Monday, 20 February 2023

Monkey Prince #10 - Comic Review

 

Originally published on Patreon


Monkey Prince is an odd series. It's very silly, it likes to do ridiculous things, and its lead character is kind of a dick; but it's also incredibly charming and manages to be a lot of fun. This issue sees the series, and the titular hero, being dragged into planet-wide heroics when the Lazarus Rain begins to fall from the sky; forcing the teen hero to step out into a larger world of powered beings.

The issue begins where the last one left off, with the Ultra Humanite trying to kill Supergirl with one of his devices, and MP stuck in the middle of it. Luckily, he manages to convince Supergirl that he's not a villain, and even takes an energy blast to prove it to her. Unfortunately he does sexually harass her, which is less cool. (I really wish he'd stop being such a horny teen and would start treating women like people).

As the Lazarus Rain begins it starts to cause chaos around the city as people are given powers, and some are transformed into bizarre monsters. It also results in Supergirl's powers coming and going. Monkey Prince helps her out, using his new power to create tiny versions of himself from his hair, and has to help get her to the Hall of Justice when it's clear that this chaos is a world-wide event. This leads him to be there when several heroes arrive to help, and leads directly into the first issue of Lazarus Planet (which came out last week).

So far this seems like a decent enough blending of the Monkey Prince series and the Lazarus Planet event. Unlike the other Lazarus Planet tie-in this week, which seemed only partially connected and didn't add anything to the main story, it seems like this title could be a key part in the event. Monkey Prince is getting a bit of a push lately, and his experiences with other heroes definitely seems to be having a positive effect on him. His actions in Lazarus Planet: Alpha were my favourite of him since he turned up, mainly because the creepy pervert energy had been toned right down, and he was actually being a caring, decent person to Black Alice. Hopefully more of that will come across into his own title.

The artwork on this issue is pretty decent, and there are some great visual moments, such as MP's new mini-clone ability. However, Supergirl's belt is incredibly inconsistent in size, going from a regular belt to looking almost like a corset at it seems to envelop most of her torso at times.

Overall, this was a decent issue, one of the better ones of the series so far, and I'm looking forward to seeing how the character interacts with the larger DC universe.



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Queen of Deception: A Marvel Legends of Asgard Novel by Anna Stephens - Book Review

 


'All that stands between Hela and control of Elizabethan England are two legendary heroes and an army of Dark Elves, in this action-packed historical adventure from Marvel’s Legends of Asgard.

'A burst of magic from Midgard attracts the attention of Hela, Queen of Hel. The Goddess of Death craves power to enable her ultimate conquest of the Realms, and this new sorcery from Earth is tantalising… Pursuing its source, Hela is appalled to find herself in Elizabethan England. From Asgard, Lady Sif and the valkyrie, Brunnhilde are also dispatched to Midgard, and neither of them have any love for Hela. Yet a still greater threat awaits: the Dark Elves see Midgard as the first battle in war of the Realms. Only a team-up between hated enemies can win the day, but how far can you really trust the Queen of Hel?'

The Marvel Thor comics fit really well into two pretty distinct settings, the world of Norse mythology from which it was inspired (including that time period), and modern day. Whether it's exploring the wilds of Midgard during the 700's, or visiting New York City to help the Avengers beat up some costumed villains, the folks from Asgard feel right at home. But we don't often get to see them really explore other time periods. They manage to fit into stories set in modern times well thanks to their fish-out-of-water type approach, but would the same work in other eras? Queen of Deception gives it a try as a trio of Asgardian women visit Elizabethan England to track down a mysterious artefact.

The story begins on Earth, in the city of London. John Dee, the fabled court astrologer for Queen Elizabeth, is approached by a mysterious hooded figure who wishes to sell him what they claim is a mystical gem and a magical book that are supposed to work together. Dee buys the items, and when he uses them together his body is flooded with magic, and his mind transports to another place where he believes he's talking to angels. 

However, far across the nine realms, the effects of Dee's magics are being felt. Hela, the Queen of Hel, and Goddess of Death, feels the magic stirring in Midgard, and wants it for herself. She sets off to go and claim it for her own, but when she arrives she's shocked when the magic begins to drain her own abilities, reducing her powers. On Asgard, the valkyrie Brunnhilde is having horrid dreams that leave her feeling drained. The nightmares are getting worse, and she's finding it impossible to get any rest. When investigated by Odin and Friga, they feel that magic is at play; magic originating on Midgard. Odin sends Brunnhilde to Midgard to find out what's causing this, sending the warrior Lady Sif along with her to help. Much like Hela, once they arrive on Midgard Bunnhilde's powers are effected in strange ways. Now the two groups must find a way to infiltrate Dee's estate and steal the artefacts before the other does, or before something even worse happens with the ever building magic.

Those who pick up this book hoping for a lot of action may end up getting a bit of a surprise, as Queen of Deception actually ends up feeling much more like a mystery novel than you'd expect. Part of this is down to Anna Stephens depowering some of the characters at various points throughout the story. Which is absolutely a good choice. If that wasn't done the book would be a hell of a lot shorter as Hela would be able to walk in, kill everyone, and leave. As it is, the characters are forced to play it smart, rather than just plowing through any obstacle in their way. 

Brunnhilde and Sif kind of get off the easiest in this regards, firstly because only one of them really suffers any ill effects, and secondly, because they have each other to lean on. The book establishes that the two of them have a relationship already, and once they're together they very quickly fall into a comfortable rapport that makes it clear they're friends. The upshot of this is that when things start to go wrong, or when Brunnhilde starts to unravel a bit she's got someone there for her. Hela, on the other hand doesn't really have this.

Hela definitely gets things the tougher out of the three. Being a figure who's used to be obeyed, to being the most respected and powerful in any room, her coming to England in the 1600's, without much of her magic, is a huge shock for her. It forces her to think smart, to use strategy and deception, and in some ways ends up humanising her a lot more. Part of this is down to the sidekick that Stephens gives her. Recruiting a human lad to take her around London and do her bidding, she ends up actually starting to like the kid, showing a side of her that I can't really remember seeing before. I was slightly disappointed that her companion didn't ask to go with her come the end of the book, as it felt like his growing adoration and worship of her might have been building to that, but the hint at the end of who he actually was more than made up for it, and made ma laugh out loud a little.

Queen of Deception has a lot of fun with the format, and gives the three characters that fans will be familiar with new challenges and situations in which to play. They manage to slot really well into the new setting, and it's a nice middle-ground between being completely alien stand-outs like they are in modern times, and managing to fit in well as they do in the Viking era. They kind of know what the world is like, but are alien enough that they keep doing things to stand out, or keep butting up against the way Elizabethan England works.

This is a really enjoyable read that feels different to the other entries in the series, yet keeps a lot of what makes those stories great.



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Sunday, 19 February 2023

Batgirls #14 - Comic Review

 

Originally published on Patreon


With Steph being held prisoner by her villainous father it's down to Cass to track down and save her friend, so this issue is spent following the more quiet of the two Batgirls around the city as she pieces together the clues she needs in a dialogue free issue that might be one of the best in the series to date.

Cass is one of the more interesting characters in the Bat Family, and her getting the spotlight is always a load of fun. When used right she's one of the best characters in Gotham (the recent story where Jason Todd is fighting his family and claims they don't frighten him until Cass turns up and he then gets scared is a prime example of her being brilliant). And this issue proves that the writers, Becky Cloonan and Michael W. Conrad, know how best to utilise her.

Over the course of the issue we watch Cass as she checks out police files on Steph's dad, follows assassins and gets into a big fight on a bridge, pieces clues together, gears up and heads out to save her best friend. Throughout it all she doesn't utter a single word, and the people around her are silent too as she does what she does. As a character who's never been much for talking and lets her actions speak for her this issue really leans into that.

It does cheat somewhat, in the sense that one of the police files she reads has information for the audience, so we get to read it too, and she gets a letter from Steph (an in case of death type of letter) which we also get to read. Whilst I'm sure there will be some who claim that this means that the issue cheats with the premise there's still no spoken dialogue on the page, and these moments add to the story. Especially the letter.

The letter from Stephanie might be one of my favourite parts, because it gives us an honest insight into her. She never expected anyone to read it if she was alive, and so she gets to be honest in it. We learn how she really feels about Cass, how important her relationship with her is, how much she loves her. She also asks her to tell Tim how proud she is of him, which is honestly wonderful. This culminates in Cass heading out to save her friend, with a torn piece of one of Steph's capes tied around her neck as a purple scarf. It's a really cool look, and I love that she's taking a piece of her friend into battle with her, not knowing if she might find her alive or not.

The artwork on the issue, by Jonathan Corona, is really nice. It's a fairly simple style, with big bold lines, bright colours, and heavy shading and shadow. A lot of the issue often feels like it's being drawn in silhouettes, because Cass is a black shadow moving across the panel. It works really well for a story where Cass and her actions are the focus, and we don't really need panels packed with details and huge backgrounds. It's a story focusing on her, and the art style reflects that.

Batgirls has been a really great series for these two characters, and I've come to adore their relationship because of it. I doubt that Steph is going to be killed off through this story, so I'm not really worried about that. Instead, I'm enjoying the rid of getting to see what this does for the two of them, and how it's allowing for a deeper examination of their friendship.



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Saturday, 18 February 2023

Batman/Superman: World's Finest #11 - Comic Review

 

Originally published on Patreon


I've been enjoying Batman/Superman: World's Finest since it began, in large part due to what feels like the perfect partnership of writer and artist. Waid is telling some really interesting and engaging stories, and Dan Mora is one of the best comic artists around at the minute, able to make any character and any design look awesome. And whilst I at first thought this was just going to be a fun series set in DC's past, it's set up some major events and stories that are happening in DC at the moment with both Batman vs Robin and Lazarus Planet being connected. 

After that you'd think I'd have expected something big to come from the current story arc, the tale of Superman's forgotten sidekick, Kid Thunder. But I didn't. And even if I had I don't think I would have predicted the shocking final page in the last issue; where it was revealed that David would grow up to become the character Magog. Waid was the writer behind Kingdom Come, so him wanting to play with those characters and themes again isn't a surprise. And with those events kind of being pretty separate to the main universe continuity, bringing some of those elements into Earth-0's timeline makes sense.

And whilst we readers now know the shocking truth, the characters don't. As such, we get to spend much of this issue waiting for the inevitable bad thing to happen. We know that David is going to go down a certain road, but now we're left waiting to see how it happens. The result is an incredibly tense issue.

To begin with, David has badly wounded the Joker when he didn't have to, resulting in the Teen Titans, Batman, and Superman all confronting him and telling him what he did was wrong. This being the latest in a long line of things that show that David might be something of a loose canon, the decision is made to do something about it. Superman and Robin take him to the Fortress of Solitude where they'll remove his powers. And so this is the first moment where I was left on the edge of my seat. Was this process going to work, leading to him looking for new powers in the future? Was it only going to partially work? Would this cause him to hate Superman later in life because he did this?

But, this is Clark we're taking about, and he can't strip a confused and hurt boy of his powers, even if it is probably the smartest choice. He tells David that he's going to help him instead. But when The Key attacks the Fortress things spin out of control. The eventual end for David, the thing that takes Boy Thunder away from Superman, ends up feeling incredibly tragic. There's a sense of desperation as it happens, in which Clark just wants to save this poor, hurting young man, but is powerless to do so.

The final page of the book, in which David finds himself lost on another Earth, face to face with the entity Gog. Now, this means that the expectation that David ends up on Earth 22 for Kingdom Come was wrong, and that this is a whole new Magog in the making. This means that Waid gets to have his cake and eat it too, as Kingdom Come remains untouched and untroubled, and he gets to play with Magog all over again in this new incarnation. The fact that the text at the bottom of the splash page reads 'Not The End...' only hypes up things to come.

As I said earlier, Mora's art is absolutely gorgeous, and this issue looks great throughout . The Key looks creepy and terrifying, the old style outfits look wonderful, the Fortress is gorgeous. But more importantly, the characters really emote. You can see the pain and raw emotion on Davids face during the important scenes, and it just heightens the experience.

We get a small tease of what's to come in the next issue, and if things are like the first six issue's we're going to get a decent one-off story before delving into something bigger once again. With this book seeming to be laying a lot of the foundations for big events and shocking changes, I can't wait to find out what it could be.



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Friday, 17 February 2023

Lazarus Planet: Assault on Krypton #1 - Comic Review

 

Originally published on Patreon


The first issue of the Lazarus Planet event seemed to be setting up some interesting things. It looks like some lesser spotlight heroes were getting a chance to shine, and that some new powers and dynamics were being introduced. It also had a pretty clear story, with a group set out on important goals that were leading to an overall conclusion. Lazarus Planet: Assault on Krypton, in comparison, feels incredibly disjointed and disconnected, and raises some concerns for the other event tie-ins.

This book is split into four separate stories, most of which have no connection to the main book events. They seem to instead be looking to set up some new changes for some existing characters. These characters are all tied to the Superman mythology; hence the book's name. And there's one of the first real issues with this one-shot. It's called Assault on Krypton, yet has nothing to do with Krypton, other than featuring some Kryptonians. The opening text for the book seems to try to make the title feel justified by telling us that a volcano did bad stuff to Krypton years ago and was called the 'Assault on Kyrpton', and a volcano is doing bad stuff now, so basically the same I guess.

The first story centres on Dreamer, who finds herself being caught up in the events of Lazarus Planet: Alpha when she's drawn through Batman's dreams as he's being checked over in the medical wing at the Hall of Justice. She, Damian, Supergirl, and Batman figure out that the dream of Doctor Fate's helmet means that she needs to try and track down Doctor Fate. Delving into the dream world she finds Khalid trapped inside a dream world. With the help of a mysterious voice she's led to the Helmet, and emerges from inside it in a Lazarus Pit.

This story seems like it's setting up for some important stuff that's likely going to play a part in later chapters of the story. So, if Nia turns up out of nowhere with the Helmet of Fate, this will be why. But outside of that it doesn't really seem to do anything particularly new or interesting other than introducing Nia and Kara in the comics for the first time.

The second story is all about Jon Kent, who's in the middle of stopping a young shoplifter when the magic storm hits town. It causes Jon to spark with blue lightning, which hits the guy he's with and gives him fiery volcano powers. After Jon recovers he and the shoplifter fly around the city together, helping people out. Come the end the shoplifter steals Jon's lightning charged cape, and leaves a note behind for him with his new code-name, 'Ash'. This story seems to be setting up a bit more of the Electric Blue Jon that we know is coming in his new series; something that has already been teased.

It doesn't really do much with Jon that's not been done elsewhere, and the only real addition from this story is it giving him a flirty antagonist in Ash. Not a full out and out villain by any stretch, Ash feels more like Jon's Catwoman; someone out to steal, have fun, and tease the hero. If Ash doesn't end up playing a part in the new series with Jon I don't really see what this story actually does.

The third tale focuses on mercy Graves, Lex Luthor's right hand woman and bodyguard. When the storm hits she's struck by a huge bolt of lightning, and thrown into a load of Lex's armour. This seems to infuse her body with nanite-like technology, transforming her even more into a robotic entity. It seems like her body is fully machine now, and she's able to shift and shape her limbs into a variety of tools and weapons, including blades, spines, shields, and blasters. With new stuff coming for the Superman family it seems like this newly powered-up Mercy will be able to pose more of a challenge for them.

The final story brings us Power Girl stuff. Power Girl was already in the Lazarus Planet: Alpha, and this tale takes place somewhere in the middle of that. It seems that during her fight with the demons she ends up in some weird kind of other-space; which leads her to think that she might be dead as she sees her life flashing in front of her. After passing through this she ends up coming into contact with Omen, the psychic Teen Titans character. Its here that Karen learns that she's developed psychic powers, and the two heroes fly off together to figure it out. As with the other stories, this is more setting up for stuff outside of Lazarus Planet, though it does promise to tie into the Omega issue.

Overall, this book felt like a bit of a mixed bag, and kind of a let-down. It's mostly only tangentially connected to the events of Lazarus Planet, and other than the magic rain falling across the Earth giving people new powers it's mostly got nothing to do with it. The events in most of these stories are going to be taking place in other titles, and whilst I'm not against all of these changes and the big status-quo shifts that are supposed to be coming it does feel like perhaps expectations of what this book would be based on the title has led to me feeling a bit disappointed. 



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Thursday, 16 February 2023

Wonder Woman #795 - Comic Review

 

Originally published on Patreon


One of the things that I've been finding with the Wonder Woman titles lately, is that books set around the Amazons that incorporate multiple characters and delve into the history and the culture of the people tend to be a lot more interesting than Diana's solo book. Nubia's titles have been great, the big crossover event was good, every time we've paid attention to the folks who just live on Themyscira and aren't really fighters it's been hugely interesting. But Diana having adventures as Wonder Woman tend to fall quite flat for me. As such, I was excited to see Yara Flor, the new Wonder Girl, arrive this issue; hoping it would inject some much needed new energy.

And whilst the issue itself still failed to really do a huge amount for me, Yara was absolutely the highlight. The two heroes have come together to take on a giant statue of the god Eros, a man that Yara has some tough history with and a bit of a vendetta against. The two of them work well together, and the combat is pretty decent. But all of the interesting dialogue and character moments come from Yara.

Eros made Yara fall in love with him in the past, tried to manipulate her, and was the man who murdered her mother; so there's a lot going on between the two of them. As such there's a ton of back and forth and arguing; whilst Diana is pretty silent for most of the issue and when she does speak doesn't add much into things. This issue kind of shifts into a Wonder Girl story. And whilst I have no complaints about that as I really like Yara, Diana has ended up sidelined in her own book.

The rest of the issue sees the Titan (Greek, not the hero kind) Hyperion stomping through Washington. Steve and Sigfried take it upon themselves to jump on the back of a motorcycle and chase after him, with the Asgardian warrior jumping on the back of him to have at him. It's an okay moment, and it gives the guys something to do. The moments leading up to this involving Cheetah are better, with her trying to maintain some kind of distance between herself and the heroes even though she's making a good one herself. I'd kind of like to see something of a shift in her character, to have her stick around with the heroes more if possible as she definitely brings some much needed energy to the team. She doesn't have to stay forever, nor completely reform and become a hero, but I like seeing her on the side of the angels.

The art on the book is really nice, and the action scenes all look big and bold, and are easy to follow. Yara looks amazing throughout, and this issue just reminds me that she doesn't have her own book anymore, and that's a sad thing. 

I'm hoping this story improves a bit over coming issues, as it's still kind of circling around the 'it's okay' area right now. It's getting better, absolutely, but it feels like it could easily slide into uninteresting again if it's not careful.



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.com For Murder (2002) – Blu-ray Review

 

Originally published on Set The Tape


The early 2000s was a strange age for technology. The Internet as it exists now was just entering its infancy, with regular people becoming able to jump onto the world wide web, access chat rooms, buy and sell goods, and even date online.

But, this was a time where relatively little was known about it for the average person, and as such the Internet was also surrounded by an air of mystique, and even fear. Films and television of the era began to explore computers and the Internet more, and hacking, online meet-ups, and the dark web were used in a lot of thrillers. The biggest issue with that was that the people making these projects knew very little about the technology, and as a result you get films like .com For Murder, which ends up becoming more fantasy than realistic thriller in today’s light.

.com For Murder follows Sondra (Nastassja Kinski), a woman who has recently injured one of her legs and is having to stay at home to recuperate. When her partner, Ben (The Who musician, Roger Daltrey) leaves town on business, Sondra decides to have a look at what he’s been doing on his computer and finds out that he’s part of an internet dating chatroom. It’s here that she comes across Ben’s secret lover, as well as a man who becomes obsessed with the woman. Pretending to be Ben, Sondra tries to intimidate him, and earns his ire. Sending her frightening messages through the chatroom, she and her friend Misty (Nicollette Sheridan) start to worry that the man might be dangerous.

Later that night they’re sent a link to a live camera feed from a headset the man’s wearing as he breaks into the woman’s house and kills her in her bed. Realising that they’ve just witnessed a murder, and played a small part in it, the women try to figure out what to do, but little do they know, the killer has now turned his sights on them, and is heading for their home next.



On the surface the plot for .com For Murder isn’t completely awful, and this is in part due to the fact that director Nico Mastorakis is borrowing a lot of inspiration from some more well known thriller films, particularly the work of Alfred Hitchcock. Mastorakis admits this himself in the ‘making of’ special feature, though it’s not hard to pick up on some of these elements. Rear Window and .com For Murder both feature a lead who is using a wheelchair due to having a broken leg, and witness a murder, though one is through a literal window, the other a figurative one via the Internet. The film’s title also give a slight nod and a wink to Hitchcock’s other film Dial M For Murder.

Sadly, the rest of the film fails to imitate Hitchcock in any ways that matter – chiefly in quality. In the behind the scenes features that the Blu-ray provides from the time the film was made, the narrator informs us that Mastorakis is a good pick to make a film about the Internet because he’s spent ‘hundreds of hours’ on it, visiting ‘dozens of sites’. If that’s all the criteria needed then every one of us should be directing films. Despite this lofty claim that he’s spent a lot of time online, Mastorakis seems to not know much about it. Every website featured in the film has voice activated commands, and every piece of text that appears on the screens gets read out by a robot. When the hacker starts messing with his victims he’s able to alter a simple chat room into a red and black screen filled with creepy writing where a CGI snake attacks the camera, before it returns to normal. I’m far from a tech expert, but I’m pretty sure that’s not how the Internet works.

But as I said earlier, this was made in a time where a lot of people had no idea how the Internet worked, so in this film it’s kind of treated like magic, where if you want to be able to do something through the computer you can with just a few clicks or voice commands. Any kind of visual trickery can be done within seconds, reprogramming entire pieces of software into something completely different with a click and a few commands. And in the latter part of the film where the AI-controlled house Sondra lives in (because of course that’s a real thing in 2002) she’s able to get around his programmed restrictions by yelling at him and pressing delete several times. Because shouting and pressing one button enough is the way to get a computer system to know you really mean it when you tell it to illegally electrocute someone.

To go along with the either ridiculously broken or achingly dull script is acting that is average at best. The two female leads have difficulty really selling the emotions of most of their scenes, and the moments where they’re watching people be killed seems to give them little more trauma that them finding out they’re out of coffee. These performances are miles ahead of the male leads in terms of quality though. The main villain of the piece, played by Jeffery Dean, is apparently aiming to be some kind of super-intelligent intellectual who quotes literature and is able to hack into any computer system with ease, but actually comes across as a parody of a modern incel. He fails to be anywhere near threatening, and most of the time he seems fairly bored with being on the screen. The two other male leads aren’t even played by actors, with Mastorakis admitting in the behind the scenes stuff that he wanted to hire musicians instead, resulting in Roger Daltrey and Huey Lewis being in the movie. Whilst neither is offensively bad, you can tell that acting is not their chief profession.



The film, which is only 90 minutes long, ends up feeling like it’s more than two hours of dull back and forth, exaggerated misrepresentation of what the Internet is, and bumbling characters. It even fails to deliver a satisfying conclusion. Usually Arrow Video releases come with some great extras to accompany their movies, but in this case there’s little included here to help improve the viewing experience. There’s a trailer for the film, and a couple of archival interviews with Daltrey and Lewis, along with some behind-the-scenes features. One of these was made when the film first came out, and has early 2000s DVD-extra quality to it. It speaks to a number of the people who made the film, and shows some behind-the-scenes moments. But some of the feature feels off when Mastorakis spends parts of the extras talking about how enjoyable it was to film naked women, and how one of the women in the film who appeared without clothes looked like a young boy, but was still attractive.

These creepy and misogynistic themes get echoed in the ‘interview’ with Mastorakis made for this new release. I put interview in quotes, because it’s really, really not. This interview says it’s produced by Mastorakis himself at the end, so it might explain why it feels wildly different from what Arrow normally provides, and ends up leaving a foul taste. Of the 28 minute run time, 22 minutes are given over to footage of naked women. Mastorakis explains how he shot different openings to the film that feature women being killed. He shows one where a woman is killed in the shower, but complains that she was too voluptuous, and so then shows the footage used in the final film, though a longer cut of it. This is the woman he says looks like a boy to him, yet allegedly still arouses him. Mastorakis doesn’t really provide any extra info, and just lets the footage play, with attention given to all parts of the woman’s body.

The special feature then moves onto the sex site footage that Mastorakis made for the film, where we get several large breasted, scantily clad women dancing in front of a blue screen. Mastorakis talks about how nice it was to direct women to strip, and we then get 15 minutes of various women undressing and caressing themselves as you can hear Mastorakis telling them what to do in the background. These things add nothing to the experience of learning about the film, and Mastorakis barely talks in them, instead just giving the viewer 20 minutes of soft-core porn and a man saying how nice it was to make. The last segment of the extra then turns into a power-point presentation of Mastorakis explaining how there’s a conspiracy against him where people are buying bad reviews for his films to be put onto IMDB. This part is not only baffling to listen to, but the quality is like something you’d expect to see from a weird YouTube channel. The whole thing is baffling, gross, misogynistic, exploitative, and makes the entire release feel like a bad joke. This is miles away from the quality that I’ve come to expect from Arrow, and is frankly awful.

.com For Murder is a film that some may remember from when it was first released as a decent enough thriller film, but the change in how people understand technology has aged this worse than milk left out in a heatwave. It’s hard to look at the film with any level of seriousness, and this coupled with mediocre at best acting creates a film that you’re probably not going to want to watch again. Add in the extras that seem to have been thrown on with no real thought or quality control, and this might be one of the worst Arrow releases to date.



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Wednesday, 15 February 2023

I Am Batman #17 - Comic Review

 

Originally published on Patreon


I Am Batman was a series that I struggled to get into the begin with. Jumping back into DC around Future State and Infinite Frontier after losing a lot of love for the comics following New 52, a lot of the groundwork for Jace and his family was already in place, and I was left kind of jumping in in the middle. Along with that, the first story arc in the series tied into the 'Fear State' story and the stuff with the Magistrate (which I didn't really like).

However, once Jace moved to New York the series really came into its own, and has quickly become one of my favourite Batman books. It doesn't just feel like another vigilante in a city full of masks and villains, and the book feels strangely fresh and new considering its Batman. After dealing with his first real masked villain, Jace is now dealing with family issues as a terrorist group are trying to blackmail his father by threatening to reveal his big secret to the world. A secret that the family has now told Jace. 

The woman he thinks is his mother never gave birth to him. Turns out his father had an affair and got a woman pregnant, and that after he was born Jace was raised with the Fox family as if nothing was different between him and his siblings. This news, along with the news that his birth mother are being held hostage, and leaves Jace reeling. 

Unable to handle things, and not in the right head space to go out into the field and be Batman, Tiff steps up to help. Having already gone out onto the streets as a red and green glad vigilante (will she eventually take on the name Robin? I'd kind of love to see it) she takes the lead on saving the hostage. Luckily, her brother arrives to help, and she and Batman get to try and save the day. But with the odds against them they end up being captured, and everything looks hopeless; until Nobody arrives. 

So, this issue is a pretty interesting look at the Fox family. Having been away from comics for a while I was pretty surprised that Lucius Fox had been fleshed out as much as he had when I came back, and that he had such an extensive and well crafted family life. And this issue really takes a look at that. This is still a Batman story, but in a way that we don't often get, with Batman's civilian family being a big part of things.

This is one of the things that I really like about Jace's Batman over Bruce's. Everyone important in Bruce's life have either been killed off, or they're found family that know he's Batman, and are usually a part of his crime fighting efforts. Jace has a very different dynamic. He has a large family, some know he's Batman, some don't, and he's juggling his civilian issues with those that happen to Batman. It is revealed in this issue that two more people know his crime fighting identity, Tiff and Hadiyah, so the list of those in his life without that knowledge is getting smaller (and it might just be those that haven;t said they know at this point).

Speaking of Hadiyah, I really like her vigilante look. There were scenes a few issues ago with her and Rene Montoya, where it looked like Montoya was trying to recruit her in some kind of way. So when she turns up here in a Question mask it makes perfect sense. I also really like her look, with the long brown coat and hijab giving her a distinct look that feels like a continuation of the Question's legacy, yet is instantly recognisable as her own person.

I was really sad to learn that this is the penultimate issue of this series, as it's been one that I've really come to love. But we do have Jace and Damian sharing one of the images together on the new promo art for the Dawn of DC, so hopefully this means we'll be getting more of the character after this. It really does feel like the series has only just begun in a lot of ways. He's found his feet in New York with his new system of working with the cops, He's going through something of an identity crisis right now, his sister looks set to be his side-kick, there's a new member of the Question line. It's all great stuff; and it's all coming to an end. Hopefully that end will be a good one though, and the journey to get there has been a great one.



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Barrow of Winter by H.M. Long - Book Review

 


'Thray is the Last Daughter of Winter, half immortal and haunted by the legacy of her blood. When offered a chance to visit the northern land of Duamel, where her father once ruled, she can't refuse – even if it means lying to the priesthood she serves and the man she loves.

'In Duamel, Thray’s demi-god siblings rule under the northern lights, worshipped by arcane cults. An endless winter night cloaks the land, giving rise to strange beasts, terrible storms and a growing, desperate hunger. The people of Duamel teeter on the edge of violence, and Thray’s siblings, powerful and deathless, stand with them on the brink.

'To earn her siblings’ trust and find the answers she seeks, Thray will have to weather assassinations, conspiracies and icy wastelands. And as her siblings turn their gaze towards the warmer, brighter land she calls home, she must harness her own feral power and decide where her loyalties lie. Because when the spring winds blow and the ice breaks up, the sons and daughters of Winter will bring her homeland to its knees.'

The Hall of Smoke series has been one that I've found a lot of enjoyment in. H.M. Long has crafted a very interesting world, with subtle and complex mythology, and history, and has populated it with some complex and engaging characters. With this, the third book in the series, moving away from the series main protagonist to follow a character who was just a baby in the previous book, as well as moving location, it allows Long to explore different parts of her world and to introduce some incredibly interesting new things to the readers.

Barrow of Winter tells the story of Thray, the daughter of the human woman Sixnit and Ogam, the embodiment of winter. Part god, Thray seems to have struggled to figure out where she really fits in, and who she is across her life to this point. She sometimes receives favours from her godly relatives, having been gifted a magical weapon that can shift forms, but isn't treated like one of them. At the same time, the small village she's living in could offer a home to her, but she doesn't quite fit in there either.

When a trading party arrives from up north Thray is shocked when she learns that their leader is like her, another daughter of Ogam. Her half sister offers to take her north with her, to the land of winter and eternal night, to learn more about who she is and where she fits into the world. Thray agrees to go, and sets out to discover more about herself; but what she finds waiting for her in the dark lands to the north will change her life forever.

Barrow of Winter feels like a more personal, character driven story than the previous two books in the series. Both books that came before focused on Hessa and her journeys, but they were also dealing with impending war, with dangers from other groups, with the gods themselves. It always felt like it was grand in scale even though we were seeing it through the eyes of a single woman. And whilst this book does deal with big things, and does feature demi-gods and other powerful beings, it always feels strongly connected with Thray. Those other books always felt like stories that were going to unfold no matter what, situations where things were going to reach breaking point even if Hessa weren't there; but in contrast this story feels like it couldn't have happened if not for Thray.

The places that Long takes readers in this new book have a very different feel to the previous two entries too, and in a lot of ways they felt much more fantastical, and dark to me. Yes, visually dark as they were in a land of eternal night, but also in tone. Long does a wonderful job at creating a slowly building tension that starts incredibly subtly, before building into what could almost be overt horror. Part of this is down to how much detail that Long puts into things, you start to feel like you're there experiencing it yourself thanks to how well she describes the feel of things, the smell, the creeping cold. Everything comes to life in vivid,powerful ways because Long makes it feel so real.

Barrow of Winter is a great read that feels like a bold reinvention of the series. It's not a huge departure from what we've had before, but the focus on newer characters, newer locations, and newer threats makes it feel fresh and exciting. But, for those who are fans of the previous book you don't have to worry, there are plenty of connections to what came before, and some returning characters, that very firmly establishes this as part of that same world. Whether you've read the previous books or not, this is a great adventure well worth going on.



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Tuesday, 14 February 2023

Sonic Heroes – Throwback 20

 

Originally published on Set The Tape


Sonic The Hedgehog is one of the most instantly recognisable video game characters in the world, on par with Super Mario and Pikachu. People who’ve never picked up a controller in their life can look at a picture of him and can name him, which is no easy feat (sorry they keep calling you Zelda, Link).

One of the reasons is that the Sonic games have taken a lot of risks over the years since he first sped his way onto consoles. Whilst other long running characters like Mario are more eager to stick close to their original formula, Sonic The Hedgehog has always taken risks. This has resulted in a catalogue of games where very few of them feel like they’re cut and paste sequels. The Sonic The Hedgehog series has always tried out new gimmicks, and has introduced new mechanics, characters, and game-play styles over the decades. Sometimes this works well, other times it doesn’t. But one thing that you can say for Sonic is that he’s never dull.

2003 saw the first release of a new Sonic The Hedgehog game since Sonic Adventure 2 on the Dreamcast two years prior, and rather than being a sequel as that game was, Sega took a punt on something new, delivering a game that felt true to the Sonic spirit, but did something quite different.



The biggest feature of this new game was that players no longer controlled just one character, and instead of playing it on their own, would control teams of three, who would travel on screen together, able to be switched between with the click of a button to utilise different skills and abilities. The player is able to utilise this to different effects, enabling them to tackle puzzles and obstructions in different ways, as well as offering a few different options when it comes to boss battle. However, it’s not just limited to one group, as the game brings together a ton of Sonic The Hedgehog characters.

There are four teams open to players when playing Sonic Heroes. The first is the most iconic grouping, bringing together Sonic (Ryan Drummond), Tails (William Corkey), and Knuckles (Scott Dreier) to work together; Sonic bringing the speed, Knuckles the strength, and Tails the ability to fly up to unreachable areas. Team Dark combines Shadow the Hedgehog (David Humphrey) and Rouge the Bat (Lani Minella) from Sonic Adventure 2, with the new robotic character E-123 Omega (Jon St. John). Team Rose features Amy Rose (Jennifer Douillard) and Cream the Rabbit (Sarah Wulfreck) from Sonic Adventure 2, with Big the Cat (Jon St. John) from the first Sonic Adventure. And Team Chaotix which brings together Espio the Chameleon (Bill Corckey), Charmy Bee (Emily Crockey), and Vector the Crocodile (Marc Biagi), who all first appeared in the 1995 spin-off game Knuckles Chaotix. This selection offered players twelve characters to play with, in their four groups of three, and for many casual Sonic fans was the first introduction to many of them.

Each of these teams has their own part of the overall story, with each of them having been drawn into a quest to take down the evil Doctor Eggman (Deem Bristow) before he’s able to launch his latest assault, and features their own levels and challenges. Whilst each of the teams have the same kinds of set-up, with a character designed for speed, one for flight, and another for raw power, there are some differences, such as Team Rose being designed to be the easiest for new players, whilst Team Dark is the harder difficulty, and Team Chaotix have more mission-based levels that require the player to perform collection challenges.



Part of the decision to make Sonic Heroes in this way was that despite the popularity of the Sonic Adventure series it was believed that making a third game in that series would make it more inaccessible to some players, with gamers perhaps avoiding it due to not playing the first two. Rather than appealing to just Sonic fans, the director and lead designer, Yuji Naka, wanted a game that causal fans who might not have visited the franchise since its Sega Genesis days could pick up and enjoy.

Part of this attempt to appeal to more players came in the form of multi-platform release; the first time a Sonic The Hedgehog game had been released for multiple consoles. The game was developed for the GameCube, the Playstation 2, and the Xbox simultaneously. Whilst there were some performance issues with the Playstation version, with it having to run at 30 frames per second instead of 60 as with the other consoles, due to lacking the required processing power, each version of the game ended up being well received by critics and fans alike. The game was praised for its graphics and design, but received much of its success for its game-play being positively compared to the Sega Genesis games. Its lack of extra features like shooting and fishing mini-games was also something that was praised in a lot of reviews.

Whilst the game wasn’t perfect, and did receive some criticism, it was thought of quite favourably at the time, and was a financial success for the studio. Despite this, no sequel to the game was made, and the next game in the series would end up being Shadow The Hedgehog, a game that would weirdly combine traditional Sonic The Hedgehog racing and platforming segments with third-person shooter combat. But this then became the way of Sonic The Hedgehog games, with the series trying out new things each time, rarely going back and delivering the same experience twice. As such, for those wanting to experience a game like Sonic Heroes the only real way to do so is to go back and experience it again; and with the 20th anniversary this year, it might be the perfect time to do so.



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