Writer: Christopher Hastings
Artists: Gurihiru, Danilo Beyruth
Collects: Gwenpool Special #1, The Unbelievable Gwenpool #0-4
To say that Gwenpool is the stupidest idea I've ever heard in my life would be hyperbolic to an extreme, but I feel safe in saying that it's in the top thirty.
Let's examine it for a moment. The base equation is Gwen Stacy plus Deadpool equals profit. The question is why? They're two characters that do not go together, from completely different wheelhouses, and frankly we do not need a fiftieth Deadpool knockoff running through the Marvel universe. We have enough. At one point, there was a team of them.
From what I gather, the idea started as a variant cover, got a special, then some back-ups in Howard the Duck - reprinted as Gwenpool #0, included in this collection - on to a full series. I never understood why and kind of took a pass on the whole thing for a long while. What was it about this seemingly moronic idea that shot it to prominence?
Well, turns out that part of the appeal past the variant cover stage is that it's actually kind of amazingly funny.
Plot is a little sparse at times, but not nearly as much as I expected. The re-purposed Howard the Duck back-ups are just their own thing, as is the Gwenpool special. But the ongoing itself has Gwen looking to become a top shelf assassin, despite having no powers - don't let the name fool you, she doesn't have Deadpools healing factor or even any of her Spider counterparts abilities - no training and nothing going for her but a lifetime of reading Marvel comics. As such, she kind of bumbles her way through, eventually ending up a henchwoman by circumstance for MODOK.
I don't think I've laughed out loud as much as I have with this book in a while. Even comics that strive to be funny don't always hit the mark. After all, you need to understand visual comedy as well as witty dialogue, meaning a necessary synergy between writer and artist, even more than usual. Christopher Hastings and Gurihiru have that, apparently, because between the two, they've put out a book that's better than half the Deadpool material I've read.
But it isn't all about the laughs. There are bits of pathos to be found among the comedy. I quite enjoyed that her knowledge of everything Marvel wasn't just mined for jokes, but for self reflection as well. She knows, just by being in the Marvel universe, that she's probably in comic books now, and at first assumes she's naturally the star by the point the ongoing starts. But her knowledge isn't quite on the level of fourth wall breaking, either, so after MODOK kentucky fries her first friend because she laughed at him, she starts having moments of doubt.
After all, what if she isn't even in her own series? Maybe she's just in back-ups. Or a guest role in another ongoing, like Thors. At that point, she could die at any time, with no real plot armor. She doesn't even know what she's doing with a gun. There's even a serious discussion with Batroc ze Leaper about the nature of stories and fairy tales. Later, she even shows some self loathing, thinking she's better off if her parents from her home dimension forget her. It's compelling.
I also appreciate that the influence of Gwen Stacy and Deadpool begin and end at her costume and the name. She does not have the personality of any Gwen Stacy I've ever read, or even the last name. As for Deadpool, her fourth wall breaking isn't really on the same level as the original - he actively knows and reacts to contemporary stuff from our reality, while she just knows Marvel heroes and suspects she's in a comic because she's read them - and she has none of his abilities, meaning she lucks her way through mercenary work without any of his advantages. Frankly, they could have just switched the costume and altered the name, but they didn't, so eh.
Best of all, the artwork and coloring ticks all of my boxes. Clean linework, a lack of thick lines, plenty of detail without going overboard and, perhaps the part I love the most, a bright color palette. It all fits the fun vibe of the book perfectly. The art for the back-ups and prologue is jarringly different and not near as much to my liking, but it's still technically good. It just doesn't fit. A bit too "Alex Maleev" for the material, if you get what I mean. But it does make me appreciate Gurihiru more.
The concept is still dumb as hell, but its the funniest comics I've read in years and has more heart than I expected. I'll be continuing with it for sure. Highly recommended.
My Opinion: Buy It
Showing posts with label Buy It. Show all posts
Showing posts with label Buy It. Show all posts
Tuesday, July 18, 2017
Wednesday, May 17, 2017
Spider-Man/Deadpool: Isn't It Bromantic (comics)
Writer: Joe Kelly
Artist: Ed McGuinness
Collects: Spider-Man/Deadpool #1-5, 8
So, generally, I have opinions about Deadpool. I like the character a fair bit and I'm open to trying any given run of the character. But the thing is, I'm not a mega-fan or anything. Not just any take on Deadpool hits just right, for me. I've read more than a few that trend too far into making the character obnoxious, or lean a bit too heavily on fourth wall breaking antics, and eventually get tired of it.
As such, I've told people in the past that I can only handle Deadpool in small doses. But that's not necessarily true. I suppose it should be clarified; I can only stand Deadpool in small doses if everything is not right.
Joe Kelly always hits the proper balance. Jokes fly free, but he knows when to pull back and get a little more serious with the character. He seems to know how to make the character just obnoxious enough to feel like himself without going so far overboard that he seems like a tiring caricature. The humor he brings is often genuinely chuckle-worthy while keeping away from overplayed Deadpool-isms like constant jokes about Mexican food. He knows not to over-play the fourth wall breaking wisecracks, or they'll get stale. More than that, he is great at keeping Deadpool endearing and interesting without completely losing the edge the character has, even as Deadpool attempts to become more heroic.
Throw in Spider-Man and you've got a hell of a book on your hands.
Boiled down to its essentials, it's really about Deadpool trying to convince Spider-Man to be his friend to help keep him out of the way when Deadpool goes to kill Spider-Mans "boss" Peter Parker, only to find he likes being friends with Spidey, which complicates things. The two prove to be great foils, especially since Spider-Man traditionally has little patience for Deadpool and his antics. The overall plot seems interesting, too, once the "kill Parker" stuff is out of the way and we get to the why of it all. Add in some great art by Ed McGuinness and we're set.
If I have any complaint, it's a callback to Mephisto and One More Day. It's one page of the book, but come on. Just. Let. It. Go. It's annoying every time someone brings it back or takes a passive aggressive shot, even if it happens very rarely.
All told, this was kind of a slam dunk. Witty, well drawn and fun from cover to cover. It might be the first Deadpool material I actually buy in a long time.
My Opinion: Buy It
Artist: Ed McGuinness
Collects: Spider-Man/Deadpool #1-5, 8
So, generally, I have opinions about Deadpool. I like the character a fair bit and I'm open to trying any given run of the character. But the thing is, I'm not a mega-fan or anything. Not just any take on Deadpool hits just right, for me. I've read more than a few that trend too far into making the character obnoxious, or lean a bit too heavily on fourth wall breaking antics, and eventually get tired of it.
As such, I've told people in the past that I can only handle Deadpool in small doses. But that's not necessarily true. I suppose it should be clarified; I can only stand Deadpool in small doses if everything is not right.
Joe Kelly always hits the proper balance. Jokes fly free, but he knows when to pull back and get a little more serious with the character. He seems to know how to make the character just obnoxious enough to feel like himself without going so far overboard that he seems like a tiring caricature. The humor he brings is often genuinely chuckle-worthy while keeping away from overplayed Deadpool-isms like constant jokes about Mexican food. He knows not to over-play the fourth wall breaking wisecracks, or they'll get stale. More than that, he is great at keeping Deadpool endearing and interesting without completely losing the edge the character has, even as Deadpool attempts to become more heroic.
Throw in Spider-Man and you've got a hell of a book on your hands.
Boiled down to its essentials, it's really about Deadpool trying to convince Spider-Man to be his friend to help keep him out of the way when Deadpool goes to kill Spider-Mans "boss" Peter Parker, only to find he likes being friends with Spidey, which complicates things. The two prove to be great foils, especially since Spider-Man traditionally has little patience for Deadpool and his antics. The overall plot seems interesting, too, once the "kill Parker" stuff is out of the way and we get to the why of it all. Add in some great art by Ed McGuinness and we're set.
If I have any complaint, it's a callback to Mephisto and One More Day. It's one page of the book, but come on. Just. Let. It. Go. It's annoying every time someone brings it back or takes a passive aggressive shot, even if it happens very rarely.
All told, this was kind of a slam dunk. Witty, well drawn and fun from cover to cover. It might be the first Deadpool material I actually buy in a long time.
My Opinion: Buy It
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Friday, May 23, 2014
Daredevil by Mark Waid HC vol. 1 (comics)
Writer: Mark Waid
Artists: Paolo Rivera, Marcos Martin, Emma Rios, Kano, Khoi Pham
Collects: Daredevil #1-10, #10.1, Amazing Spider-Man #677
About two years ago I reviewed Daredevil Reborn for Collected Editions. You can find it here. Since it was meant to clear the deck, I read it in preparation for this relaunch, which I believe was just beginning to hit the shelves in collected form at the time.
The fact that it's been two years since I've read a single thing involving Daredevil ought to tell you how well that worked out.
Part of that can probably be attributed to a lack of love or tolerance for the character. While he's enjoyed a solid decade of critically acclaimed, well loved stories, the end result is a character that is cripplingly depressing. I've said it before, but it's worth repeating; the three runs prior to Waid did everything in their power to keep things interesting, but in the process didn't pay enough attention to the consequences. Bendis - and later Ed Brubaker - left the book after some big, status quo shattering events, leaving the pieces for whoever was next to work with. Usually, said writer would break them into smaller pieces.
Eventually, they wrote themselves into a corner. The biggest events in the past ten years of Daredevils publication history were not the type you could easily undo. Even attempting it backfired. Daredevil Reborn, meant to get the house back in order, only served to make things worse. Every character in that book was a moron that made one monumentally stupid decision after another. Given the fact that Reborn seemed to want to handwave away some of the bigger issues to get to a familiar status quo, logic be damned, I didn't expect much.
Well, apparently Mark Waid is a wizard, because he found a way to fix things without getting too contrived. Not everything works the way I think they hoped - Matts way out of his blown secret identity is steadfast denial, letting the skepticism of others do the rest, even though we should be way past the point that would work - but in a world where Iron Man can just say he isn't in the armor anymore and everyone buys it, it's good enough to get you to suspend your disbelief. The Nelson and Murdock situation - a major, major issue with the end of Reborn - is addressed almost immediately. Waid managed to find a clever way around the elephant in the room with a delightfully comic book-y solution that doesn't insult your intelligence; impressive, especially considering I genuinely expected the whole situation to be glossed over.
Better yet, he manages to inject fun back into the character without sacrificing what came before or veering out of character. Murdock has his smile again, but it's abundantly clear that it isn't entirely honest; he's forcing clearly forcing it to some degree, which fits with his pattern of refusing to deal with things properly. His life isn't a series of devastating personal blows anymore, but a lot happened to him and he still isn't exactly the guy best equipped to handle the weight.
Another good idea centers around the choice to keep it brief. Most of the book consists of one or two issue stories with an overarching plot in the background. It makes for a nice contrast to many modern comics, where the four to six issue arc was adopted as the standard a long time ago. As a bonus, it feels like a lot happens in this one hardcover.
One thing did puzzle me, though. Matt comes into possession of an artifact mid-way through the book that has enough info to bury the five major crime organizations in the Marvel Universe. The book does have the decency to explain why Matt doesn't just hand it over to the Avengers or the Fantastic Four - other than the fact that it's his book, so he obviously needs to deal with it - but events at the end of the book did leave me confused as to why he doesn't just use the info to blow them all in. You'll see what I mean. It isn't a deal-breaker, though. Just odd.
I can't end without mentioning the art. It's easily the cleanest, brightest work Daredevil has been graced with in years. Alex Maleevs influence has been all over the franchise since his days working with Bendis; only now do we truly break away from it and it really, really works. It complements the tone of the book well and it's a good part of why the new direction works. Without Rivera and Martin, I'm not sure it would have the tone Waid was looking for.
Just good, good work all around. Assuming the quality keeps to this level, I may be in for the long haul. Highly recommended.
My Opinion: Buy It
Artists: Paolo Rivera, Marcos Martin, Emma Rios, Kano, Khoi Pham
Collects: Daredevil #1-10, #10.1, Amazing Spider-Man #677
About two years ago I reviewed Daredevil Reborn for Collected Editions. You can find it here. Since it was meant to clear the deck, I read it in preparation for this relaunch, which I believe was just beginning to hit the shelves in collected form at the time.
The fact that it's been two years since I've read a single thing involving Daredevil ought to tell you how well that worked out.
Part of that can probably be attributed to a lack of love or tolerance for the character. While he's enjoyed a solid decade of critically acclaimed, well loved stories, the end result is a character that is cripplingly depressing. I've said it before, but it's worth repeating; the three runs prior to Waid did everything in their power to keep things interesting, but in the process didn't pay enough attention to the consequences. Bendis - and later Ed Brubaker - left the book after some big, status quo shattering events, leaving the pieces for whoever was next to work with. Usually, said writer would break them into smaller pieces.
Eventually, they wrote themselves into a corner. The biggest events in the past ten years of Daredevils publication history were not the type you could easily undo. Even attempting it backfired. Daredevil Reborn, meant to get the house back in order, only served to make things worse. Every character in that book was a moron that made one monumentally stupid decision after another. Given the fact that Reborn seemed to want to handwave away some of the bigger issues to get to a familiar status quo, logic be damned, I didn't expect much.
Well, apparently Mark Waid is a wizard, because he found a way to fix things without getting too contrived. Not everything works the way I think they hoped - Matts way out of his blown secret identity is steadfast denial, letting the skepticism of others do the rest, even though we should be way past the point that would work - but in a world where Iron Man can just say he isn't in the armor anymore and everyone buys it, it's good enough to get you to suspend your disbelief. The Nelson and Murdock situation - a major, major issue with the end of Reborn - is addressed almost immediately. Waid managed to find a clever way around the elephant in the room with a delightfully comic book-y solution that doesn't insult your intelligence; impressive, especially considering I genuinely expected the whole situation to be glossed over.
Better yet, he manages to inject fun back into the character without sacrificing what came before or veering out of character. Murdock has his smile again, but it's abundantly clear that it isn't entirely honest; he's forcing clearly forcing it to some degree, which fits with his pattern of refusing to deal with things properly. His life isn't a series of devastating personal blows anymore, but a lot happened to him and he still isn't exactly the guy best equipped to handle the weight.
Another good idea centers around the choice to keep it brief. Most of the book consists of one or two issue stories with an overarching plot in the background. It makes for a nice contrast to many modern comics, where the four to six issue arc was adopted as the standard a long time ago. As a bonus, it feels like a lot happens in this one hardcover.
One thing did puzzle me, though. Matt comes into possession of an artifact mid-way through the book that has enough info to bury the five major crime organizations in the Marvel Universe. The book does have the decency to explain why Matt doesn't just hand it over to the Avengers or the Fantastic Four - other than the fact that it's his book, so he obviously needs to deal with it - but events at the end of the book did leave me confused as to why he doesn't just use the info to blow them all in. You'll see what I mean. It isn't a deal-breaker, though. Just odd.
I can't end without mentioning the art. It's easily the cleanest, brightest work Daredevil has been graced with in years. Alex Maleevs influence has been all over the franchise since his days working with Bendis; only now do we truly break away from it and it really, really works. It complements the tone of the book well and it's a good part of why the new direction works. Without Rivera and Martin, I'm not sure it would have the tone Waid was looking for.
Just good, good work all around. Assuming the quality keeps to this level, I may be in for the long haul. Highly recommended.
My Opinion: Buy It
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Friday, June 14, 2013
Action Comics: Superman and the Men of Steel (comics)
Writer: Grant Morrison
Artists: Rags Morales, Andy Kubert
Collects: Action Comics (vol. 2) #1-8
Supermans origin has been redone so many times it's safe to say we probably don't need to see it again for a long time. But if you are going to sell me on it, you could do far worse than bringing in Grant Morrison. Even better, Morrison had a great idea that no origin had touched on in decades.
Morrison finally brought the character full circle. Superman started out, way back at his inception, as a social crusader who cared more for justice than what people thought of him. He did the right thing, whether the law agreed or not. Kind of interesting that the Man of Steel has been made to be very relevant again simply by going deep into his past. With corporate recklessness at a high and people deciding the way to fight back is to occupy the streets, isn't this the sort of hero the world needs right now?
Something I appreciated is that Morrison gives ample page time to Krypton without it dominating the character. One of the things that sometimes bothers me is when Supermans Kryptonian heritage is made to be a part of who he is. Morrison never forgets that, no matter what might have happened on Krypton, growing up on Earth is what shaped Superman into the person he is. His mother and father were the Kents and they gave him the life lessons and morals that shaped him into the hero we know.
One scene in particular that I enjoyed is a flashback, when young Clark is discussing where he came from with Johnathan Kent. He remarks that he doesn't even know what the S on his blanket meant. His father tells him that it doesn't matter; what matters is that Clark himself can make that S mean something through his actions, by reminding humanity of the best parts of us. That's what I mean; Krypton can be relatively important and interesting, but it should not inform his character too much. Earth is his home.
By the end of these eight issues, we've recieved a pretty good primer on Superman and the world he inhabits. A plus is that they saw fit to correct the reading order for the trade. One of the edicts of the New 52 was that the monthly books would ship on time*. Thus, when Action Comics fell a bit behind schedule, Morrison, along with Andy Kubert, slipped in a two issue story obviously meant to take place after the arc it popped up in the middle of. The trade places it after the main arc has concluded.
All the backup strips are included as backmatter; they're by a different writer, but add some welcome depth to the world. A couple of them are dedicated to Steel - who is now inspired by Superman far earlier in his career and joins the Man of Steel in the fight - showing what he was up to while Superman went to confront the threat in space. Another, my personal favorite, shows the life of the Kents and the hardships they endured leading up to finally getting their wish of a family in Clark. They're also well worth the read.
Oh, and all the variant covers are collected in a gallery at the back, along with some behind the scenes tidbits with the creators.
I was initially apprehensive when I heard Rags Morales was going to be the artist of the series. The main work I knew him by is Identity Crisis, where he opted for heavy realism to the point of basing the look of the different characters after famous actors. It was always pretty weird and I always kind of equated him with that book. Thankfully, he does well for himself here, showing off a range and versatility I didn't expect from him. His work is not perfect. Hell, it's downright rough in spots, particularly an odd, odd style change for the closing pages of the initial arc. But it works better than I expected.
Andy Kubert does that aforementioned two issue arc. As always, his work is a delight. It's a real shame that he's not a faster artist, because I'd love to have seen him work with Grant Morrison more often**.
All together, Superman and the Men of Steel is some pretty great comics and well worth the purchase.
My Opinion: Buy It
I've finally come across the first homerun of the New 52. Superman and the Men of Steel is everything I wanted and more. It has action, drama and most of all it has heart. I couldn't stop smiling while reading it.
* For the unaware, DC had a nasty problem with late issues prior to the New 52. In some cases, this is forgivable; a story is often so much better when a consistent artistic voice is applied and a lot of the delays were on the art end. On the other, even in the case of stories that benefited from the wait, it could get kind of ridiculous. Geoff Johns "Last Son" arc of Superman was delayed for so long - I think it took over a year for it to finally reach a conclusion - that almost the entire run of Kurt Busiek on Superman happened between the issues of that story. I kind of wish there were a bit more leeway given rather than the hardline stance they take now, but no one will question things needed to tighten up really bad.
** The only other thing I'm immediately aware of his his run on early issues of Grants Batman run. Unfortunately, it seemed he couldn't keep up and had to bow out after about seven issues. A real shame, even if Tony Daniel did a fair job following him. I'd kill for a miniseries by Grant Morrison and Andy Kubert that allowed the two to do what they wanted without schedules to worry about.
Artists: Rags Morales, Andy Kubert
Collects: Action Comics (vol. 2) #1-8
Supermans origin has been redone so many times it's safe to say we probably don't need to see it again for a long time. But if you are going to sell me on it, you could do far worse than bringing in Grant Morrison. Even better, Morrison had a great idea that no origin had touched on in decades.
Morrison finally brought the character full circle. Superman started out, way back at his inception, as a social crusader who cared more for justice than what people thought of him. He did the right thing, whether the law agreed or not. Kind of interesting that the Man of Steel has been made to be very relevant again simply by going deep into his past. With corporate recklessness at a high and people deciding the way to fight back is to occupy the streets, isn't this the sort of hero the world needs right now?
Something I appreciated is that Morrison gives ample page time to Krypton without it dominating the character. One of the things that sometimes bothers me is when Supermans Kryptonian heritage is made to be a part of who he is. Morrison never forgets that, no matter what might have happened on Krypton, growing up on Earth is what shaped Superman into the person he is. His mother and father were the Kents and they gave him the life lessons and morals that shaped him into the hero we know.
One scene in particular that I enjoyed is a flashback, when young Clark is discussing where he came from with Johnathan Kent. He remarks that he doesn't even know what the S on his blanket meant. His father tells him that it doesn't matter; what matters is that Clark himself can make that S mean something through his actions, by reminding humanity of the best parts of us. That's what I mean; Krypton can be relatively important and interesting, but it should not inform his character too much. Earth is his home.
By the end of these eight issues, we've recieved a pretty good primer on Superman and the world he inhabits. A plus is that they saw fit to correct the reading order for the trade. One of the edicts of the New 52 was that the monthly books would ship on time*. Thus, when Action Comics fell a bit behind schedule, Morrison, along with Andy Kubert, slipped in a two issue story obviously meant to take place after the arc it popped up in the middle of. The trade places it after the main arc has concluded.
All the backup strips are included as backmatter; they're by a different writer, but add some welcome depth to the world. A couple of them are dedicated to Steel - who is now inspired by Superman far earlier in his career and joins the Man of Steel in the fight - showing what he was up to while Superman went to confront the threat in space. Another, my personal favorite, shows the life of the Kents and the hardships they endured leading up to finally getting their wish of a family in Clark. They're also well worth the read.
Oh, and all the variant covers are collected in a gallery at the back, along with some behind the scenes tidbits with the creators.
I was initially apprehensive when I heard Rags Morales was going to be the artist of the series. The main work I knew him by is Identity Crisis, where he opted for heavy realism to the point of basing the look of the different characters after famous actors. It was always pretty weird and I always kind of equated him with that book. Thankfully, he does well for himself here, showing off a range and versatility I didn't expect from him. His work is not perfect. Hell, it's downright rough in spots, particularly an odd, odd style change for the closing pages of the initial arc. But it works better than I expected.
Andy Kubert does that aforementioned two issue arc. As always, his work is a delight. It's a real shame that he's not a faster artist, because I'd love to have seen him work with Grant Morrison more often**.
All together, Superman and the Men of Steel is some pretty great comics and well worth the purchase.
My Opinion: Buy It
I've finally come across the first homerun of the New 52. Superman and the Men of Steel is everything I wanted and more. It has action, drama and most of all it has heart. I couldn't stop smiling while reading it.
* For the unaware, DC had a nasty problem with late issues prior to the New 52. In some cases, this is forgivable; a story is often so much better when a consistent artistic voice is applied and a lot of the delays were on the art end. On the other, even in the case of stories that benefited from the wait, it could get kind of ridiculous. Geoff Johns "Last Son" arc of Superman was delayed for so long - I think it took over a year for it to finally reach a conclusion - that almost the entire run of Kurt Busiek on Superman happened between the issues of that story. I kind of wish there were a bit more leeway given rather than the hardline stance they take now, but no one will question things needed to tighten up really bad.
** The only other thing I'm immediately aware of his his run on early issues of Grants Batman run. Unfortunately, it seemed he couldn't keep up and had to bow out after about seven issues. A real shame, even if Tony Daniel did a fair job following him. I'd kill for a miniseries by Grant Morrison and Andy Kubert that allowed the two to do what they wanted without schedules to worry about.
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Wednesday, February 3, 2010
Joker (comics)
Writer: Brian Azzarello
Artist: Lee Bermejo
Contains: Original Graphic Novel
You'll notice right away that the word "Batman" is nowhere to be found in the title of this. It's very fitting. This is really Jokers story through and through.
The comic's story isn't straightforward in a strict sense. This is the Batman universe if you'd bathed it in noir pathos and dried it with grime. The Joker is released from Arkham without even the loosest explanation of how or why; a fitting omission, because in truth it really does not matter. The Joker is loose, he's mad and he wants to rule Gotham. We see his insanity through his henchman, Jonny Frost; a two bit thug with aspirations as high as the sky. A man who at one point wanted the sort of thing the Joker takes in the story until he slowly realizes just who and what the Joker is. This is not a crime story or a Batman story; in truth, this book is more a character study of the Joker than anything else.
In that manner, things just happen without a lot of resolution. You'll see several Batman rogues over the course of the tale and Joker will trade things, shoot people and threaten others, but we don't always get all the details. Why Joker calls Penguin "Abner", why Penguin is running a boxing gig, what Joker bought from the Riddler; all of these and some more are unresolved and given no explanation, but when you boil it down, they don't really matter either. In truth, the story itself is a ride with the Joker, diving within the depths of his madness. Little of what happens really matters; you know right from the beginning and all through Jonny acclimating to the new lifestyle that there's only one place the story can go to, but the journey there is a whirlwind and that knowledge builds the tension until the inevitable happens.
In a lot of ways, it's very fitting that this was released partially as a tie-in of sorts to "The Dark Knight". To be honest, the story feels like it could well take place down the line in that universe, sharing several similarities without ever meaning to. The Jokers look is a spot on interpretation of the Joker of the film - though this was not intentional, apparently - and the Joker here is in some ways like the Joker there. He just does things, being the tornado of chaos and insanity that he is. But this time, he's mad and focused; he takes on almost a mobster mentality in trying to take over Gotham, unwilling to let it go to the Batman. Gotham itself is less the gothic wonderland it always seems to be in most adaptions, but more the sprawling traditional city of the movie universe. The villains we see carry a similar realistic bent.
It's some measure of fun in seeing the Batman universe filtered through such dense noir pathos. Killer Croc is a black thug. The alleys are shadowed and rain slicked. Harley Quinn herself even shows up as a stripper in Jokers club, never saying a word throughout the tale while being his stalwart lackey. It's also implied she and Jokers relationship is heavily sexual. Drugs, pills and alcohol are all over. Everything carries a dark edge. It's fantastic.
As for Batman himself, he's wisely kept out of the story, for the most part. But that's not to say he's completely unmentioned. In a way, his shadow seems almost perched right outside the proceedings - in a fit of paranoia, the Joker vaguely refers to him, thinking he's watching throughout all the events that transpire - and that shadow builds until it looms large. Small hints of his presence in Gotham throughout the story culminate in the final sequence, or the point you knew the story had to reach.
Then, on top of all that is the artwork; it's simply mouth wateringly gorgeous. Everything is awash in grit and shadow, thick with atmosphere. It's simply stunning. I do not exaggerate when I say that the art is worth the price alone. It's great work that I cannot give enough praise to. In truth, it elevates the book to an even higher level than it was before.
My Opinion: Buy It
Artist: Lee Bermejo
Contains: Original Graphic Novel
You'll notice right away that the word "Batman" is nowhere to be found in the title of this. It's very fitting. This is really Jokers story through and through.
The comic's story isn't straightforward in a strict sense. This is the Batman universe if you'd bathed it in noir pathos and dried it with grime. The Joker is released from Arkham without even the loosest explanation of how or why; a fitting omission, because in truth it really does not matter. The Joker is loose, he's mad and he wants to rule Gotham. We see his insanity through his henchman, Jonny Frost; a two bit thug with aspirations as high as the sky. A man who at one point wanted the sort of thing the Joker takes in the story until he slowly realizes just who and what the Joker is. This is not a crime story or a Batman story; in truth, this book is more a character study of the Joker than anything else.
In that manner, things just happen without a lot of resolution. You'll see several Batman rogues over the course of the tale and Joker will trade things, shoot people and threaten others, but we don't always get all the details. Why Joker calls Penguin "Abner", why Penguin is running a boxing gig, what Joker bought from the Riddler; all of these and some more are unresolved and given no explanation, but when you boil it down, they don't really matter either. In truth, the story itself is a ride with the Joker, diving within the depths of his madness. Little of what happens really matters; you know right from the beginning and all through Jonny acclimating to the new lifestyle that there's only one place the story can go to, but the journey there is a whirlwind and that knowledge builds the tension until the inevitable happens.
In a lot of ways, it's very fitting that this was released partially as a tie-in of sorts to "The Dark Knight". To be honest, the story feels like it could well take place down the line in that universe, sharing several similarities without ever meaning to. The Jokers look is a spot on interpretation of the Joker of the film - though this was not intentional, apparently - and the Joker here is in some ways like the Joker there. He just does things, being the tornado of chaos and insanity that he is. But this time, he's mad and focused; he takes on almost a mobster mentality in trying to take over Gotham, unwilling to let it go to the Batman. Gotham itself is less the gothic wonderland it always seems to be in most adaptions, but more the sprawling traditional city of the movie universe. The villains we see carry a similar realistic bent.
It's some measure of fun in seeing the Batman universe filtered through such dense noir pathos. Killer Croc is a black thug. The alleys are shadowed and rain slicked. Harley Quinn herself even shows up as a stripper in Jokers club, never saying a word throughout the tale while being his stalwart lackey. It's also implied she and Jokers relationship is heavily sexual. Drugs, pills and alcohol are all over. Everything carries a dark edge. It's fantastic.
As for Batman himself, he's wisely kept out of the story, for the most part. But that's not to say he's completely unmentioned. In a way, his shadow seems almost perched right outside the proceedings - in a fit of paranoia, the Joker vaguely refers to him, thinking he's watching throughout all the events that transpire - and that shadow builds until it looms large. Small hints of his presence in Gotham throughout the story culminate in the final sequence, or the point you knew the story had to reach.
Then, on top of all that is the artwork; it's simply mouth wateringly gorgeous. Everything is awash in grit and shadow, thick with atmosphere. It's simply stunning. I do not exaggerate when I say that the art is worth the price alone. It's great work that I cannot give enough praise to. In truth, it elevates the book to an even higher level than it was before.
My Opinion: Buy It
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Sunday, September 6, 2009
Batman: The Man Who Laughs (comics)
Writer: Ed Brubaker
Artists: Doug Mahnke, Patrick Zircher
Collects: The Man Who Laughs one shot, Detective Comics #784-786
If there's one thing fans aren't lacking, it's Joker stories. The character is nigh omnipresent at times and never too far from any writers mind when they get their hands on one of the books. If there's a story they don't go back to much, though, it's the first encounter. Sure, there's the original issue - Batman #1 - that introduced Batman's enduring arch-enemy, but that's also, like, seventy years old now.
Enter Ed Brubaker and Doug Mahnke with the "Man Who Laughs" one shot. Structured like a sequel to Batman Year One, it fits right in, taking place before and after those last few panels of the aforementioned story, where Jim Gordon mentioned the villain by name and his plot to poison the Gotham Reservoir. We don't exactly waste time with any origins, either; much like The Killing Joke, it's kept vague, focusing instead on the terrorist nature of Joker and the chaos he delivers. Why he's there doesn't matter as much as what he does now that he's there. Batman muses that he'd prepared for murderers, rapists and petty thieves, but not the mentally unstable. Nothing will ever be the same again, something Gordon and Batman are keenly aware of.
If you're familiar with the name Doug Mahnke, you will probably expect some very good art. You won't be disappointed. As you might expect, Mahnke draws the hell out of the story, making the story as solid visually as any other aspect. The linework is a bit sketchier here, but it's a style that works. Unlike other attempts by other artists, Doug Mahnke manages to keep the style from becoming an eyesore.
Also included in the trade is a three issue story from far further into Batman's career. Near as I can tell, it takes place a while after No Mans Land has come and gone; Jim Gordon has since (temporarily) retired as a cop and assists the Dark Knight in an unofficial capacity. The story itself is a team-up between the current hero of Gotham - the Batman - with the original hero of Gotham - Alan Scott, the original Green Lantern - to solve a case that went cold during Alan's original time in Gotham in the 1940's. It is a copycat? Or the original returned?
It's fine, even if it's not going to have a large impact on the Batman mythos or anything. But really, it's impact doesn't matter; it's a nice extra, included to give you another Brubaker penned Batman tale and pad the length a bit. It reminded of what you might get if you took an issue from "The Brave and the Bold" comic and gave the team-up three issues to play out. It's fun, which is all that really matters. Also, if the last couple pages don't make you smile, I'm not sure what will.
The art is fantastic. Patrick Zircher's style there is a bit more solid than Doug Mahnke's approach in the title story and it looks very modern. It's some slick work and makes the team-up as good looking as it is fun. So the entire book looks good from cover to cover. You can't ask for much more.
My Opinion: Buy It
Artists: Doug Mahnke, Patrick Zircher
Collects: The Man Who Laughs one shot, Detective Comics #784-786
If there's one thing fans aren't lacking, it's Joker stories. The character is nigh omnipresent at times and never too far from any writers mind when they get their hands on one of the books. If there's a story they don't go back to much, though, it's the first encounter. Sure, there's the original issue - Batman #1 - that introduced Batman's enduring arch-enemy, but that's also, like, seventy years old now.
Enter Ed Brubaker and Doug Mahnke with the "Man Who Laughs" one shot. Structured like a sequel to Batman Year One, it fits right in, taking place before and after those last few panels of the aforementioned story, where Jim Gordon mentioned the villain by name and his plot to poison the Gotham Reservoir. We don't exactly waste time with any origins, either; much like The Killing Joke, it's kept vague, focusing instead on the terrorist nature of Joker and the chaos he delivers. Why he's there doesn't matter as much as what he does now that he's there. Batman muses that he'd prepared for murderers, rapists and petty thieves, but not the mentally unstable. Nothing will ever be the same again, something Gordon and Batman are keenly aware of.
If you're familiar with the name Doug Mahnke, you will probably expect some very good art. You won't be disappointed. As you might expect, Mahnke draws the hell out of the story, making the story as solid visually as any other aspect. The linework is a bit sketchier here, but it's a style that works. Unlike other attempts by other artists, Doug Mahnke manages to keep the style from becoming an eyesore.
Also included in the trade is a three issue story from far further into Batman's career. Near as I can tell, it takes place a while after No Mans Land has come and gone; Jim Gordon has since (temporarily) retired as a cop and assists the Dark Knight in an unofficial capacity. The story itself is a team-up between the current hero of Gotham - the Batman - with the original hero of Gotham - Alan Scott, the original Green Lantern - to solve a case that went cold during Alan's original time in Gotham in the 1940's. It is a copycat? Or the original returned?
It's fine, even if it's not going to have a large impact on the Batman mythos or anything. But really, it's impact doesn't matter; it's a nice extra, included to give you another Brubaker penned Batman tale and pad the length a bit. It reminded of what you might get if you took an issue from "The Brave and the Bold" comic and gave the team-up three issues to play out. It's fun, which is all that really matters. Also, if the last couple pages don't make you smile, I'm not sure what will.
The art is fantastic. Patrick Zircher's style there is a bit more solid than Doug Mahnke's approach in the title story and it looks very modern. It's some slick work and makes the team-up as good looking as it is fun. So the entire book looks good from cover to cover. You can't ask for much more.
My Opinion: Buy It
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Friday, August 7, 2009
Wolverine (comics)
Writer: Chris ClaremontArtist: Frank Miller
Trade Collects: Wolverine #1-4, Uncanny X-Men #172-173
If there's one comic team that's weathered the years, it's the X-Men. Writer Chris Claremonts run on the X-Men spanned almost two full decades, taking the group to places and levels of popularity it had never seen before. Prior to the relaunch with the "All New, All Different X-Men", the group was like the red headed stepchild of the Marvel Universe. Of all Stan Lee's creations, this was the one that just didn't catch on, ending up canceled instead of becoming the almost instant icons other creations were. But Chris Claremont changed that, shaping the team into what would become a phenomenon and long running franchise that continues to this day.
One of the most popular aspects of this run was the Wolverine character. Back in the early days, he was nowhere near the exposure he receives now; he was just one side character in a cast that contained several. But he was one of the most popular of any X-Men and eventually it led to a mini. Chris Claremont, as he states in the trades introduction, wanted to break Wolverine down, looking to build him back up into something better than he had been before the story.
Mission accomplished.
This is the story that established one of the greatest tropes of Wolverine stories; his strong connection to Japan and it's mythos. After returning from a hunt for a renegade bear, Wolverine finds that his letters to Mariko Yashida, a woman he met in earlier issues of Uncanny X-Men and fell in love with, had been returned without explanation. A phone call reveals she has gone back to Japan, so Wolverine follows. Despite being warned away, he presses on, only to find the love of his life has married a man she does not love out of loyalty and honor for her family, including her corrupt father.
When, heartbroken, Wolverine tries to leave, said father has him captured; Mariko's father seeks to battle him and show his daughter that the man she loves is not worthy. In the midst of battle, Wolverine loses his composure, popping his claws and reverting to a berserker rage that he is chided as more animal than man for; despite his formidable fighting skills, Wolverine is soundly defeated and disgraced, his honor and self worth quickly a memory. From there, he must rebuild himself, waging a war of honor to prove himself worthy and win back the woman he loves, as well prove once and for all that he is not an animal, but a man. It's the tale of a failed samurai risen up to claim what he deserves.
As far as Wolverine stories go, the story told in this mini is a definitive classic, even to this day. Wolverine, for the first time the leading man of a story all his own, is humanized in a way few stories can ever manage. His plight is one of loss and personal strife, not entirely physical, and you are brought to care about him through the course of the tale. It was Wolverine as he'd never been seen before and from that point on, he started to become the backbone of the X-Men. This tale hd expanded and changed the character forever; hell, it was even the series to introduce one of his best known phrases, "I'm the best at what I do, and what I do isn't very nice".
On the subject of love interest Mariko Yashida, I must admit that I love the character already amongst Logans many loves. She was arguably his greatest love of all the women he's been with, which shines through. She's bound to honor and duty; Wolverines love and longing for her bring about change to the man in ways other love interests have not. She's perfect in this tale of honor, shame, love and pure mayhem. That's a good bit of praise for me.
For the most part, the tale holds up beautifully and I suspect it always will. This was Chris Claremont when he was on the top of his game; modern Chris Claremont sometimes has similar problems to Stan Lee's modern stories in that the scripts are overly talky and over explain everything. This story is in stark contrast; back then Claremont knew when to pipe down and let the art tell the story. Everything is top notch in regards to the writing, the story ending as strongly as it begins. It's not hard to see why Japan became such a strong presence in the years to come once you read this story; it's a place Wolverine works very well in and is often rife for drama.
As for the art? It equals the great writing held within, if not surpasses. This was also Frank Miller when he was arguably at his best. His style is fluid and dynamic, rendering the fight scenes quite expertly and lending the story the visual punch it needed. Without his work, it's arguable that the story might not have been as powerful. While the coloring is definitely reminicent of the time it was published, the art holds up wonderfully today.
Without question, this was and still is one of the definitive Wolverine tales that I think anyone with even a passing interest in the character should read.
I really can't talk much about the two included Uncanny X-Men issues without spoiling the end of the miniseries, sadly; and while it's been twenty years since the mini was published, I don't want to run the risk of spoiling it for anyone who hasn't read it. In some ways, they're very necessary to cap off the story told in the mini; the main throughline of the issues involves following up on the mini. They are not completely self contained, however.
This stems largey due to Chris Claremonts style of writing on the regular X-Men title. He tended to have several different subplots simmering in the background at any given point in time, progressing them forward piece by piece before they eventually took the spotlight. Seeing as the included capper issues are of Uncanny X-Men, that's certainly the case here too. Don't expect to read the issues and get everything that's going on; plots like the Jean Grey lookalike Madalyne Pryor and Rogues struggle to fit in amongst the X-Men, whom she'd previously fought, started long before those two issues and continue for long after.
In some ways, this general approach affects the cap of the Wolverine story, as well. The issues end in a way you might not expect; something is clearly wrong with the reactions and it's hinted whom is behind it. Basically, the storyline started in the mini is brought to an awkward conclusion and not truly ended, as it had then become another plotline amongst the many in the title. What was wrong with Mariko and why things happened the way they did was not really solved until a couple of issues down the road in the Uncanny title. Don't expect a truly clear resolution.
I can be a bit more clear, however, on the art of the two issues of Uncanny. They were not done by Frank Miller, but Paul Smith. They hold up very well, actually, following Millers art on the miniseries. I was pleasantly surprised to find that the included Uncanny issues were still quite excellent despite the change in artist; thought there are a few instances where the artist change is pretty glaring, but that it holds up in the face of Millers work should speak very well of the work given here. It feels quite visually consistent, which truly eases the inclusion of the issues with the miniseries.
My Opinion: Buy It
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Tuesday, March 31, 2009
System Shock 2 (video game)
Platform: PCDevelopers: Looking Glass Studios, Irrational Games
Genre: First Person Shooter, RPG, Horror
ESRB Rating: Mature
Release Date: August 11th, 1999
The System Shock games are to innovation as Japan is to most types of pornography; synonymous.
The first System Shock set the bar higher than anything of it's time without question. Coming out no more than four months removed from Doom, the revered FPS classic, it was everything that game was and so very much more; despite selling rather abysmally for whatever reason. But if the first System Shock was years ahead of it's time, the sequel is at least two decades ahead. Instead of laying back on old formulas, the developers once again pushed the envelope, creating a complete experience with features that still have not reached mainstream FPS games over a decade later.
Some features were unfortunately lost in the five years, an eternity when it comes to computers and the speed of their advancements, that it took for a sequel to hit shelves. The cyberspace segments, which were all too sparse in the last game, are all but absent here. Instead of being a seperate mode of play with it's own controls, the few points cyberspace appears within the game are the same as regular play, only with a grid pattern to distinguish it from the "real world". Also, the game has several differences in the way energy and cyberware is used.
Thankfully, the game doesn't suffer without any of the things removed from the last game, though I personally missed the cyberspace sections.
The game is a little friendlier to new players than the last game. Instead of being thrust into the action, you actually begin on earth as your nameless character in front of the United National Nominate recruitment building, ready to join the military. This serves as your general tutorial for the game; before you sign up, you can hit cyberspace pods which give you basic and advanced training with different aspects of the gameplay. This includes weapons training, tech training and psi training, or the games equivilent of psychic powers. After you learn the basics, the fun begins.
Cyberware is something that has recieved the largest overhaul between the two games. Gone are the implant upgrades of the last game. In it's place is an entirely stat based system; meaning that while the last game merely had an RPG flavor, it's sequel is a full on hybrid of RPG and shooter. These will determine your affinity for different weapon types, your skills as a hacker and the psi powers you can use, just to name a couple of examples. You gain cyber modules, which are spent to upgrade your rig and stats, for completing story based objectives and once in game upgrading is as simple as finding one of the upgrade systems and choosing what you want to upgrade with the modules you have.
Setting up your basic stats is rather ingenious. After your training, it's tiem to choose your branch of the military, which will determine what you are proficcient at in the start of the game. The Marines specialize in weapons, the Navy are the tech guys and the OSA are the paranormal guys who specialize in psionic powers. Once you choose your branch, you choose from three postings. Each posting upgrades certain stats, stated to you before you enter, and you go through three, each one representing a year of service, before the real game begins with the stats you've gained through your choices.
From there, the real story begins. The setup is similar to how things started in the last game. It's now forty two years after the incident on Citadel Station with SHODAN, a situation said to have been diffused by a nameless hacker. You are on the Von Braun, the first ship with faster than light speed capabilities, on it's maiden voyage to explore the reaches of space alongside it's military ship escort the UNN Rickenbacker. You had been posted on said mission. At some point, however, things had gone horribly wrong. You wake with no memory of events that have taken place. Most of the crew is since dead, the ships computer named Xerxes has seemingly gone haywire and the ship is overrun by grotesque invaders of unknwn origin. Your only friend comes from a female voice that communicates to you, guiding you out of danger. It's up to you to learn what's happened and survive.
As you can tell, the basic setup is similar to the original. You wake up with little to no memory only to find yourself in danger almost immediatly. Most of the story is again told through crew logs picked up throughout the ships, which helps add to the desperate atmosphere of the game.
The story is different in far more ways, however. When the first game began, you found out the basic gist of the situation on the station in the first five or six minutes of gameplay; the stations AI, SHODAN, had gone haywire and become genocidal, fancying herself a god above humans and slaughtering the crew. In the sequel, however, you have little to no clue exactly what has been going down and it stays that way for quite a while. Instead of SHODAN and her powerful cyborgs, you take on what appears to be mutated humans connected by a hive mind, bent on assimilating humans into their unity and spreading the "glory of the flesh". Things only begin to piece together about an eighth of the way through and even after you think you know what the cause of everything is, you'll still be shocked by some of the twists in the game. The first game had a beefy story for it's time; the sequel merely ramped up that concept.
The visuals, like the previous game, suffer from age. Computer technology evolved in leaps and bounds with each passing year of the nineties. With five yers between the two games, the difference in visuals is night and day. However, it's also undeniable that a decade has passed since System Shock 2 and things have taken giant leaps of their own since. The general environments do not suffer as much from this. They look great for the time and still hold up today rather admirably, despite some blocky objects here and there. Even the enemies look pretty decent for the most part, especially the fleshy antagonists of The Many.
It's the models for the human characters that suffer more than anything. They look downright terrible. Textures are bland and stretchy, plus the models they're wrapped around are horrifyingly, disgustingly blocky. They may be more horrifying than anything the game itself throws at you; and they're littered throughout the game. The bodies of the crew, like the last game, are everywhere, so there's no escaping the awful models for the humans. They can take you out of the game easily.
The sound is far more coherant in tone this time around. The first game had a theme for each level of the station, as distinct and vibrant as the level itself. The sequel, however, eschews that for a lower, creepier tone. There are several times where there will be no real music playing or it would be so low it's barely distinguishable. Instead, you're left to hear the enemies creeping around through the corridors, which can get you all on it's own. The hybrids are a great example of this; they mumble and mutter about unity and flesh, sometimes even speaking in your mind. It's liable to creep you out.
There are times when the music will kick in, however. There are spots in the game where, upon passing, a theme will kick in. This most noticably happens right as you walk into a fairly substantial battle or a hallway that is, upon the first time through, rather packed with enemies. The music ranges from rock style themes to ambient music meant to ratchet up the tension in dark, moody areas. While all this means that there isn't going to be any memorable themes that will stick in your head like most games or even the last System Shock, it also means that the sounds and music are more tailored to the horror experience the game strives for.
Gameplay is vastly improved in this game; quite the feat when you consider the last game was pretty damn good in this department as well. Instead of a clunky, action obscuring HUD display, the games presentation is generally minimalistic. The game is always in fullscreen and the inventory is not always up like last time, meaning that you can see everything easier this go around without having to continually switch between the HUD and full screen displays. Looking and turning is all controlled by the mouse this go around, like many modern FPS games. With a press of the button, however, you can bring up your inventory, which brings up the mouse as a pointer to interact with your inventory and things all around you, somewhat similar to the last games general setup.
Speaking of inventory, you equipment has also been expanded; instead of just weapons, you may now find and equip both armor and implants that will upgrade a particular function as long as they have power. Each item has it's own energy charge this go around instead of running off a general energy bar; when you hit a recharge station in this game, everything in your inventory is recharged. Instead of your general energy bar, you have a psionic energy bar your psi powers will run off of. Said bar is replenished by hypo's, similar to health. All of this plus a lot of other little changes add up to provide a different and in many instances superior experience.
A lot of new wrinkles are added to overall gameplay, many of them very, very innovative for today, much less then. You weapons would actually degrade in condition as you used them, meaning you would need to use tools to maintain them for usage. Also new is the ability to modify your weapons, thereby improving them. These will range anywhere from increasing clip size to decreased reload time. Modifying a weapon works similarly to hacking a console, only in this instance once you are successful the weapon in particular is improved.
Another new addition to gameplay is research. Some weapons and items will actually need to be researched first before they can be used. This is done by simply right clicking an unresearched item in your inventory. It's never quite so simple, however, as many items will require certain chemicals for the research, which are found only in chemical storerooms on each deck of the ship. Research is just another layer to the many this game provides.
All these are just the basic new innovations this game has to offer. I've only scratced the surface. I could write an article in and of itself of all the new wrinkles this game has that add to the experience and playtime.
As mentioned, proficciency in a lot of things is handled by stats, much like an RPG. The higher a stat in one of the weapon categories, the more damage you will do with that type of weapon. Some weapons will even require a certain number in a particular stat for you to even use it. The higher a stat in hacking, the easier it will be to hack computers and security crates. The higher a stat in modification, the more you may modify your weapons. And so on.
The game itself has a much higher emphasis on horror this go around than the previous game. Unlike the last game, where ammo was plentiful for the most part, System Shock 2 gives you far less ammo for you guns to play with on the whole, similar to survival horror titles like Resident Evil. This means that melee weapons are the order of the day much of the time; and in this game getting close to an enemy is not always easy. A wrench you pick up once the game really begins will probably be your best friend for a good while.
Adding to the suspense the game provides are the enemies tendency to respawn at any time they please. Unlike other games, when you clear a hallway it doesn't remain that way. If you are away in another section of the area for a while, there won't be any returning without worry; there is a good chance something will be waiting for you there. This makes traversing the halls downright creepy because in some respects you're never really safe; even if you clear out the entire area of the main enemies, some will respawn in the corridors from time to time. Thankfully, only one at a time will respawn in any given place, so you won't be overwhelmed or anything if you go back and you eventually learn to keep your guard up.
Still, turning a corner in a hallway you previously cleared to find a hybrid waiting with a shotgun can be a startling slap in the face if you become too complacent; you're never really safe in this game and you wouldn't want it any other way.
If there's one real flaw I could think of when it comes to this game, aside from some of the ugly character models that really show their age, it's probably the last hour of the game. The game tapers off a bit near the end of the game, slowly becoming more linear. Thankfully, it's a minor quibble that only crops up near the tail end of the game and it's offset by other factors that take your mind off of that.
One of said factors being the last area of the game; the one between the last major out and out fight of the game and the final boss. This area was a masterstroke. I won't spoil it, but I will say that if you played the first game at all, this rea will look awfully familiar and perhaps even get you all nostalgic.
There's really so much going on with this game that I don't think I could ever truly list all of it without doing a fifteen page essay on the game itself. My reviews get long enough as it is, so I wouldn't want to put that sort of thing up. The game has a lot of little things that add up to make a game that is just as much an experience as the first one. It's not to be missed.
My Opinion: Buy It
Monday, March 9, 2009
System Shock (video game)
Platform: PC, DOS
Developers: Looking Glass Studios
Genre: First Person Shooter, RPG, Horror
ESRB Rating: Mature
Release Date: March 26th, 1994
* Note: This review is of the CD-ROM disc version of the game and not the floppy. The difference is far from minimal; the CD version carried a bit better music and sound effects along with full speech in e-mails and crewmember logs. It makes a big difference; if one is to play the game, it's best to be sure to get the CD version.
The truth is sometimes hard to swallow, especially if you're a fanboy. But sometimes, no matter how hard you try to deny, there are undeniable truth's in gaming that can be often ignored. Things like Halo being overrated, how far franchises like Sonic had fallen and so on. One of these truths is that as great a game as the original Doom was, the game that brought First Person Shooters to the forefront of gamers minds from that day forward, the game was the Ewok to System Shocks Darth Vader. System Shock made the game look that pathetic in comparison, from it's gameplay to actually properly conveying the horror theme both games shared.
Doom may have gotten all the glory upon it's release a year prior to this game, but System Shock is where the true innovations in First Person Shooters were being displayed.
This is why it's a shame that System Shocks fate was to be overlooked. Do not get the wrong idea from the previous words; Doom is an unquestionable classic of gaming. But having played System Shock, it's apparent to me that This game is just as much of a classic and deserved to stand shoulder to shoulder with Doom in gamers minds. Perhaps gamers just wanted a simpler shooter, as Doom and Wolfenstien 3D provided. Perhaps the marketing did not present the product properly. Whatever the reason, System Shock sold poorly, but it since has rightfully taken it's place as a major influence in gaming, even if it will never be as well known as it's contemporaries.
When put into the context of 1994, the fact that this game had a fleshed out story was simply amazing. While Wolfenstien 3D and others were simple shooters with any plot relegated to the manual and shot you right into the game, System Shock was not content with this. You're treated to an opening cutscene in the age before they became popular, one that must have been dazzling at the time. All the necessary information is laid out for you from there; in a cyberpunk-esque future, you're a simple hacker who cracks into classified files on an orbital space station owned by TriOptium, a corporation in the future. He's detected and swiftly captured, brought into orbit to the station itself. There he is confronted by a TriOptium executive named Edward Diego, who offers something of an offer the hacker can't refuse; perform a confidential hacking of the stations AI, SHODAN, and if the job is done well the hacker will receive a military grade neural interface. The Hacker does his job and true to Diego's word, is fitted with said implant and put in a healing coma for six months.
Upon awakening, the game begins. Within a minute you pick up your basic instruments, including a data reader that allows you to receive e-mails and listen to logs of the station crew. You recieve an e-mail from a counter terrorist specialist; they know you were the one who hacked the computers as Diego, despite his position, was not as on the up and up as was expected. When you removed the ethical constraints six months prior, SHODAN subsequently went rogue; killing all of the stations crew and quashing their resistance over those six months. You have two objectives; one is to survive, the other is to stop SHODAN's mad plots at all costs.
Normally that opening salvo would be enough story for First Person Shooters of the time. But System Shock went one furthur. All over the nine levels of the sprawling space station, you would come across personal logs of the crew members, allowing you to peer into their thoughts as the six months you were in a coma passed. Some are from when there was only suspicion SHODAN was malfunctioning, others before even that and yet more during the surviving crews desperate struggle to survive after SHODAN began slaughtering the crew and they realized something was horribly wrong. SHODAN her/him/itself is an ample antagonist. Her plans for humanity are as absolutely diabolical as her ego is insatiable. She seeks to be a god and looks down on humans, aptly referring to them in most instances as mere insects. She's creepy and a worthy adversary; the drive to destroy her grows as her taunts and threats grow more numerous as the game passes.
All this was absolutely baffling in those days, no matter what system you were playing; few games gave such an in depth story on top of the solid gaming. System Shock went one better and presented an overall story of the station that holds up to this day, despite the many years that have passed since.
One thing that did not hold up, as expected, is the graphics. This is a 1994 DOS based game without a shadow of a doubt. Everything has pixels the size of Nebraska; if you aren't good at handling dated graphics this may be an irritant. However, nothing seen in System Shock is any worse than the original Doom games, so if you can handle that then this game should be no problem. It actually look a bit better than Doom did and handles some nice effects said game didn't, such as bloody writing on the walls and extremely varied locals. Each level of the ship, from Hospital level to the Bridge, has it's own look which means you'll never be going through someplace that looks the same, making it a better visual experience than it's contemporaries.
The controls take a bit of getting used to, especially if you have never played an older First Person Shooter before. Some of the keys are a bit oddly placed and if you've handled a modern First Person Shooter then the look function not being relegated to the mouse will definitely throw you. That aside, once you get the hang of things it becomes somewhat natural; eventually you won't even have to think about the buttons. Customizable buttons would have been wonderful, but such is the limitation of the times.
Gameplay is quite varied eve among some of todays First Person Shooters. This is not just a run and gun game by any stretch of the imagination. Opening some doors will require solving puzzles. Some main objectives will require you to have a certain number of an item or two. A truly funny side objective, as in passing a retinal scanner, requires a bit of creative thinking. Clues to getting past some doors and access codes can be found in the logs, prompting you to keep track of what you pick up. Your usual health bar is there, accompanied by a new energy bar that will be just as important to keep an eye on. It's all an immersive experience on the whole that is never dull.
One of the best parts of the gameplay is by far the neural interface. Among the usual health and ammo items you will find are plugin's for your neural interface. These range from head lanterns to jet boots to maping systems to a lookaround plugin that allows you to actually see behind you when turned on. Any plugins can be turned on at any time and are upgradable, with new and better effects coming from each upgrade, giving the game a slight RPG twist. When turned on, these plugin's run off your energy meter, forcing you to economize your use of them. Luckily, energy recharge stations can be found on every level of the station and if there isn't one around one can simply use a battery pack you have picked up for a boost.
Your standard gameplay is not the only type, however. Upon finding a terminal, one can actually jack into cyberspace. Cyberspace is basic and yet a great representation of how you might think it would have worked, borrowing more from the early cyberpunk works version of it. Your free float through a wireframe network, collecting programs, data, flipping switches to open doors in the real world and fighting guard programs. It's a fun experience, to be sure, that adds another layer to an already fantastic game.
The sound is generally quite good, but is very much a product of the technology of the time. It's quite MIDI-esque on the whole, owing to the primitive sound technology all those many years ago. Still, it's a fine treat once you get past the fact that it won't measure up to recent games; this game is old remember. Each level has it's own infectious theme that loops throughout that level, as unique as each levels look. They're fantastic in their structure, evidenced by the fact that you never get tired of hearing them despite the looping. The music and sound effects can also help convey the games horror theme; the minimal soundtrack for the Maintenance level adds to the overall creepy atmosphere said level goes for.
On top of all this, the games innovations and influence is vast. If there's a common control or gameplay element in a modern game, chances are unbelievably good that it got it's start here. Looking up and down made it's debut in First Person Shooters here, adding a layer your Wolfenstiens and Dooms did not have. There are no samey visuals to be found here either, as mentioned there are distinct and vast looks throughout each level of the game. The engine also allowed for slopes and and inclined surfaces, literally unheard of at the time. New control options also made their debut here; leaning made it's first appearance here as did being able to crouch and crawl. Item side effects was another of the games perks; taking a sight enhancing patch, for instance, would improve your sight for a little while, but once it faded your sight would be poorer than originally and future patches might not even work as well, if at all. To reverse that you would need a separate detox drug to bring you back to normal. Another example is the Berserk patch, which makes you stronger for a limited time, yet will also cause you to hallucinate.
None of this is even mentioning the physics, which had your head bobbing upon running and bullet impacts to knock your head back in the opposite direction. Another influence was in regards to damage calculations. Some weapons worked best against some enemies but may not work at all against others. For instance, using a gas grenade would prove very effective against a mutant, but the robots would practically laugh at you. An EMP would seriously damage cyborgs and bots, but trying it on a mutant would be the equivalent of throwing chewed up bubble gum at them. Different ammo types also made it's debut here, allowing you to unload your current clip and then choose the type of ammo you wanted to reload with; for instance, giving you the choice between hollow points or slugs for the magnum.
The game in itself was something of an innovation, as can be seen; everything it offered has since become the norm in First Person Shooters, giving it the sort of influence and impact even Doom has never had. Even in this day and age, when you complete this game you will know you have just finished an experience. There are few other games like it.
My Opinion: Buy It
Developers: Looking Glass Studios
Genre: First Person Shooter, RPG, Horror
ESRB Rating: Mature
Release Date: March 26th, 1994
* Note: This review is of the CD-ROM disc version of the game and not the floppy. The difference is far from minimal; the CD version carried a bit better music and sound effects along with full speech in e-mails and crewmember logs. It makes a big difference; if one is to play the game, it's best to be sure to get the CD version.
The truth is sometimes hard to swallow, especially if you're a fanboy. But sometimes, no matter how hard you try to deny, there are undeniable truth's in gaming that can be often ignored. Things like Halo being overrated, how far franchises like Sonic had fallen and so on. One of these truths is that as great a game as the original Doom was, the game that brought First Person Shooters to the forefront of gamers minds from that day forward, the game was the Ewok to System Shocks Darth Vader. System Shock made the game look that pathetic in comparison, from it's gameplay to actually properly conveying the horror theme both games shared.
Doom may have gotten all the glory upon it's release a year prior to this game, but System Shock is where the true innovations in First Person Shooters were being displayed.
This is why it's a shame that System Shocks fate was to be overlooked. Do not get the wrong idea from the previous words; Doom is an unquestionable classic of gaming. But having played System Shock, it's apparent to me that This game is just as much of a classic and deserved to stand shoulder to shoulder with Doom in gamers minds. Perhaps gamers just wanted a simpler shooter, as Doom and Wolfenstien 3D provided. Perhaps the marketing did not present the product properly. Whatever the reason, System Shock sold poorly, but it since has rightfully taken it's place as a major influence in gaming, even if it will never be as well known as it's contemporaries.
When put into the context of 1994, the fact that this game had a fleshed out story was simply amazing. While Wolfenstien 3D and others were simple shooters with any plot relegated to the manual and shot you right into the game, System Shock was not content with this. You're treated to an opening cutscene in the age before they became popular, one that must have been dazzling at the time. All the necessary information is laid out for you from there; in a cyberpunk-esque future, you're a simple hacker who cracks into classified files on an orbital space station owned by TriOptium, a corporation in the future. He's detected and swiftly captured, brought into orbit to the station itself. There he is confronted by a TriOptium executive named Edward Diego, who offers something of an offer the hacker can't refuse; perform a confidential hacking of the stations AI, SHODAN, and if the job is done well the hacker will receive a military grade neural interface. The Hacker does his job and true to Diego's word, is fitted with said implant and put in a healing coma for six months.
Upon awakening, the game begins. Within a minute you pick up your basic instruments, including a data reader that allows you to receive e-mails and listen to logs of the station crew. You recieve an e-mail from a counter terrorist specialist; they know you were the one who hacked the computers as Diego, despite his position, was not as on the up and up as was expected. When you removed the ethical constraints six months prior, SHODAN subsequently went rogue; killing all of the stations crew and quashing their resistance over those six months. You have two objectives; one is to survive, the other is to stop SHODAN's mad plots at all costs.
Normally that opening salvo would be enough story for First Person Shooters of the time. But System Shock went one furthur. All over the nine levels of the sprawling space station, you would come across personal logs of the crew members, allowing you to peer into their thoughts as the six months you were in a coma passed. Some are from when there was only suspicion SHODAN was malfunctioning, others before even that and yet more during the surviving crews desperate struggle to survive after SHODAN began slaughtering the crew and they realized something was horribly wrong. SHODAN her/him/itself is an ample antagonist. Her plans for humanity are as absolutely diabolical as her ego is insatiable. She seeks to be a god and looks down on humans, aptly referring to them in most instances as mere insects. She's creepy and a worthy adversary; the drive to destroy her grows as her taunts and threats grow more numerous as the game passes.
All this was absolutely baffling in those days, no matter what system you were playing; few games gave such an in depth story on top of the solid gaming. System Shock went one better and presented an overall story of the station that holds up to this day, despite the many years that have passed since.
One thing that did not hold up, as expected, is the graphics. This is a 1994 DOS based game without a shadow of a doubt. Everything has pixels the size of Nebraska; if you aren't good at handling dated graphics this may be an irritant. However, nothing seen in System Shock is any worse than the original Doom games, so if you can handle that then this game should be no problem. It actually look a bit better than Doom did and handles some nice effects said game didn't, such as bloody writing on the walls and extremely varied locals. Each level of the ship, from Hospital level to the Bridge, has it's own look which means you'll never be going through someplace that looks the same, making it a better visual experience than it's contemporaries.
The controls take a bit of getting used to, especially if you have never played an older First Person Shooter before. Some of the keys are a bit oddly placed and if you've handled a modern First Person Shooter then the look function not being relegated to the mouse will definitely throw you. That aside, once you get the hang of things it becomes somewhat natural; eventually you won't even have to think about the buttons. Customizable buttons would have been wonderful, but such is the limitation of the times.
Gameplay is quite varied eve among some of todays First Person Shooters. This is not just a run and gun game by any stretch of the imagination. Opening some doors will require solving puzzles. Some main objectives will require you to have a certain number of an item or two. A truly funny side objective, as in passing a retinal scanner, requires a bit of creative thinking. Clues to getting past some doors and access codes can be found in the logs, prompting you to keep track of what you pick up. Your usual health bar is there, accompanied by a new energy bar that will be just as important to keep an eye on. It's all an immersive experience on the whole that is never dull.
One of the best parts of the gameplay is by far the neural interface. Among the usual health and ammo items you will find are plugin's for your neural interface. These range from head lanterns to jet boots to maping systems to a lookaround plugin that allows you to actually see behind you when turned on. Any plugins can be turned on at any time and are upgradable, with new and better effects coming from each upgrade, giving the game a slight RPG twist. When turned on, these plugin's run off your energy meter, forcing you to economize your use of them. Luckily, energy recharge stations can be found on every level of the station and if there isn't one around one can simply use a battery pack you have picked up for a boost.
Your standard gameplay is not the only type, however. Upon finding a terminal, one can actually jack into cyberspace. Cyberspace is basic and yet a great representation of how you might think it would have worked, borrowing more from the early cyberpunk works version of it. Your free float through a wireframe network, collecting programs, data, flipping switches to open doors in the real world and fighting guard programs. It's a fun experience, to be sure, that adds another layer to an already fantastic game.
The sound is generally quite good, but is very much a product of the technology of the time. It's quite MIDI-esque on the whole, owing to the primitive sound technology all those many years ago. Still, it's a fine treat once you get past the fact that it won't measure up to recent games; this game is old remember. Each level has it's own infectious theme that loops throughout that level, as unique as each levels look. They're fantastic in their structure, evidenced by the fact that you never get tired of hearing them despite the looping. The music and sound effects can also help convey the games horror theme; the minimal soundtrack for the Maintenance level adds to the overall creepy atmosphere said level goes for.
On top of all this, the games innovations and influence is vast. If there's a common control or gameplay element in a modern game, chances are unbelievably good that it got it's start here. Looking up and down made it's debut in First Person Shooters here, adding a layer your Wolfenstiens and Dooms did not have. There are no samey visuals to be found here either, as mentioned there are distinct and vast looks throughout each level of the game. The engine also allowed for slopes and and inclined surfaces, literally unheard of at the time. New control options also made their debut here; leaning made it's first appearance here as did being able to crouch and crawl. Item side effects was another of the games perks; taking a sight enhancing patch, for instance, would improve your sight for a little while, but once it faded your sight would be poorer than originally and future patches might not even work as well, if at all. To reverse that you would need a separate detox drug to bring you back to normal. Another example is the Berserk patch, which makes you stronger for a limited time, yet will also cause you to hallucinate.
None of this is even mentioning the physics, which had your head bobbing upon running and bullet impacts to knock your head back in the opposite direction. Another influence was in regards to damage calculations. Some weapons worked best against some enemies but may not work at all against others. For instance, using a gas grenade would prove very effective against a mutant, but the robots would practically laugh at you. An EMP would seriously damage cyborgs and bots, but trying it on a mutant would be the equivalent of throwing chewed up bubble gum at them. Different ammo types also made it's debut here, allowing you to unload your current clip and then choose the type of ammo you wanted to reload with; for instance, giving you the choice between hollow points or slugs for the magnum.
The game in itself was something of an innovation, as can be seen; everything it offered has since become the norm in First Person Shooters, giving it the sort of influence and impact even Doom has never had. Even in this day and age, when you complete this game you will know you have just finished an experience. There are few other games like it.
My Opinion: Buy It
Labels:
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PC,
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System Shock,
Video Games
Tuesday, January 13, 2009
Nostradamus (music CD)
Band Name: Judas PriestMusic Type: Heavy Metal
Release Date: June 17, 2008
Sometimes, even one of your favorite bands can surprise you.
I've been a fan of Judas Priest since I was a little kid; they're one of the many bands I grew up on. It wasn't until around the turn of the century that I became really attached to the band and noticed them, however. Since then, I've reveled in the music of one of the true masters of metal, bar none. Even Black Sabbath has a hard time competing with these guys for the best of all metal in my eyes; and they practically founded the damn genre.
So of course I entered their latest album with anticipation. I had heard of the subject matter a good deal before it's release; after all, the band made no bones about the fact that it's latest effort would focus on Nostradamus. This didn't bother me as much as I think it should have. I generally look at Nostradamus as something of a hack from a bygone era of superstition and beliefs in things such as prophecies. Many of his so called prophecies were so horribly vague that they could apply to almost anything, reaping any meaning they might have. Not to mention the people who actually believe in them, who come off borderline stupid at times. But, like many figures I do not believe in or think much of, I find him and his legacy to be suitably fascinating; which probably helped temper my reaction. So going in, I suppose you could say I was all for it. Nostradamus is suitably metal enough, I think.
As always, Judas Priest did not disappoint me for my faith. This two disc album is by far the best they have done since Painkiller, the infamous album where Priest found themselves at their very heaviest and quite possibly their best. It's also hands down the most musically cohesive album they have ever done, a big plus. The best possible way that I could ever describe this album is that it is something of a Heavy Metal Opera, rife with an epic feel and subject matter without any of the wailing or fat chicks.
The first disc is the better of the two in this album. It focuses mainly on the prophecies Nostradamus gave over his lifetime and many of the songs are suitably epic. At least three quarters of the disc focuses on the Legendary Four Horsemen of the Apocalypse. The original four, mind you. There's no Famine to be found here; only Conquest. The rest mainly focuses on other prophecies and Nostradamus himself, leading to persecution.
"Dawn of Creation" opens the album, a suitably low key lead in to another song; like how The Hellion was to Electric Eye. It sets something of a tone before we're launched into the first relatively heavy piece of the album, "Prophecy". The album immediatly grabs you with this song, sounding suitably epic in scope and introducing us to the concept of the album, Nostradamus himself. Before the song is through, there is a positively epic twenty seconds of guitar solo that was enough to get my heart racing before the song closed and flowed into the next. "Awakening" followed, another short lead in to the next song and setting aside any doubt that this would be a pattern throughout the album. Then, it seemlessly transitioned into the next main song, "Revelations". The song has a wonderful throughline throughout to keep you enthralled. Already we have winners out of everything so far in the album.
Next is where the main subject of this half of the album begins. "The Four Horsemen" is slow, telling the rise of the Horsemen, slowly leading us into "War", the next major song in the album and obviously representing the first of the Horsemen. "War" grabs you by the throat right off the bat with a pounding drum beat as Halford sings of the coming of War. Like much of the album, this is a heavy sound, but a slower one, which many may not be used to, especially considering Priests often fast paced songs. But it still does it's job handily. Again we transition to a slower, lower beat with "Sands of Time", the next lead in song to set the stage after War. Then comes "Pestilence and Plague", driving us forward again with another heavy piece, this one moving a bit faster than the ones before it.
From there we go right to "Death", one of the two songs to quite possibly be the best of the album. It's opening from "Pestilence and Plague" on into it is positively gloomy before a guitar slowly riffs onward. A slightly growly Halford begins to sing in the first person, as though he were the voice for Death himself. It's almost chilling. Halfway through the song, we move into one of the most infectious verses I've heard in a long time. When Halford begins to sing of Death riding out from the storm, you feel the incessant urge to sing along as the song kicks into a higher gear, signaling "Death" arriving to do his merciless deed. Cue in a positively epic guitar solo before the last verses of the song. From there we move onto "Peace", another lower piece for the purpose of setting up the next song, before we go into the final song representing the Horsemen, "Conquest". This song is as good as any of the other four, giving something of a more positive, hopeful sound after the relatively gloomy "Death". After "Conquest" we move to "Lost Love", a slower paced love song that sounds positively beautiful and reminds me of "Before the Dawn" from an album years previous, though with more verses than the short aforementioned song. Then the first disc closes with "Persecution", which is a much faster song than anything heard so far on the album, far more like their usual work. It's a nice closer for the first half, at which point it's time to switch discs.
The second disc is far less gloomy than the sound of the first, and one could make the case that it's not quite as driving either. By no means is it bad in any way, in fact, I think it's very strong as well and wouldn't cut anything from it. But by now we are past the gloomy, dark prophecies of Nostradamus and his persecution, which drove the first disc of this album. The second disc opens with another lower lead in called "Solitude" before we move on to "Exile", a great drum beat opening the song with the subject of, obviously, Nostradamus in exile. "Alone" is next, which is a personal favorite of mine from this album. It's catchy with a great chorus, the kind you would usually hear in typical Priest songs. From there on we get a much more upbeat sound in "Shadows in the Flame" and "Visions". This continues through "Hope" and the song it leads to, "New Beginnings". After this four song reprieve, things go back to a slower, lower beat with "Calm Before the Storm", the lead in to the next song, the albums title track, "Nostradamus". "Nostradamus" is like the earlier "Persecution" in that it's a much faster song. From there, it's on to the closer, the epic "Future of Mankind". This one is a competitor for best from the entire album, with an awesome sound throughout as Halford sings of Nostradamus and his death.
Overall, this album as a whole is unbelievably cohesive. Each song leads into the next in a way Priest is certainly not known for. Their traditional fare is more of a typical, broken set; each song is it's own being and it's own unique sound that does not always blend with the others. Of course, said work has always been excellent, but I found this album refreshing because it turns that traditional mold on it's head. This is a cohesive concept album from start to finish with a wonderful flow.
In a way, it's something new from the band. They've gone on for well over thirty years with their perticular sound and it's gotten them far. For me, that means they've earned the right to experiement a bit, trying something with a suitably more epic, flowing scope. For others, I know this is unfortunately going to be a sticking point. I've been around metal fans enough to know many of them have a stick up their ass in regards to this sort of thing; they want their traditional fare and that's that. But this is the case with most of the fanboy sort of any media, is it not?
Musically, I don't care what anyone says. Thirty years later, Judas Priest is as top of their game as they have ever been. They are the the true legends of metal, the original leather clad badasses. Since the reunion with Halford, they've pressed forward with two great albums, including this one, and I look forward to where they go from here. I hope they never retire. The day they do is the day I cry for metal, because it would be the day it lost one of it's truest legends.
This album is one of the finest works I've heard come from the heavy metal scene in a while. In an age where legends of metal are returning to glory left and right, Judas Priest set themselves apart from the pack once more, as they always have. This is something different for them, but it works wonderfully. I honestly would not mind if they did more of this sort of thing every now and then. This comes with my highest reccomendation for anyone who likes their metal with something of an epic feel; but those with an open enough mind should still find plenty to love. For me, this is another Judas Priest classic, hands down.
My Opinion: Buy It
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