Monday, August 20, 2007

Mini-Review of the DVD Version of The Two Towers


Thanks to Ronny [friend and fellow gamer], I’m finally getting to see the extended version of The Two Towers [Dec. 2004]. Tammie [ex-wife] and I have managed to find time to watch an hour of it each night the past two nights, with one “installment” left to go. With the Fellowship of the Ring’s extended version, I found the new and extended scenes of mixed quality. There were occasions, like with the lengthy narrative about the Shire at the beginning, where I felt editing actually had improved the movie. So far I’m enjoying the new scenes much more with the Two Towers. Indeed, just last night I watched Faramir’s flashback to the last time he saw Boromir and thought it was great! We definitely need more, not less, of this actor in the best role of his life. Such a shame the Tolkein estate probably wouldn’t go for a Boromir miniseries…The only new sour note I’ve experienced so far is the added scene where Aragorn doesn’t like Eowyn’s cooking. I find it hard to believe that a ranger, accustomed to eating in the wild, would have such a sensitive pallet. Some of the sour notes from the first movie remain. Poor, noble Gimli, still being used for comic relief! Even with additional scenes, Merry and Pippin’s journey still isn’t that interesting. The Two Towers is still a weaker film than The Fellowship of the Ring, in my estimation.

Also worth mentioning, as someone who hasn’t read the novels in over a decade, are the “movie-goers guides” at The Encyclopedia of Arda Web site (http://www.glyphweb.com/arda/default.htm ). It’s rather remarkable just how unrelated to the novel much of the second movie is, and this is a one-stop source for reading about all the points of departure.

The movie-goers guide I mentioned talks at length about how the deleted scene does much to restore Faramir’s character from the novels, but equally changes Boromir into something different from the novels — now a spy sent to infiltrate and recover the ring, rather than a wandering hero who happens to be seduced by the ring.

Essential Captain America vol. 2 Graded


Hi all,

Before my three-day weekend [in Feb. 2007], a very quick breakdown, with issue-by-issue grades, for the volume in the subject line.

126 The Fate of the Falcon June 1970 B-
More like a try-out for a Falcon ongoing series.
125 Captured in Viet-Nam! May 1970 C
So disappointing for something trying to be so timely.
124 Mission: Stop the Cyborg! April 1970 C
Eh.
123 Suprema, the Deadliest of the… March 1970 B+
Kind of silly, but Gene Colan makes it look so good.
122 The Sting of the Scorpion Feb. 1970 B-
The intention being to show that Cap can take down supervillains too (as long as the Scorpion isn't even trying).
121 The Coming of the Man-Brute Jan. 1970 A-
Suprisingly satisfying ending to a slugfest issue -- but is that an actual Golden Age villain or a retcon?
120 Crack-Up on Campus Dec. 1969 B
Modok seriously has nothing better to do than be behind campus unrest?
119 Now Falls the Skull Nov. 1969 C
What a fizzled ending!
118 The Falcon Fights on Oct. 1969 B
Still looking good here...
117 The Coming of the Falcon Sept. 1969 B
A bit of a detour, but the Skull/Cap clash still has some momentum
116 Far Worse Than Death Aug. 1969 A-
A clever and fun premise, getting to see the "Skull" doing exciting stuff!
115 Now Begins the Nightmare! July 1969 A+
Man, could Lee write exciting cliffhangers!
114 The Man behind the Mask! June 1969 C+
113 The Strange Death of Captain America C-
112 Lest We Forget! April 1969 B-
The last you see of Kirby on this title for awhile.
111 Tomorrow You Live Tonight I Die! A+
Steranko finally hits his stride, only to jump ship after this issue.
110 No Longer Alone! Feb. 1969 C+
109 The Hero That Was! Jan. 1969 C
108 The Snares of the Trapster! Dec. 1968 A-
This issue has everything but a satisfying explanation at the end. A real classic Cap adventure. And has the Trapster ever been treated more seriously?
107 If The Past Be Not Dead … Nov. 1968 B+
106 Cap Goes Wild Oct. 1968 B+
105 In the Name of Batroc! Sept. 1968 B-
104 Slave of the Skull! Aug. 1968 A+
103 The Weakest Link! July 1968 A

Heroes (the tv show) Mini-Rant


I did not start watching the Heroes TV show when it first came out, but I tried it during the mini-marathon NBC ran at the beginning of the year [2007] and was hooked. Here were some of the very elements I had tried to bring to Superland [one of my old rpgs], including meshing the superhero genre with the “real” world while retaining a sense of fun.

After last Monday’s episode [as of Feb. 23], I’m wondering if the show is drifting away from what I liked best about it. Hiro (the best character in the show) is beginning to come off as less fun and more naive. Worse, the focus on Syler’s serial killings is seriously threatening to derail my enjoyment of the show. Justice is a key concept to the superhero genre. If villains don’t get their comeuppance in some manner, then the story focus becomes one of victimization rather than heroism. People are getting killed. If this is the superhero genre, then why is no one saving or avenging them?

Thursday, August 16, 2007

Superman in the Forties Mini-Review


The stories selected for Superman in the Forties might be representational, but are surely not his best. It is worth noting that the raw, tough Superman of 1938 is my favorite, while Megan [my girlfriend] read it as well and preferred the whimsical romance circa 1946. Perhaps one of Superman’s most endearing traits is how many different interpretations of him there are – one for every preference.

Untitled from Action Comics #1 – A+
Untitled from Action Comics #2 – A+
“Lois Lane Loves Clark Kent” from Superman #58 – B
Untitled from Superman #1 – A-
“The Origin of Superman” from Superman #53 – B+
“Superman Returns to Krypton” from Superman #61 – B-
“Superboy Meets Supergirl” from Superboy #5 – C
“Superman Meets the Ultra-Humanite” From Action Comics #14 (i.e. 13?) – A
Untitled from Action Comics #23 – A
`The Terrible Toyman” from Action Comics #64 – C+
“Journey into Ruin” from Action Comics #107 – C
“The Mxyztplk-Susie Alliance” from Superman #40 – C+
“America’s Secret Weapon” from Superman #23 – B
Untitled from daily newspaper strip – A-
“How Superman Would End the War” from Look Magazine – A
“The Superman Story” from World’s Finest #37 – B
“Christmas `Round the World” from Action Comics #93 – C+

More Gaming Mini-Reviews

Actually acquired last November [2004], and only recently have got around to reviewing them!

Dark Tower was a classic Judges Guild module that was “updated” to 3E D&D a few years back by some small press. The module is seriously hurt by not having the original Paul Jaquays artwork in it. Often, his artwork was the best thing about those old Judges Guild modules! What makes Dark Tower a classic is that it may be the first module with a storyline — not just backstory, but something going on during the dungeon crawl that the PCs can affect the outcome of. Pretty exciting stuff in 1978. Pure nostalgia value in 2001. Grade: C+

Pirates of Tellene suffers, like too many Kenzer sourcebooks, from putting the prestige classes up front. I just can’t get past them. Prestige classes are so inherently lame and useless that I shut the book everytime I open it up to them. Perhaps ironically, the best thing I’ve read so far in the book is the introduction, which is not so much an introduction to this product, but to the Kingdoms of Kalamar campaign setting in general. It’s probably the best two-page “you should play this campaign setting because” essay I’ve seen yet. Grade: C-

The Dragonfiend Pact is the first of Goodman Games’ Dungeon Crawl Classics modules I’ve bought [at that time]. The look of the modules is pure retro, but the adventures themselves are fairly modern and have a “rejected by Dungeon magazine” feel to them. This installment includes some decidedly un-retro monsters and — unless the PCs make an extremely dangerous decision — has a fair chance of ending prematurely with the mystery not quite solved. Grade: B-

Mini-Gaming Reviews

[These titles were purchased and reviewed in Oct. 2004]

The least of the lot, sadly, was Strength and Honor: the Mighty Hobgoblins of Tellene. As I mentioned at our last session, it’s got to be hard writing about a race like this AND not make them sound like Klingons. Don [the author] tried to combat that with thoroughness, making the pages I read a bit dry and textbookish. At the other end of the book is a bunch of 3E drivel. Between those pages might be some useful material, but I don’t see mining too much of it for South Province [my AD&D campaign], despite the prominence of hogboblins in the military. Grade: B-

Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 would not have worked for Superland [a rpg campaign I once ran], but it remains an intriguing rule system. The authors knew the game mechanics are the main stars too, as they’re up front and center instead of character creation — an unusual approach. I did not mind reading through the first 20 pages, even though I doubt any of the mechanics will ever find their way into one of my campaigns. Grade: B-

Day of the Beast is familiar to most of us as “Fungi from Yuggoth” and one of Tom’s [a friend] classic campaigns. It’s great nostalgia looking back through this stuff and dreaming of running it myself someday. Grade: A-

Best of the lot, though, was Munchkin Monster Manual. My favorite new monster is the pyscho squirrel that attacks men only — right in the walnuts. I couldn’t stop laughing. Tyler [my then-4-year old son] wanted to know what I was laughing about and I couldn’t tell him. Grade: A

Grading Gaming Purchases

I got a LOT of gaming stuff lately [back in May of 2004], both for my birthday and from an ebay win. I’ve already ranked the rpg stuff and it goes like this:
19. Superhero 2044 Hazard Map (Judges Guild, 1980?) — useless fluff, a near-future Australia with nasty kangaroos. F
18. Break in at Three Kilometer Island (JG, 1981) — empty scenario with lame NPCs. F
17. Chivalry & Sorcery Gamemaster’s Shield (JG, 1979?) — okay cardboard stock, critical hit tables might be handy for inspiration. D
16. The Nightmare Maze of Jigresh (JG, 1981) — great title and cover, but nothin’ else going for it. D+
15. Draconomicon (WotC, 2003) — hard to believe so much work went into so much fluff! C-
14. Dungeoneer #18 (JG, 1980) — a fanzine version of Dragon mag. with some ok stuff. C-
13. Hackmaster GameMaster’s Guide (Kenzer, 2001) — I’m sure there’s some great new material in here, but who has time to wade through 300 pgs. of reprinted material to find it? C-
12. Dungeoneer(s Journal) #25 (JG, 1981) — at least it’s got a mini-scenario in it. C-
11. What Evil Lurks (Necromancer Games, 2002) — A better modern-day Call of Cthulu scenario than a D&D adventure. C-
10. Dungeoneer (Journal) #23 (JG, 1981) — interview with Petal Throne’s creator appeals to the gaming historian in me. C
9. Monsters of the Endless Dark (Goodman Games, 2002?) — a mini-monster manual for a finite ecology is a good idea, but a hit-and-miss execution. C
8. (The) Dungeoneer(s Journal) #24 (JG, 1981) — “Village Resources Determination Charts” really appeals to me. C+
7. The Goblin Fair (Airweaver Games, 2002) — a knight riding a pig — just the kind of tone I look for in a scenario! C+
6. (The) Dungeoneer #19 (JG, 1980) — as chock-full of good articles as any Dragons up to ‘83. C+
5. Aberrations (Necro, 2003) — a promising scenario and one that actually lives up to their “third edition rules, first edition feel” motto. B+
4. The Grey Citadel (Necro, 2003) — even more promising city-based adventure where you have to find the dungeon! A-
3. Dungeon #107 (Paizo, 2004) — even a weaker issue of Dungeon is still worth more than most gaming products. A-
2. Dungeon #105 (Paizo, 2004) — Warduke! Woo! And “Chasing the Snake” is a great read (though I think it would be difficult to run). A
1. Deathright (Kenzer, 2001) — maybe Arun’Kid’s stiffest competition for the best Kalamar adventure. Solid, useable material + a story! A+