My hands are still quite full with Animal Crossing New Horizons (I promise that I'm working on that blog entry and it will be published in the coming weeks), but I was able to make time and check out something new (-ish) via Nintendo Switch Online's Game Trials program. BACKGROUND:
I've actually played a few hours of ARMS prior to this, thanks to their online demo from a couple of years back. I got a taste of the gameplay then, and generally enjoyed what I experienced. In the recent Nintendo Direct Mini, Nintendo announced the return of Game Trials, which allows Switch Online subscribers to play a full game free of charge for a limited time. The first instance of this was for Mario Tennis Aces (which I was able to talk about here thanks to the program), and now it's back for ARMS. I immediately downloaded the game as soon as I heard, and here we are. PLOT: There is no story mode for the game, so you don't exactly get any plot other than that there's a fighting tournament, and you want to win. You do get bits and pieces of character backstory here and there, but you kinda have to look for that stuff if you're really interested. It's kind of a shame, because these are among some of Nintendo's most interesting cast of characters in recent memory. PRESENTATION: In true Nintendo fashion, the game is colorful, features a lot of striking colors, and boasts some truly novel designs. The obvious highlight would be the characters, who each have incredibly distinct designs from one another, and whose personalities manage to shine despite minimal dialogue or context. The stages look fantastic as well, and they have some pretty impressive dynamic elements in the background (like audience members who cheer or gasp depending on who's winning the fight). Like the characters, they all have their own unique vibe, and do a fantastic job of representing their respective characters. If there's one thing that blows my mind about this game presentation-wise, it's the music, and holy shit, it rules. Most of the tracks use the same motif (the instantly-recognizable vocals of the main theme), but it's reused in so many ways that each track still feels unique. It also helps that said motif is so catchy that I found myself idling on the main menu just to listen to it. GAMEPLAY: ARMS is a 3D fighting game where you move around in an arena and go against opponents in what is essentially Wii Sports Boxing on LSD. Fighters attack primarily by throwing out punches with their ridiculously extendable arms, which you can curve in various directions mid-punch. You can play this game normally with a controller, but if you wish, you can wield your Joy-Cons like a Wiimote and go full motion controls. The game controls quite well in this mode, but it's a very easy way to tire yourself out and make your arms ache until the next morning. I recommend playing a few matches like this if you're new to the game. While punching is your main mode of offense, you also have access to blocking, grabs (whose range is as absurd as your punches), charging (which increases the damage of your next punch and can add buffs), dashes, and jumps. You also have what's called a Rush, which is the game's equivalent of a super move. Filling the Rush meter allows you to unleash a nigh unstoppable flurry of punches that do massive damage. Unlike typical fighting games, ARMS is not combo-heavy, and favors a more careful approach. Punches have a lot of recovery, so you can't throw them out willy-nilly lest your opponent punishes you. What's more, the movement in the games lets you dodge most errant attacks with ease, further discouraging mindless punching. If you're not careful, you can even momentarily lose the ability to punch if your opponent hits your arms enough times, leaving you incredible vulnerable to a stretchy ass-kicking. Winning a fight usually comes down to effectively punishing an opponent's habits (e.g. spamming grabs, always jumping, etc.) with well-aimed and well-timed punches, as opposed to simply finding an opening and unloading a 50-hit combo. This playstyle tends to favor more campy, defensive play, however, so while it can be rewarding in terms of outfoxing your opponent, it can be particularly boring or lame to watch or play for some people. Adding to the variety in ARMS's combat are the arms themselves. At the start of each round, you can swap the fists equipped on both your left and right arm, allowing you to adapt your strategy as you go. Each of these fists have different properties (some track your opponent, others block punches, etc.), and further still, each have their own elemental properties (ice slows opponents down, electricity stuns, etc.), which can be activated by charging your punches. It's a lot to keep track of, and it makes every fight unique. Each individual fighter also has their own gimmick to separate them from the others. Min Min, for example, does a kick when she does a mid-air dash, and that kick can deflect attacks. Taking this into account on top of the dozens of arm combinations makes every fight a puzzle to solve, and that's not even considering how your opponent actually behaves. There's a good amount of stages in this game, and they range from mostly neutral layouts to straight up gimmicky (there's one stage in particular with spinning platforms that I hate playing on). Since movement is pretty important in combat, and there's plenty of room to move around in most stages (it's difficult to corner someone in a fight), understanding the terrain is also important. Aside from the usual fights, you also have a variety of other modes, such as Skillshot (this game's version of Break the Targets, but competitive), V-Ball (which is volleyball, but you punch the ball instead), Hoops (basketball, but you dunk your opponent instead), Hedlok Scramble (which is like King of the Hill, but the crown is a powerful item that gives you six arms in combat), 1-on-100 (a horde mode), and Arms Test (a gauntlet of fights where you get random arm loadouts each round). These are all accessible in Versus mode, and can be played with multiple players. They're a fun way to mix things up after a couple of rounds of regular fights. Grand Prix is your arcade mode equivalent, where you have to win a series of ten matches (which are an assortment of regular fights and the gimmick modes like Skillshot) to win a championship. You can adjust the difficulty when you start, and doing so can change the final boss fight at the end, which does add a little intrigue to the plot (but not much). Beating this mode doesn't earn you much other than character art, which is kind of a bummer. The online modes are split into Ranked and Party Mode. Ranked is self-explanatory; fight others in two-round matches, rank up or down depending on your result. Party Mode is as fun as it sounds, putting you in a lobby full of random players, as you all get matched up in equally random modes with one another. I'd say Party Mode is the definitive way to experience most the modes of the game outside of trying them solo in single player Versus. The game also has an online event mode called Party Crash, which seems to me like the ARMS equivalent of SplatFests in Splatoon. It pits two fighters on the roster in a sort of popularity contest, encouraging players to use the featured characters online to earn special rewards. It's not as involved or intense as SplatFests, but it's really cool that these events are still running nearly three years since the game's release. You earn currency by playing through all these modes, and you spend these to get new arms to equip to your fighters. Actually acquiring these new arms involves a minigame in the vein of Skillshot, except with the added twist that you have to punch floating boxes in order to unlock arms. This would be an otherwise fun way to unlock gear if it weren't for a) the random drops (i.e. there's no way to guarantee drops for a specific character) and b) it requires currency. When I first played this game via the demo, it only had the base roster of ten (which isn't bad given they're all pretty unique, but it's still noticeably shallow). Since then, they've added five new characters, and they were all free. I thought that was awesome of them to do that. VERDICT: ARMS is a whimsical take on the 3D fighter in the same way Splatoon was a fresh reinvention of the shooter, with wacky but deceptively deep mechanics, a memorable roster, incredible music, actually fun motion controls, and solid online. I'd say my only gripes are the way unlocks are handled, but other than that, I had a blast playing this game. If you're looking for a fighting game that isn't too serious, this might be the one for you. - end -
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The current COVID-19 crisis has forced people to remain home and various industries to grind to a halt, but that didn't stop Nintendo from dropping a surprise Direct Mini on everyone. In these strange and uncertain times, surprises like these do a lot to ease the tension everyone's feeling at the moment, and Nintendo giving us a way to look forward to the future via game announcements definitely made me feel a little optimistic. Anyway, enough drivel; I do the usual thing below and comment on each announcement.
Obligatory sizzle reel section:
The last announcement focuses on the first wave of Pokémon Sword and Shield DLC: the Isle of Armor. We get details on the main story quest of the DLC, learn more about the new Pokémon Kubfu and Urshifu, and see the Gigantamax forms of the Gen 8 starters. I will say that all the new shit looks great, but I must admit that Pokémon having DLC still feels super weird. For a Direct Mini, this was filled to the brim with incredible announcements, a cavalcade of shadow drops, and all sorts of exciting shit to look forward to. I'm quite satisfied with what I've seen today, though I do fear for my budget as the year continues.
- end - Animal Crossing New Horizons is currently consuming my life, but I managed to stop playing it for a bit to check out another game. Today, I talk about Pikuniku. Off topic: if you're looking for the blog entry on the new Animal Crossing, I'm afraid that'll have to wait. While I have a pretty good sense of the game at this point, I'm still in the early stages of progress, so I must hold off on discussion until I get further into the game. BACKGROUND:
I remember watching a few Let's Plays of Pikuniku's co-op mode and thinking, this seems like a silly and fun puzzle platformer. I assumed it was a purely co-op game, but after discovering that it had a single player campaign, I felt the need to check the game out for myself. Thanks to a pretty generous sale, I get to do just that. PLOT: You control Piku, a red blob thing with legs who is awakened in a world where Mr. Sunshine, a seemingly magnanimous businessman, is offering free money to the world's inhabitants in exchange for their natural resources. As you progress, you discover Mr. Sunshine's true intentions, and they aren't quite in the interest of the greater good. Soon enough, Piku finds themselves on a quest across the world to deal with Mr. Sunshine and foil his schemes. The way I wrote that summary, it seems like Pikuniku's story is overly serious, but it really isn't. It's presented in a very goofy manner with all sorts of hilarious dialogue and silly hijinks (like the use of MLG airhorns, ridiculous camera angles, and more), and doesn't take itself too seriously by any means. That said, its commentary on capitalism is still pretty apt, and the game does a solid job of getting the point across without being sanctimonious about it. There really isn't anything to say in terms of characters, as they're all pretty one-note, but nearly everyone features quirky and hilarious dialogue, making interactions fun. PRESENTATION: Pikuniku's art style is as simple as its plot: flat colors, simple shapes, no outlines. It's not winning any fine arts awards anytime soon, but the colors are vibrant, the designs are cutesy, and the overall style fits the vibe of the game perfectly. Good enough for me, in my opinion. I'd say the music is my favorite aspect of presentation. Most of the tracks have this cheery, cartoony sound to them, but it never comes close to being annoying. In fact, some of them are pretty catchy. In other aspects, Pikuniku goes all out in presenting some of its scenarios. As I mentioned before, it makes liberal use of wacky sound effects and does silly things with its visuals to liven up its story, and I think it succeeds in that. There have been many instances throughout the game where I laughed hard because of something that happens, and many of those moments didn't even involve any dialogue. GAMEPLAY: Pikuniku is a puzzle platformer, so the focus is on solving puzzles in order to progress. There are a few instances where actual platforming skill is required, but they're few and far between, and compared to other games in the genre, they're incredibly easy. Piku himself controls a little weird: their movement is rather off-kilter (it kinda feels like he's drunk or something), but it's nothing on the level of those weird "broken physics" games you see on Steam sometimes. They can jump, tuck into themselves and roll Metroid-style, and kick, which is the main way you interact with things in the environment. The puzzles themselves aren't any difficult, but they do incorporate all sorts of neat mechanics, like a grappling hook ability, the use of various switches to activate certain objects, or even short stealth sections. I wouldn't call any of the things it does particularly innovative (or difficult), but it's simple, and given the game's overall vibe, simple works really well. What impressed me about the game is its suprisingly non-linear structure. Once you're out in the world, there's actually a whole bunch of things to do, and some of them aren't even required to beat the game. There are also a bunch of secrets hidden across the world or locked off behind puzzles, encouraging exploration. You also do a bit of backtracking, and the main quests take you all sorts of places, requiring you to certain items before you can progress. It's quite like a Metroidvania in this regard. Of course, this game is nowhere near as expansive as a typical Metroidvania. The world isn't particularly large (you can find most of the secrets and side quests without even trying), and the main story itself is only a couple of hours long. That said, I still really enjoy the non-linear approach, as it was a genuine (and pleasant) surprise for such a seemingly simple game. Although this game has no combat (you do not use the kick to kill things), there are a few "boss battles" that adds a bit of variety to the game. Again, they're not particularly challenging, but they do a lot to mix things up in a game that's primarily about exploring at a leisurely pace and solving puzzles. There are also other moments throughout the game where the gameplay completely changes from out of nowhere, and they're among the most fun things to do in Pikuniku. Beating the game drops you back into the world, allowing you to finish any quests you haven't done or get collectibles you didn't find. Stuff actually changes in the world once you finish the game, making a quick go-around actually worthwhile. The collectibles in this game are the coins (used as currency, naturally), hats (cosmetic items that change Piku's look and are unlocked in various ways), trophies (self-explanatory), and dancing bugs (it's hard to explain). Some of these are easy to find, while others are rather tricky to find, and a few are even missable, requiring you to play through the game again. There aren't a lot to find, either, but I found the hunt enjoyable regardless. Of course, there's also the co-op mode, which requires you to work together with a friend in other to solve puzzles and make it through each level. As I have no one to play the game with (it's not as sad as it sounds, I promise), I didn't check out this mode, but from what I've seen of it online, it's purely just puzzle platforming; no story, fully linear, no collectibles or backtracking. If the single player puzzles are any indication, I'm sure it's fun, if a bit on the easier side. VERDICT: Pikuniku is a short but sweet puzzle platformer with a simple but charming presentation, easy but still entertaining gameplay that manages to surprise, and a plot that's both ridiculous and weirdly meaningful. It won't take too much of your time, so I think it's worth checking out no matter what you're into. Here's the game on Steam: https://store.steampowered.com/app/572890/Pikuniku/ - end - We still haven't gotten a regular Nintendo Direct since September of last year, so this latest Indie World Showcase will have to do. As usual, I take a look at every single announcement and share some brief thoughts on each.
Next up is a sizzle reel, because there always has to be a sizzle reel:
The final announcement of the presentation is none other than Exit the Gungeon, the sequel to the hit game Enter the Gungeon. I really enjoyed the first game, so I'm very happy the sequel is coming to a platform that isn't Apple Arcade. The real bombshell? The game is out TODAY (and not just on Switch; it's on Steam as well)! Other than Exit the Gungeon, there weren't a lot of high-profile announcements this time around. That said, there were still a few titles I was personally interested in, so as far as presentations go, this was far from a disappointment.
I am, however, still patiently waiting on that regular Direct. - end - Dandara was a game I played a couple of years ago, and it just got a free DLC expansion. Before I am completely consumed by Animal Crossing this week, I played through Dandara a second time this past weekend. BACKGROUND:
Like I said, I played Dandara quite a while ago; almost two years ago, in fact. I remember seeing gameplay of it online and was immediately sold on the mechanics, and ended up getting it pretty close to release. Since my playthrough of Dandara predates the blog, I don't have an entry talking about my thoughts on the game. As such, this is the best opportunity for me to provide a summary. SUMMARY: Dandara is a Metroidvania with a very unique mode of movement: you're unable to run, and you can only jump to clearly-marked surfaces. Furthermore, you can only leap to surfaces within Dandara's range (denoted by an arrow, which you can aim 360 degrees). It takes some getting used to, and can be frustrating in demanding sections, but gripes aside, it is a truly novel experience as far as platformers go. Like any good Metroidvania, Dandara has a decently vast world map (though nothing too massive), an small assortment of upgrades and power-ups to acquire, and a good number of secrets to find. Complementing these usual tropes is Salt, which is the game's currency. It functions much like Souls in Dark Souls (or Blood Echoes in Bloodborne): you earn them by (primarily) killing enemies, you drop them if you die (and can lose them if you die again before retrieving them), and you spend them to upgrade Dandara's stats (such as health, energy, and the potency of restoring items). It's not the usual method for handling progression in games like these, but it works quite well. Combat is pretty simple in this game, but it's tougher than it looks due to the unique controls and the often devious enemy placement. Dandara's primary attack is this short range charge shot which lets loose a spread shot of arrows, and while it's enough to get you through the game, weaving in and out of danger to get in range can be a challenge. Thankfully, you get special attacks throughout the game that help even the odds at the cost of energy, such as missiles, beam attacks and more. The few bosses you fight in this game show off Dandara's combat at its finest, seamlessly blending the game's unorthodox movement and combat in impressive set pieces. It also helps that the boss music is fucking awesome. Dandara's lore is rather cryptic, taking place in a mystical world where two sides of existence (Creation and Intention) govern the universe. Dandara is a child of Creation, birthed in hopes of defeating Eldar, a being who looks to shape the world in his twisted image. Though I had trouble really piecing together what was going on most of the time, I did find the lore intriguing. However, I imagine people who a) aren't really into stories presented in an esoteric manner, or b) are weirdly averse to any subtext in video games may not like the story as much. Combined with a nice pixel art aesthetic, great music, and heavy inspiration from Brazilian culture (Dandara herself is actually based on a legendary figure in Brazil's history), Dandara is a truly one-of-a-kind package that's worth checking out once. Though some may find the controls completely alien and the story esoteric, I personally really enjoyed the game on my first go-around. WHAT'S NEW: Trials of Fear adds an entirely new world map for you to explore on top of the main game. In it are levels that look unlike anything else in the main world, all sorts of unique challenges to clear, brand new power-ups to find (many of which have some very interesting applications), a bunch of new enemies and level mechanics to navigate around, new story elements and music tracks, and even a couple of hellacious boss fights. If you're like me and are a stickler for completion, the area even has a separate completion percentage from the main game. Overall, the DLC added a lot to a game that I thought had plenty to give already. What's more, you can access these new areas pretty early on in the campaign (although I'd recommend waiting until you're close to the main game's final boss before fully exploring the place). While clearing this new world is a reward in itself, there is a proper payoff to it all. Accomplishing the objective of the area (i.e. killing the boss) and beating the main game's final boss a second time unlocks a completely different ending, one that features what is easily the hardest boss fight in the entire game (for reference, it took me upwards of three hours to eventually beat it). Beating that nets you a special ending, one that I thought was pretty neat. Since I haven't played the game since 2018, I don't know what other gameplay changes they've added between then and now, but I will note them here regardless. At the beginning of a new playthrough, you now have the option of activating modifiers that make the game significantly more difficult (including, most notably, a permadeath option). I like challenge mode additions like these, as they give me a reason to go back to the game multiple times. That said, I'm still fresh off going insane at the DLC's final boss, so I'm probably not gonna mess around with these modifiers anytime soon. On the flip side, the game also has a few options that make the game easier, such as the option to add more checkpoints, and a "cheat mode" that tips the scales significantly in your favor. It's a neat option if you're looking to just casually go through the game, and the game even tells you that there's no shame in using these modes. How nice. VERDICT: Going back to complete Dandara 100% again was more than worthwhile thanks to the robust Trials of Fear update (which, I must reiterate, is a free update). As I said before, it's a one-of-a-kind game that offers a platforming experience that both feels familiar and is unlike any other platformer out there, and Trials of Fear essentially doubles that with all its new content. If you're looking for a game that offers a different experience from what you've played before, this is one title worth considering. Go download the game on Steam: https://store.steampowered.com/app/612390/Dandara_Trials_of_Fear_Edition/ Or, if you prefer mobile, that's an option as well: - end - The Switch has a few solid free-to-play titles in its library, and it just got another one recently with Warface. I spent some time with the game and I'd like to talk about it today. BACKGROUND:
I didn't know this game was a thing until it was unceremoniously shadow dropped on the Switch eShop a few weeks ago. Curious, I downloaded it immediately, but unfortunately, the game's launch was plagued with various server issues, which made it literally unplayable for me. It took several days until the issues were resolved, and even then, there are still some hiccups and glitches in-game. I will admit that these technical problems made me question if the game was even worth checking out, but I decided to be patient and monitored developer updates (via the r/warface subreddit), hoping to see if there were actions taken on the issues. Notably, the devs provided regular updates and engaged with the community rather frequently. Seeing this assuaged my concerns that the devs don't give a shit, so here I am, giving the game a fair chance. PLOT: This is a multiplayer-focused game, so you won't get much of a narrative. The various co-op missions you can play through have their own standalone stories, but they're not too substantial and only serve to give context to your objective. There are a few interesting sci-fi elements in the game's world, like playable robot soldier things that look like the Terminator, and futuristic enemies in the co-op missions. But since there really isn't a story-focused mode, you don't really learn anything in-depth about any of these things. That said, "futuristic military setting" isn't exactly breaking new ground in the video game story department. PRESENTATION: The graphics are serviceable, but don't really stand out as much in terms of style or quality. I'm not really a stickler for this sort of thing (provided the game runs well), but if you are, I highly doubt the Switch version will impress you. Perhaps it looks better on PC. Although the maps are quite detailed with all sorts of background elements and such, they falter in terms of palette, and can get boring to look at after a while. There is one notable exception that stood out to me, however, and it was the Sanctuary map, which had striking Japanese architecture and cherry blossoms in full bloom. Sound design is pretty decent, with audio cues like gunfire or footsteps clearly discernible (very important with games like this). In terms of music, this game leaves a lot to be desired; I'm already sick of the one song that plays on the menu. The only thing in terms of presentation I'd say I actively disapprove of is the joke of a character customization the game has you go through at the beginning. It consists of selecting from a limited amount of generic soldier man faces, and you're stuck with it forever. You wanna change outfits, or play as a female character (because that's somehow not an option at the start)? The only way to do any of that is with skins (which you have to buy/grind for). If they didn't want to bother with full customization, they shouldn't have gone with the half-measure they implemented and just removed it outright. Also, I find the menu navigation for the Switch version somewhat vexing, as instead of simply highlighting menu options automatically and cycling through then with the D-pad (like every other console game), Warface makes you wiggle the left stick to move a cursor just to select something. It's incredibly unintuitive. GAMEPLAY: Warface is a first person shooter. Aim the gun, shoot the enemies, try not to die. Not much to explain there. Mechanically, there isn't anything particularly unique that stands out at first glance. You have the usual primary weapons, secondary pistols, various grenades and mines, melee attacks, and knives. In terms of movement, you have sprinting, jumping, vaulting over obstacles, crouching, and lying prone on the ground. Seems like pretty standard stuff across the board. There are a handful of interesting mechanics to the game, however. For movement, you have an access to this neat slide move that sends you across a short distance pretty quickly, while also allowing you to go under obstacles and low profile enemy fire. In team-based modes, there are certain objects in the environment you can interact with a teammate in order to move through the map. The most prominent example of this in the game is the ability to give a teammate a boost up high walls. These interactions are limited to specific elements on the various maps, however, so you can't use them everywhere. Overall, the game controls quite well, with movement feeling mostly smooth, and aiming being easy thanks to the Splatoon-style motion aiming. I will say that sprinting feels awkward given that it's mapped to clicking left stick, but it's nothing significant. The game also has character classes, which dictate what weapons and gear they have access to. You have your jack-of-all-trades Rifleman, who uses high-powered assault rifles, and has the special ability to restock ammo, the shotgun-wielding Medic, who can resuscitate fallen teammates and provide healing, a Sniper (self-explanatory), and an Engineer, who uses SMGs and can supply armor (among other things). You can also play as one of those Terminator-looking robots (called SEDs) I described earlier, and while the only equipment they have is their primary LMG, it's quite a powerful weapon, and on top of that, these machines can take some hits. Overall, it's a shallow pool of classes, but they all play differently from each other, and that's good enough for me. There are plenty of weapons for each weapon type, each with their own stats (like accuracy, damage, etc.). They all handle distinctly from one another in combat, and excel in various situations. You can even pick up the weapons of fallen soldiers in combat, allowing you to change your tactics should the opportunity present itself. Gear is split into four pieces: helmets, vests, gloves, and boots. There are all sorts of each type to get, and each grant various buffs and stat boosts to aid you in battle. For as terrible as the character customization is, at least there's something to gear in terms of gameplay. Primary weapons also have gear, in the form of special attachments such as sights and silencers. Weirdly enough, you can't equip these like normal gear in the inventory menu; you have to do it in-game (as in, you do it while you're in a match or something). While this does allow you to switch attachments mid-match on the fly (which is neat), I do wish there were a way to simply equip these attachments in the menus. There are four main modes in Warface. You have standard co-op missions, where you can team up with friends or randoms to complete a map by accomplishing various objectives and taking down AI enemies. As of writing, there are only a handful of these maps available on the Switch version, and they each have a locked difficulty. These maps are decently vast, and have checkpoints that replenish ammo and revive fallen teammates when you reach them. Actually beating the maps can be a crapshoot if you're teaming with randoms, so it may be best to play this one with friends. There's another co-op mode called Special Operations you can play through if you're up to the task. There are even less of these maps compared to regular co-op, but it's made up for by their sheer length and adjustable difficulty. Even on easy, these maps can be a nightmare with an uncoordinated team, and based on my own experience, I strongly recommend against playing with randoms on this mode. Of course, there are your versus modes, of which there are eight game types: your usual Team Deathmatch, a Free-For-All where you compete for the best K-D, Storm (a mode about capturing/defending specific command points on the map), Blitz (which is like that one game mode in Rainbow Six Siege where one team tries to defuse the bomb while the other defends), Plant the Bomb (the same as Blitz, but you, well, plant the bomb instead), Capture (the Capture the Flag equivalent), Domination (also about controlling multiple command points, but more in the vein of classic Star Wars Battlefront, in which you actually contest command points), and Destruction (actually just Domination, but with just one command point). Though some of the game types feel redundant, they're enjoyable in and of themselves, and they make up for the variety by giving each mode a unique set of maps (e.g. you won't see Team Deathmatch maps in Free-for-All). Even as someone who's usually averse to military-style multiplayer FPS games, I actually had a pretty good time playing against other people. There's also Ranked Versus, which, at the time I wrote this, is unavailable. From what I understand, it's a season-based thing where you try to earn the most points by the end of the season, and that sounds like many ranked modes in other games. I'm not sure what specific game modes are available in Ranked, though. Player progression is determined by XP, which is earned simply by completing any game type (win or loss). Leveling up unlocks all sorts of stuff, such as new weapons, skins, and other neat and useful things. There is even a separate experience system specifically for earning rewards, which I thought was an interesting approach. You can also purchase XP boosters if you wish to expedite your progress. There are also Daily Missions you can clear everyday, which are another way to earn rewards without paying. The game encourages you to keep the streak going by providing a substantial reward at the end of the week. The game also has a Battle Pass, which is essentially just another thing that earns its own experience and unlocks rewards for every tier you reach. You can upgrade this to premium to earn even more rewards. Of course, it's not a free-to-play game without various types of currency. First, you have your standard in-game currency (simply called Warface Dollars), which is earned through normal gameplay. You don't earn much of this (unless you play a lot), and you need a lot of these to get things at the shop. Most of the good shit is rather pricey, and the only thing you can really call "affordable" are the loot boxes, which is a whole other conversation. Crowns are another currency type, and they're earned by performing well in co-op. You'll have to do particularly well on a consistent basis if you want to earn a lot of these, and it seems a lot of great items are locked behind this currency. The same can be said of Kredits, which is the game's premium microtransaction currency. There are also loot boxes you can spend on to earn items, because of course there are. Mercifully, the item pool for each loot box type is small, but let's face it: the odds are probably not in your favor. Although I got by just fine with the free weapons the game rewards me with, it does seem like there's a strong element of pay-to-win when talking about the best gear. Earning them the old-fashioned way takes a hell of a long time, and the idea that someone can just pay to get what I spent hours grinding for doesn't sit well with me. What's worse, the game places additional hurdles to using weapons on top of that. Some weapons can only be used for a certain period of time (e.g. an hour, a month, a week, etc.) — basically, it's a rental. Others have durability that goes down every time you play, and you have to spend dollars to repair them. If you want to have these weapons permanently, you have to buy them outright at the shop, and at pretty hefty prices. I think these mechanics are frustrating at best, and they feel like they're in place to make you pay/grind just to keep weapons in your inventory. All it does is make me groan every time I unlock a new weapon, because instead of enjoying this neat new thing I just got, I'm just thinking about how long I have until I lose access to it. If it's a "rental", I feel forced to keep playing just to get the most out of it; if it's a weapon with durability, I hesitate to use it at all out of worry that I can't afford to repair it. It's resource management at its least fun, and it's arguably unnecessary in a game like this. VERDICT: Warface is a decent, albeit unremarkable FPS game with solid mode and map variety and serviceable mechanics, but some of its gameplay choices (especially its handling of weapon access) put me off from fully getting into it long-term. Don't get me wrong: I do enjoy playing the game, and I'll probably continue playing a few matches on occasion, but I wouldn't sink hundreds of hours into this just to get to a point where I have all the best shit. It's just not worth the effort, in my opinion, and I think I'll enjoy it best if I stick to playing it in short bursts as opposed to making myself play 30+ hours every week. If you're simply looking for a decent free-to-play FPS experience, you may find this game quite enjoyable. However, if you're looking for something revolutionary in the genre, or a free-to-play title that doesn't discourage people who don't want to spend money, you may wish to look elsewhere. At the end of the day, only you can determine whether or not Warface is a game for you. It's free-to-play, after all, so here's the Steam link if you want to make your own judgment: https://store.steampowered.com/agecheck/app/291480/ - end - Animal Crossing: New Horizons is nearly upon us, but before it completely consumes my already-in-shambles life, I spent the first week or so of March completing the Spyro trilogy. I'm fresh off beating Spyro 3, so I'm ready to talk about the trilogy here. BACKGROUND:
The Spyro games were one of many titles I missed out on back in the day, despite owning a PS1. Although my list of "never-played-this" games has been steadily shrinking since I took an active interest in video games, the Spyro trilogy somehow persisted on that list. That being said, I'm not completely unfamiliar with the purple dragon, having watched others play the game online on various occasions. Once again, the Switch has granted me the ability to check out a game (or in this case, games) I never got to play, thanks to the Reignited Trilogy releasing on the system last year. Unfortunately, I couldn't quite afford to buy it on release, so I only got to buy it recently (thanks to a generous sale a few weeks ago). PLOT: Spyro Reignited Trilogy, as the name implies, comes with three games: the original Spyro the Dragon, Spyro 2: Ripto's Rage, and Spyro: Year of the Dragon. There is no overarching story across all three games, so I'll just summarize each game's plot one by one: Spyro the Dragon - the evil Gnasty Gnorc has stolen all the treasure of the Dragon Lands and has trapped every other dragon in crystal, and it falls to Spyro to save the day. Spyro 2: Ripto's Rage - Spyro is spirited away to the mystical land of Avalar, who is currently under the occupation of the diminutive tyrant Ripto. With the help of new allies, Spyro looks to kick Ripto out of Avalar, as well as find a way to return to his homeland. Spyro: Year of the Dragon - an evil sorceress steals all of the dragon eggs in order to augment her magic abilities, and Spyro has to... well, you get the idea. As you can see, the stories of each Spyro game aren't exactly the gold standard in storytelling, but it does its job in contextualizing what you do throughout the game. I was personally too engrossed with the gameplay itself to really be bothered with the plot, so it's not a big deal in my eyes. If nothing else, Spyro's few characters do have quirky personalities. Spyro himself has that go-getter attitude that reminds me of Sonic (but less... intense), the various NPCs say weird and funny shit, and the few supporting characters (barring a couple of exceptions) are memorable. Out of the villains, the only one that really had a personality was Gnasty Gnorc from the first game. PRESENTATION: The Reignited Trilogy breathes new life into a trio of classic games with its new and improved visuals. Everything about it is a step up: the 3D models are more polished, the colors more vibrant, and the effects more refined. The last one in particular stood out to me, especially in terms of the lighting. This remaster accomplishes all this while still retaining the cartoony art style of the originals. For the most part, the music is great, and complements the usually chill vibe of the game. You also have the option to toggle the soundtrack of the original PS1 games, which, if you were a fan of those, may appeal to your nostalgia. I was quite impressed with the voice acting, with even the most minor NPC interaction being fully voiced. The voices do a lot to add personality to what would otherwise be unremarkable characters. My only issue in this department are the loading screens, where the game noticeably tanks in performance and graphics. It only happens here, so it's not a big deal. GAMEPLAY: All three Spyro games are 3D platformers in the vein of titles like Mario 64 or Banjo-Kazooie. You move Spyro around a variety of open areas acquiring all sorts of collectibles, clearing various challenges, fighting the occasional boss, and even finding some secrets. A common term for games of this type is "collect-a-thons," and Spyro is a very good example of one. In contrast to Mario, who often has a varied moveset in 3D games, Spyro's moveset is limited, but more than enough to get him around. He can jump, glide across gaps for a short time, charge at enemies, and breathe fire. His arsenal is expanded slightly in the second and third games, where he gains the ability to swim underwater, head bash (this game's version of a ground pound), and climb ladders. With the exception of swimming, these added abilities are sadly very situational, and are only really useful in a handful of areas. The main collectible varies depending on the game. You "collect" dragon statues (you technically just free the dragons from their crystallized fate) in the first one, mysterious orbs in the second one, and dragon eggs in the third. They function much like most other primary collectibles in similar games, serving as your metric for progress. You have to collect a certain amount to unlock areas or progress through the story, so while you don't have to go 100% to beat the game, you can't exactly do the bare minimum either In Spyro 1, you simply had to make your way through the levels and find the dragon statues to collect them, whereas in the sequels, you need to exert a bit more effort to acquire some of the primary collectibles. Majority of them are obtained by clearing the "main mission" of the level (explained to you by an NPC at the beginning, and it often just means reach a specific point in the level), while others are acquired by clearing special challenges found elsewhere in the levels. There are still collectibles simply waiting to be collected, but they're often hidden in secret areas and take a fair bit of effort to find or reach. These special challenges you find in Spyro 2 and 3 are quite varied, ranging from a minecart minigame, to a Tony Hawk's Pro Skater clone where you do tricks, races on various vehicles, shoot-'em-up/rail shooter minigames, going down a Mario 64-style slide, and much more. Spyro 3 in particular ups the ante by introducing new playable characters who have completely different controls, like a kangaroo with a high jump, a monkey with a laser blaster, and more. Sadly, you only get to use them in specified areas, but they're among the most fun and interesting challenges to clear. The secondary, equally important collectible that's consistent across all three games are the gems. Each level has hundreds of these things scattered about, and can be acquired through various means (killing enemies, breaking pots, or simply picking them up). Like the main collectibles, you will require specific amounts to progress in certain areas, and in the case of Spyro 2, you need them to unlock extra abilities. Collecting the gems is equal parts exciting and frustrating, as there are many to find, but once you're down to the last few, scouring the entire level to find them could drive you mad. There are also special flight levels in all three games, where Spyro has full, sustained flight throughout the level. The objective in these levels is to fly through and/or destroy four sets of eight objects, and you must do so before the time runs out. These levels can be frustrating, as figuring out the optimal route to take requires a fair bit of trial and error (except in Spyro 3, where the game simply tells you what the optimal path is), and handling the controls can take some getting used to. Thankfully, they don't offer a whole lot of the collectibles you need, so you can find a way to skip them completely if you wish. Spyro 2 and 3 spice up these flight levels a little bit by adding a hidden objective that can be found by flying to specific locations within the level. Once there, you'll be given a special challenge that's still a flight-based challenge, but slightly different (e.g. "fly through the rings quickly", or a Star Fox-style rail shooter where you have to take down x number of enemies). Spyro 3 goes the extra mile and adds a race objective for every flight level, which is pretty self-explanatory (win the race, dummy). These races also take a bit of trial and error, but once you figure out the path, you'll be fine. The regular levels are fairly large sandbox areas with plenty to see and do. Each level has a very distinct theme that dictates not only the aesthetic, but the enemies you face and the mechanics you encounter. The layouts are equally varied, with some featuring a lot of verticality, while others split the action up across numerous landmasses. Barring a few frustrating elements, exploring these levels is a leisurely time, and the many secrets you can find are cleverly hidden (too clever, in some instances). Your health is denoted by Sparx, your companion dragonfly, and his color changes depending on how many hits you can take. For the most part, you're rarely in any danger throughout most of these games, but there are a good number of annoying enemy types (some of which are positioned in the levels in devious places) that will rinse you if you're careless. If you do take some hits, you can kill animals (it's not as brutal as it sounds) strewn about the level to spawn butterflies, which Sparx will then eat, restoring your health. In my experience, a lot of my deaths were caused by falling into the abyss, or accidentally hurling myself into acid/lava/other harmful liquids. When stuff like that happens, you lose a life, which is only mildly inconvenient since there are multiple checkpoints in each level. Getting one-ups is straightforward in Spyro 1 (kill x number of enemies), but annoyingly random in the later games (find a blue butterfly, which has a chance of spawning after killing an animal). Losing all your lives is a game over, which is less punishing and more tedious (since you'll now have to restart the level from the top). It's a system that hasn't aged well, but the game isn't hard enough that you encounter the issue often (if at all; I only got a game over once across my playthrough of all three games). Some levels give you access to unique power-ups, such as a Superflame (a powerful flame attack), a Supercharge (a faster, stronger charge), temporary invincibility, sustained flight, and even the rare ice breath. You can only use them for a limited time, unfortunately, and they're only really used for a specific objective that nets you a collectible, but they're fun for what they are. There are some instances where you use these power-ups to access secret areas/acquire secret collectibles, and I really liked those occasions; I just wish there were more of them. These levels are accessed via a hub world, which is a level in itself with its own collectibles and secrets to find. There are multiple of these hub worlds in each game, each home to a select number of levels (the number of which fluctuates depending on the game). The number of hub worlds you've unlocked is a good measure of your overall progress in the game, as more of them are unlocked based on collectible count. In Spyro 2 and 3, you also have to beat a boss in order to unlock the next world. Speaking of bosses, the way they handle fights differs depending on the game. In Spyro 1, boss levels are actual levels that you can explore and collect stuff in. The actual boss fight consists of dodging the boss's one pattern, hitting it once, and watching it flee to the next area. Rinse and repeat until you've killed it. Not terribly exciting, but at least there was an actual level to explore once you're done. Spyro 2 and 3 do away with this in favor of proper arena showdowns where the boss takes multiple hits. These fights feature more variety in terms of boss attacks, and are slightly more challenging, but the fact that majority of them consist of waiting (either for the boss to stop being invincible, or for a power-up that allows me to damage the boss to spawn) kind of makes it tedious. Completion is not required, but going the extra mile unlocks a special bonus level in each game. Though these levels aren't anything wildly different, they still feature collectibles to find and challenges to clear. Going over 100% doesn't do anything special (other than play special cutscenes at the end), but I was satisfied with simply beating these extra levels. As for the act of completion itself, it's made simple thanks to the game keeping track of everything for you in the Guidebook menu. This menu shows you completion percentages and such for each individual level, so you don't have to go insane trying to figure out what you're missing, and where. In the case of Spyro 2 and 3, the menu also gives a helpful hint for any missing orbs/eggs you may have that can help point you in the right direction. I went out of my way to complete all three Spyro games, and I will say that Spyro 1 is the most straightforward out of all of them since you just have to find everything. Spyro 2 and 3 take considerably more effort, as you need to clear challenges (some of which take multiple tries or are just plain time-consuming) to get many of the collectibles. In addition, there are certain levels in those games that require you to unlock something (like an ability) later in the game before you can come back and get 100%. While I do appreciate the incentive for returning to previous levels, it doesn't really work as well here, since the game will tell you that you haven't gotten everything. Because of this, realizing that I have to go back to a certain area later feels less like an exciting mystery to uncover in the future and more of a nagging feeling that sits at the back of my mind. In terms of actually finding everything, there are only very few collectibles that are a pain in the ass to find; for the most part, you can find (or at least figure out) where most things are simply by being observant. If you want to make things easier, you can turn on the map to get a sense of where things are (though it does take the fun out of exploration). There's also a Gem Finder ability (where your buddy Sparx literally points you in the direction of a gem) you can use if you're really stuck. It's quite useful when you're only missing a handful of gems. If you want to go the extra extra mile, there's something called Skill Points you can go after. These are essentially the game's achievements/trophies, and are unlocked by completing particularly challenging, or strange tasks. They're not required for the completion percentage, but they're there if you want them. VERDICT: The original Spyro trilogy is a beloved PS1 classic, and having played all three games all the way through, I now understand the sentiment. Each game is a great 3D platforming experience, with simple but effective movement, plenty of collectibles and secrets to find across a wide variety of levels, lovely graphics and music, and solid voice acting. Some elements could have been changed (like the inconsistency of mechanics across games, or the lives system), and the story may not be much, but my enjoyment of each game far outweighs my gripes. Spyro is a bona fide classic nearly everyone can enjoy (and should check out), and the Reignited Trilogy is the definitive way to experience it. Here's the Reignited Trilogy on Steam: https://store.steampowered.com/app/996580/Spyro_Reignited_Trilogy/ - end - It's once again time for a new edition of Five Comics, and I've got a very special theme for today. I've been meaning to write this one for a long while, and this week couldn't be a more perfect time to do so. THE THEME: The Bloodshot movie (starring Vin Diesel) premieres this week, and although most people don't seem to care, I'm personally very excited for it. That's because the titular character is from a comic book, one I've read a fair bit of. Bloodshot comics are published by Valiant Comics, so for today, I want to shine a spotlight on them by reading five of their comics. THE COMICS: ![]() BLOODSHOT (2012) #1 Publisher: Valiant Comics Writer: Duane Sweirczynski Artists: Manuel Garcia, Arturo Lozzi, Stefano Gaudiano - It only makes sense that I start with this one. Ray Garrison is an elite military operative, unparalleled on the field thanks to his nanite enhancements, which give him superhuman strength and speed, as well as an impressive healing factor. He's pulled back into action by the military, but shit goes horribly sideways, and the man known as Bloodshot uncovers a disturbing reality. Perfect comic to read if you're looking to prepare for the movie. - FREE on Comixology ![]() NINJAK (2015) #1 Publisher: Valiant Comics Writer: Matt Kindt Artists: Clay Mann, Seth Mann, Butch Guice - Ninjak is one of the greatest spies (and coolest characters) in the Valiant Universe, being an experience MI-6 operative and an actual fucking ninja. In this one, he's infiltrating a criminal group in order to flush out its leadership. Interspersed within the book are flashbacks to Ninjak's childhood, as well as a short story focusing on one of his earliest missions for the MI-6. - FREE on Comixology ![]() PUNK MAMBO #1 Publisher: Valiant Comics Writer: Cullen Bunn Artist: Adam Gorham - Punk Mambo is one of Valiant's most intereting characters, inhabiting the universe's more mystical side as a voodoo priestess, and rocking a very striking look and attitude to boot. Her latest adventure goes slightly awry when her connection to a voodoo god is severed, and now she ventures to Haiti to find some answers. - Comixology link ![]() QUANTUM AND WOODY #0.0001 1/2 Publisher: Valiant Comics Writer: Daniel Kibblesmith Artist: Kano - Dubbed "the world's worst superhero team," brothers Eric and Woody Henderson (AKA Quantum and Woody, respectively) are the go-to if you want wacky, comedic superhero action from Valiant. This weirdly-numbered issue is a fourth wall-breaking primer for the 2017 Quantum & Woody series. Not quite essential reading, but still worthwhile for the humor. - FREE on Comixology ![]() SHADOWMAN (1992–1995) #19 Publisher: Valiant Comics Writer: Bob Hall Artist: Bob Hall, John Dixon - This issue is a blast from the past, dating back to the "classic Valiant" days of the '90s, and it features one of the most popular Valiant characters of that age: Shadowman. This is one of his weirder adventures, as he must apply his powers and mystical know-how to save... Aerosmith. As in the band. Yes, Steven Tyler is in this, and he's a plot device for the blood feud between Master Darque and Shadowman. Comics are weird. - Comixology link I first got into Valiant Comics at the beginning of my college days, right around the time they underwent their big relaunch in 2012. I was only starting to get into reading comics digitally at that time, and their work was largely the reason I got hooked. Though I'm nowhere close to having read all of their offerings, I've been a fan of Valiant and its characters ever since, and I've tried to read what I can from them. It's this connection I have with Valiant that has me excited for the Bloodshot movie. Valiant, though not completely unknown (it did have quite a presence in the '90s, of course), isn't as well-known as the Big Two comic publishers, and this movie has a real chance of bringing new eyes to the publisher. Like how the MCU has made an entire pantheon of otherwise niche characters beloved pop culture icons, it is my hope that Bloodshot does the same for the Valiant Universe. I also just really want a Harbinger movie with Toyo Harada, and if the Bloodshot movie succeeds, that pipe dream of mine could very well happen. Hell, maybe we could get a Valiant Cinematic Universe. I wouldn't say no to that... PANEL (?) OF THE WEEK: - end -
I've been taking a bit of a break from following TV series, but the time has once again come for me to fire up Netflix to catch a new season of a show I like. This time, Castlevania is back, and I couldn't wait to watch it, so here we are. Season 3 is set a couple of months after the end of S2, which saw Dracula vanquished and the dynamic duo of Trevor and Sypha continue their adventures while Alucard stayed behind. Meanwhile, Carmilla continues her scheming from the previous season, and Dracula's Forgemasters (Hector and Isaac) go on their own respective journeys.
With a lot of the characters separate, there are many plot threads to follow, but the primary one focuses on Trevor and Sypha finding themselves in a small town called Lindenfeld. There, they discover that not all is what it seems, and that there may be dark forces lurking about in the village. Here, the duo meet a few new characters, such as Count Saint Germain (a somewhat silly character with a hidden agenda), Prior Sala (the mysterious head of the monks of the village, and the Judge (who governs Lindenfeld). They're obviously not as fleshed out as the main characters, but what little we do get of their motivations and characters was more than engaging for me. Trevor and Sypha's relationship with each other has blossomed into a little something more since we last saw them, and their banter and other interactions bring home the fondness they've developed with one another without being sickeningly saccharine. It's a little strange not having Alucard around, sure, but the pair were plenty entertaining as they are. Alucard's story is less eventful, as it mostly shows his peaceful but somewhat miserable existence alone in his father's old castle. Things change when he meets a pair of interesting new characters, who have a fascinating past connected to a minor character from S2, and develop a unique dynamic with Alucard. Though he spends the entire season completely removed from everything else that's happening, Alucard still gets some good stuff character-wise thanks to his interactions with these new characters. His shift in disposition by the end is one thing I really hope is explored in a future season. The main big bad Carmilla doesn't really do much other than scheme about, so there's unfortunately not really a lot of payoff to what she's planning. However, her return to her homeland of Styria brings us a trio of new characters: her sisters-in-arms and fellow vampires who rule the kingdom alongside her. Though Lenore (who may or may not be my new waifu) is the clear standout of the three in my opinion (the way they subverted my expectations on her really impressed me), her compatriots Morana and Striga also have compelling character stuff in terms of their relationship with one another. Hector and Isaac are both in wildly different, but equally interesting places since the fall of Dracula. The former is still coming to grips with his actions at the end of S2 while also being a prisoner under Carmilla, while the latter continues his murderous path towards revenge. While Hector's struggle in captivity is compelling to watch, and he's put in a very intriguing position by the end of the season, I still enjoyed Isaac's journey more overall, as he got to interact with a bunch of interesting one-off characters who challenged his philosophy on the human race. That said, Isaac's journey by the end of S3 doesn't feel complete at all, as while he hits what feels like a decent stopping point on paper, he's actually still not close to his end goal. The show is not as heavy with its "questioning religion" themes as it was when Dracula was around, but dialogue related to the matter is still present somewhat. A lot of the interesting themes this season, at least in my eyes, come from Hector and Isaac's journeys, with Isaac's cynicism towards humanity being a highlight for me. Although this season didn't have an all-out war like S2 did, the action was still as impressive and bloody as ever. Sypha is the clear winner in this department, as her mastery of elemental magic led to multiple badass moments throughout the season. The music (especially during the action sequences) was similarly on point. Overall, this is another home run for one of Netflix's best original offerings, managing to keep the momentum of the previous seasons going despite having the show's best character (Dracula) out of the picture. I really hope there's a fourth season, because the few issues I do have with S3 were the subplots that didn't have enough time to reach their conclusion or payoff (Carmilla's plan and Isaac's quest). I also hope to see the separate story threads intersect soon, because surely they can't keep the heroes and the big bad this far apart for this long. Oh, and more Lenore, please. - end - I'm back once again with a new edition of Five Comics! I know the upload schedule for this has become quite irregular, but I'm still trying to figure out the best time to work on these blog entries without burning myself out or making people tired of the same shit every week. I hope you understand. THE THEME: Comic adaptations were on quite the meteoric rise in the 2010s, with multiple shared universes popping up across both TV and movies, adaptiations of comics from outside Marvel and DC becoming mainstream, and even a few games based on comic books selling millions of copies. For today's theme, I want to look at the phenomenon in the opposite direction: my selection of five comics will be looking at comic adaptations of other media. Be it books, games, or TV, anything is fair game. I've done a Five Comics theme similar to this before, but I limited myself to comic adaptations of TV and movies for that one. Here, I'll loosen the restrictions a bit and allow adaptations of other media as well. THE COMICS: ![]() BATMAN: NIGHTWALKER (BATMAN DAY 2019 SPECIAL EDITION) Publisher: DC Ink Writers: Marie Lu, Stuart Moore Artist: Chris Wildgoose - This comic is an interesting one, as it adapts a prose novel about Batman (which obviously is an adaptation itself of the original comics). The Batman Day special edition is the first chapter of the full graphic novel, which sees 18-year-old Bruce Wayne become disillusioned with his status and inches closer to his destiny as the Dark Knight. Has great art. - FREE on Comixology ![]() CARNIVAL ROW: SPARROWHAWK Publisher: Legendary Comics Writer: Jordan Crair Artist: Giorgia Sposito - I don't know much about Carnival Row, other than it's a show with Cara Delevigne, amd that my best friend described it as "freaky fairy sex." This tie-in comic sees a group of these fairies (including Cara Delevigne's character) fleeing from a faction called The Pact, who seem hell-bent on exterminating them. My interest in the show has been piqued just reading this. - Comixology link ![]() CARNIVAL ROW: FROM THE DARK Publisher Legendary Comics Writer: C.M. Landrus, Charles Velasquez-Witosky Artists: Harvey M. Tolibao, HMT Studios, Tristan Jurolan, Jhun Mar Tadong Entico - Here's another Carnival Row comic, this time focusing on Rycroft Philostrate, a cop in the town of Burgue. It's his first day on the job, but he's immediately thrown into a terrorist attack with probable ties to the racial divide established in this universe. Again, pretty interesting stuff. - Comixology link ![]() CONTEST OF CHAMPIONS (2015–2016) #1 Publisher: Marvel Writer: Al Ewing Artists: Paco Medina, Juan Vlasco - The original Contest of Champions was a comic series that came out in the '80s, and it was momnumental at the time for being one of the first massive crossover events in comics. Over 30 years later, that event was adapted into a mobile game, and that same game inspired this new Contest of Champions series. The premise remains the same as the original: an Elder of the Universe (the Collector, in this case) rounds up some of Earth's heroes and villains (some of whom are brand new), and has them fight for his amusement. - Comixology link ![]() HUNTERS Publisher: Dark Horse Writer: Arvid Nelson Artist: Thomas Reilly - This is another comic adapting a show I've never seen. It's only eight pages, but it establishes the premise of the show quite well: the eponymous Hunters are a secret group looking to eliminate the Nazis who are in hiding in the US. The art is great as well, calling back to old school comics with its style. Color me intrigued by this show. - FREE on Comixology Adaptations done well are wonderful; they serve as a gateway for newcomers into a medium they haven't explored, seeing how elements in one medium translates into another is always fascinating, and the changes creators make always do well to make things interesting or even enhance a story. I'm usually on the other side of the fence in these conversations (at least in the realm of comic book adaptations), so it's nice to be the one who's being introduced to something new for a change. PANEL(s) OF THE WEEK: - end -
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