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Hugh Likes Comics: Rat Queens

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ratqueens

Written by Kurtis J. Wiebe

Drawn by Roc Upchurch

Published by Image Shadowline

Perhaps I wanted to like “Rat Queens” a bit more than I did. It’s a very good book, make no mistake. The art is gorgeous in an ultra-violent sort of way, the characters are interesting, diverse, and well-used, and the action is intense. But there’s just something about this comic that didn’t impress me as much as I hoped it would.

It sounds like I’m damning this book with faint praise, and I suppose I am. It is a gory, snarky ‘Swords and Sassery’ comic in the exact same vein as Jim Zubb and Edwin Huang’s ‘Skull Kickers.” Unfortunately, it doesn’t quite hit its beats as well.

The eponymous Rat Queens are a quartet of adventuring ladies in the familiar mold: Dwarf Fighter, Human Cleric, Elf Wizard, and Smidgen (I E Halfling) Rogue. They, and the rest of the adventuring parties, are causing a problem for the town of Palisade. All they do is drink and fight, and it’s hurting property values. When the local Captain sends them all out on quests to get them out of his hair, the Rat Queens soon discover that they’ve been set up, and assassins are on their trail.

The dialogue is snappy, filthy, and funny, but the plot is pretty bare-bones. It feels a bit too caught up in the conventions of a certain unnamed table-top Role Playing Game. While the comic starts out as a parody there comes a point where you’re not lamp-shading tropes, you’re just using them. I think that’s what disappoints me about this comic. It’s so gamey that it doesn’t have much weight to it, even when extras are being cut in half and stabbed in the eye. There’s not any real conflict in all this slaughter. I’d have liked the Rat Queens to have come up against something a bit more epic. This first volume is all random encounters.

I do like the fact that Wiebe and Upchurch really put some thought into the design and structure of the world, giving it a real multicultural feel without seeming as forced as the other aspects. The all-female team of adventurers is not presented as strange or even particularly transgressive in the world of the comic. This doesn’t just apply to gender roles, either. Race in Palisade means a bit more than white with pointed ears or white with a beard and a highlands accent. “Rat Queens” presents modern fantasy pulp perfectly by including modern gender and racial equality, and never even calling attention to itself for it. Diversity can be a touchy subject in science fiction and fantasy, with a small but vocal minority demanding the ‘authenticity’ of confirming a bias towards Straight, White and Male. The Rat Queens are here to kick ass and quaff ale, and they don’t care how much blood gets on their outfits. That’s really refreshing, if messy.

“Rat Queens” is a style-over-substance battlefield romp with four lady mercenaries who say ‘fuck.’ Quite a lot, actually. It’s not for kids, but it is an entertaining but character-sheet thin comic for adults. If you’re caught up on “Skull Kickers” and nostalgic for your multi-sided dice, “Rat Queens” might be the comic you’re looking for.

 

Fiction: The Freelance Hunters in “The Gold Equations”

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Thanks again to everyone who gave a review or spread the word about Glory’s Gauntlet.  Here’s a brand-new short story featuring our not-quite-noble heroes!

The Gold Equations

With a final howl of rage and pain, the beast died on the tip of Incisor. When it fell limp, Joachim pulled the magical spear from the thing’s heart, and stared down at it. He watched the still form and weathered the rush of emotion and sensation he always felt after a battle. The Filcher did not seem quite so monstrous now, clearly visible under the torchlight. It was not a creature made for fighting.

It was a chimera, a monster created by magic from the parts of several beings. It had the mottled wings of an owl, patterned in gray, brown and black. Its teeth and claws had a rodent-like quality, for climbing and gnawing through any obstacles. It had the delicate limbs and body structure of a great cat, and the face and hands were distinctly humanoid.

The creature had never spoken, but Joachim could sense the intelligence in it. The Filcher was something of a local legend. As the name implied, it was a tool created for the purpose of sneaking into villages or country estates and stealing valuables. Over the years, many attempts had been made to track down and kill the beast, but even sightings of it had been rare enough that it was still considered a myth by most. One nobleman, the Duke Hideikon, was so certain he was plagued by the beast that he had hired the Freelance Hunters to bring back the creature’s head. But the small retainer he had offered was nothing compared to what they found in the beast’s underground lair.

They had tracked it though fens and swamps to a chamber hollowed out beneath a pair of huge, skeletal trees. The tiny entrance was nearly impossible to spot, but Glory moved the earth with her magic, and Bingo had secured a rope. Joachim had climbed down and finished the beast. His surprise at finding such a huge space under the swamp was nothing compared to what filled it.

Everywhere Joachim shone his torch, the flame was reflected in gleaming gold. Coins of every denomination had once been scrupulously piled against the cave walls, but their sheer number had collapsed them into massive heaps. There were other precious things as well: Statutes and carvings, bits of gleaming dress armor, paintings rotting and mildewed in gilt frames, an armory’s worth of ceremonial swords and daggers inlaid with silver, and a small pile of gems, in an endless variety of color, cut and clarity. And in the center of the room, a skeleton in tattered robes. Glory stood over it, making notes. She had the faraway look in her eye that told Joachim that she was examining the corpse with a wizard’s sight.

“Judging by the amount of residual ley connections between the corpse and the chimera, I think we can assume he was its creator,” she said.

“Can you figure what offed the sparker?” Bingo asked. He paused in his inspection of the cave. The space was a hollow of earth and rock, probably not all-together naturally formed. It was nearly invisible, and almost dry when the Filcher was using it as a lair, but they had widened the entrance, and a steady stream of water and mud had begun to collect in the basin.

“I think he was killed by his own creation. Look at the rough treatment of the clothing. The chimera stripped him of anything valuable and then continued with its programming.”

“Wait,” Joachim said. He had never been quick to grasp the workings of magic. “Are you saying this was a mage-made creature?” Glory sighed and dusted off her hands on her coat.

“Obviously. Just look at it. It was clearly a creature stitched together for the purpose of creating a perfect thief. And the bastard used a Hillfolk to do it. I’m almost sad I didn’t get my hands on him myself. This is the grossest misuse of magic.”

“So he flashes up this side-show attraction, trains it to prig, and then gets owned by his own monster? Is that even legit?” Bingo asked.

“I’m no expert in Chimerstry, but from what little I’ve studied, I’d have thought it impossible. Chimeras aren’t technically alive. They’re basically golems made out of different animal parts and patched together with healing magic. So most would be programmed not to harm their creators, but this one obviously had some very specific programming as well.”

“Such as, ‘Defend the horde from anyone who enters?'” offered Joachim.

“Quite so. And when he came to collect the treasure the Filcher stole, it must have been unable to resolve the contradiction and went berserk. Foolish, really.”

“But his loss is our gain, right?” Joachim said, rubbing his hands together in excitement. There was enough treasure here to set all three of them up for life!” His companions shared an embarrassed look.

“Joachim, I don’t think you’ve considered the Gold Equations,” Glory said. A new fall of mud and earth splashed to the cave floor, as if to punctuate her sentence. Monsters and traps brought many would-be adventurers to an early end, but nothing killed one surer than greed.

“A treasure hunter can only leave with as much as he can carry safely,” he said, as though quoting from a shared text. “Of course, but look at it all! We can’t just leave it here!” Glory brushed some mud from her sleeve and fixed him with a hard look.

“How do you expect to get it out of here, then? Our only exit is up a long rope tied to a dead tree.”

Bingo pulled a foot-long sword with a saw-like blade out of his pack and handed it to the wizard. Then he took the warrior aside.

“Joachim, We’ve been out here bug-hunting for a week. Going crow-wise back to the apple-sellers will take at least to days. The rainy season’s coming on, and we Jemmied the area but good getting down here. We’re out of time, mate.” He splashed his boots in the ankle high water to emphasize his point.

“But there has to be another entrance. The filcher got this much treasure in, after all,” Joachim protested.

“A kennuck a time adds up over forty years. It busts me, too. If there was another seeker out of here, I would’ve Palled it.” Glory carefully handed the short sword over to Joachim. The blade was glowing white hot. Raindrops sizzled where they struck it. He stared at it for a moment before starting to work freeing the head from the Filcher’s neck.

“Alright, what about magic, Glory? Can we shrink it all down, maybe? Or make it lighter than air?” Glory rolled her eyes behind his back.

“That’s not really an option. First of all, Gold is an element. That’s much more difficult to alter than a compound substance.”

“What, like Earth and Fire?” She sighed.

“It’s a different kind of element. You know what, never mind. I could do it, but we don’t have the time, and besides, the gold would be worthless afterwards.”

“Why?” The idea of worthless gold had no place in Joachim’s head.

“Alchemy, man! She wasn’t the first magician to try and get rich quick through magic. It’s not exactly honest, but turning base metals into valuable ones is one of the cornerstones of the discipline. Bankers started looking for the signs, and an honest one wont touch so much as a coin if there is magic on it.”

“But, gold is gold, isn’t it?”

“Would you trust coins a magician gave you?” He didn’t have to think about that one.

“I see your point, but we’ve got a few minutes, surely?”

“This place was kept dry by spells tied to the Filcher. Now that it’s dead, everything’s gone unstable, and water will go the path of least resistance.”

“You mean, we’re about to be flooded down here.” He sighed, and went back to work removing the head from the Filcher’s shoulders.

“Exactly. How’s that head, coming. We can carry that out, at least.” He finished chopping the head off of the monster and shoved it into a sack. At least their reward would cover the trip’s expenses.

The earth was dripping and sliding all around them, now. Piles of treasure were swallowed up one after another, and Joachim found himself unable to do a thing to stop them. He let his companions, being much shorter than himself, climb up the rope out first. The mud was up to his waist by the time he started his own escape. He heard the groan of roots slipping in the mud under his weight, smelled the damp rushing of water and soil. He felt his dirty hands slip on the wet rope several times. It was as harrowing an escape as he had ever attempted in his days as a mercenary, and by the time he reached the surface as was back in the storm with the other Freelance Hunters, there was nothing left but a watery sink hole beneath a pair of dead oaks.

Joachim stared down at the hole for a long time, knowing it was impossible to go back, but unable to leave the treasure behind.

“There was enough down there to live a soft for a dozen lifetimes,” he said. Bingo came up beside him and clapped him on the back. It was a long reach for the Hillfolk.

“Like you’d be able to settle down,” he smirked. That got him to smile, at least.

“Maybe,” he admitted.

“You win some, you lose some,” Glory said. “Those are just the way the Gold Equations play out. You can’t spend what you drown trying to carry. We completed the mission, and we’ll be set for a little while when we get back to the Duke. He’ll show us his gratitude, and I have a few things I can look up when we get back to the city. It wasn’t a total waste.”

“True, but there was an entire fortune down there,” Joachim muttered petulantly.

“I wouldn’t say an entire one,” Bingo said. He reached into his jacket and with a flourish like a stage conjurer, produced an emerald the size of an apple. “I pulled this while you and the wizard were debating the Gold Equations.” He winked.

While the Duke was not as quite as generous with his gratitude as they hoped, the Freelance Hunters still managed to winter very comfortably that year. When they passed by his estates the next spring, the swamp was completely unrecognizable, and they could not find the site of the Filcher’s nest. To this day it has never been found, but it remains a topic of local interest, and occasionally an old coin is discovered in a stream or under a field. They are considered practically magical by the villagers, and are said to change the fate of whoever finds one.

Hugh Likes Comics-“Down, Set, Fight!”

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Written by Chad Bowers and Chris Sims

Drawn by Scott Kowalchuk

Published by Oni Press

One punch can change your life forever. Chuck “Fearless” Fairlane was a rising football star, set on his life path by his inveterate gambler father from an early age. That is, until he punched out an opposing team’s mascot, then the opposing team. Then HIS OWN Team. Then the coaches. His brawl went in League history, but he retired rather than blame the mascot for his outburst.

Ten years after leaving pro football, Chuck is working as a football coach for Darius Rucker High School (Home of the FIghting Blowfish.) One day, a man in an elephant costume appears and picks a fight with him . Soon he finds himself in search of his father, pursued by a bear, and a shark, and a tiger, and just about every other mascot in the U.S. Plus, one determined FBI agent.

While this comic is on the surface a story about a dude beating up hordes of mascots, there was surprising depth in the relationships Chuck has with his father, as well as agent Harrison. Ostensibly a fight comic with a good dose of humor, “Down, Set, Fight!” turns out to be an unexpectedly effective character study.

The art has quite a 70’s grind house feel to it, and is very detailed. Kowalchuk brings the steadily escalating fight scenes, which ramp up exponentially as the series progresses, to the page with economy and skill. The colors have a muted, washed out feel as well. This reinforces the exploitation style, but it doesn’t show off the colorful mascot costumes as well as it could have.

“Down, Set, Fight!” was not my usual sort of comic, but I enjoy the creators’ other works and was glad that I took a shot on it. Much like Oni’s smash-hit “Scott Pilgrim,” this is a fight comic with hidden depths. For full disclosure, I recently interviewed all three of them on the Way of the Buffalo, so I might be a bit biased on this one, but I’m giving it a recommendation.

“Down, Set, Fight!” is available in print as a Graphic Novel, or as digital issues from Comixology.

The results of Operation: DBtBFS!

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Thanks to JRD, Rosemary, Janelle, Tibbi, Nuchtchas, and Line Noise for your reviews! Also, thanks to everybody who spread the word about the operation. We didn’t reach the goal of nine reviews, but I’ll be posting a new short story, “The Gold Equations,” to this space soon!
Congratulations to our prize drawing winner, TIbbi!

Bang! Biff! Pow! Justice League: War isn’t just for um, well, actually, who is this movie for? (Review)

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Let me begin by confessing that I have not read a single page of Justice League comics in the DC New 52. So I have no idea how accurate or off base “Justice League: War,” the new animated adaptation of the first arc is. Initial previews and reviews led me to believe that DC’s new direction just wasn’t my thing, and this movie did nothing to convince me to give them a second look.

The plot is rather thin and familiar. A group of well-known superheroes who don’t know each other discover something bad is about to happen. They slowly begin to gather to address the threat and do so just in time for an unstoppable alien army to jump through some portals in an American city. Towards the end of the film, their big bad leader shows up and they gang up on him. They find a way to close the portals and then the threat is suddenly over. The end.

It may not be fair to compare the film to the blockbuster live-action “Avengers,” since the comic “War” is based on appeared close to a year before that film was released, but the similarities are unavoidable. I just wish that “War” had borrowed a little bit of “Avengers” wit and charm.

The movie’s not all bad. The action is well animated, and although it can’t fully carry the ball, there are plenty of neat super-powered displays. I was actually shocked by the level of violence and profanity in this cartoon. The Justice League prevents Darkseid from using his Omega Beams by literally stabbing out his eyes. ‘Just like Oedipus!’ Wonder Woman exclaims when they hatch the plan. It’s the one smart bit of dialogue in a film that portrays these iconic characters as vulgar, petty jerks.

The depiction of characters is where this movie really falls flat. This movie has a cynical edge that it perhaps shares with ‘Man of Steel,’ portraying the public as distrustful ingrates and the heroes as the worst versions of themselves. The writers were going for more extreme, gritty versions, but unheroic, downright stupid, superheroes just leave a bad taste in my mouth. The dialog eschews cleverness for playground vulgarity, but if you really wanted to hear Green Lantern call Batman a douche bag, this is the animated film for you.

The film ends with the characters not having really learned anything, just left a pile of destruction in their wake. It left me with the question of who this adaptation was for? Fans of the New 52, presumably, but with such a high level of violence and vulgarity, it seems inappropriate for younger fans. Older fans like myself will find the thin story and unpleasant characterizations a pale shadow of the Bruce Timm and Dwayne McDuffie eras of DC Animation. I can’t recommend this movie.

The Plan for 2014: The Page of Awesome

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My goal for 2014 is to act more professionally as a writer, and to keep myself motivated. In order to complete this task, I have to keep myself working. When I began submitting short fiction in 2009, I created a spreadsheet to keep track of what I’ve sent where. It has been very helpful, and when I reviewed it late last year, I discovered that I have a tenancy to let a story sit after it gets rejected. This doesn’t do me any good.

I also noticed that I let my blog go fallow, writing in fits and spurts rather than consistently. I want to have a steady output of work in 2014. This means not just showing up at the page, but being visible to editors, and my audience. So I devised the Page of Awesome.

The Page of Awesome is the front page of a very handsome writing notebook I received from my In-laws this Christmas. It works much like my submission-tracking spreadsheet. Each time I make progress in one of my goals for the year, I make a tally mark, and I’ll be posting my goals throughout the year. But unlike systems like the Magic Spreadsheet, which track showing up at the page, I’m keeping track of work that I send out into the world. My goal is to have three-hundred tallies on the page by the end of 2014. Here is how the page breaks down:

Short Story Submissions:

This is probably the most important box for me personally. The most important skill for a writer, even more than craft, is overcoming the sense of rejection inherent in submitting fiction. A rejection, particularly a form rejection, feels like a punch in the gut. And you’re going to get rejections FAR more often than you will acceptances. Sharing your work is the real wall a writer needs to climb over. Having a slush pile myself for The Way of the Buffalo helped. It became much easier to empathize with the mysterious editors behind the rejection emails when I was writing them myself, looking for the right words to say that the story was good, but not what I wanted. It was also good to get a sense of what kind of stories go into a slush pile, just how towering they can get, and what are good stories, and what are bad ones. But I was still letting stories go idle after they were rejected. So the first part is dedicated to short story submissions to magazines, and I’m hoping to send out at least 100 in 2014. I have five active stories in rotation right now, and I’ve got maybe three or four short stories that need just a little more editing before I send them out. So far I’ve been able to add one new story a month. I’m averaging one to two months per rejection, so I should make this goal fairly easily, I hope.

Podcast Releases:

This will almost certainly be the shortest of the three columns, because I release about two episodes a month, and I’m not great about keeping to a set release schedule. I’m hoping that I can use this motivation to keep me going regularly, and I still have The Dark Wife to finish, so this might be a solid 50 by the end of the year. I’m also hoping to take part in this year’s “31 Days of Podcasting,” so that will add to my numbers as well.

Blog Posts

Finally, there is this humble blog, which you may have noticed I’ve been a bit more active with this year. I’m still not the kind of blogger who posts every day, but I’ve been trying to implement more regular, recurring features, and increasing my output. I’m trying to get at least two posts out a week, and ramping up from there. I’d like to post 100 articles this year.

So how am I doing so far? Not including this post, my stats are:

Short Story Submissions: 9

Podcast Episodes: 3

Blog Posts: 13

I’ll certainly update this figure on the blog as the year rolls on, to let you know how this current motivation experiment plays out.

Nice Kicks! February-March 2014

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I’m a big fan of crowd-funding, particularly Kickstarter. Here are some of the projects I’m backing right now that I want to recommend to you:

Make Your Thing

Launched by Maximum Fun Network proprietor Jesse Thorn, “Make Your Thing” is going to be a conference for independent creators in October. Make Your Thing is a trade conference dedicated to independent creators. Speakers will include cartoonist Kate Beaton, musician John Vanderslice, and radio producer Jay Allison. Tickets themselves are expensive, and time is short, but this would be an amazing event.

The Curse of Dillinger’s Diamond

Author and podcaster Tee Morris’s Billibub Baddings mysteries are excellent post-modern novels. Imagine The Maltese Falcon meets The Lord of the Rings. Billi was a Dwarf in a classical fantasy land until a portal dropped him, and a nice collection of very dangerous magical artifacts, in the heart of Prohibition-era Chicago. After two successful novels and a podcast, Tee put Billi on the shelf to work on other projects, but fans, myself included, have been clamoring for more. Tee’s looking for $15,000 to cover a print run and other indie publishing costs.

Gaymer X2

Another conference-based Kickstarter project, last year’s first-ever Gaymer X focused on LGBTQ issues in gaming culture. It provided a safe space for LGBTQ nerds to both express their sexuality and their geekiness. Although successful, Gaymer X needs additional funds to expand and continue for a second year. X2 is shaping up to be another fabulous convention, both for the LGBTQ community, and allies alike, because everyone games.

I Just want to do better than “Baboon Fart Story.”

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Ladies and Gentleman, Meet Baboon Fart Story.

Baboon Fart Story came from this excellent blog post from Mr. Chuck Wendig.  Go read it, it’s very smart.

Seriously, Go read it.

I’ll wait.

OK, We’re back?  Good.

The post is a good piece of criticism, and getting the ebook up is a nice bit of cheeky humor, but here’s the rub:

As of writing 10:30 PM EST, February 17, 2014, “Baboon Fart Story” has eight five-star reviews on Amazon.com.  EIGHT.

Glory’s Guantlet, my new collection of short fiction has zero.  I’m losing eight to nothing to BABOON FART STORY.  This cannot stand.

So I am officially announcing Operation do better than Baboon Fart Story, soon to be followed by operation come up with better operation names.  But I need your help.

Go and review Glory’s Gauntlet on Amazon.com between now and February 28th.  It doesn’t have to be a 5-star review.  Be honest.  If I have nine or more reviews on March 1st, I’ll post a brand-new Freelance Hunters story here, and I’ll pick one of the reviewers and send them a special prize which I haven’t decided yet.

So go!  Review!  Spread the word.  We can’t let the baboons win.

Elanterra Journal: 004-Dwarves

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Elanterra Journal

004-The Dwarves

 

Although it is not possible to get a full census of their numbers, it is believed that the Mountain Folk, more commonly called “Dwarves,” represent the third-most populous of the Five Peoples in Elanterra, behind the Humans and Hillfolk. Dwarves are thick-set, hairy humanoids standing roughly four to five feet tall. Underneath their extremely thick hair and beards, which can be just about any color, they are extremely pale, with large eyes and ears, and surprisingly dextrous hands and feet. These features are found on both males and females and it is considered impossible (and also, rude) for outsiders to determine a Dwarf’s gender by sight.

The two main Dwarven settlements are in the Ferros in the North East, and Paladine in the South. Dwarven sub-communities are also common in most surface communities. In Human kingdoms in particular, they are welcomed as merchants, craftsmen, and bankers. Outsiders have difficulty living in Dwarven holds because of the extremes of the environment. While some settlement areas are quite comfortable, and cater to outsiders, the true dimensions of Dwarven holdings cannot be explored by outsiders, and the subject is for some reason taboo.

Dwarves are well suited for their environments, which include the surfaces and interiors of most of the mountains in Elanterra. They are capable of surviving extreme cold and heat, and their senses are extremely sharp.

Dwarves are extremely community minded, often forming large stable households of adults when living on the surface. Dwarven children are not reared in foreign lands, and any pregnant Dwarves are sent with great speed to the nearest homeland. At the same time, they are surprisingly private creatures. They have a strict religious culture which is politely but firmly closed to outsiders. Their patron deity is known by many titles, including “Earth Father,” “Divine Craftsman,” and “Protector.” Some speculate that these are separate gods rather than aspects of the same divine being.

Ferros is the center of Dwarven industry, and the seat of The Mountain King, the terrestrial ruler of all Dwarves. Although Dwarves living on the surface are bound to the laws of whatever settlement they dwell in, they remain subjects of the Mountain King, and are bound by his laws. A strong sense of honor and fair play ensures that both masters are satisfied.

Paladine, a much more temperate settlement built into a volcanic island and stretching an unknown depth underneath the Bay of Storms, is a smaller, settlement, and the center of Dwarven religion. Dwarves will make pilgrimages to Paladine as often as they are able, to give offerings, get advice, or make penances. Paladine is overseen by the Papal seat.

Up until very recently, Dwarves also maintained a stronghold in the Icy Mountains. It is now abandoned, and the reasons for this migration are unknown. Legends of gold-filled ruins draw treasure hunters, and rumors of monsters pouring from the earth draw monster hunters.

In truth, Dwarves live remarkably austere and simple lives. Their value of the community above all makes them dedicated tradesmen, soldiers and laborers. While slander often paints them as usurious, and great lovers of gold and gems, the truth is usually opposite. Dwarves value practical items, particularly wooden objects and fruits and vegetables, which are difficult to obtain in their native lands. Inexperienced Dwarven traders will often pay in pure gold at incredible sums, which may be the source of these legends.

Compiler’s Note: Much is still not fully understood about Dwarven culture. In modern history, Ferros has often come into conflict with neighboring kingdoms over resources, and the result has been a general migration of Dwarves back to the two main Holds. Dwarves are frighteningly efficient militarists, and even claim that they have waged secret wars below the surface for generations. When pressed, they become evasive on the subject, however. Dwarves are honorable but fierce in combat, and their military seems to be exclusively male, although how this can be managed without any visible difference between the sexes is unknown. Due to their extreme modesty, the actual form of a female Dwarf is unknown. Some experts theorize that Dwarves are in fact hermaphroditic. Other experts (and their heirs) have learned that Dwarves respond with extreme violence when this theory is suggested to them. As to the truth of Dwarven anatomy, the outside world may never know.–G.B.

“Elanterra Journal” is a look into the People, Places, and history of the Island of Elanterra, the setting of the Freelance Hunters stories.   “Glory’s Gauntlet,” an ebook collection of four Freelance Hunters stories is available from Amazon and Smashwords.

The Legend of Zelda: A Link Between Worlds

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The Legend of Zelda: A Link Between Worlds

 

It has been said that Nintendo is a company stuck in the past. That they retread old ideas and characters, plying on nostalgia rather than innovation. And while there’s truth there, when they get it right, OH MAN do they get it right.

“The Legend of Zelda: A Link Between Worlds” is a 3DS sequel to the Super Nintendo’s “A Link to the Past.” Old School fans of the series will find the maps, designs and plot familiar. Mysterious figure arrives in Hyrule, is immediately revealed to be a bad guy, Link has to collect three pendants and the Master Sword to follow him to the other half of the game.

While it looks like “A Link to the Past’s” Dark World, the other section of the game takes place in Lorule, a more developed mirror kingdom complete with its own Princess and villagers. And Lorule is, for reasons that remain unclear until the end of the game, being torn apart.

Link can travel between the two dimensions using the game’s key new ability. Thanks to a magical bracelet he acquires early in the adventure, Link can change himself into a painting, and walk along walls. It’s a strange ability, and not particularly intuitive at first, but it is masterfully executed in the game, and provides a whole new set of puzzles to solve.

The other major change is that Link’s tools lack ammunition. Instead, Link has a stamina bar that slowly refills, and is shared by all of his rods, bombs, and ranged weapons. Link has access to most of his standard equipment very early in the game as well. This makes “A Link Between Worlds” a much less linear affair than previous games. Link has the ability to tackle dungeons in any order he likes.

The design of the dungeons is quite good, although some of the puzzle solutions felt a bit easy. Since the player has to do a lot less hunting for rupees and equipment, the game seems a bit short.

The artistic elements are reminiscent of the super nintendo, but trades sprites for nicely rendered 3d models. Although most of the game is seen from the top down, a few cut scenes switch to a perspective closer to the ground, and show off the 3DS’s horsepower. The actual 3d is possibly the best I’ve seen on the system. The terrain of Hyrule sinks into the screen, and enemies leap out. This is the first game where I honestly preferred to keep the 3d turned up the whole time.

“A Link Between Worlds” is a great game for players who are new to Zelda, and it rewards fans of the series with plenty of easter eggs, like Majora’s Mask, which can be found on the wall of Link’s House, but unfortunately, can’t be worn.

The game is a wonderful update on a classic, with an amazing twist ending. I highly recommend it.

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