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Comics Reviews

Robin Volume 1: Reborn Review

This trade collects Batman #455-457, Detective Comics #618-621, and Robin (first mini-series) #1-5.

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As Nightwing, Dick Grayson is perhaps my favorite character in the DC Universe (or at least tied with Batman). But surprisingly enough he’s not actually my favorite Robin. By a small margin, that honor goes to Tim Drake. A detective in his own right, a proficient computer hacker, and level headed enough to be aware of the weight of the legacy he wishes to have passed to him, Drake was embraced as a successor to Grayson by fans in a way Jason Todd never was.

This collection contains three multi-part stories that cover his training pre-Robin and his first steps once he’s become the new boy wonder.

Rite of Passage is a four-issue story that ran in Detective Comics and was done by one of my favorite creative teams, Alan Grant and Norm Breyfogle. Grant is a fantastic writer that wrote dark stories, sometimes with mystical elements, that still felt grounded, always had a point to them, and were appropriate additions to the Batman mythos. Breyfolge’s art was always dynamic and captivating.

Here they present an important chapter in Tim’s journey to becoming Robin. He’s already being trained by Batman and Nightwing, having previously proved his potential by deducing their identities. But after what happened with Jason Todd Batman is taking it slow, trying to be sure Tim is ready before allowing him in the field. Fate has an even tougher trial in mind however, as Tim’s parents are abducted. Powerful story with themes of voodoo, fate, and responsibility.

Batman #455-457 is another arc by the same creative duo, seeing Batman investigating a string of odd murders committed by civilians in masks. Meanwhile the weight of being the next Robin hangs heavily over Tim’s shoulders. These stories are wonderfully character driven, with a Batman who’s not infallible and tough events and decisions for our heroes to contend with.

Finally we have the five issues first Robin mini-series. Tim has become Robin, but has some soul searching to do as to what that really means for him. Chuck Dixon and Tom Lyle provide this nice globe spanning tale that sees Tim trying to continue his training only to be swept up in dangerous schemes that will cross his path with an old Batman foe as well as a dangerous new villain. Like the previous two arcs this focuses on character development and what makes Tim unique, to great effect.

I’m thrilled they rereleased these early stories of Tim’s career. Hope to see more.

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Comics Reviews

Heart in a Box Review

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Suffering a broken heart, Emma wishes it away. Quickly aware of what a bad choice she made, she takes the one opportunity he has to get it back from those it was redistributed to … piece by piece.

I went into this comic knowing nothing about it, and I recommend staying as close to that as possible. The back cover text gives away too much in my opinion, so I’d avoid it (and website descriptions of the book, etc) if at all possible.

I picked this up because of the intriguing cover and being previously familiar with Meredith McClaren’s amazing art. Her self written comic Hinges is a joy. Her style and versatility is a perfect match for Kelly Thompson’s desperate tale of adult heartbreak, emptiness, and growth.

There are parts I wish we’re fleshed out a little more and a couple of lingering questions, but overall Emma’s journey is wondrous, intense, and thought provoking. All beautifully brought to life by Thompson and McClaren.

I won’t go further to avoid spoiling anything, but I highly recommend Heart in a Box.

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Comics Reviews

ODY-C Review

This trade collects ODY-C #1-5.

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The Odyssey in space in a universe where nearly all the people and Gods are women. Sounds much more interesting in premise than it ended up in execution. Fraction’s re-imaginings of Greek myth and parts of Odysseus’s journey are brilliant, but suffer under too grand and abstract a vision. The comic isn’t particularly cohesive and it’s often unclear how the scheming of various Gods behind the scenes is affecting the main(?) story of Odyssia’s trip home.

Odyssia herself doesn’t connect with the reader well, and other than being told she’s a hero I’m not sure why we’re supposed to be cheering for her successful return (especially since we’re also told she might or might not even want to go home in the first place).

I found the art extremely variable. Like the story I think it tries to hard to be abstract, leading to muddled coloring and hard to follow sequences. On the other hand some pages and panels are truly beautiful, capturing the trippy and alien feel they seemed to be going for.

ODY-C is a comic I expected to, and wished, I liked more than I did. As a huge fan of both Greek mythology and science fiction this comic seemed right up my alley. Unfortunately I don’t think it worked well nor achieved even close to its full potential.

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Comics Reviews

“He Saw It In A Dream.”

This trade collects Jupiter’s Legacy #1-5.

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Disillusioned and reeling from the 1929 stock market collapse, Sheldon Sampson follows strange dreams he’s been having to an island where he and his companions are given superpowers. These heroes and their children could shape the world …

There’s been a lot of criticism about the derivative and cliched nature of many of the themes and plot points here, but the quality of stories always primarily depends on what’s done with the ideas it uses. I think it’s all blended wonderfully in Jupiter’s Legacy and it doesn’t bother me in the least that I’ve seen some elements before.

The execution isn’t entirely perfect. In refusing to shy away from graphical depictions of violence Millar and Quitely go over the top a couple times to the point it breaks the immersion. The ideological differences of certain characters would have been much more interesting with a few small changes  and some more shades of gray worked in.

But Jupiter’s Legacy is excellent as it is. This exploration of power and the long reaching consequences of the associated choices could become a classic depending on what the rest of the series brings.

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Comics Reviews

“Not the Justice Dorks”

This trade collects Secret Six (II) issues #1-6 and DC Sneak Peek: Secret Six #1.

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I enjoyed Simone’s entire run of Secret Six comics pre-New 52, so was quite excited to check out the recent re-imagining of the title. It’s different, but retains enough of the original’s DNA to feel right. These issues cover the team being forced together by the machinations of a much different Mockingbird and for different reasons than we’ve previously seen. I think more could have been done with the opening arc, but I won’t complain too much about moving things along at a nice clip.

Familiar faces are mixed with new additions. Catman and Black Alice were two of my favorites from the original run, so I’m thrilled to see them anchoring the book as part of the core team. There are also some nice cameos. I’m split on the new crew. Strix and Porcelain are quite interesting and unique. Adoring them both so far. Not feeling Big Shot and I’ve never been a fan of this version of The Ventriloquist. Simone uses them all well though, and as usual the character interactions are a key part of her stories.

It’s not the Secret Six we know, but honestly it shouldn’t be (not to mention the previous version went through numerous shakeups during its run). Strong start here and it’s great to see my favorite dysfunctional team of not-heroes return to action.

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Comics Reviews

Future Imperfect: Warzones! Review

This trade collects the entire Future Imperfect: Warzones! series (#1-5) and material from Secret Wars: Battleworld #4.

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On the patchwork Battleworld that is all that’s left of the multiverse, Doom has granted the Maestro dominion over the city of Dystopia. But there are those who want him gone, and the Maestro has wants of his own…

Incredible Hulk: Future Imperfect is one of my all time favorite comic book stories. It was nice to revisit the characters and setting in the obviously capable hands of the original writer (Peter David). I enjoyed this quite a bit. It’s not on the same level as Hulk’s confrontation with his villainous future self, but it’s a strong story that really plays to the Maestro’s strengths as a character and holds several surprises.

David’s tendency to get too cute about working in references crops up here and certain things feel really shoehorned in. They don’t detract too much though and everything builds to a surprising yet logical conclusion.

I’m glad the ten page Surfer vs Maestro excerpt was included for completeness, but I didn’t care for it.

Great return for the Maestro overall. And now I think I need to go reread Future Imperfect again.

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Comics Reviews

MPH Review

“As debuts go, it was a complete disaster.”

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Roscoe is a low level drug dealer in Detroit aiming for better than his current situation. He may have his chance when exposed to a drug called MPH which bestows him with superhuman speed.

Interesting mixed bag here. Millar provides an intriguing tale of sudden opportunity against a backdrop of political and social commentary that somehow both leaves a couple nagging questions and wraps up the main plot point almost too tidily. The plot turns include the fantastical and the predictable, but all fit well enough to keep the story moving well.

The art is good but the faces of the characters don’t look consistent to me from scene to scene, which is rather distracting.

I feel like there was a significant amount more potential for the concept of super-speed pills than what Millar chose to do here, but there’s nothing wrong per se with the direction he chose or his execution.

Decent enough overall.

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Comics Reviews

Chase Review

This trade collects Batman #550 (Chase’s first appearance), Chase #1-9, and 1,000,000, and material from a variety of Secret Files issues.

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Chase is a short lived comic from the 90s that has become somewhat of a cult classic, and I personally see why. Cameron Chase is an intriguing lead, and a former private detective working for an agency that exclusively deals with those she hates (meta-humans) is a strong premise with tons of potential.

Of course lasting only 9 issues her ongoing series didn’t have nearly enough time to fully explore that potential, but it hit some of the high notes by filling in her background and taking some unexpected turns along the way. The biggest disappointment here is one of the most unique aspects of her character, her ability to momentarily dampen superpowers, is essentially forgotten halfway though. And the comic meanders a bit as it focuses on various other DCU characters guest starring (likely in an attempt to improve sales).

Still I enjoyed the main series and Chase’s adventures contained within, particularly a two issue arc where she tries to outmaneuver the Batman.

While opinions on issue #1,000,000 will vary wildly, I’ve read numerous DC 1,000,000 issues previously and generally enjoy their imaginative take on established characters. This one was no exception, as Johnson provided just enough context to get into the nice little thought-provoking story he was telling.

The extra excerpts were a mixed bag, but generally decent. A couple odd choice though. For example, my favorite of the bunch is “The Evil That We Do,” in which Vandal Savage hires The Word (an amusing character who sadly never appears anywhere again) to research potential allies in his battles against the Justice League. The Word of course runs into Chase at one point, with a footnote that says “See this confrontation from Chase’s point of view in DCU Heroes Secret Files #1.” With 8 different excerpts chosen from Secret Files comics, I find it mind boggling that the companion piece referred to was left out.

A note on style: this is a product of its time and is vastly different in approach than today’s comics. For one thing it’s much more wordy, including long thought blocks and excerpts from written reports Chase turns in. It’s done well and suits the story, but is worth mentioning. The art is also darker and not as “polished” looking as many of today’s comics (although that’s starting to change again). I personally think the art is perfect for the stories being told and the atmosphere needed, but again just something worth mentioning.

Overall while not perfect Chase is a very good read and I’m likely to look up some of the comics where she later appeared as a guest star.

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Reviews

Monster Goose Nursery Rhymes Review

“Mary had a Hippogriff …”

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This is a cute little book that re-imagines popular nursery rhymes with mythological monsters as the subjects. The rhymes are reasonably clever adaptations, although a few fell flat for me. It would have been nice to have a few more if possible (there are 14 in the book). The illustrations are wonderfully matched to the poems and are the true highlight of this collection.

Despite the format I wouldn’t really call it a children’s book, as it gets extremely dark at points (even by fairy tale standards). The appendix / bestiary is a fantastic touch, providing information on all the featured monsters to give context to the book and add a touch of educational / reference value.

I enjoyed Monster Goose Nursery Rhymes, even though the execution is a little hot or miss and I’m sure it’s quite right for its target demographic. Definitely worth a look for fairy tale / mythology buffs though.

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Board Games Reviews

Samurai Board Game First Impressions

Reiner Knizia has designed a number of award winning games, including a personal favorite of mine: Lost Cities. Last year Fantasy Flight Games published a new edition of a 1998 tile laying game of his called Samurai. It looked fantastic, from concept to theme to production value. Having gotten a chance to try it out I’m happy to say it impressed in all regards.

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Gameplay

The goal Samurai is to gain control of the most of the three castes represented on the board by plastic tokens. Castles for military, Buddas for religion, and rice for commerce. Players place tiles each turn from a hand of five.

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Whenever certain spaces are surrounded by land tiles the piece(s) are claimed by whichever player has the highest influence for that caste in the surrounding tiles. Samurai act as wild cards and count for any of the three castes. If there is a tie for highest relevant influence, the piece is claimed by no one and is placed to the side of the board.

The game ends when either four pieces have been set to the side of the board as a result of tied influence or when the last piece of any one caste is claimed / removed from the board. Each of the three caste tokens is given to the player with the most of that caste’s pieces (and remains unclaimed in the case of a tie). The person with the most claimed castes wins. In case of a tie, the tied player with the most pieces in castes other than the one they claimed wins.

 

General Thoughts

While a little difficult to easily explain in words, the gameplay is extremely intuitive and quick to grasp. Yet there is a ton of potential depth, particularly with players getting to choose their own starting hands and take part in setting up the board (we took the instruction’s suggestion to do both randomly for our first game). Little touches like having some “quick” pieces that are exceptions to playing only a single tile per turn really open up possible strategies.

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If there’s one major potential flaw with Samurai it’s the possibility of major analysis paralysis. Every player has the exact same distribution of tiles they will play throughout the game. The player screens even have them all pictured to help you remember what you have left. This is great for the strategic depth of the game, but considering all played tiles can be seen and influence totals are usual extremely close, a player could not only get bogged down with trying to determine their best choice from what they have, but also with counting opponents visible tiles to determine what each other player has left and incorporate that into their strategy. We kept things going at a decent pace, but the potential for LONG turns is huge.

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The component quality is fantastic. Good thickness to the cardboard tiles, great looking plastic caste pieces, and beautiful graphic design fitting the chosen theme. Also, the modular board scales nicely for each different number of players.

Overall

 

Samurai is an accessible and fun tile laying game that is also surprisingly deep and beautiful to boot. With the one reservation that games will drag with AP prone players, I highly recommend this as a great addition to nearly anyone’s gaming closet.