Monday, 24 October 2022

Star Wars: Darth Vader #27 - Comic Review

 

Originally published on Patreon


Writing Darth Vader seems to be a very tricky thing. There are two ways to go about doing it. There's the absolutely frightening Sith Lord who'll destroy everything in his path. And there's the version where Anakin Skywalker is trapped inside, where you can see the tortured soul underneath. This current arc in Star Wars: Darth Vader is doing both.

After having rescued Sabé and Kitster from the planet killing weapon, Vader is forced to take matters into his own hands when his ship's weapons are unable to penetrate the shields. Discovering that the only way to disable it is fro beneath, where it's life sucking powers would kill anyone who gets close, Vader sets out with an astromech to bring the machine to a halt.

The fact that Vader is able to enter the life draining field of the machine and not die is a pretty balls move. It's not clear whether its the Force, or being part machine that's keeping him alive, or maybe a bit of both, but it does weaken Vader to the point where there's some actual danger for him; which is always a hard thing to make believable.

Whilst Vader going around killing people and destroying stuff might be the spectacle of the issue, the real heart is the continued relationship between him and Sabé, who knows that Anakin Skywalker is beneath the armour. Understanding Sabé's motivations has always been a bit tricky, as she should want to kill Vader for the things that he's done; and this issue really showcases some of the stuff she's struggling with.

There's a moment when Vader is down, where his suit need re-powering or he'll die, and Sabé finds him. She could do nothing, and let him die. She could even pull the trigger and end him herself. And there's a moment where she almost seems to justify it to herself. Then she remembers Padmé, remembers the love between her and Anakin. She saw it firsthand, being there with Padmé through so much. She might not truly believe that there's still good in him, but she's willing to give him that chance. Her line of 'Okay Anakin, one last time' as she re-powers Vader's suit is oddly touching, and made me a little emotional. And for me, was the true highlight of this issue.

This story has certainly been some of the more interesting stuff in this volume of the series; and I'm looking forward to seeing where it goes next, especially with the Emperor entering the fray.


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Nightwing #96 - Comic Review

 

Originally published on Patreon



The current story arc comes to a close in the latest issue of Nightwing, where the villain Blockbuster has discovered that Nightwing and Dick Grayson, two men he hates, are one and the same.

The last issue ended on a pretty dramatic moment, with Dick being de-masked in front of Blockbuster, his identity out in the open. As such, we all knew that whatever was coming next was going to be big; but it still didn't prepare us for how good this issue was going to be.

Dick knows that Blockbuster can't be allowed to escape with the knowledge of who he is, so does the only thing he can do; beats the shit out of him. The fight that ensues here feels different to things that have come before. Dick isn't smiling, he isn't having fun, he's not cracking jokes. This is him putting someone down, and doing it as hard as they can. And if it were someone who want's Blockbuster it probably would have worked out a lot better.

Unfortunately, whilst Dick isn't able to stop Blockbuster, Oracle is able to disrupt his plans and his power a bit more than she already had, by revealing his connection to a private prison to his underlings. Knowing that Blockbuster was making money off one of the worst prisons in the country, his lieutenants and goons basically turn their backs on him in a scene that honestly made me laugh out loud. The comic code logos blocking out the swearing was a genius, ridiculous touch that I loved.

Fleeing into the city, alone, defeated, and with nothing to fall back on, it looked like Blockbuster was done for. The rest of the issue is focused on the fallout of what happened here, with a lovely scene between Dick and Barbara where he tries to break off their relationship to try and protect her, but she refuses. The two of them are a thing, and it doesn't look like the normal 'but we can't be together because of X' is going to be something that we're going to have to put up with.

The final pages end up doing something quite surprising, that seems to put this story to bed, and sets up for the future.

As usual, Nightwing is a comic that knows where the strengths of these characters lie, and really leans into it. The characters feel like characters, with personality that jumps off the page. The dramatic moments feel like they have a lot of weight, whilst the levity is just enough to make you laugh at the right time, but not become silly.

The art, by Bruno Redondo, and Adriano Lucas, is superb as always, and the characters all look fantastic, the action is really clear and dynamic, and the panels are filled with tiny details and nice touches. The colours look really nice this issue too, and the entire look of the Nightwing comic is superb.


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Take Back The Night – Blu-ray Review

 

Originally published on Set The Tape


The phrase ‘Take back the night’ might not be familiar to everyone, but for those that know it will conjure some intense images. Women and femme-presenting people taking to the streets to protest for their freedoms and safety in a world that far too often targets, abuses, and ignores them. Get any large enough group of women together and there’s a very high chance that at least one of them will have been the victim of abuse or assault of some kind at some point in their lives. We live in a world where women are not on top, and more often than not, are pushed down.

Take Back The Night puts this at the very centre of what it’s about, and using monsters and the supernatural speaks to the way society treats women when they come forward as victims. The film tries to present this in as broad and vague a way as possible. Our central character is called Jane Doe (Emma Fitzpatrick), which is a name used for unidentified female victims in the US, and every other character goes unnamed, existing only by their titles, such as The Sister (Angela Gulner), and The Detective (Jennifer Lafleur). It’s a film that many will be able to identify with, and see their own experiences in.

The film starts with Jane Doe, a popular internet influencer and artist, celebrating their first art exhibition. She parties into the night with friends, drinking, taking drugs, and even has sex with a man in the bathroom. When her friend gets too drunk and is thrown out, Jane gets her into a cab and sends her home, but ends up locked out of the building. Trying to find a way out of the dodgy back alley she’s in, something horrific lunges out of the shadows and assaults her.



After the attack, Jane manages to get herself to the hospital, where staff rush to help her. She’s bruised, beaten, and cut, her clothes are shredded, and she’s lost her shoes. It’s clear that she’s a victim. And the staff treat her as such. They take samples, treat her wounds with care, and a Detective comes to take her statement. After sharing the news of her attack on her social media to try and make people more aware so that they can avoid it, she begins to receive negative comments about it. Then the police call her back in, questioning why she was where she was, why she had drugs in her system, and why her story doesn’t quite make sense. As Jane tries desperately to make people believe that she’s not made up the entire incident, the thing that attacked her starts to close in on her, coming to finish the job.

It’s not hard to see how this film is making a commentary on the way our society treats victims, particularly female victims of assault and rape. Jane is judged for being where she was, she’s judged for what she was wearing, they question why she’d have been drinking, if maybe drink and drugs had her confused, if maybe she’s open to sex because she slept with someone else that night, if she did it all for attention. Those that at first believe her begin to doubt, to turn their back on her. Nothing she says is good enough for them.

And this is in part why the creators chose to make this a monster movie. In the behind-the-scenes content they talk about how if the attacker was human the focus would be on them, as it invariably is in the real world. By making it a monster the focus has to stay on the victim. By making it a monster it also makes Jane harder to believe, as who believes that monsters are real? Except, there are others who know about the monster, who have been victims of it themselves. And this works as a great metaphor for victims who are disbelieved because the person they accuse is seen as too good a person to have done something awful, too nice to be violent, too kind to be a rapist. It’s only their other victims who believe it, because they’re also victims. And just like in Take Back The Night, it doesn’t matter how many victims come together, if their story is seen as too factious it will never be believed.



The film also shines a light on how those who are supposed to believe you – your family, law enforcement – can quickly turn against you. They will find any holes in your story and use it to tear it apart. And when Jane is forced to recant her story because of threat of criminal charges against her for ‘wasting police time’ it hits particularly hard for anyone who has ever been bullied by police, who’s ever been disbelieved by them. And all of this happens to a white, cisgender, conventionally attractive, able bodied, popular woman. All of the things that are supposed to bring her privilege fall by the wayside when she tries to make the story of her abuse known.

The filmmakers have also made a subtly clever move of having no men in the film, other than as background extras. The only time men appear are as the faceless voice of the man Jane sleeps with at the start, the off-screen voice of the police officer who takes her through a lie detector, and a man who refuses to help her, locking her into a situation that ends in her assault, because when asked to do one simple thing he responded with “What’s in it for me?”. It stands out that of the three men who have an impact in the story, one is who Jane chooses to sleep with, but leads to her assault being disbelieved; one refuses to help her, leading to her being assaulted; and the other is a police officer who refuses to believe her. Even with such a tiny presence in the film men have a hugely damaging impact upon events.

That’s not to say that the women do much better. Any kind of sisterhood that you’d expect is short lived. No one comes to help or comfort Jane for long. Her Sister quickly criticises the way she handles things, and questions the way she lives her life, implying that those choices led to her assault. The female Detective who at first was a comforting help to her refuses to believe her, twists her statements, and forces her to say she made the whole thing up. The Reporter (Sibongile Mlambo) who offers to help tell her story turns it into a public attack, a chance to shame and degrade a victim in order to further herself. The film reflects the sad reality that even those who you believe should be the most sympathetic to your plight can victimise you further.




Ironically, even the person who performs as the monster is female, although whether this is further commentary on how women can abuse and harm other women, or simply to stick with all the principal leads being women is unclear. The monster itself might be the weakest part of the film in the sense that the effects around it, the darkness that surrounds it, the brief glimpses of flesh we see poking through, are all CGI, and fairly poor looking CGI at that. The creature feels like something from a much worse film than this, a throwaway monster from a B-movie that’s only out to make a few bucks, rather than a film that clearly has a lot to say. But if you can ignore the quality of the monster, and instead see it as the thing it represents, you’ll have a much better experience.

The Blu-ray release comes with a variety of extras, including several short video essays from film critics and feminist writers, a theatrical trailer, and image galleries. There’s also a full length commentary with Gia Elliot, the co-writer and director of the film, and Alexandra Heller-Nicholas, author of Rape Revenge Films: A Critical Study, which takes a look at the making of the movie, and the messages it contains.

I’ve seen some reviews for Take Back The Night that have called it a cheap, shallow monster movie, and I guess if you’re coming at it without examining what it’s actually about then you can take it as some cheap entertainment (and you won’t be surprised by the genders of the folks giving it incredibly low scores). However, as a film with more substance, and with something to say, it’s a hell of a film. A clear feminist horror, that takes an unflinching look at violence and sexual assault against women, I think that it will surprise a great many.


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Sunday, 23 October 2022

The Flash #786 - Comic Review

 

Originally published on Patreon


After the disappointment that was this months Dark Crisis: Young Justice book, a book that has Dark Crisis in the name, not just the banner, it was really nice to actually get a book that felt like a tie-in to the series. Outside of the main title it feels like The Flash is the main book to read for extra stuff, with World Without A Justice League providing extra details, and Dark Crisis: Young Justice just using the name to sell extra copies of a pretty poor series that has practically 0 to do with the event.

But for those wanting more Dark Crisis goodness, this issue has it in spades. Following on from the Flash Family's trip into the multiverse to free Barry Allen, they join up with several other teams to head out across the globe and combat the rising tide of darkness and chaos that's spreading everywhere. They join with the Titans, the Justice Society, and the Bat Family; all of whom get given their own assignments.

Linda getting to be included in the action now that she's got super speed is a lot of fun, and it leads to some of the more charming moments in the issue, such as her knocking out a villain who previously kidnapped her kids. Speaking of the kids, they're wonderful. It looks like Damian Wayne may have met his match in Irey West. The comments this girl makes about his attitude are so good. The fact that Cassie and Steph instantly fall in love with her for putting Damian down just makes her all the cooler.

Dashing around the world we also get to see Animal Man and his daughter, who Jai still refers to as his arch nemesis, I think jokingly. Seeing Wally and Linda trying to organise having Buddy and his family round for dinner so that the kids can play whilst battling giant gorillas is a wonderful insight into how super hero families must work. And with so many heroes having grown up and started families, and the next generation getting older, it's nice to see them trying to balance normal lives with super heroics.

We also get to spend some time with the Justice Society as the Flash's help them with some Nazi zombies, and Power Girl teaches Jai how to do sonic boom clapping; which ends up with him blasting apart zombie after zombie with a huge smile, whilst Hawkman looks on with pride and Power Girl jokes about how she's created a monster. It just feels like perfect, feelgood super hero stuff with some of the nicest qualities of these characters and their histories on display.

Jeremy Adams seems to have perfected the balance between super hero action, and fun family drama for Wally to be dealing with. The book might be called The Flash, but it could easily be renamed The Flash Family. It's some of the most fun I've had reading the character, and this is one of the best tie ins for Dark Crisis we have right now.

The art, by Amancay Nahuelpan, Pete Pantazis, and Jeromy Cox, looks really great throughout, and all of the guest characters are perfect. The JSA and Bat Family get a bit more time than the Titans do, and it's wonderful to see more the JSA especially. The art, much like the script, nicely balances the action beats with the quieter moments.


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Shock Shop #2 – Comic Review

 

Originally published on Set The Tape


The second issue of the new Dark Horse horror series, Shock Shop, has arrived, and after a first issue that spent its time setting up things for both of the stories within its pages, we get to the real meat of things as the horror and gore kick it up a notch.

In the first issue of ‘Something in the Woods, in the Dark’ we spent some time getting to know a group of friends hiking out into the woods, and learned that it was part of a plan to try and help a struggling couple with their relationship after one of them was caught having an affair. The tension seemed to be echoing around the group, and even causing issues amongst the others. When one of them wanders off into the trees to go toilet he sees what looks like one of the group running around, naked. Upon investigating, a horrific creature takes hold of him.

This issue we don’t have to wait long to find out what the monster did to its victim, as Tom’s body is the very first thing we see. Desiccated, looking like a mummy left out in the woods for years, his body baffles his friends as they know that nothing should be able to do that to a person. After some arguments as to what should be done, the group decides that the best thing that they can do is get the hell out of there, going for help as soon as they can.

After spending the day trying to hike their way out of the woods, night falls and the group are still in danger. When one of them sees Tom watching from the trees, she runs off to find him, but immediately vanishes. Going after her, part of the group discovers something horrific hunting them in the dark.

‘Something in the Woods, in the Dark’ is a very creepy story, and if you’re not a fan of gore and body horror it’s one that’s very quickly going to get under your skin. The horrors that were only hinted at in the final moments of the first issue are here, in force, and Bunn seems to have ramped things up a fair bit. It still feels like we’re in the early stages of the story, however, as the characters are only now learning that they’re in danger, and we don’t know what’s going on.

Figuring out what this creature/entity/thing is will be one of the more interesting parts of this story, and I can’t help but feel that Bunn is giving out small hints already, such as one of the characters vomiting blood for no apparent reason. Whatever it is, I think it’s going to be something interesting.

The art on this story is by Danny Luckert and is my favourite on the book so far. The level of detail that Luckert brings to the page is great, and there’s so much to look at. Luckert fills each panel with objects to bring the setting to life, from fallen leaves cluttering the forest floor, to dozens of trees looming over, further emphasising the oppressive nature of the location. But the best parts are those with the creature, when Luckert gets to cut loose and give us some visceral body horror. It’s gross and beautiful at the same time, and whilst you want to look away you find yourself staring at the detail on display.

The other story, ‘Familiars’ takes what was a quite nice story about a father showing his kids a good time and begins to take it in a sinister direction. Last issue we met Trevor, a single father who’d just moved into his new home. Upon arrival things were unpacked in the house overnight. As more things begun to happen, but they all seemed to be nice, so he came to the conclusion that his house has friendly ghosts. When his kids come to visit for the weekend they get in on the fun, and have a great time.

This issue we pick up with the weekend coming to an end, and the kids going back to their mother and her new boyfriend. The kids accidentally let slip about the ghostly goings on, and it causes some tension amongst the adults. Trevor is angry about the situation, especially towards his ex-wife’s new boyfriend, Kyle, who seems to hate him. When the kids realise that they left their bear at their dad’s, Kyle sets off to go get it, grumbling all the way about how much he dislikes the entire thing. Unbeknown to him, however, something from Trevor’s house is in the car with him and doesn’t like him.

I have to be honest, I was kind of expecting this story to go a particular direction and am pleasantly surprised that it didn’t. I thought that this was going to turn into a situation where the ‘good’ ghosts ended up going bad, and whilst that might still happen, it at least doesn’t seem like Trevor and his kids are going to be the target. I like what this issue does with the story, and there are hints of more interesting stuff to come soon; I expect that this might be the story out of the two that has the most surprises in store for the readers.

Leila Leiz and Bill Crabtree have really nice art for this story, and I like how simple it is. There are big, bold lines that give the story a more stripped-down approach than the other, with the important details being on the characters. We don’t need to fill the backgrounds with stuff here, as the art is centred on the story. The art also has a style that could easily fit into a book designed for a younger reader, and this helps to enhance the story that’s focused on this father and his kids. It’s able to capture the warmth and wonder that the kids experience, whilst also switching into more horrific scenes in a style that works wonderfully for both.

This is a really great second issue; one that is building on what came before in both stories, and seems set to deliver some new and interesting tales. Whatever comes next, I think it’s fair to say that it’s going to be entertaining.


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Saturday, 22 October 2022

Dark Crisis: Young Justice #4 - Comic Review

 

Originally published on Patreon


I'm honestly starting to dislike this series; which considering that most of these characters got me into comics from their time in Teen Titans, is hugely disappointing for me. I just don't get what the point of this series is, or why it's part of Dark Crisis, other than the fact that it's happening at the same time. Even with the reveal at the end of this issue as to who's behind things, I don't see the Dark Crisis connection.

A good portion of this issue is taken up with the boys having to fight the combined might of the JLA and Titans, whilst arguing amongst themselves about what's going on, and what the right thing to do is. Bart and Tim don't want to stay, but Conner is thinking that perhaps this word isn't too bad. So, the boys fight back and forth with each other, trading harsh words and emotional outbursts as they fight fake heroes.

It all feels a bit too much, and unless they've been repressing a lot of stuff for a long, long time, it feels like they should be beyond many of these things now. Conner is upset that he died and no one cared, Tim is upset because Conner died and he did care, but Conner doesn't seem to care, and Bart is upset that he died and no one actually does care, and that the others only care about each other. It's like Tim and Conner are bitter exes too busy arguing with each other to care about the kid, the kid being Bart.

I honestly don't really like it much. It feels like the characters have all regressed somewhat in order to be having these arguments.

In the outside world Cassie, Cissie, and Red Tornado head into space in the Invisible Jet to scan the universe to find the boys. and then get into a fight with space mites. Sure. I guess it fills page space. I don't know, it feels like a weird throwback comics from twenty years ago, but not in a good way.

And that's what this series feels like as a whole. It's not just taking the characters back in time, but seems to be doing the same for the readers. The art style feels like the 90's, the drama is very 90's, and it feels like this comic has been locked away for decades and only just released now. And whilst I've read a lot of 90's comics, they're by no means my favourite, and this series seems to be reminding me why I don't really like that era that much.

And in the final pages we get the big villain reveal, someone who Bart suddenly realises it must be! A brand new villain. So, how does Bart know him? Oh, and he's the teenage so of Mr Mxyzptlk. Sure. At this point I'm kind of beyond caring. 

Like I said, I don't really get what this book is supposed to be doing. If it's trying to remind folks why 90's comics were pretty bad, I guess it's doing a great job. But as it stands it's shot down on my list of stuff I look forward to reading each month. 


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Survival Street #3 – Comic Review

 

Originally published on Set The Tape


I can’t help but wonder if James Asmus and Jim Festante have a list of topics on their office wall that they’re slowly ticking off. Things about this awful, modern world that make them angry that they want to feature it in their comic to shine a light on how horrifically ridiculous a lot of stuff is. In previous issues we’ve had corporations being given more rights and powers, out of control gun laws, and rich people being able to do whatever they want. This time we get inmate firefighters, and evil anti-abortion laws.

This issue opens with the puppets meeting up with an old friend, Milo, who managed to keep his fame and fortune whilst the rest of the Salutation Street gang went down the path of vigilante justice. The group use their time with Milo to catch their breath after the massacre that was the second issue; but news of children trapped inside a huge forest fire spurs them on to head back out into the fight.

Inside the fire, a group of child prisoners are being made to try and put out the flames with faulty, substandard equipment. Realising that they’ve been left to die by those in power, they embrace their oncoming death, but get rescued by the puppets, who come crashing in on homemade buggies. But when the buggies fall to pieces, the puppets and the children have to try to find a way to survive the out-of-control inferno.

This issue is definitely less action packed than the last one, and doesn’t really contain as many jokes, but it feels like it’s tackling some heavy subjects throughout. There are two main things that this issue shines a light on: the use of prisoners in fighting fires, and anti-abortion laws.

In the US, prisoners are offered the chance to earn money by fighting fires when there are large disasters and wildfires raging out of control, necessitating the need for more help. More often than not, these prisoners are sent into some of the worst places and made to fight the fire in extreme situations. And they often make less than $6 a day doing it. It’s a frankly inhumane practice, getting people to risk their lives for next to nothing, and thinking that it’s okay because they’re ‘only prisoners’. The US has a lot of problems with treating inmates as little more than slaves, and this issue illustrates how inhuman and evil that is by making the prisoners people you’d care about: children.

But why are children prisoners? Well, this issue tackles another growing issue facing the US: anti-abortion laws. One of the kids explains it thus: their parents couldn’t afford contraception with the rising prices, and couldn’t afford a child, so tried to have an abortion. The clinic they went to was a police sting operation, and they were arrested by an ‘alt-right to life’ group. Their mother gave birth to them in prison, and because she was a prisoner was deemed unfit to be a parent, and had her child taken away from her. The child was then deemed property of the prison service. This isn’t too far beyond what’s believable. More and more states are trying to remove people’s bodily autonomy, to make abortions illegal. It’s something that should make everyone angry.

Survival Street is a series that takes very real situations and pushes them to an extreme, but it doesn’t do much to make them that extreme. You can look at the way the world is and see the things that this series is poking fun at, and you realise that it isn’t too unrealistic. I’m sad to say that I can see a lot of these things happening one day, and I don’t think we’re going to have a bunch of puppets come save us in real life.

There’s only one issue left in the series, and we get some hints as to where it might be heading in the closing pages, as a member of the team makes a decision that’s going to have huge consequences for them all. Whether or not this story ends with issue four, or if this mini-series is just the start, it’s feels like the final issue is going to be an explosive conclusion.


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Friday, 21 October 2022

Wonder Woman #791 - Comic Review

 

Originally published on Patreon


The latest issue of Wonder Woman kicks off a new arc with Diana returning to Themyscira after dealing with Dr Cizko and his menimists, and takes a bit of a break at the new statue erected to honour her mother. She's not been there long when Hipoolyta appears before her, reassuring her that things have worked out for the better; as well as hinting at some of the gods being up to something shifty.

After this, Diana is approached by a couple of the Amazon's seers, who tell her about a vision about strange flowers that have a strong connection to death. Realising that something bad might be coming, Diana sets out for Brazil and joins a group of Esquecida warriors. They find a heavily guarded operation on one of the rivers, where workers are collecting the dangerous blooms under the watchful eye of mercenary soldiers.

Infiltrating the complex, hidden behind a waterfall, Diana discovers connections to a big corporation, and finds that the scientists there are experimenting with the plants effects on animals. Worse still, they've managed to capture Barbara Minerva, Cheetah, and have put her into some kind of feral state.

One of the best things about this story is that it feels a lot more simple than what we've had for a while now. Just after Infinite Frontier Diana was jumping around into different afterlife, trying to find a killer god who looked like her, whilst travelling to different parts of the multiverse, and trying to get her mortality back. It was kind of a bit much. Similarly, the story we've just had with Cizko and his cabal of older Wonder Woman villains coming together and their schemes felt a bit bloated and never really felt like it was giving us anything new. 

This story, so far at least, feels kind of fresh. We've got a brief moment on Theymscira before jumping into the jungle, then we go into a high tech lab. The artwork is absolutely gorgeous, and the shift from one location to another flows, creating a story that feels connected, whilst each place also has a distinctive quality. The story also doesn't seem to be trying to rush things, or cram too much in, and every story beat that happens here is given plenty of room to breathe before it moves onto the next one.

I enjoy Wonder Woman, but recently her own title has felt like the weakest part of all of the different Amazon books. But if this story continues with the kind of quality that this first part does I think that the series will have captured my love all over again.


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The Jurassic League #5 - Comic Review

 

Originally published on Patreon


The penultimate issue of The Jurassic League amps up the action as Darkyloseid makes his way towards Trimyscira, determined to wipe out the island full of triceratops heroes. 

Much like with previous issue, this is basically just an origin story for the Justice League coming together to fight against a powerful evil; it just happens that everyone here are dinosaurs. And if you've stuck with this series this long it's either because you think it's the best thing ever, or you're just interested to see where it goes. And either way, I think this issue will be entertaining enough.

Batsaur leaves Wondersaur alone to face Darkyloseid because he spots the Jokerzard, and has to go after him for having murdered his parents. In any universe it seems like Bat's has a single track goal. This leaves out dino Wonder Woman to fight the all powerful foe alone. After getting knocked around a bit she dons the big armour we saw a few issues ago, and gets a second wind; but it's still not enough.

Unfortunately, Supersaur didn't go along because he was too worried about leaving his human family alone; but after his father takes him to the ship he was found in, and Supersaur watches a holographic message from dino Jor-El, he sets out to go and help, grabbing a few other heroes along the way.

There's just one issue left, and it looks like most of that could be taken up with fighting, though we do have to get Batsaur into the fight, if he even does join the rest of the League. Whether or not he'll join the fight against Darkyloseid is about the only question up in the air at the moment.

As I said, this series has been a bit of silly fun all round, and this issue carries that on. So if you've like it up to now, this will be fine.


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Dishonored – Throwback 10

 

Originally published on Set The Tape


Today, the image of the masked face of Corvo has become something of an icon amongst video game fans. Even if you’ve never picked up one of the games there’s a good chance you’ll recognise Dishonored. The fact that the franchise has only just turned ten years old is something of a surprise and speaks to how well received the game is. Described as near perfect by a lot of reviews upon its release, Dishonored has cemented itself as a modern classic.

Developed by Arkane Studios, who had recently been purchased by publisher Bethesda, Dishonored began life as a first person stealth action game (which it remained), but went through a variety of different settings. Originally set in medieval Japan, the idea was quickly dropped, as the design team felt that they didn’t know the setting well enough to be able to portray it accurately, and believed that it might be hard to market the game. Partly inspired by the artwork of nineteenth-century painter John Atkinson Grimshaw, the setting was changed to London in the late 1600s.

As the designs began to move further away from the real world, with their historical setting beginning to include things such as electric fences, floodlights, and other anachronistic touches, the developers made the decision to set the game in its own world, and began to embrace a more fantastical, steampunk-like retro-futuristic-industrial setting. Taking inspiration from a number of places, the game crafted an identity all its own.

Set in the fictional nation of the Empire of the Isles, the player takes on the role of Corvo Attano, the bodyguard to the Empress. After having been travelling for a number of months, searching for help with a plague that has been ravaging the capital city of Dunwall, Corvo returns home. However, he’s barely back in the city when the Empress is killed by magic using assassins, and her daughter, Emily, is kidnapped. Blamed for the killing, Corvo is arrested.



From here the game jumps forward in time six months, and the main bulk of the game begins with you taking back control of Corvo to break out of prison. After escaping, you meet up with a group of underground loyalists who want to take down those responsible for the conspiracy that killed the Empress, and to rescue Emily. Not only this, but Corvo receives mystical abilities after dreaming about a shadowy entity known as The Outsider. Equipped with a host of weapons, and new powers, Corvo sets out to avenge the Empress, and bring peace to the city.

Set across multiple open levels, Dishonored takes place in a first person perspective, putting the player in Corvo’s shoes as he takes to the plague-ridden streets of Dunwall. From here, the game gives you a surprising level of freedom as you’re able to approach your targets in a number of different ways. You’re able to use your stealth abilities to traverse the environment, searching the back alleys and rooftops for ways to sneak into your target, or you can grab some guns and go straight for your goal, killing anyone who gets in your way. The different powers that you’re able to unlock and develop across the game also enable you to take different approaches, allowing for a surprising degree of re-playability.

In order to encourage players to try out different methods of achieving their goals, the developers created a chaos system, in which your actions change the game around you. Rather than relying on the more traditional ‘good or evil’ system that a lot of other games use, Dishonored takes note of how much chaos you cause, taking into account things such as how many people you kill, how much stuff you destroy, and what abilities you deploy, in order to determine what ending you get.



These systems and freedoms received high praise when the game was released, with some players enjoying the fact that one play-through could be an all out action fest with a high body count, whilst another could become an intense stealth game where you can complete the game without killing a single person. Along with the freedom, the game was praised for its setting and story, as well as the distinct visual style that the team had developed for the series. The choice to change from a historical setting to one of their own creation had paid off, and had helped it to stand out from other game series, such as Assassin’s Creed, that took place in real world places.

The game also sold well, and even before its release it had become the third best selling game on the Steam platform via pre-orders. The sales only increased upon release, and Dishonored would become the fourth best selling game in October of 2012, behind Resident Evil 6, Pokemon Black, and NBA 2K13; three entries in already established series. Considering the fact that Dishonored was a brand new IP, the sales were extraordinary. Dishonored received more than just high sales though, as it was nominated for dozens of awards, and won Best Game at the BAFTAs, Best Action Adventure Game at the Spike Video Game Awards, and the Audience Choice award at D.I.C.E. Interactive Achievement Awards.

The game’s success resulted in new downloadable content being released, expanding the game’s story, as well as a stand-alone game set in the same universe, Dishonored: Death of the Outsider in 2017, and a sequel, Dishonored 2, in 2016. A tabletop role-playing game based upon Dishonored was also released.

Considering the game wasn’t based upon any existing property, went through a number of huge changes, and had some major design overhauls, the fact that it has become an award-winning success, spawned a series of sequels, and become instantly recognisable, is a hell of a success story. So if you’ve somehow managed to miss trying it out, now seems like the best time to give it a go.


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