Retro Gaming Ads Blast – Part 7 (Sega Special)

Welcome back readers, fellow geeks and electronic gaming fans!

In this edition of the Retro Gaming Ads Blast (RGAB) series, we will examine print ads of Sega from the 1990s which was a notable period of time when they went from being a prominent video game company into a desperate, struggling entity by the end of the decade. All the Sega ads in this edition are promotions of their own video games that were exclusive to their consoles during the 1990s.

For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games and related hardware.

With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

1. Phantasy Star IV print ad

This was the last single-player Phantasy Star game released. There is no sign of Sega revisiting the franchise for another single-player experience.

Long before the emergence of online console gaming that involved a high number of players, Sega released Phantasy Star IV for the Genesis console in America in 1994 which was praised by gamers and critics. This one also turned out to be the last single-player role-playing game (RPG) of the Phantasy Star series as Sega eventually turned it into a series of online RPGs since the year 2000.

This print ad is significant because a lot of gamers today are not aware that Phantasy Star started as a series of single-player RPGs the same year Final Fantasy debuted in Japan. Anyone interested to play Phantasy Star IV on a modern console should buy the Sega Genesis Classics collection. 

2.  Eternal Champions print ad

This 2-page print ad appeared in many comic books and some magazines that I read long ago.

Back in the 1990s, the fighting game genre became wildly popular with gamers at the arcades and on consoles at home. Capcom literally sparked a wild fire with the Street Fighter II game and its upgraded editions, and other companies went on to make their own 2D fighting games to cash in. Sega was one of them and they released their own 2D fighting game Eternal Champions for the Sega Genesis console.

Unsurprisingly, the game was marketed aggressively and this 2-page print ad really stood out as it had the great looking painted art on the right, screenshots and details of the game, and most notably made a sarcastic reference to Street Fighter II. Eternal Champions sold enough copies, it led to the release of the sequel Eternal Champions: Challenge from the Dark Side and two spin-off games. I can only guess that referencing Street Fighter II was helpful in achieving commercial success.

3. Streets of Rage 3 print ad

This ad caught my attention easily when I saw it in comic books I read.

Streets of Rage (Japanese title: Bare Knuckle) was one of the most defining game franchises Sega came up with and it started on the Sega Genesis console. It was a series of side-scrolling, 2D beat-them-up games that ensured action and excitement for gamers. As the first two games were critically and commercially successful, Sega was confident in aggressively marketing Streets of Rage 3 and the print ad seen had a very attention-grabbing artwork.

The artistic style emphasized power and intensity as it shows a damaged wall with the shape of a human body (symbolizing that someone was thrown through it) and then there were images of people on the other side. The game went on to attract mostly positive reviews although it paled in comparison to its predecessors in terms of sales.

4. Shining Force II print ad

The first time I saw this ad, it made me interested to buy a Sega Genesis console to play it.

As Sega was so prolific with making and releasing games across different genres, they had their own tactical role-playing game series with Shining Force and the first game released on the Sega Genesis was a critical and commercial success. That being said, the company was confident with releasing Shining Force II on the same console more than a year later achieving critical and commercial success.

The North American print ad of the game had a visual presentation that closely captured the foreground-background style (characters facing the distance) used in-game, and the advertising team use photographic imagery to achieve a fantasy look. Very cleverly, Sega inserted the Sega Game Gear title Shining Force Shining Force: The Sword of Hajya into the ad. This print ad made me interested in acquiring a Sega Genesis for Shining Force II.

5. Genesis does what Nintendon’t print ad

With the famous line heavily emphasized, this print ad showed how bullish Sega really was in competing with Nintendo.

Now this print ad of Sega’s has the most definitive and best-known advertising line in the so-called 16-bit console generation: Genesis does what Nintendon’t. This was Sega’s aggressive marketing push to convince gamers to buy the Genesis console to play games and experience thrills of fun that they would not find on a Nintendo console at the time. Genesis was launched in America in 1989 with “16-bit” emphasized a lot, and the technological rival Super Nintendo Entertainment System (SNES) was released in the same market more than two years later.

The 2-year advantage helped Sega establish the Genesis as the next-gen machine for gaming at home and there were years in the 1990s when Sega’s console outsold Nintendo’s in America during the so-called 16-bit war. The Genesis also had lots of exclusive games plus strong software support from third-parties. While the SNES would eventually outsell the Genesis in other parts of the world, it was in America where Sega proved to be very competitive and successful. 

6. Knuckles’ Chaotix print ad

Sega was aggressive with marketing this game for the 32X.

In late 1994, Sega released in America and in Japan the 32X which was an add-on device for the Sega Genesis designed enhance its power while serving as a transition (a warm-up) into the so-called 32-bit era of console gaming. The 32X was the result of corporate decisions involving the American and Japanese executives of the company.

To keep 32X customers happy and boost hardware sales, Sega adjusted the development of Knuckles’ Chaotix (a Sonic spin-off) from being a Sonic project 32-bit console Sega Saturn into a standalone game for the add-on device. Even though Sega knew the game’s development was rushed, they went on to strongly promote the game and the print ad shown here was quite eye-catching.

The image of a fist with a ring showing the character Knuckles (a character from the Sonic games) emphasizes power and the colors used seem to express intensity. Then there were the selected screenshots shown without descriptive text. Although Sega tried hard, Knuckles’ Chaotix (launched in 1995) received mixed-to-positive reviews and sadly sold poorly. Unsurprisingly, the sales of the 32X dropped further and by then a lot of consumers knew that the Sega Saturn (the true successor to the Genesis) was all set to launch in America and Europe within 1995.

7. Sonic 3D Blast for Sega Saturn print ad

Too bad Sega and its teams failed to make the true Saturn Sonic game.

Back in the 1980s and 1990s, having a high-quality, console-exclusive game featuring a company mascot was crucial to sell game consoles while keeping dedicated fans happy. Like what Nintendo did with their icon Mario, Sega achieved great commercial success with the three Sonic the Hedgehog games they released exclusively on the Sega Genesis console and this naturally created expectations they would make new Sonic games on the Saturn console. Unfortunately, Sega and its teams failed to complete development of the Saturn-exclusive game Sonic X-treme and the company cancelled it which sent shockwaves through the games industry news.

With the 1996 holiday shopping season too crucial to ignore, Sega commissioned a Saturn version of the game Sonic 3D Blast which was originally made for the Genesis console. Sonic 3D Blast on the Saturn took seven weeks to make and there were some graphical enhancements implemented. While Sonic 3D Blast’s Genesis version attracted a positive reception from critics (and sold 700,000 copies), the reception for the Saturn version was mixed. This print ad of Sonic 3D Blast on Sega Saturn is a reminder of the company’s failed attempt to take their icon to the next-generation. They never replicated the big success they had with Sonic on the Genesis.

8. Die Hard Arcade print ad

Each time I saw this print ad, it easily reminded me of the classic action film of 1988.

Like many other movie franchises, Die Hard has many video game adaptations released through the decades. In 1997, Sega released Die Hard Arcade (Japanese title: Dynamite Deka) on the Sega Saturn and the game critics praised it for its fun gameplay as well as its flawless conversion of the arcade version (released in 1996). To say the least, the development history of Die Hard Arcade is not as straightforward as many would think. To get the details and explanations of the development of the game, click here.

As for the print ad itself, this one cleverly used official game art as the background with imagery which instantly reminded me of what I saw in the classic 1988 movie that starred Bruce Willis. This ad made me interested to buy a Sega Saturn or find a place to rent it to play the game.

9. Shenmue Japanese print ad

Simplistic with presentation and yet engaging to look at. The Dreamcast-exclusive Shenmue sold over a million copies in Japan alone.

When Shenmue was released exclusively on the Sega Dreamcast in Japan on December 29, 1999, it turned out to be a very mind-blowing experience for many gamers due to its ambitious game design, the intense attention to detail implemented, very high production values, in-depth exploration and very immersive gameplay.

It was the open-world game released at a time when “open-world” was not even a standard gaming term. Often called the masterpiece of the legendary game designer Yu Suzuki, Shenmue sold over 1.2 million copies in Japan and went on to be released worldwide in the months that followed. Sadly, the game failed to make a profit due to its very high budget of $70 million (which Suzuki himself said in English during an interview) and the fact that the number of Dreamcast units already sold to gamers was not massively high.

The Japanese print ad of Shenmue had a simplistic looking visual concept and yet it was engaging to look at because the way the characters appeared was how they appeared in the game during gameplay which was astounding. Take note that back in the 1990s, it was common for video game marketing materials to show human characters in high detail but in reality the polygonal models of those characters appeared looking blocky and much less detailed during gameplay.

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

A Look Back at Uncanny X-Men #273 (1991)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the year 1991 to explore a chapter of the Uncanny X-Men series that took place between X-Tinction Agenda and Mutant Genesis (the modernization point of Marvel’s mutants for the 1990s).

For the newcomers reading this, X-Tinction Agenda was a very notable part of the history of the X-Men comic book franchise as it marked the first time that the X-Men, X-Factor and the New Mutants were combined and also reunited several X-Men members who were scattered around the world. That being said, the state of mutants within Marvel Comics’ shared universe created a sense of uncertainty towards Charles Xavier’s grand dream of establishing a peaceful co-existence between humans and mutants.

With those details laid down, here is a look back at Uncanny X-Men #273, published in 1991 by Marvel Comics with a story written by Chris Claremont and drawn by Whilce Portacio, Klaus Janson, Jim Lee, John Byrne, Rick Leonardi, Marc Silvestri, Michael Golden and Larry Stroman.

The cover.

Early story

The story begins in the control center within the complex located deep under the ruins of Charles Xavier’s mansion. Storm (X-Men), Jean Grey (X-Factor), Cyclops (X-Factor) and Cable (New Mutants) carefully examine the worldly forces that oppose them. After Storm asked about what they could do about the opposing forces located in different parts of the world, Cable says that they should hit them hard and fast as they have the power to do so.

Storm asked Cable if violence is his only solution. Even though violence got things done for Cable, Cyclops rejects it and states that his fellow mutants (pertaining to the X-Men and X-Factor) are not like him.

As the conversation intensifies, Jean Grey tells Cable that they are not warriors and the school was not founded by Professor X to have mutants to fight wars. Cable replied that war is what they got and reminded them of the two mutants they lost and another one who ended up as a genetically engineered slave. Cable asked them if they want to see more of their fellow mutants end up badly…

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In the absence of Professor X, Jean Grey (then a member of X-Factor) revisits Cerebro and recalls what she learned long ago.

In relation to the mentioned fact that this particular story took place between X-Tinction Agenda and Mutant Genesis, this is a tale that reflects a period of transition leading to the latter. That being said, Chris Claremont took the opportunity to emphasize the current state of the X-Men and the other mutants, as well as the uncertainty ahead of them all. To be clear, this story does not have Marvel’s mutants going up against another super villain nor a group that opposes them.

The story opened very strongly with the leading figures of the X-Men (Storm), X-Factor (Cyclops and Jean Grey) and the New Mutants (Cable) being together analyzing the global situation and the forces that oppose them.

For Cable, violence is necessary for their survival and progress because he sees war against mutants already happening and there is simply no room left for error nor compromise. Very symbolically, Storm, Cyclops and Jean Grey – who all were nurtured by Professor X with his pacifist dream of bridging the gap between mutants and humans – reject Cable’s beliefs as they don’t see themselves as warriors and they do not dream of conquering their enemies at all. All the dialogue that took place in the argument are very richly written and there are layers of meanings which long-time X-Men fans will able to relate with.

Along the way, Claremont and the other creators made good use of available comic book space to develop the other characters which resulted in the gradual developments within each team of mutants. Gambit here is a brand new member of the X-Men and his talk with Storm is very sensible to read. There was also this notable Danger Room training session between Archangel and Cannonball in which the former (who is already very experienced as one of the original X-Men and a current member of X-Factor) shares wisdom to the very young mutant (who later went on to lead X-Force some time later). The creative team also inserted a few moments of humor on the other character development scenes.

Conclusion

Truly this is one of the most symbolic and most engaging arguments between the leading figures of the X-Men, X-Factor and New Mutants (which later became X-Force).

Even though it was mainly focused on character development and has no battle with any enemy, Uncanny X-Men #273 (1991) remained a very engaging read as it tackles not only the current state of the three mutant teams of the time but also realigned their direction creatively and the results were fully realized through the eventual Muir Island saga as well as Mutant Genesis and even in further tales (including Fatal Attractions). In many ways, this comic book served as a solid foundation of things to come and this partially explains the eventual reform of the X-Men into a much larger group that had to be composed of two teams shortly after the return of Professor X (as seen in X-Men #1 and Uncanny X-Men #281 in 1991).

Overall, Uncanny X-Men #273 (1991) is highly recommended.

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

A Look Back at X-Men Adventures Season II #7 (1994)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the mid-1990s to explore the adaptation of the second season of the X-Men animated series in the form of the X-Men Adventures comic book series.

Before getting to the new retro comic book review, I should state that decades ago, the use of future timelines was implemented on the X-Men comics. I’m talking about the possible future where Cable and Stryfe came from, another possible future where Phoenix/Rachel Summers came from, and the more established future of the classic Days of Future Past storyline. Time travel and possible future timelines are the themes in the next X-Men Adventures comic book I reviewed recently.

With those details laid down, here is a look back at X-Men Adventures Season II #7, published in 1994 by Marvel with a story written by Ralph Macchio and drawn by Scott Rosema.

The cover.

Early story

The story begins on Earth in the far future of 3999 AD. Cable, who is fighting for the rebels, battles the deadly forces of the powers that be. It turns out, he and his teammates have been struggling a lot and their team suffered several deaths already. Even though they are very tired and heavily outnumbered, Cable refuses to give up and bravely calls for a frontal assault against their enemies.

Suddenly, Apocalypse appears on the battlefield and commands his robotic troops to destroy Cable and his fellow rebels. To Apocalypse’s surprise, a temporal storm appears and Cable notices it appearing so close to them. One of his teammates got caught by the storm which pushes Cable away. After receiving computer updates, Cable decides to get away from the robotic troops.

Meanwhile in another time period and place, Bishop returns from his mission (his interactions with the X-Men of the 20th century – click here and here) only to discover from Forge that nothing has changed and the plague still rages on…

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The X-Men have a new problem to deal with.

Having read X-Men Adventures #13 and #14 of season 1, I found this particular tale (clearly a sequel to Bishop’s interaction with the X-Men after traveling through time) relatable and enjoyable. There is a strong science fiction vibe here and the time travel aspect added a lot to the build-up of tension.

Bishop here is almost the protagonist as the story showed an altered future in which Forge has no memory of the X-Men and only made a reference to a plague that has lasted for a long time. This compels Bishop to go back to the 20th century again hoping to meet the X-Men and somehow prevent the plague from bringing down society.

The impact of the mysterious virus is tremendous as so many people got infected and authorities suspect mutants to be the carriers. At this stage, the social aspects inserted by the creators really started to grow stronger within the narrative and you will see the X-Men struggling with not only the increased scrutiny on mutants but also with the manipulative tactics of anti-mutant activists who can’t help but see golden opportunities to wipe out mutants in a more clever fashion.

The dialogue here is noticeably gripping to read and the dramatization worked accordingly. There is also a good amount of superhero spectacle to enjoy here even though the X-Men have no super villains to fight with.

Conclusion

Forge has no memory of the X-Men.

X-Men Adventures Season II #7 (1994) looks like a repeat or even a remake of what happened in X-Men Adventures #13 (Season I) but its concept turned out to be not only unique with strong social commentary and sci-fi elements, but also became really engaging thanks to the fine execution by the creative team. On the aspect of social relevance, this comic book will remind you about the internment of Japanese Americans in America (1942-1946) and the COVID-19 restrictions and the quarantine on communities imposed by governments that disrupted people’s lives. As this comic book marks the first part of the Time Fugitives, I can say that I enjoyed it and I’m looking forward to the next chapter.

Overall, X-Men Adventures Season II #7 (1994) is recommended.

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

A Look Back at X-Men Adventures Season II #5 (1994)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the mid-1990s to explore the adaptation of the second season of the X-Men animated series in the form of the X-Men Adventures comic book series.

Before getting to the new retro comic book review, I should state that I visited Canada only once. Even before my one and only visit there, I knew through the comic books that famous character Wolverine is a native of Canada and a former member of Alpha Flight (Canadian government-sponsored team of mutant operatives). Somewhere in his past, he was live test subject of Weapon X. I have to mention this because the X-Men Adventures about to be reviewed here is focused on Wolverine.

With those details laid down, here is a look back at X-Men Adventures Season II #5, published in 1994 by Marvel with a story written by Ralph Macchio and drawn by John Hebert.

The cover.

Early story

The story somewhere in the wilderness in Canada where Wolverine helps free an animal that was stuck. Suddenly, Alpha Flight’s Vindicator appears and reminds Wolverine of the fact that he deserted them to work of Charles Xavier. It turns out, Wolverine is back in Canada to visit Heather.

Moments later, he finds himself surrounded by Vindicator’s teammates Puck, Shaman and Sasquatch, and tells them that he is never coming back to Alpha Flight. Even though two more members of the Canadian team joined in, Wolverine manages to avoid defeat in battle and hides away.

As he listens to Alpha Flight from a distance, he hears Vindicator mentioning that a certain lab is expecting their team. This causes Wolverine to remember the traumatic time he had as a live test subject of Weapon X…

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A look back at the time Wolverine joined the Canadian government-sponsored superhero team Alpha Flight. Would you want to join a unit serving the woke Canadian government of Justin Trudeau in real life?

I should mention first that the teleplay by the late Len Wein contains a very solid and sensible interpretation of Wolverine’s Weapon X origin (with a modern touch for the 1990s) which turned out to be a detailed reference for Ralph Macchio to adapt into this comic book.

That being said, this comic book’s plot of Wolverine going to Canada for a solid purpose and encountering challenges – both from his past with Alpha Flight and others – while bringing back his painful Weapon X past turned out to be a really engaging read. The Weapon X flashback scenes added a depth to the story as well as Wolverine’s portrayal in this adaptation. You will see the clawed X-Men member being tough and gritty as usual, and yet you will witness his fragile side as he becomes personally troubled about the past.

The appearance of Alpha Flight here was put to good use. Apart from the revelation of Wolverine’s past membership with them, you will see the team truly operate with a clear goal as mandated by their government (note: this is clearly not the ultra-woke, Islamo-Leftist government of Justin Trudeau). In fact, this tale gives readers a glimpse of how the Canadian government analyzes and decides what to do with Canadians who are very exceptional and are more valuable than many other citizens. Alpha Flight is the government’s tool which is strongly emphasized here.

Apart from the plot focused on Wolverine, this comic book managed to move the sub-plot of Magneto and Charles Xavier forward a bit.

Conclusion

A Weapon X flashback.

X-Men Adventures Season II #5 (1994) has a very engaging and fun tale focused on Wolverine who encounters his fellow Canadians. Anyone who loves the clawed X-Men member will have a lot to enjoy here. The appearance of Alpha Flight here (as well as in the X-Men TAS episode) added a good layer of depth to the plot while also emphasizing the shared Marvel universe in a controlled manner. Lastly, artist John Hebert’s artwork on Wolverine is really good and his high level of visual detail on other characters and locations should be seen.

Overall, X-Men Adventures Season II #5 (1994) is recommended.

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

Retro Gaming Ads Blast – Part 5

Welcome back readers, fellow geeks and electronic gaming fans!

In this edition of the Retro Gaming Ads Blast (RGAB) series, we will examine print ads from the 1980s and the 1990s that caught my attention and I will explain why they are worth look back at.

For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games.

With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

1. Star Wars: Rebel Assault print ad

This print ad was strong enough to capture Star Wars fans’ attention and make them interested with the Sega CD.

If there is anything notable about the Sega CD (Mega CD in other parts of the world) platform, it is the fact that the machine was an add-on to be connected with the Sega Genesis (Sega Mega Drive elsewhere) console. That being said, LucasArts included the Sega CD as one of several platforms for the multiplatform release of their 1993 game Star Wars: Rebel Assault. The above print ad caught my attention with its use of 9 screenshots (emphasizing a wide look at the game’s Star Wars concept) and text description (emphasizing multi-media features connected with gameplay), and for a time it made me interested in the Sega CD. Looking back at the game’s marketing, Star Wars: Rebel Assault was designed to not only give gamers sessions of play to enjoy but also opportunities to immerse themselves deeper into the realm of Star Wars. The game even had selected video clips from the original Star Wars trilogy movies.

2.  Cloak & Dagger print ad

This print ad could have used at least two screenshots from the arcade game…

In 1984, there was a movie titled Cloak & Dagger (read my retro movie review by clicking here) which was not only the 4th cinematic adaptation of the short story “The Boy Cried Murder” (written by Cornell Woolrich) but also had the real-life electronic game Cloak & Dagger as a crucial plot element. To make things clear, there was a Cloak & Dagger game released in the arcades (as emphasized in the above print ad) from Atari. Behind the scenes, the filmmakers and Atari worked together which explains the video game tie-in with the movie. While the above arcade conversion kit print ad does not show screenshots of gameplay, the four images of the playable protagonist Agent X shown were from the game’s short transition sequences (moving from one level to another) which were also displayed in the 1984 movie. Those images were enough to remind me about the movie I enjoyed.

More on the Atari connection, the movie had a cleverly presented short scene showing the young protagonist Davey (played by Henry Thomas) playing Cloak & Dagger on his Atari 5200 console with spliced gameplay footage of the arcade version shown within cuts. In real life, however, Atari never released a version of Cloak & Dagger for any console nor computer in the 1980s. Today, you can play the game on the Atari 50 collection on consoles.

3. BurgerTime print ad

This BurgerTime print ad was entertaining to look at and easily reminded viewers about food and the popular game coming home.

Back in 1982, BurgerTime (Japanese title: Hamburger) was released in the video arcades and turned out to be a big hit in both Japan and America. Seeking to capitalize on the game’s success, Mattel Electronics acquired the rights of the game from Data East and went on to release versions of it for the Intellivision, Atari 2600, Apple II and the IBM personal computer. Mattel went on to market the game for consoles and computers by coming up with a print ad (the one above) that had comic book-style hand drawn art of the playable protagonist chef Peter Pepper running away from walking versions (anthropomorphic figures) a hotdog, an egg, and a pickle. The ad showed a single screenshot which was sufficient enough to show readers the concept of the game clearly. In my experience, I never got to play BurgerTime in the arcades but I first learned about its existence thanks to the eye-catching print ad above which appeared in comic books I read. In addition, the print ad also does an effective job to remind readers about food.

4. SOS print ad

This print ad made me interested in the game as I was already aware of the historical sinking of the Titanic, and I already saw the disaster film The Poseidon Adventure.

Moving back to the 1990s, I saw the above print ad of the video game SOS for the Super Nintendo Entertainment System (SNES) while reading a comic book. The nice artwork caught my attention as it easily reminded me of the disaster movie The Poseidon Adventure (1972) as well as the real-life tragedy of the Titanic. Then I saw the screenshots on the print ad and they made me interested on the game which I later played on a rent-by-the-hour game joint. Looking back at the text description of the print ad, it did not describe what the technical and graphical features of SOS were. That being said, I was surprised to experience the game’s use of the SNES Mode 7 effects which enabled the scaling and rotating of the in-game environment which affected gameplay in many ways. Read my retro review of SOS by clicking here.

5. Star Trek: The Next Generation – Future’s Past print ad

This 2-page print ad was strong enough to invite readers to literally join the Star Trek: TNG crew and go where no man has gone before. By the way, when was the last time you saw Marina Sirtis or Gates McFadden on a video game ad?

Long before wokeness ruined Star Trek in this modern age, the sci-fi franchise reached a tremendous high in popularity and projects in the 1990s as that decade had Star Trek: The Next Generation (most of its TV seasons and three movies were released within the decade), Star Trek: Deep Space Nine and Star Trek: Voyager that kept fans entertained.

Considering its high popularity, it was not surprising that a video game adaptation of Star Trek: TNG was released in 1994 titled Star Trek: The Next Generation – Future’s Past (the version for Super Nintendo Entertainment System) and I saw the above print ad while reading a gaming magazine. Using a slightly altered version of the TNG group photo, the print ad emphasized its concept that the player will be able to lead the crew of the Starship Enterprise and take part in a series of missions in different parts of space with the likes of Captain Picard, Commander Riker, Data, Worf, Dr. Crusher, Deanna Troi and La Forge. While I was never a Star Trek fan, the above print ad caught my attention with its concept, the group photo and the screenshots gave me an idea of what the game has to offer. It should be noted that Star Trek: The Next Generation – Future’s Past was released between the end of Star Trek: TNG’s final season and the theatrical release of Star Trek: Generations.

6. Super Castlevania IV print ad

This was one of the most eye-catching print ads I’ve seen about a Konami video game.

The jump in technology from one console generation to the next can be beneficial for gamers if game developers harnessed the advantages of new technologies to make new games that turned out to be more engaging and more enjoyable. Such was the case with Super Castlevania IV for the Super Nintendo Entertainment System (SNES) in 1991. The above print showed Konami highlighting the positive feedback their game received from different gaming media outlets and used screenshots to give gamers and long-time Castlevania fans exciting stuff to see. I got to play the game on the mini SNES console and I can say that in terms of visuals, controls and gameplay, Super Castlevania IV truly lived up to its title and it remains fun to play to this day.

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

A Look Back at Berzerk (Atari 2600, 1982)

Welcome back retro gaming fans, collectors and readers!

Today, we will go back to the early 1980s to examine one particular video game I played many times on the Atari 2600 and it has a science fiction concept inspired by a certain dream that the late game designer Alan McNeil had.

With those details laid down, here is a look back at Berzerk, developed and published by Atari, Inc. on the Atari 2600 in 1982.

Cover of the Atari 2600 game package.

Game concept

Based on the official description of the game, players play a lone, armed human character who is a prisoner on an alien planet that is made up of mazes that have electrified walls. Several armed robots are actively hunting the human has no choice but shoot them and somehow surpass them to survive. There is, however, a more powerful villain called Evil Otto lurking nearby…

Gameplay and quality

When firing so close to a robot, be aware that it will fire at you without hesitation. To avoid getting hit, be aware of your character’s position, distance and the ability to move.

As typical with console games during the early 1980s, Berzerk’s design is pretty simple. Using the Atari 2600 joystick (which has only one button), you have to move your character around while avoiding touching the robots and electrified walls, and find your way out going to the next level. When it comes to in-game action, using the joystick, you are also able to shoot laser blasts in different directions (including diagonal).

From time to time, the level of challenge and gameplay intensity rises whenever the robots stand or move randomly on certain spots of the floor and when the random locations of the walls make it challenging to move around. In situations like these, I was compelled make quick decisions on when to move, which robots to shoot, and analyze if it is safe to move to another spot without getting electrified by a wall.

Adding further to the challenge is the sudden entrance of Evil Otto (who appears in the game as a digital smiley face) who is indestructible and passes through walls (note: this happens as long as you did not adjust the console to make the game easier). Once Evil Otto comes in (after you spent a certain amount of time in the level), I had to move my character out of the level even if there were still some robots remaining and shooting at me. Evil Otto even destroys robots that got on its way which symbolically shows how powerful he is.

In a situation like this, you will have to think fast on when to move, when to fire and how much distance do you need to be safe. That being said, you must also avoid touching the walls which are all electrified.

As mentioned earlier, there is an option available on the Atari 2600 version of the game that makes encounters with Evil Otto a bit easier. This allows players to blast Evil Otto to remove him for a temporary period of time and he comes back afterwards. In my experience with this game, I preferred the more challenging settings as the gameplay was already engaging with it. I should also state that while there are many robots walking around and ready to blast you, their intelligence is pretty low as you will see a few of them walk straight to the wall and get destroyed. There were also times when a robot simply walks straight into a fellow robot which destroys them both. Also there were times when a robot’s laser blast destroys another robot that got in the way. That being said, the option for easier gameplay on the Atari 2600 was unnecessary for me.

While the game design is simple, there is a ton of depth in terms of new levels you will find yourself in after exiting the previous level. Avoiding robots and Evil Otto to get out might look like the only goal for playing but in reality there is incentive to shoot as many robots as you can as scoring highly will reward you an additional life for ever number of points earned. There is no story ending at all as the game will go on and on for as long as you keep enjoying playing.

In relation to the gameplay, there is no music at all and that creates an immersion with emphasis on the excellent sound effects the game has. The sounds of the laser blast, the explosion of the robot, and the electrifying of your human character’s body still sound great and they have a strong futuristic, sci-fi touch.

Conclusion

The digital smiley face here is Evil Otto. Don’t let the smile fool you because it will go after you to destroy you, and not even the walls nor the robots can block its way.

Berzerk (1982) on Atari 2600 is still a fun game to play after all these decades. Its design is simple and yet there is depth within the gameplay. There is no story to complete but the game will keep on going as long as you enjoy blasting robots for more points to gain additional lives as rewards which should motivate you to keep on playing. Considering how simple the game’s design has always been, the sound effects really made playing it an immersive experience. This game is truly a classic that has to be played if you have the means to do so.  

Overall, Berzerk (1982) is highly recommended!

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

Retro Gaming Ads Blast – Part 3

Welcome back readers, fellow geeks and electronic gaming fans!

In this edition of the Retro Gaming Ads Blast (RGAB) series, we will examine print ads from the 1980s and 1990s that caught my attention and I will explain why they are worth look back at.

For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for game details and images.

With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

1. Japanese print ad of Super Star Wars: The Empire Strikes Back

Do you know any Star Wars fan who is aware of the error in this Japanese print ad of Super Star Wars: The Empire Strikes Back?

Back in 1993, the sequel Super Star Wars: The Empire Strikes Back was released on the Super Nintendo Entertainment System (SNES) in the West and on the Super Famicom in Japan. Having played all three Super Star Wars game, I can say that this sequel was a huge improvement over its predecessor technically and also with gameplay (read my retro review by clicking here).

Like its predecessor, the game was released in Japan by JVC Musical Industries and in the above Japanese market print ad, the marketing team wisely used the game’s official artwork to give gamers a clear view of the concept derived from the 1980 movie plus a few screenshots showing gameplay. What I find hilarious to read is the line (highlighted in red and all capitalized no less): MAY THE FORCE WITH YOU. Clearly someone from the Japanese marketing team who prepared that line lacked English proficiency or might not have watched the movies dubbed in English. In the 1977 movie, Han Solo said to Luke, “May the Force be with you.”  

2.  Spider-Man (Atari 2600) print ad

This is an entertaining way to promote a video game based on a comic book icon.

We are back again with the Parker Brothers company and their promotion of the Spider-Man video game for the Atari 2600 which I myself played long ago. Unlike before, the print ad this time was mainly about the Spider-Man game and somehow Parker Brothers coordinated with Marvel Comics to make a comic book-inspired ad. In the above print ad, Spider-Man was shown playing the game about him with an Atari 2600 controller and console, and the Green Goblin taunts him as he plays. This type of ad is a stroke of genius because it shows the Marvel Comics’ icon as a player and the gameplay was emphasized accurately. Even if viewers are not too fond of video games, they can still find themselves interested in reading the literary adventures of Spider-Man.

3. Advanced Dungeons & Dragons: Treasure of Tarmin print ad

Apart from emphasizing the fantasy concept of the Dungeons & Dragons franchise, this print ad’s hand-drawn art was strong enough to spark viewers’ curiosity and make them interested in the game or even in the Intellivision console.

Here is a print ad I saw many times while reading comic books in 1983. The game at hand is Advanced Dungeons & Dragons: Treasure of Tarmin released on the Intellivision, and it is the sequel to Cloudy Mountain. Like the ad of its predecessor, the above print ad relied heavily on the spectacle of fantasy (and even a bit of horror) by having hand-drawn art as the eye candy promoting Advanced Dungeons & Dragons: Treasure of Tarmin. If you look closely, only one screenshot from the game was shown and it was enough to tell gamers that the new game has a completely different visual presentation from that of Cloudy Mountain. Considering the primitive nature of computer graphics and game design of the era, having detailed comic book-inspired artwork was effective to grab viewers’ attention with the intention to make them interested in buying the game. In today’s age of computer graphics and social media, this type of ad for video games is rare to see.

4. G.I. Joe: Cobra Strike print ad

The G.I. Joe: A Real American Hero franchise’s early entry into video games.

Going back to Parker Brothers, the company developed and published the first-ever licensed game of the G.I. Joe franchise – G.I. Joe: Cobra Strike for the Atari 2600. In promoting the game, a 2-page ad was released with comic book-style art work (featuring Cobra Commander and Duke representing different sides) dominating the space, with descriptive text and a hand-drawn illustration of the gameplay (read: not a real screenshot) as well as the game box flling the remaining space. In my personal experience, I saw this ad before I even got to watch an episode of the popular G.I. Joe: A Real American Hero animated TV series, and before I got to read an issue the related comic book series (which started before the TV series). Looking back at the above print ad, I can still remember the time when I was puzzled by the two characters simply because I was not yet familiar with them. Take note that the video game and the ad were released at a time when the G.I. Joe: A Real American Hero started rising quickly in popularity on toys, comic books and animation.  

5. Alien 3 (SNES) print ad

This print ad appeared in several comic books I read in 1993.

Way back in 1992, I had one of the most depressing cinema viewing experiences with Alien 3 which had a very troublesome production and lacked a solid foundation behind its creativity. Then in the summer of 1993, print ads of the video game Alien 3 for Super Nintendo Entertainment System (SNES) appeared in several comic books I read at the time. The above print ad was actually entertaining to look at. For one thing, the ad makers used three wide layers of screenshots from the game depicting different areas. Then I noticed the details which showed there were more aliens for gamers to encounter (versus only one in the movie) and the playable lead character Ellen Ripley was armed with guns (versus no guns in the movie) being able to fight the monsters. Not only that, the ad makers knew the specific details from the Alien film franchise which is reflected in the ad referencing the Face-hugger aliens, the acid from the creatures and, of course, the alien eggs. To this day, there are old-time gamers who found the Alien 3 SNES game more entertaining than the movie.

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

A Look Back at The Man of Steel #1 (1986)

Welcome back superhero enthusiasts, 1980s culture enthusiasts and comic book collectors! Today we go back to the late 1980s to explore a part of the DC Comics shared universe through a tale of the iconic Superman.

After DC Comics published the maxi-series Crisis on Infinite Earths, the publisher rebooted their entire comic book universe and that meant reintroducing their superheroes, villains and supporting characters with a touch of 1980s modernization. To reboot and modernize Superman, John Byrne was hired and he was granted a lot of creative freedom for production.

With those details laid down, here is a look back at The Man of Steel #1, published in 1986 by DC Comics with a story written and illustrated by John Byrne with ink work by Dick Giordano.

The cover.

Early story

The story begins sometime in the past in Krypton (Superman’s home world), a world about to meet its doom. Jor-El (Superman’s father) arrives home feeling deeply troubled and he wastes no time to execute an important plan he prepared. He examines his unborn Kal-El inside the birthing matrix which turned to have been removed by one of the servants from the gestation chambers of the planet. Lara confronts her husband over what was committed and asked him why he endangers the life of their unborn child.

Jor-El tells her that he plans for their son to be spared from the pending doom of Krypton (a chain reaction from the planet’s core caused vast pressures to build within the crust, fusing native elements into a new metal – Kryptonite) by sending him far away deep into space with planet Earth as the final destination. Jor-El has done extensive research of Earth and is convinced that their son will not only survive there but also become a supreme being among the inhabitants…

Quality

Clark’s earthly parents were indeed involved in his development becoming Superman.

There is no doubt that this John Byrne-led comic book remains great to read and highly significant with anything about Superman. Instead of telling one single extensive story, Byrne created a series of connected short tales that dramatized the icon’s post-Crisis origin and how the Krypton-born American Clark Kent became Superman for the first time ever.

While the prologue set in Krypton was quite heavy with expository dialogue, each subsequent short story was carefully structured and moved at a medium pace gradually emphasizing Clark Kent’s transformation into the Man of Steel. Along the way, there were lots of story details not only about the titular character but also about the Kent couple (Clark’s adoptive parents), what they went through, what secrets had to be kept and more. Very symbolically, this is a tale about an alien human being from space who grew up with traditional American culture and US heartland values while being raised by very loving American parents who previously could not produce children of their own. Through Clark, you will see that he is a blessing for Jonathan and Martha Kent and it is up to the couple to sow good values in him which are essential to his becoming not only a super being among mortals but also his emergence as a hero.

Conclusion

The origin of the post-Crisis Superman is great to read!

The Man of Steel #1 (1986) is indeed a great, character-focused comic book that emphasized the origin and debut of the post-Crisis Superman. John Byrne modernized Superman while still maintaining the classic superhero elements from the icon’s past versions as well as the American identity and ways (none of those woke and internationalist nonsense). This is also the optimistic Superman that is very inspirational which the recent DC cinematic universe (referred to as “DCEU”) of Warner Bros. terribly lacked. This illustrated literature work is also a major cornerstone of the post-Crisis era of DC Comics and John Byrne’s take on Superman is very defining and iconic.

If you are the kind of reader who views Superman widely through pop culture, you will notice specific elements from this comic book that made it into other forms of entertainment media such as Man of Steel (2013), the Christopher Reeve Superman movies, the animated movies, the Lois & Clark: The New Adventures of Superman TV series (starring Dean Cain as the Man of Steel) and more. Those multimedia productions showed how influential this comic book became as a major reference for other creators.

Overall, The Man of Steel #1 (1986) is highly recommended!

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

A Look Back at Armorines #6 (1994)

Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the early 1990s and explore a part of the Valiant Comics shared universe through the Armorines monthly series.

During the said decade, Valiant Comics was notable for having crossovers that some readers found to be tightly executed in relation to continuity. The armored U.S. Marines (Armorines) and the powerful individual X-O Manowar have the spider aliens as a common enemy.

With those details laid down, here is a look back at Armorines #6, published in 1994 by Valiant Comics with a story written by Jorge Gonzalez and drawn by Jim Calafiore.

The cover.

Early story

The story begins in space when the spider aliens (located inside a huge space ship) are organizing themselves to get back to their home world.

Meanwhile above the Earth, X-O Manowar significantly helps the Armorines with repairing their space shuttle. It turns out that they have been spending a long time in space and the crew has gotten exhausted after the big battle with the spider aliens. Going back home was their next objective.

Just as the crew prepares to return to Earth, the same huge space ship of the spider aliens suddenly approaches them…

Quality

The spider aliens.

Set after the crossover tale about the humans’ battle with the spider aliens in space, this tale served as a creative extension of those events utilizing space travel and sci-fi action concepts. The Armorines once again fight the spider aliens and X-O Manowar (a major Valiant character) gets heavily involved as he has a personal grudge against them. Without spoiling the plot, I can say that themes of freeing yourself from the enemy and getting back home are evident.

There is plenty of action to enjoy here and the sci-fi settings (including the interiors of the spider aliens ship) are nicely presented. I also like the fact that the tension gradually built-up as the story went on. Still, at this particular stage of this series, I could not help but feel that the Armorines have been in conflict with the spider aliens for too long.

Conclusion

There is a lot of sci-fi action to enjoy here.

Armorines #6 (1994) is a pretty good read but I was getting tired of seeing the Armorines remaining in conflict with the spider aliens. What added strong value to the comic book was the heavy involvement (and crossover) of X-O Manowar and his interactions with the Armorines was well executed. To be clear, the story was not conclusive and at this stage, I still am interested to see what would happen next. Here is hoping that the Armorines conflict with the spider aliens will improve somehow.  

Overall, Armorines #6 (1994) is recommended.

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

A Look Back at Wetworks #1 (1994)

Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, and comic book collectors! Today we go back to the mid-1990s to explore the comic book launch of a notable fictional team co-created by the Whilce Portacio and Brandon Choi…Wetworks.

For the newcomers reading this, Whilce Portacio was one of the highly talented illustrators who left Marvel Comics and co-founded Image Comics in the early 1990s. While his fellow co-founders Todd McFarlane, Jim Lee, Rob Liefeld, Marc Silvestri, Jim Valentino and Erik Larsen were able to launch their respective dream projects (creator-owned properties) during Image’s first year of publishing, the launch of Wetworks was delayed by two years due to a death in Portacio’s family.

As a very young comic book reader in those days, I remember hearing rumors about Wetworks inside comic book stores I visited. There were rumors of business negotiations, solicitations and scheduled launches (ranging from October 1993 to January 1994). I also noticed some comic book enthusiasts who bought old copies of X-Factor and Uncanny X-Men that Portacio illustrated while waiting for Wetworks to debut.

In the middle of 1994, Wetworks was finally launched under the Image Comics label and I still remember the day when I saw lots of copies of issue #1 displayed on the shelves and windows of comic book stores.

With those details laid down, here is a look back at Wetworks #1, published in 1994 by Image Comics with a story written by Whilce Portacio and Brandon Choi. The art was done by Portacio with ink work by Scott Williams.

The cover.

Early story

The story begins when a covert operations team working under International Operations (IO) travels to eastern Europe to infiltrate and destroy the base of operations of a certain warring faction and retrieve a biological agent (highly contagious) no matter what the cost. As it turns out, this new mission for the team (led by Colonel Jackson Dane, one of the pioneers of Team 7) started less than twenty four houses after their previous mission and their female member Pilgrim (reconnaissance specialist) pointed out that the demolition charges they are carrying are strong enough to wipe out an entire city block. Another teammate called Grail (the Filipino named Salvador Joel Alonday) stated that they are supposed to be a hostage rescue team.

Meanwhile deep inside the command center of IO in Washington, D.C., Admiral Halsey tells Miles Craven that Team 7 (the team led by Dane) are under his command and states that his sources tell him that there is more to the mission than just a group of ethnic nationalists obsessed on a biological terror campaign. It turns out, Craven sent the team to eastern Europe without fully informing them of what they are going up against. Craven insists that Team 7 are paid to put their lives on the line and to die if necessary just to get the job done. Craven then reveals to Halsey the true nature of the mission. The admiral then realizes Craven is right and certain sacrifices must be made for the greater good.

Craven and his team arrived at the location in Transylvania. They started seeing signs that someone else arrived ahead of them…

Quality

One of the team members looks at a symbiote.

I’ll start first with the fantasy concept and the storytelling. Whilce Portacio and Brandon Choi’s joint creation of Wetworks is indeed an inspired move with connections to real-life military influences the creators had. The Wetworks team – initially referred to as Team 7 – started looking and acting like typical military squad in the world of fiction but the major twist that happened drastically redefined and refined them into the most unique military team in the world of superhero comics. It’s the closest thing to seeing G.I. Joe fused with living symbiotes (another inspired move most likely influenced by a certain Marvel murderer with a symbiote whose origin is linked with one of the most iconic superheroes ever) there is and I can say Wetworks remains relevant and stands out nicely among superhero comic book teams to this day.

With regards to the plot, it looks cliched on face value. I’m talking about the trope in which a team is sent by their powerful superiors on a mission without knowing all the crucial details needed (because the superiors hid it from them) and they eventually encounter immense danger. As mentioned earlier, the major twist in the plot not only completed a major transformation of Dane and his teammates but also ramped up the fantasy aspect of the tale to much higher levels.

Still on the plot, Portacio and Choi came up with a solid structure for the narrative. The build-up of details and tension was very good and the pay-offs (lots of spectacle plus twists) were great. As the story moved on, the suspense grew stronger and the narrative succeeded in making me care about the team led by Dane.

Meet the team members who would later become Wetworks.

When it comes to the art, Portacio’s work here (with ink by Scott Williams) still looks great and, more notably, it is a fine departure from the superhero visuals he worked in years prior. As with his past works, you will see the artist’s stylized approach on visualizing the narrative related to how he implements the panels per page.

Portacio did a very good job with the military look of Wetworks and he drew their guns with a high amount of detail that should be seen (you should try using a magnifying glass on this comic book). Not only that, his art on military hardware such as the gunships, the interiors plus equipment all have that detailed appearance. When it comes to action, I believe that Portacio took a lot inspiration from Hollywood action flicks (most notably Predator) on portraying Wetworks members using their guns and positioning during battle.

Of course, the spectacle is not totally limited to military stuff. There is a touch of fantasy and horror visuals involved which is directly related to what was set-up for Wetworks to encounter in the near future. To realize what I am saying here, you must read this comic book until the intense end.

Conclusion

Wetworks #1 from 1994 is still great to read!

I can say without a doubt that Wetworks #1 (1994) remains as gripping and as entertaining as when I first read it decades ago. In short, it has aged well and reading it all over again today is compelling and a lot of fun to do. If you ask me, this is one of the finest works ever by Whilce Portacio in terms of art and storytelling. As one of the many comic books Image published during its first few years in the industry, Wetworks #1 (1994) clearly stands out with its military theme and fantasy concept. Lastly, Wetworks is set within the WildStorm universe as dramatically symbolized with the presence of International Operations (the team’s superiors).

Overall, Wetworks #1 (1994) is highly recommended!

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