getting fired by Marvel in 1987, Shooter and his team of business associates tried and failed to acquire Marvel. Not settling for failure, they went on to establish Valiant Comics which made its presence felt in the superhero comic book market. After being ousted by Valiant, Shooter and some others established Defiant Comics.

That being said, here is my review of Warriors of Plasm #1.

Cover
The cover drawn by Lapham.

Early story

The story begins in the middle of a huge battle. Inside a living, organic ship (a flying creature precisely), acquisitor Lorca leads his force of invaders gradually defeating a resistance force. On the ground, a huge portion of the home city of the resistance has crumbled and Lorca’s fellow soldiers there have gained control of the war zone.

Lorca’s ship moves close to the ground to pick up high gore lord Sueraceen. As it turns out, Lorca and Sueraceen are lovers (the lady referred to him as her lust-mate) and their reunion is nothing less than sensual and expressive. As they talked, the biomass (referring to the inhabitants of the defeated city) will be incorporated genetically and organically into their world, and live again as part of their ecosystem.

After sending Sueraceen back on the ground to resume her duty of leading the troops, Lorca and his crew flew back to space to enter the Org of Plasm, an organic, fleshy space station complete with resources, inhabitants and an actual city inside.

8
Admirers, followers and idolaters tried so hard to get Lorca’s attention.

Given his prominence, Lorca is highly respected, even idolized, by his fellow people.  One particular idolater even genetically reshaped his face to look like Lorca. Alone in a private chamber, Lorca is capable of cloning which is illegal. More intriguing, however, is that he has been developing a top-secret project with an intention to overwhelm the rulers of the org.

He begins his project with the holo-orb which is focused on planet Earth. As it turns out, organic beings from Lorca’s world are already present on Earth, spying on ten thousand people. Suddenly, the ten thousand got touched by the organic beings which instantly sent them back to the Org of Plasm.

Quality

Warriors of Plasm #1 is not just a high-quality comic book. It is also a great showcase of the talents of Jim Shooter, David Lapham and others molded together to form a true, sci-fi epic that remains very unique to read to this day.

16
Very intriguing art and visual designs by Lapham.

When it comes to storytelling, structuring and character development, the former Marvel Comics editor-in-chief scored great points which is not surprising given his tremendous experience in comic books. With great art by Lapham, this comic book opened with literally strong arms that pulled me into an all-new, sci-fi universe that is like no other. Within the first few pages, I felt deeply immersed into discovering the universe and quickly realized Lorca’s role, what his side was doing and more. The script and arrangement of panels for the art were executed with high efficiency. Really, I never felt lost reading this comic book.

As I kept reading further, I discovered more about the culture of Lorca’s people, how they operate and traveled efficiently with organic materials and living beings that served their needs without the use of technology (no metals, no computers, no fossil fuel and no digital stuff). This comic book shows how deep and engaging Jim Shooter’s imagination really is and illustrator David Lapham lived up to the difficult task of realizing the visual concepts.

And then there is the dialogue which is really deep and engaging to read. Lorca, Sueraceen and the many other supporting characters involving the org and the surviving few from planet Earth each have unique personalities. Clearly Shooter planned each character with a purpose. What is even more intriguing in this comic book is that the line between good and evil was cleverly blurred.

The art by David Lapham, whose past credits include Magnus Robot Fighter, Harbinger and Shadowman for Valiant Comics, really outdid himself. The characters are really well defined visually but what really stood out was his work on the Plasm world and the functioning organic environment. Of the many works of the illustrator, Warriors of Plasm is his most memorable work.

Conclusion

While it is true that Defiant Comics no longer exists and Warriors of Plasm’s full potential as an entertainment franchise was never realized, this particular comic book is, in my honest opinion, still one of the best new comic books ever launched in 1993. Its epic science fiction concept opened very strongly and remained very engaging right until the very last page. I can assure you that by the time you reach the end of Warriors of Plasm #1, you will want to go out and search for the next issue.

4
On the battle zone is gore lord Sueraceen leading the troops.

If you are thinking about acquiring an existing copy of Warriors of Plasm #1, please take note that as of this writing and based on the latest rates at MileHighComics.com, a near-mint copy of the regular edition costs $4, $26 for the near-mint copy of the edition with five signatures, $7 for the Jim Shooter-signed edition, and $30 for the signed-and-numbered edition.

This comic book is a 1990s classic. As such, Warriors of Plasm #1 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

A Look Back at Wonder Woman #2 (1987)

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.

After the end of publishing their landmark maxi-series Crisis on Infinite Earths, DC Comics gained an all-new slate to literally fill up by rebooting their entire superhero comics universe. They started the new universe (now referred to as the Post-Crisis Universe) with Superman, Batman and some others.

Then in late 1986, DC Comics reintroduced the post-Crisis version of Wonder Woman creatively led by the legendary George Perez (who was assisted by writer Greg Potter) with the release of the comic book Wonder Woman #1 (cover dated February 1987). That particular comic book retold (in great detail with Greek mythology) the origin of the Amazons who were reincarnated women (the souls of which came from women whose deaths were caused by men). The Amazons and Hippolyta (Hippolyte in this comic book) eventually got betrayed by Heracles and his men leading to a period of tremendous hardship. Beatings were obvious and rape was implied.

After getting freed, they are sent to the island of Themyscira. It was there when Hippolyta learned that she died previously as a pregnant woman. Using the clay of the island, the Amazons’ queen formed an infant girl. Then after communicating with the midwives in the spiritual realm, the soul of Hippolyta’ unborn daughter arrived into the clay child. This marked the birth of Princess Diana who would become Wonder Woman. For the newcomers reading this, Diana is the only Amazon who grew up from child to adult in Themyscira.

Right here is my retro comic book review of Wonder Woman #2 published in 1987 by DC Comics with the story done by George Perez and Greg Potter. The art was done by Perez.

Cover
Cover drawn by George Perez. 

Early story

The story begins in man’s world, at an American military base. Colonel Steve Trevor meets with his superior General Kohler who tells him that he has been chosen for a special mission which involves the use a new, modified fighter plane. Steve reacted that the coordinated provided lead to nothing out there. The general instructs him to shut his mouth and do what he was ordered to do.

In Themyscira, Princess Diana is set to start her first-ever mission as Wonder Woman. Her mission pits her against a god gone mad, and her mother Hippolyta and the Amazons are deeply concerned. Suddenly, the Lasso of Truth from Olympus arrives which Diana picks up. Immediately after that, the messenger of the gods Hermes arrives marking the first time in centuries that any Amazon saw him.

45

After a brief talk, Diana travels away with Hermes who could only guide her. They disappeared suddenly surprising the Amazons and Hippolyta who was not given an opportunity to bid farewell to her daughter.

Quality

As expected, Wonder Woman #2 has great qualities with regards to storytelling, characterization and artwork. With Greg Potter assisting George Perez, this comic book told not one but three story arcs each with a good amount of details and, amazingly, such stories were told rather efficiently complete with very believable dialogue. I’m talking about impressive writings and descriptions of the characters, apart from Wonder Woman herself, that include the Amazons, the gods and goddesses of Olympus and the American military.

The story also comes with a very nice touch of discovery which readers can easily relate with through Wonder Woman. As Diana develops and learns more, the reader gets connected with her even more. This is the Queen of Superheroes I’m talking about and the writing is truly excellent.

At the same time, continuing with what was first presented in Wonder Woman #1, this comic book also explores how much of a threat Ares (god of war) truly is not only to Wonder Woman and her Amazons but also on people in man’s world. The build-up of the tension is really nice and the pay-off is worth it.

Unsurprisingly, this comic book has great looking art. It’s done by George Perez after all supported with ink work by Bruce Patterson. Perez knows how to dramatize characters, pull of amazing shots of action and other forms of spectacle, and most of all, illustrate the very visual elements of Greek mythology complete with other visual concepts of the fantasy genre.

Conclusion

As it is clear it is not the launch issue of its monthly series, Wonder Woman #2 is still very significant as it marks the first-ever mission of Wonder Woman in the post-Crisis universe of DC Comics and also her first encounter with a modernized (for the 1980s specifically) Steve Trevor. Remember the first time Diana and Steve met in 2017 Wonder Woman movie? Remember how Wonder Woman reacted to see a mortal man for the first time ever as played by Gal Gadot and Chris Pine on the big screen? You will see some common elements between the film and this comic book about the two characters. Even the Amazons’ reaction to Steve alone makes this comic book worth reading and it should encourage readers to go back to first issue to understand the details about the Amazons’ culture and mindset.

10
Heavy inspiration about Greek mythology, culture and arts is evident not only in the artwork by Perez but also on the script itself.

If you are seriously considering acquiring an existing copy of Wonder Woman #2, be aware that according to MileHighComics.com as of this writing, a near-mint copy of the regular edition costs $24, while a near-mint copy of the newsstand edition costs $49. As for the other edition that does not have a month printed on the cover, a near-mint copy costs $77.

Overall, Wonder Woman #2 (1987) 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

Carlo Carrasco’s Game Review: Resident Evil 3 Remake (single player)

Disclaimer: This is my original work with details sourced from playing the video game Resident Evil 3 Remake and doing 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 1999’s Resident Evil 3: Nemesis was a side-story and its concept was smaller in scale compared to the acclaimed Resident Evil 2 (1998), I still had a lot of fun with that game and its key features made it very worthy of replaying. Like last year’s Resident Evil 2 remake, RE3 was remade and shortly after it became available on April 3, I got to play it, finished it three times and I should say I also had fun with it.

You must be wondering…how much fun is the Resident Evil 3 Remake? Is it anywhere as deep as the remake of RE2? Does this new game honor the legacy of its original counterpart from 1999? Is it worth the full retail price? Let’s start with this game review focused mainly on the single-player story campaign.

Early Story

Screenshot_20200420-143216_YouTube.jpg
Raccoon City ruined.

The story begins on September 28, 1998 with Raccoon City getting infested with zombies as a result of an outbreak of T-Virus (directly connected with the events that led to Resident Evil 2). People have no choice but to run for their lives as the police struggle to save civilians. Meanwhile, Jill Valentine is inside her apartment making moves to leave the city since the city police force don’t believe her story about what happened at the Spencer Mansion (Resident Evil).

After answering a phone call from a very concerned Brad Vickers, a huge human figure (Nemesis) covered in dark material suddenly breaks through the wall and attempts to kill her. Jill fortunately fights back and after enduring a few close calls, she manages to get away from the monster and out of the building.

She makes her way to the street where she meets Brad Vickers and together, they face an onslaught of many zombies. After barely getting inside a joint, Brad (who got bitten by a zombie) struggles to keep the door closed and urges Jill to run away to survive. Now on her own, Jill has to find ways to survive and get out of the zombie-filled Raccoon City

Gameplay

Screenshot_20200401-185830_YouTube.jpg
An encounter with Nemesis is often intense.

Like last year’s big budget remake of RE2, RE3 Remake is a 3rd person shooter mixed with exploration, item management, problem solving and the like. As required to move the story forward, you will control Jill to collect items, manage them carefully with the limited space for carrying, fulfill objectives and meet characters at key points of the story. Along the way, you will encounter zombies, grotesque monsters and, of course, Nemesis.

There are some notable differences from RE2, however. The most obvious difference is that RE3 remake was designed to be somewhat faster-paced (note: it’s not like the characters you control really run fast) and more action-oriented in terms of shooting as well as evading. In obvious tribute to the 1999 RE3, this game allows you to dodge attacks from zombies/monsters/Nemesis. If you succeed with perfectly timing your dodge, you will be granted a few seconds (with some slow motion) to immediately fire back at the enemy that you evaded.

Screenshot_20200401-185932_YouTube.jpg
If you damage Nemesis enough, he will drop a supply case which often contains a very useful item. 

Unlike RE2 remake, the personal knife does not degrade and therefore it could be used as many times as you want. However, when a zombie grabs you to bite you, there is no prompt to use the knife to fight back and avoid getting bitten (this particular function was normal in RE2 remake). Another new thing in this video game is the presence of item boxes which you can “open” by shooting or using a knife to break it.

Because the in-game environment of RE3 remake includes the ruined streets and alleys of Raccoon City, you get more spacious places move around. Of course, this means more zombies occupying certain spaces for you to kill or strategically pass by. With the street-and-alleys set-up, there are a few red barrels that are explosive (you can destroy many zombies with one blast) and a few generators that electrocutes and stops monsters (even Nemesis) to shoot at.

Screenshot_20200401-185313_YouTube.jpg
The return of the Hunter Beta is a welcome challenge!

When it comes acts and action, Jill gets to fight using the knife, grenade, flash grenade, handgun (including the burst gun), shotgun, magnum and the grenade launcher while Carlos uses the assault rifle (apart from the knife, grenade, flash grenade and handgun). Jill can evade, enter tight spots and use the lock pick while Carlos can do the defensive strike. For the most part, the controls are responsive which is good.

In terms of gameplay, RE3 remake is faster and more action-oriented counterpart to RE2 remake.

Presentation

As far as production values are concerned, RE3 remake is more cinematic and has improved visuals technically and artistically. For the visuals, the photo-realism has been pushed forward more by the game developers on the characters, the monsters and their in-game environment. The protagonist Jill Valentine looks very lifelike and with model Sasha Zotova’s likeness used, she sure beats Gears 5’s heroine Kait when it comes to photo-realism and looking very human. The facial expressions are top-notch and I love the way how in-game lighting showed its effects on the environment on the characters.

The photo-realism and impressive facial animation are not limited to Jill, obviously, as other characters like Carlos, Mikhail (who was made to look older this time), Tyrell and the villainous Nicholai (who was made to look younger and slimmer than his previous version) really look great. On top of that, the voice acting is excellent across all the characters. That being said, Carlos now sounds more mature and believable as a person which is a tremendous improvement over the voice of his original version in 1999.

And there is Nemesis, the one over-sized bio weapon that targets members of S.T.A.R.S. Nemesis was redesigned with photo-realism in mind and he sure looks monstrous, especially in the later stages in the game. Compared to his original version in 1999, Nemesis is very strong, can use weapons of his own, uses a tendril to pull Jill to him, can actually leap ahead of Jill and even mutate zombies on the spot. Another noticeable difference that’s been dividing fans of the original RE3 and this game, is that Nemesis in this remake is limited to scripted events in key locations and as such, he is not the constant stalker that Mr. X was in the RE2 remake. In the RE3 game of 1999, Nemesis would randomly appear and run after Jill. That’s not the same experience in this remake which is disappointing.

Another disappointment I have state here in relation to encountering Nemesis (and other monsters) is the absence of live selection sequences which was a defining feature of the original RE3. Once you encounter Nemesis in this remake, it’s either you avoid and outrun him, or you can fight him and strike him hard enough to stop him temporarily (and make him suddenly drop a huge equipment case for you to pick up). You encounter the Hunter Beta or the Hunter Gamma or the Pale Head zombie, it’s either you kill them or they kill you. Without the live selection sequences, there is really no variety in the encounters.

When it comes to the in-game environments and the overall story structure, this game is noticeably shorter and locations are noticeable smaller and more linear. This is another disappointment because the ruined city environment failed to live up to expectations as it was designed to be limited in terms of places to visit and explore. Even the ruined city environment in 1999’s Resident Evil 3 has literally more locations to explore compared to this remake. Also don’t expect to see the city park, the city graveyard and city clock tower from the old game to appear as explorable levels here.

Screenshot_20200401-184601_YouTube.jpg
One of many in-game zombies players will encounter.

The game designers apparently knew fans would notice what places from the old game are lacking, and so they heavily expanded exploration in the medical center and they even included a secret passageway into a certain underground facility which made the game still feel fresh.

On the story structure, RE3 remake followed the concept of the original game but made a major twist which really caught me off-guard the first time I finished this game. It’s a nice twist and I never imagined that I get to use a specific character (note: as with the old game, only Jill and Carlos are playable in select sections) visiting a notable location.

When it comes to the presentation of the characters compared to the 1999 game, I can say that Jill is pretty much like her past version but says some lines with sarcasm and makes clear to Carlos that she’s tougher than she looks. Having played the past Resident Evil games, I can tell that this remade Jill Valentine is struggling with the frustration over the mission at the mansion since her superiors refused to believe her (note: lack of evidence and the destruction of the place). Ultimately, this remake succeeds in telling a very defining story about Jill which added more to her status as an icon of the Resident Evil franchise as a whole.

Carlos meanwhile is a more believable character thanks to not only the above-mentioned improved voice acting but also because of better writing. As for Nicholai, he’s more motivated by greed and mentions working for an unnamed client. He’s the type of character who annoys you and makes you wish he would be killed. Mikhail does not change much apart from looking older but Tyrell’s role here is heavily expanded.

Horror? Unsurprisingly this game has some elements of horror but nowhere does it come close to what was presented in the RE2 remake. It’s an action-oriented game after all but that’s not to say it’s the mindless, blazing guns festival like Resident Evil 5.. Also I should mention that there are very few puzzles here.

Conclusion

Screenshot_20200402-005503_YouTube.jpg
We gamers want more value for our money, Capcom!

Resident Evil 3 remake is action-packed, engaging and a fun video game to play even if you are not a fan of the long-running video game franchise. It has very high production values and the best cinematic cut-scenes in any RE game to date. What prevents this game from achieving excellence, apart from having a smaller concept compared to RE2 remake, is that the game is rather short and there is only ONE ending. This makes this game’s replay value much lower when compared to the original RE3 of 1999 which had more than one ending and references to other RE characters displayed (each time the 1999 game got finished). Sure the remake rewards players with points for fulfilling challenges and allows them to use the points to acquire post-game stuff in the in-game store, but this does not make up for the short length and single ending.

If there is anything Capcom should do to boost the replay value as well as the overall value of this remake, it’s for them to produce and release a story driven DLC (downloadable content) to expand the story campaign and add an additional ending. By now, the game makers should realize they missed several opportunities to deepen and make the remake great.

Overall, Resident Evil 3 is recommended only when its price is at least 50% off.


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 #27

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.

Recently I mentioned how much I enjoyed reading X-Men 2099 #25 which marked the end of the initial direction of the futuristic mutants transitioning into a new creative direction that is no less intriguing. From being nomads, the X-Men of the future suddenly became authority personnel in Halo City (read my review of X-Men 2099 #26) which was nicely told.

Now we can proceed with a look back at X-Men 2099 #27, published in 1995 by Marvel Comics with a story by John Francis Moore and art by Ron Lim.

Cover
The cover.

Early story

The story begins a short time after the incident at Halo City. Tim Fitzgerald, AKA Skullfire, has been captured by the Undead. As it turns out, Serpentina (who actually died in X-Men 2099 #3) is among them. One of the Undead performs a ritual on Skullfire who finds himself somewhere in the afterlife.

Meanwhile at Halo City, the X-Men, who are now operating as the city’s Protectorate, report back to their boss Somers at the city’s administrative tower. As Meanstreak states that he could not find any trace of Skullfire’s mutant energy signature, Shakti responds by confirming that their missing teammate is dead. This outrages Luna (who got romantically involved with Skullfire).

5

6

“I don’t care what Shakti or anyone says! Tim is not dead! I’m going to find him and if you’re not going to help me,” Luna said. “Stay out of my way!”

At this stage, the X-Men discuss what to do next knowing that as authority personnel, they have obligations to attend to.

Quality

When it comes to the story, X-Men 2099 #27 is indeed an engaging follow-up to the previous comic book which ended with a strong twist. The energy from that twist carried on nicely here as John Francis Moore efficiently explored more of the Undead complete with a resurrected and even deformed Serpentina, while still being able to develop the X-Men struggling with their new roles.

A lot really went on with the plot. Not only was Xi’an revisited to be unsure and guilty of himself, there is also the sub-plot of a man spying around Halo City secretly doing his mission as well as further development of the X-Men’s boss.

What I like best about this comic book is the continued development of Skullfire, specifically his continued struggle with his purpose. As seen since X-Men 2099 #4, Skullfire’s humanity gradually slipped away becoming a more visceral, and even somewhat unlikable member of the team. John Francis Moore took this trend several notches higher now that he has been captured by the Undead which involves Serpentina, the one former X-Men member who oriented him about their team. A story like this motivates me to read the first three issues of X-Men 2099.

On the visuals, Ron Lim continued to deliver good stuff. His art on the Undead continues to be scary looking and, unsurprisingly, his take on action scenes remains good.

Conclusion

2
Skullfire with the Undead. Can you spot Serpentina?

X-Men 2099 #27 continued the reinvigorated storytelling engagement as the series brought the futuristic mutants further with the bold new direction that started in issue #25. In other words, it is a creative success and it is clear that John Francis Moore and Ron Lim were laser-focused on redefining 2099’s X-Men. Fun and intriguing to read.

If you are seriously considering buying an existing hard copy of X-Men 2099 #27, be aware that based on the listings of MileHighComics.com, as of this writing, a near-mint copy of the comic book’s regular edition is $4 while a near-mint-copy of the newsstand edition is priced at $8.

Overall, X-Men 2099 #27 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