Comic Review: Black Panther: The Intergalactic Empire of Wakanda – Book I: Many Thousands Gone

Published: May 23rd, 2018 – November 28th, 2018
Written by: Ta-Nehisi Coates
Art by: Daniel Acuna

Marvel Comics, 157 Pages

Review:

When this seventh attempt at a Black Panther solo series came out, I wasn’t all that interested. But a friend of mine read the first two issues and was really happy with it. So I picked it up.

This started out really strong, however, I ended up quitting before the six issue arc ended. I planned to quit at the fourth issue but I picked up the fifth just to see if maybe it bounced back and because I forgot to cancel this from my pull list. It did not bounce back.

I don’t get it. The premise was cool as hell and it was hard to not be intrigued by the concept of a group of Wakandans leaving Earth centuries ago, only to come back as a massive force like the Galactic Empire from Star Wars.

The first few issues were action packed, exciting and I felt that Black Panther was being reinvented in a unique way.

After that, though, the series completely ran out of gas. It became boring, seemed pointless and became hard to follow because it lacked any sort of real engagement. It was a great idea but it wasn’t fleshed out and didn’t seem to even care where it was going.

I don’t typically review something without finishing it but I just don’t have the urge to buy issue 6 when my money can be spent on other titles I like and want to read.

So with that, this is off of my pull list.

Rating: 5.25/10
Pairs well with: other current space faring Marvel books: Cosmic Ghost Rider, Mr. & Mrs. X and Asgardians of the Galaxy.

Comic Review: G.I. Joe: A Real American Hero – Classics, Vol. 6

Published: December 16th, 2009 (IDW reprint version)
Written by: Larry Hama
Art by: Rod Whigham, Todd McFarlane, Ron Wagner
Based on: G.I. Joe: A Real American Hero by Hasbro

Marvel Comics (original printing), IDW Publishing (reprinted), 236 Pages

Review:

This collection of the classic Larry Hama G.I. Joe comics is probably most unlike any of the others before it. The string of issues collected here, numbers 51 through 60, showcase a lot of new Joes and members of Cobra, as well as dealing with Serpentor taking control of Cobra while Cobra Commander spends some time connecting with his estranged son and trying out his battle armor, which was worn by his action figure after G.I. Joe: The Movie in the cartoon series and toy line.

One cool thing worth noting is that one of the issues here was drawn by Todd McFarlane before he would achieve fame with The Amazing Spider-Man and later, Spawn.

While I didn’t enjoy this as much as some of the collections before it, it is still a good string of tales. However, this is getting closer to the era of G.I. Joe that I didn’t like as much as the earlier stuff.

The franchise, at this point, has so many characters that comic book debuts happen nearly every issue and usually with multiple new faces showing up at the same time. One issue in here had the new look Cobra Commander out on his first mission with the debuting Raptor, Fred VII and a new group of Joes like Tunnel Rat and Outback. And I know I’m probably missing several others. It’s just hard for the comic to follow a tightly knit narrative like this series did at it’s peak from volumes 3 through 5.

Don’t get me wrong, if you love G.I. Joe, especially the Larry Hama side of the universe, then this should still satisfy you. It just shows that this is a franchise in constant flux and this feels more like a transition to newer things than something that builds off of what we’ve come to know thus far. But this is also planting seeds for the Cobra Civil War storyline, which was one of the high points in the comic’s entire run.

Rating: 8/10
Pairs well with: Any of the original Marvel G.I. Joe and Transformers comics.

Comic Review: G.I. Joe: A Real American Hero – Classics, Vol. 5

Published: September 9th, 2009 (IDW reprint version)
Written by: Larry Hama
Art by: Rod Whigham
Based on: G.I. Joe: A Real American Hero by Hasbro

Marvel Comics (original printing), IDW Publishing (reprinted), 235 Pages

Review:

This was such a fun read and I powered through it pretty damn quickly for a trade paperback of its size.

This volume is also a transitional period for the G.I. Joe franchise. This is the bridge between the first generation of toys to the second. This starts with the characters and vehicles you know from the first season of the TV show but it slowly introduces characters and vehicles from the second season. This also ends with the story that sees the creation of Serpentor, the short lived Cobra leader that wrestled power away from Cobra Commander.

Other first appearances here, just to name a few from memory, are Scrap Iron, Dr. Mindbender, Airtight, Alpine, Quick Kick, Beachhead, Bazooka and Zarana.

The stories here are all pretty good. This continues to go the route of being a bigger interconnected saga than just having episodic tales, which is how I prefer the G.I. Joe comic series.

There are two big highlights to this volume, one is the aforementioned creation of Serpentor, the other is the first real team-up of Snake Eyes and Storm Shadow. They finally discover who killed their master and go to Cobra Island to seek revenge.

Volume 5 also has a lot of Dreadnok stuff and as I’ve said in earlier reviews, they are my favorite group in the G.I. Joe universe. And since Zarana shows up, at the end, we also get our first new member of the group since their debut some time before this. That only means that Monkey Wrench and Thrasher aren’t too far behind.

There was also a lot of good stuff regarding the “Fred” character in this. He becomes even more important later on. We also got to see more of Billy training with Storm Shadow.

This was a solid volume of classic G.I. Joe tales. Larry Hama was on his A game with these stories and Rod Whigham was killing it on the art side.

Rating: 9.5/10
Pairs well with: Any of the original Marvel G.I. Joe and Transformers comics.

Video Game Review: Alien vs. Predator (PlayStation 3)

I was really excited when this came out because I love both Alien and Predator franchises and especially love when they come together. Well, maybe not in the movies but I always liked the Alien vs. Predator comics, as well as the video games before this one. That old Atari Jaguar game was great for the time.

This boasts good graphics, solid maps and the ability to play as a Predator, an alien or a human space marine. There are three different story routes and a lot of cool game play options.

One thing puts a real damper on this game for me though and that’s the overly complicated controls. I typically play as a Predator because why wouldn’t I? Predators are the friggin’ best and I can turn invisible and violently rip enemies to shreds with my knife gauntlet or blast them into smithereens with my shoulder cannon.

But that’s the problem. Predators can do too many awesome things that keeping track of it all, in the heat of battle, is sometimes difficult. Playing as an Alien xenomorph or a human isn’t that much easier either. Running around as a xenomorph can be very disorienting.

I think that this game was a good step in the right direction for what this needed to be but maybe it needed more refinement. And the learning curve to get the controls down is tough. One certainly can’t be ready to be thrown to the wolves after the weak and brief tutorial mission.

This is a lot of fun once you do get the hang of it though but it seems to lack in replayability.

Rating: 6.5/10
Pairs well with: Other Alien vs. Predator games and similar sci-fi/horror first person shooters.

Film Review: Return of the 18 Bronzemen (1976)

Also known as: Yong zheng da po shi ba tong ren (original Chinese title), The 18 Bronzemen Part 2, 18 Bronzemen II
Release Date: August 14th, 1976 (Taiwan)
Directed by: Joseph Kuo
Written by: Chien Chin, Ting Hung Kuo, Han Meng
Music by: Fu Liang Chou
Cast: Lingfeng Shangguan, Peng Tien

Karlot, Kuo Hwa Motion Pictures Co., Taiwan Li Cheng Film Company, 93 Minutes

Review:

I don’t know if the dubbed version of this that I watched missed a lot of things in its translation but the film was hard to follow from a narrative standpoint.

The main character is a prince. He decides to go through the trials in the temple where all the Bronzemen from the first film are. There is some sort of conflict and the prince isn’t supposed to become a supreme warrior under the monks that control the Bronzemen but he hides his identity and trains to be the biggest badass in China anyway.

There were a few decent fights early in the film but the first half of this picture was really slow and incredibly boring. The action bits helped to break that up but it was a real drag to get through.

However, at about the midway point, things really pick up. The back half of this movie is much better. Things shift into high gear and our prince hero goes through each room and corridor, fighting Bronzemen and trying to survive their other trials.

The physicality in this movie is great, the fighting is above average and the choreography was nice.

Unfortunately, it is bogged down by being too incoherent and for the first half being literal Ambien.

If you do have the urge to watch this, you probably just want to start at about 45 minutes in. I hate saying that but I can’t recommend the first half. The second half is a different film where everything you want in a ’70s kung fu movie is all crammed into half of the normal running time.

Rating: 4.75/10
Pairs well with: Its predecessor, The 18 Bronzemen, as well as other mystical Hong Kong martial arts films of the era.

 

Film Review: Hondo (1953)

Also known as: They Called Him Hondo
Release Date: November 24th, 1953 (Houston premiere)
Directed by: John Farrow, John Ford (uncredited, final scenes only)
Written by: James Edward Grant
Based on: Hondo by Louis L’Amour
Music by: Hugo W. Friedhofer, Emil Newman
Cast: John Wayne, Geraldine Page, Ward Bond, Michael Pate, James Arness, Leo Gordon

Batjac Productions, Wayne-Fellows Productions, Warner Bros., 84 Minutes

Review:

“Everybody gets dead. It was his turn.” – Hondo Lane

I haven’t watched a John Wayne movie in quite a while. Since I was working on a post about Louis L’Amour’s books, I felt like I should go back and revisit the film adaptation of Hondo, as it is my favorite L’Amour book and it stars the Duke himself, John Wayne.

I love that this movie starts out kind of small and confined but then ends with such a big, epic battle.

Now even though most of the film does take place in wide expanses of Old West wilderness, it was still a small picture for the first two-thirds. A lot of the scenes were on the ranch and in the tight quarters of the ranch home. Other scenes, while outdoors, were usually in smaller secluded places like the creek where the boy likes to fish. I don’t know if this was intentional or budgetary but when the film gets to its climax, the expanse of the open desert and the final battle feel even bigger than it normally would.

And man, I love the final battle in this movie between the white people leaving the Apache land and the angry Apache trying to make their escape impossible. The story also serves to setup the oncoming battle that wiped out the Apache warriors soon after this film. But not without Wayne tipping his hat to the Apache and their way of life.

But that’s what I love about this movie and Louis L’Amour stories in general. Even though they are seen through the eyes of mostly white men in the Old West, there is still a respect for other cultures underneath the chaos and conflict. I feel that John Wayne felt the same way and that’s why he works so well as the protagonist in a L’Amour film adaptation. Well, John Wayne was also the king of westerns but I like how he fits within L’Amour’s literary style.

Hondo isn’t as remembered as some of John Wayne’s other westerns but it is one of his best, even if I think it’s way too short and could’ve been fleshed out a bit more.

Rating: 8/10
Pairs well with: ChisumTrue Grit and The War Wagon.

Comic Review: Mother Russia

Published: November 18th, 2015
Written by: Jeff McComsey
Art by: Jeff McComsey

Alterna Comics, 121 Pages

Review:

I’ve grown pretty tired of zombies in entertainment. I stopped keeping up with The Walking Dead comics and I even read some of the Fubar stuff from Alterna but I feel like the genre has been done to death.

Mother Russia surprised me though. Full disclosure, I wasn’t too keen on Fubar, which was also put out by Alterna but this story seemed to have more meaning and was just more enjoyable.

The main character, referred to as “Mother Russia” is a Soviet military sniper. The story starts with her saving a baby from being eaten by a hoard of the undead. She picks them off from a tower, drops down to get the child out of danger but then quickly finds herself overwhelmed, where she is rescued by an old German soldier just before she shoots the baby in an effort to give it a less painful death.

We get to see two people, who were formerly enemies, come together in an effort to survive and to protect the small child. There’s also a cool dog in this that helps keep the good people safe.

I loved the tone of this story and it was really accented by the art, which was simple black and white with grey highlights. The lack of color and the contrast of the ink work helped give character to the cold, bleak and hopeless environment. Everything came together in a beautiful way visually and tonally.

This was an action packed, quick read but it conveyed a lot of emotion and really hit its mark.

Solid short story, fantastic art and just an all around good read.

Rating: 7.5/10
Pairs well with: The Fubar comics from Alterna.