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Hugh Likes Comics: The Infinity Gauntlet

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Infinity gauntlet

Written by:  Jim Starlin
Drawn by: George Perez
Published by Marvel Comics

As a rule, I really don’t like crossovers.  They’re messy, over-crowded affairs where heroes act out of character to fit the story, and their endings tend to be unsatisfying piles of continuity.  Event full of sound and fury where “everything changes” but at the end of the story, everything is pretty much back where they were.  Oh, she might be in a different costume and he might have been replaced with his sidekick, who looks the same except for the cybernetic arm.  The status quo remains king.
And then there’s “The Infinity Gauntlet.”  This is the one that got it right.  It’s a threat that is based off of years of continuity, but clear enough that one doesn’t need to invest a college savings in back issues to know who’s who.  It’s a threat that is credible, active, and present, not only for the heroes, but for the entire fictional universe.  A threat that is credible enough to not only bring the Marvel Universe together, but also put their backs against the wall.
It also manages to balance character study and knock-down, drag-out, cosmic-level fighting.  In the first issue, Thanos, elevated to genuine omnipotence thanks to the eponymous gauntlet, snuffs out half the life in the universe.  He does this because it turns out that he’d like to hook up with the Universe’s personification of Death.  Death is, naturally, a hot lady, because Comics.  Unfortunately, all of his god-like power fails to catch her eye.  Having gained unmatched power, and being unable to effectively use it is the core of Thanos’s character, and it is an interesting contrast to the surviving heroes and villains, who are left with the task of fighting a hopeless battle against the Mad Titan.
The climax of the series is a fight where he faces of and wins against first every hero in the Marvel Universe, and then the super powerful Cosmic Forces.  It gets a bit metaphysical, but the thread of the story never gets lost, and Perez’s expressionistic art captures it all perfectly.
The Infinity Gauntlet isn’t just a cheap cash in.  It is the basis for twenty years of comics storytelling, and possibly the endgame Marvel’s cinematic universe is heading towards.  Even if you have no interest in those things, it is the Platonic Ideal of a Marvel comic.  A story of superhuman power filtered by the lens of the most human emotions.
The Infinity Gauntlet is available from Comixology, Amazon, or Your Local Comics Shop.

Review: Henry V (Shakespeare In Delaware Park)

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The 39th season of Shakespeare in Delaware Park has begun, and this year’s first play is a history, “Henry V.” The play is very well staged and performed, with Patrick Moltane as Henry. The set design is based on original productions with minimal props and a three-level stage painted in abstract branching patterns of brown, black, and gold. The costumes evoke dress of the period, with Henry and his lords in Plantagenet tunics, and Katherine’s maid wearing an impressive wimple. The exception is The Chorus, played by veteran Tim Newell. He’s dressed in a cyberpunky outfit capped with sunglasses and a black trench coat.

While not his most problematic play, “Henry V” is perhaps one of Shakespeare’s bro-iest. It is the culmination of the English histories begun in Richard II and leading up to Henry’s ultimate triumph at the Battle of Agincourt. It was probably one of the first plays performed at The Globe in 1599, and it is sort of an Elizabethan blockbuster.

It is a direct sequel to Henry IV parts I and II. No longer the carousing and conflicted Prince Hal, Henry V has turned his back on his misspent youth, and his old friend Sir John Falstaff. But with trouble at home and a rebellious Scotland to the north, Henry decides a nice, distracting foreign war is just the thing, and so he picks a fight with France.

While Henry has some great speeches, and Moltane’s performance of the St. Crispin’s Day speech is especially effective, there isn’t a great deal of complexity or weight to Henry V. It feels almost like Shakespeare’s riff on a 40’s comic book. Henry and his forces are the fiercely patriotic English, off to fight the decadent, cowardly, and generally just all-around bad French. The French aren’t up to anything in particular, they’re just holding some lands Henry feels belong to him, and are generally jerks about it.

In spite of being greatly outnumbered, Henry cuts a swath through France. At Agincourt, where the English forces are outnumbered “five to one,” He wins a decisive victory, and the play claims that he loses less than thirty men. He attributes the victory not to himself or his men, but to God. The end is a bit disappointing in that they stage the battle with the English forces lined up facing the audience, and there is no direct fight between Hal and the Dauphin, whom he’s traded insults with via messenger the whole play. I suppose this is a more realistic depiction of Fourteenth Century warfare, but it left me wanting just a bit.

Even though this is not one of Shakespeare’s more famous comedies or tragedies, I recommend taking in “Henry V” this month. Performances run Tuesdays through Sundays until July 13th, 7:30PM at Shakespeare Hill in Delaware Park. I’m also looking forward to this season’s second show, a Steampunk production of The Comedy of Errors that begins July 24th. The show is free, but donations are appreciated. Find out more at shakespeareindelawarepark.org.

 

Welcome Back to Mario Kart!

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Although I’ve had a Wii U console since February, I haven’t seen a game that made me keep the system powered until now. After a soft launch, and a library of ports like “The Legend of Zelda: Wind Waker HD” and sequels like New Super Mario Bros. U, I’ve been ignoring it. Mario Kart 8 is the game my Wii U has been waiting for, though.

To be fair, MK8 is as familiar as Nintendo’s other offerings. It is the next iteration in the beloved kart racer with a few new innovations and enhanced graphics. But man, what polish that enhancement brings.

MK8 returns with a lot of the improvements from Mario Kart Wii and Mario Kart 7 intact. Players still race for coins, can control their characters with a variety of control schemes from the Wii U classic controller to the Wiimote racing wheel. Flying and underwater track sections also return, and have never looked or played better.

If there is anything I find disheartening about Mario Kart 8, is that it signifies the final nail in the coffin of the F-Zero series. In the Super Nintendo era, F-Zero was that fast, spectacular racing game, while Mario Kart focused on lower speed, cartoonish battle races. While MK8 still maintains the series’ whimsy, upped its game for spectacle to new heights.

This game is fast! Between the flight sections and the new ability to drive along walls and vertical surfaces, there is a real sense of speed this time around. Even the process for falling off the track has been streamlined. Instead of a lengthy sequence that robs you of precious seconds, Lakitu just takes three coins from your reserve.

The graphics this time around are this most highly polished yet. HD polish agrees with Mario Kart. One of the classic tracks, “Moomoo Meadows,” really showcases the difference between the Wii and the Wii U. The new tracks look great as well, and are filled with dazzling moments, from driving up a waterfall to a track inside of a Mushroom Kingdom Disco.

There are a few nitpicks in all the polish, though. There are fewer customization options for setup, including split-screen multiplayer that is only vertical. Annoying, but not a deal breaker. Also, rather than being set in closed arenas, battles now take place on the racing tracks, which are too big to accommodate a two player match.

Mario Kart 8 is both a return to form and a surprising elevation of the familiar racing franchise. For a console that has been languishing, this is a much-needed “must have’ game.

 

Hugh Likes Comics Classic: Nextwave: Agents of HATE

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Written by Warren Ellis

Drawn by Stuart Immonen

Published by Marvel Comics

 

2006’s “Nextwave: Agents of H.A.T.E.” is the best super-hero comic nobody read. It’s a cynical, action-heavy book about washout super-heroes that will teach you to love again. The Nextwave Squad were going to be the elite Super-hero team of the Highest Anti-Terrorism Effort. (H.A.T.E.) Until, that is, they discovered that H.A.T.E. is a front for the Beyond Corporation, a rebranded terrorist organization interested in field testing bizarre weapons of mass destruction on American Soil. They go rogue, steal an experimental aircraft, and set to work stopping H.A.T.E.

“Nextwave” was a comic ahead of its time. A parody of Marvels greatest excesses, it recast five c-list heroes as scenery chewing, trench-coat wearing action stars with severe personality issues. At a time when Marvel was pitching overblown crossovers like “Civil War,” Ellis boiled it down, doing short, fun action movies in two issues. These story’s were thrilling, easily digestible, and more importantly, irreverent. In the main universe, Marvel’s heroes were making gritty choices and compromising their ethics fro security. Nextwave was kicking broccoli-based HR Robots until they exploded.

Immonen’s art, which is absolutely gorgeous, helps. It’s as bright and beautiful as story is darkly comedic. Every kick and explosion is delivered with aplomb. The characters all have a manic gleam in their eye and a middle finger thrust towards convention.

Even the editorial team was in on the joke, with a letter page written by a delusional mail-sorting machine. “Nextwave” even had its own theme song, with the lyrics printed in issue one, and an MP3 recorded by editor Nick Lowe’s band “Thunder Thighs.”

“Nextwave: Agents of H.A.T.E” was a sly, silly, chop-socky gem of a series, and it remains a cult favorite. You can pick it up in trade omnibus from your local shop, or in digital issues from Comixology.

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.

 

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 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.

Hugh Likes Comics: Amelia Cole and the Unknown World

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Amelia Cole & the Unknown World

Written by D. J. Kirkbride and Adam P. Knave

Drawn by Nick Brokenshire.

Published by Monkeybrain (digital issues) and IDW (tpb collections)

Amelia is a magician with an unusual talent: Thanks to her Aunt and Mentor Dani, she can travel between the ‘magical’ and ‘non-magical’ world, and she has a habit of using her powers to stick her nose into matter that the police would rather she didn’t.

When the two start to merge, Dani sacrifices herself to seal them off again, and Amelia finds herself alone in a THIRD place she knew nothing about: A world where magic and technology exist side-by-side.

After she manages to settle in, however, Amelia finds out that the two aren’t exactly equal. Magicians have special status in addition to powers, and Amelia attracts the unwanted attention of “the Protector” after she uses magic to save ‘mundanes.’

“Amelia Cole” is a story about finding your place in the world, and doing the right thing. The story is fairly nuanced. Amelia’s vigilantism causes as much trouble as it solves, but she still doesn’t hesitate to do what she can. She’s a heroine that works by guts and instinct rather than a damsel in distress. Even The Protector isn’t all-bad, even if the system he works within wears him down to a core of anger and frustration.

Brokenshire’s art is a real winner. His crowds and cityscapes breath with life, and more than a few hidden easter-eggs that reward careful reading.  The designs for Amelia are great as well.  It’s sad how rarely we see a comic book heroine wearing actual clothes.

Amelia Cole and the Unknown world marks the first part of what will hopefully be a long series of adventures. Volume Two, Amelia Cole and the Hidden War, continues her adventures in the strange world she finds herself in, and I can’t wait.

Amelia Cole and the Unknown World is available digitally through Comixology, and in print from IDW.

Hugh Likes Comics: High Crimes

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Written by Christopher Sebela

Art by Ibrahim Moustafa

Published by Monkey Brain Comics

 

How far can you run from yourself? Zan Jansen was an Olympic snowboarder with a bright future ahead of her, until she fell and saw her chance at a gold medal slip away. After that, everything fell apart. She fled to Kathmandu, where she is drowning herself in substance abuse and guiding tourists up K2. But her real business is a bit darker than that. With the spike in adventure tourism, more and more people are climbing Mount Everest, and not all of them come back down.

When someone dies on the mountain, they are left where they fall. It is one of the hazards of the climb. So far Zan hasn’t climbed Everest. She is saving it. For her, climbing the summit is literally climbing out of the spiral she has put herself it. She says that she’ll climb Everest and keep going. But her boss has, and every time he goes up, he comes down with something someone left behind. A hand and what personal effects they carried. Once he identifies the corpse, he contacts the survivors, and offers to ship them back something to bury. For a fee, of course. It isn’t exactly illegal, but it is dirty work.

Of course, some things are meant to stay buried, and when her boss recovers the corpse of a black-ops government agent gone missing, things start to go very bad for her employer.

Moustafa’s art is fitting for this kind of noir piece. His figures are a bit stiff, but he takes some interesting risks, particularly with layout, that give the piece a nice atmosphere.

Sebela’s central characters are gritty and well defined. They feel like characters with history, and a lot of significant dialog feels unsaid. There’s a richness in what they don’t say, and that’s a tough trick to pull off in a twenty page comic.

I think that if there is a flaw in this comic, it is that the bad guys chasing Zan are a bit too cartoonishly evil. The secret military commander lacks a mustache to twirl when he shoots one of his minions in the face the second he asks a question, but he even goes so far to say that the person who has died ‘went rogue to protect the world from people like us.’

At a buck on Comixology, “High Crimes” is another Monkey Brain comic that really shows the potential of its creative team. It’s at least interesting, even if it might not reach the heights it is reaching for.

“High Crimes” is available from Comixology.

Hugh Likes Comics: The Top 5 of 2013

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#5: Batman ’66: I like stories that go all-in. No pussy-footing around, not Super-Heroes-but-no-tights, which seems to be de-reguer, particularly at “The Big Two.” That’s why I was pleasantly surprised by this outing from writer Jeff Parker and artist Jonathan Case. They’ve returned to the source material of the ’60’s Batman TV show, complete with dancing and giant sound effect bubbles. The digital versions have a few more tricks up their sleeves to evoke the classic series. Batman ’66 embraces everything the New 52 disdains, and soars because of it.

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#4: Saga: Vaughan and Staples continued to knock it out of the park this year with Saga. The story of an ancient interstellar war cut with family drama, mercenaries, and the ways art can change a person make for a heady mix. The art remains evocative and controversial. Saga doesn’t pull its punches, but it isn’t crass, either.

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#3: Atomic Robo: The Savage Sword of Dr. Dinosaur: There was little chance for Clevenger and Wegener to escape this list as well, with this nail-biting installment that puts Atomic Robo at the site of an impossible underground city, with shadow military agents storming his headquarters, and completely unstable velociraptor mad scientist Dr. Dinosaur sitting on a stockpile of stolen nuclear warheads. Atomic Robo remains funnier and smarter than it has a right to be.

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#2: Sandman Overture: We only got one issue of Neil Gaiman’s return to his seminal Byronic Dream King, but oh boy, was it ever a doozy. Filled with all of the gothic-horror elements that made Sandman great, and with exceptional art by G H Williams III, This comic is a rare treat for Morpheus fans. Hopefully, we’ll get to see it a bit more frequently in 2014.

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#1: Young Avengers: Sadly ending in early 2014, Young Avengers is a comic that knows exactly what it wants and goes right for it. Under the direction of comics super-team Keiran Gillen and Jamie McKelvie, the Young Avengers bring a little bit of their indie hit “Phonogram” into the Marvel Universe. “Young Avengers” pits focuses less on what it means or takes to be a superhero than it does the trials and tribulations of modern teenagers. After a poorly planned bit of magic use, a group of teens find themselves fighting against an magical parasite that draws power from how parents don’t understand teenagers. It is a fantastic high-concept very well executed. Unfortunately, for a teen book, there is a lot of backstory for these characters that just isn’t given. I’ve felt in over my head a few times, but I’ve loved the ride. Another plus in this comic’s favor is that it has possibly the highest collection of LGBTQ characters anywhere in ‘the big two,’ and handles them with then same excellent touch as earlier Young Avengers installments.

2013 No-Prize: Dan Didio continues to be comics’ greatest super-villain. He spent the year making sure no DC Comics characters have any fun on his watch. After denying the upcoming marriage of Batwoman Kate Kane, he went on to say that none of DC’s heroes should have a stable home life, and seems to be making certain of it. His crowning achievement this year: Creating an art contest for Harley Quinn #0 which included drawing the beloved children’s TV character naked, despairing, and about to commit suicide. After much outcry, the panel did not appear in the final version.

Honorable mentions:

X-Men: Teenage Mom Jubilee, enough time-travelers to stage a production of “Les Mis” and other crazy nonsense. Marvel seemed to focus on their movie-friendly characters like the Avengers in 2013, but there was still a ton of mutants out there, including an all-female team!

Edison Rex: Artist Dennis Culver gets the nod for designing not just a new set of comics characters, but an entire major publisher’s line-up of heroes and villains. My personal favorite: ROFL, an omnipotent extra-dimensional being using the form of a muppet Grant Morrison.

Subatomic Party Girls: Simms and Bowers had the stones to use the line ‘Do you realize we’re floating in space’ unironically. Props.

 

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