Thursday, December 11, 2008

Nextwave thoughts

I've been reading lots of comics recently--more than I have within the past few months, anyway--and I decided to give Nextwave another try. I read the first five issues or so, and my reaction was pretty much exactly the same as it was when I first tried it out: so what? I mean, yes, Nextwave has lots of crazy, fun ideas...but that's it. There's no depth or logic to the crazy ideas, rarely a rationale for the crazy ideas, and only the barest minimum plot to link one crazy idea to the next.

Maybe it's just me, but I read for the stories, not for the concepts. I had similar problems with 30 Days of Night and Full Moon Fever--books that read more like pitches than stories. Nextwave reads like a bulleted list of wacky concepts. I'm all for wacky concepts--whether it's Nikola Tesla fighting Thomas Edison's Lovecraftian demons with a giant steampunk mecha-suit or giant frog gods with reality-altering tongues or Skrulls trying to steal magic from faeries--but there has to be some kind of follow-through. Just throwing the idea out there in isolation is all right occasionally (for example, the crazy background or cameo characters in "Invincible" or the Star Wars flicks), but doing so repeatedly doesn't make for a story. It just makes for a bunch of throwaway gags or unelaborated ideas. The majority of the fun is in that elaboration, in the examination of the consequences of those crazy ideas, and nothing in those first few issues of Nextwave seemed to provide that follow-through.

I may go ahead and look at the rest of the series, but this experience hasn't made me interested at all. Where's the brilliance that people saw in this series?

Sunday, December 07, 2008

Thursday, December 04, 2008

A Question of Tremendous Importance

I love The Who, but I'm not too keen on the "Best of The Who" pack for Rock Band. The included version of "My Generation" is awful, and I really only know "Eminence Front," "Amazing Journey," "Baba O'Riley," "Behind Blue Eyes," "Going Mobile," and "Who Are You." I feel no particular yearning for a live cover of "Summertime Blues," and I'm just kind of ignorant about the other tracks.

So, should I drop the 1600 Points on the full pack, or should I just spend 800 on the ones I want?

Wednesday, December 03, 2008

A Holiday Question

Which comic book character, hero or villain, would you most like to see playing replacement Santa?

Wednesday, November 19, 2008

A confession

Aaah-ah-aaah-aah! I come from the land of the grain and soy!I was wrong about J. Michael Straczynski's "Thor."

I just finished the first trade, and I quite enjoyed it. I like the various juxtapositions: Asgard and small-town Oklahoma, Thor and Don Blake, the drama of the Marvel universe and the drama of the real world, gods and humans, etc. I'm not thrilled with girl-Loki, in part because it's reminiscent of "Earth X," and I've seen what letting elements of "Kingdom Come" seep into the main timeline has done to the DCU. Then again, I'm not sure how permanent a gender change is for a shape-shifting god of mischief.

I'm a bit surprised that the "search for the gods" bit seemed to wrap up so quickly and uneventfully. Sure, the Destroyer popped up, but I expected there to be a bit more epic questing involved. And, while I know this is kind of a dumb question to be asking, isn't anyone suspicious that Asgard popped up just outside a small Oklahoma town right after Don Blake moved in? Or that Thor showed up in Africa while Don Blake was also there in Africa? I know, I know, suspension of disbelief, but it still rankles me a bit.

Despite those little flaws, I really liked the book, the premise, the characterizations, and especially the gorgeous art. I like that it's exploring Thor's godhood more than his superheroics. It's clear that this is the Straczynski who I liked so much at the beginning of his Amazing Spider-Man run, and not the Straczynski I loathed so much at the end of it and in his Fantastic Four run. I'm quite looking forward to picking up the second volume.

So, um...does it continue to be good?

Monday, November 17, 2008

Fighting Words

I rented Mortal Kombat vs. DC Universe yesterday.

You may recall that I did not have high expectations for this game. So, unlike Spider-Man: Web of Shadows, I was actually pleasantly surprised.

First things first, I realized while playing MKv.DCU that I hadn't played a current-generation fighting game since, like, Street Fighter Alpha 2 on the Sega Saturn. I'm not entirely sure why; as a kid, I loved fighting games, but I haven't played one in years--with the exception of the Smash Bros. series, which is pretty far removed from the Street Fighters and Mortal Kombats of my youth. I think a lot of my love for that genre was because every game was a multiplayer title, and it didn't take long to make it through several rounds. These days, that niche in my life is usually filled with Halo 2 or Rock Band. It's interesting, though, realizing how the limitations and developments in technology have influenced my taste.

Back to the game, it's more or less what I expected. All things considered--the ludicrousness of the concept, the bloated pretentiousness of the Mortal Kombat storyline, the general quality of DC Comics games--the plot for the Story Mode is actually pretty good. I only played the DC half of the plot--I frankly have no desire to explore the Mortal Kombat side of things--so I'll give you the basic run-down. Superman blasts Darkseid with some heat vision, destabilizing the Boom Tube he's in and ultimately causing the DCU and MKU to start merging. Heroes are trading places with Mortal Kombatants, and all the while characters are getting infected with a glowing yellow rage energy that causes them to see friends as foes and attack ruthlessly and indiscriminately. Our heroes and villains team up on a quest to save the two universes and stop Dark Khan--the nasty amalgam of Darkseid and Shao Khan at the top of the whole thing.

The graphics are good. We've come a long way from the motion-capture characters of the early Mortal Kombat games, who had something like five stiff animations each. None of the characters, I'm happy to say, are simply recolors of other characters with slightly different powers. When characters get hit, their costumes show damage, so by the end of a three-round fight, the fighters can look pretty torn up. As you jump around the room, your opponent follows your movements. The animation is done very well; the special abilities look good, and overall the gameplay graphics are pretty well awesome. There are still some issues; the characters in the cutscenes often look oddly-proportioned--faces too small for heads, heads too small for bodies, long necks. The knockout moment tends to be kind of funny; you'll hit the character, who will then recover, resume the fighting stance, and then fall rod-straight backward onto the ground. I wish they'd put as much effort into making that not so goofy as they did into making sure that Catwoman's breasts jiggled in the cutscenes. There's a lot more blood than I expected there would be, though not nearly as much as was in the old-school Mortal Kombat games, where every character was a thin-skinned hemophiliac with skyrocketing blood pressure.

The voice acting is...off. It's not terrible, but all the characters sound kind of weird and flat. It could be the dialogue, which was often terrible. Also, Liu Kang makes nearly the exact same goofy noise when doing his bicycle kick that he made back in 1992, and I'm pretty sure I heard Raiden say "Hadoken" at one point. The Joker, though, is pretty much spot-on, somewhere right between Mark Hamill and Cesar Romero.

Gameplay hasn't changed much at all since those days. And I'm not entirely sure why. Either the controls or the characters are sometimes a bit sluggish, reacting just a little more slowly than you'd expect. The weirdest part of the whole thing is that the game required me to use the D-pad rather than the analog stick. The D-pad controls normal motion, the left analog stick controls sidestepping and other "3-D" motion, and the right analog stick sits unloved next to your button-mashing thumb. I've never actually played a next-gen console game that required me to use the D-pad to move around, including the '80s games I've downloaded from XBox Live Arcade. Fighting games used to be designed for joysticks, which were basically big analog sticks; why on Earth would this one force me to use the awkward and generally pointless D-pad? Why not assign the "3-D" motion to the right analog stick and normal movement to the left stick?

All I know is that for the first time in years, I have the makings of a blister on my thumb. It's nice nostalgia, but it's kind of a pain in the...thumb.

I played a bit of the Arcade Mode to start, and after each fight it gave me the old "Finish Him!" routine. In my entire history of playing Mortal Kombat (which, admittedly, stops after the fourth game--Ultimate Mortal Kombat 3) I think I've only been able to pull off one fatality, and that was one of Sub-Zero's early ones. I simply don't have the patience to learn the ridiculously complex button sequences and practice them enough to pull them off reliably in the short time frame. Meanwhile, there's nothing in the game or the manual about the fatalities, and GameFAQs doesn't have anything about the game yet, so I'm at a loss. I wondered briefly how people found out how to do fatalities in the days before the Internet, then I realized that that was the entire reason for magazines like "Tips & Tricks."

I do wonder about the game's difficulty. I've never been particularly awesome at fighting games, so I'm always a bit wary when I do well early on (also, shooters. It's because I was so good at it that I realized what a crappy game Darkwatch was). I don't think I lost a round until Scorpion, the first of the MK characters, showed up in Story Mode. After that, I found that the MK characters generally seemed a little tougher, faster, and stronger than the DC ones. Your mileage may vary on that one, though. Even though I had to play several fights repeatedly (Dark Khan especially), the Save feature made it easy to return to where I left off (though it kept making me watch cutscenes over) which was nice, and I was able to breeze through the story mode pretty quickly.

Bottom line, if you're fond of fighting games and fond of the DC characters, you might give this one a rental. I don't know how well this will play with the Mortal Kombat fans, given the toned-down blood and gore. But I do know that it's far, far better than Justice League Task Force. And as long as you're not expecting too much from it, it's fairly fun.

Sunday, November 16, 2008

Comic Compromise

I haven't said much recently about the cancellation of Manhunter and Blue Beetle (and Birds of Prey, though that looks like it might be a temporary, R.I.P.-related thing). For one, I'm not caught up on either book (though I've been buying them regularly), so I'm not sure what's going on yet. For two, while I won't dismiss the arc without reading it, I wouldn't be entirely surprised if cancelling the Sturges Blue Beetle was an act of mercy--the way it was for Shadowpact and Remender's All-New Atom. And for three, it's not surprising. Books I enjoy keep getting cancelled, and The Outsiders keeps going; there is no justice in the world.

So, I understand that there's not enough of an audience to support a monthly Manhunter book, or a monthly Blue Beetle book, or a monthly All-New Atom book, or a monthly Catwoman book, or a monthly Firestorm book, or a monthly Chase book, or a monthly H-E-R-O book. And I understand not selling titles that don't sell well; that's just good business. But what about an anthology book or two? Mightn't there be enough support for an Adventure Comics featuring 12-page stories about Blue Beetle, the Atom, and Firestorm? Mightn't there be enough support for a Showcase Comics featuring Manhunter, the Question, and Chase? Wouldn't there be enough support for 48-page monthly or bi-monthly anthology books, featuring characters linked by a common theme, with finite arc-based stories that could be easily collected in trade forms (a la Doctor 13) featuring characters who can't support solo titles? Might that not be a better way to debut new stories or characters than the endless stream of miniseries? If I were buying a book for Blue Beetle and Firestorm, and there were an additional story about El Diablo, I'd be a lot more inclined to follow that story in the book I'm already reading than to pick up the El Diablo stand-alone miniseries.

I know it's been proposed before, and I can see reasons for not doing it, but isn't it at least worth a try?