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June 20, 2004

Still on the Shelf #62 – Spider-Man 2 The Game

Filed under: Reviews, Still on the Shelf — Craig Reade @ 9:22 am

sots62How about a quick virtual show of hands? How many of you are planning on rushing out to see the new Spider-Man movie? Ah, just about all of you. Just as I expected.

Now, how many of you had plans to go and pick up the video game?

Wow, look at those hands drop.

spidey1Really, that is not an unexpected reaction. Not all of us are “gamers” in any sense of the word. Even those of us who are have enough experience with video games based on both comics and movies to know that 90% of the time, they are simply abysmal. Five minutes with any Superman game should tell you almost all you need to know about the average comic book video game – stay away.

This is not to say that there hasn’t been a few gems out there – but the complete package is a rare thing indeed. The best “comic” games are typically those that focus on one aspect of the comic world, and do so in the simplest manner possible. Fighting games usually – your Marvel vs. Capcom and X-Men: Next Dimension, for example. These games typically do a great job with the combat aspect of comic characters, but the leveling of the playing field (Gambit standing toe-to-toe with Juggernaut?) does have a tendency at times to make a hard-core comic fan wince. And the lack of overall character “experience” and story usually leave these games somewhat lacking in the end.

Some comic games focus more on the story than the combat aspects of a character, instead trying to make the game have the feel of reading a comic book. The Danger Girl game for the Playstation is a good example of this. The downside to games like this is that in the end, the creators of the game focus too much on getting the details of the characters and stories right, and in the end make a poor video game. Once you get over the “cool” factor of playing as the Danger Girls in a game, you realize that the game is really little more than a poor shooter.

Spidey02It is a tough formula to master, the comic book video game, and up to this point I haven’t really seen a game that could capture the concept quite right. I recently got the opportunity to sample the upcoming release of the Spider-Man 2: The Game, and I have to say that my perceptions of what a comic book game should be about has radically changed.

This game, rather than focusing primarily on the movie plot (I could write a whole column about the faults of video games based upon movies), the designers of this game instead take the approach of creating a game where you actually get to experience what it is like to be Spider-Man. Based upon my short experience with the game, I have to say that they succeeded wildly.

Environment

The first key aspect of this game that separates it from other games in the past is the world that they have put Spider-Man into. The creators of this game painstakingly recreated Manhattan – Spider-Man’s playground. From north to south, top to bottom, the whole city has been set up to be an extremely close approximation of the real thing. Even on the street, there are working traffic lights, and pedestrian and car traffic which actually obeys the signals, and flows much like a normal city would. You could spend hours just swinging through the city exploring – already that is a huge plus for the game.

Now you might think that load-time would be an issue here, but it isn’t. You can roam the entire city in any direction and have no transitional load time whatsoever upon entering other areas of the city. Even with the buildings that you can enter from the outside, you simply walk in without that annoying load-time pause. A real bonus there.

Spidey04The web slinging is perhaps one of the biggest steps forward here. Many of you may remember old Spider-Man games, where areas where swinging through buildings was not quite as real as it might be. Usually the environment consisted of the tops of buildings, spread apart a bit more than a normal building would, and extending down only so far. Here, Spider-Man can venture to the very top of the Empire State Building, all the way down to the street itself without “dying” because he left the map area. However, a plummet from the top of a really tall building will cause Spidey to go SPLAT, if you don’t throw out a web-line before it is too late.

The mechanics of web-slinging are also greatly improved. Rather than simply shooting out a web-line and swinging, in this game, there actually has to be something there for the other end of the line to attach to. The designers of this game have also incorporated a pendulum motion to the web-swing, actually getting the physics of the act right for a change. If you swing, and the ground happens to hit before the pendulum reaches its trough, the swing ends and you are on the ground. If you are swinging at an angle or around a corner and happen into a building, you can run along the edge, jump off, shoot out another line, and continue your trip with incredible smoothness. I can’t speak highly enough about this new mechanic – and I was not kidding when I said that you could literally swing through the city for hours doing little else, and still have a blast. The mechanics are simple enough to pick up very quickly, and versatile enough to keep you busy for weeks learning all of the tricks and acrobatic flourishes that will make your web-slinging truly spectacular. Just about anything you can imagine Spider-Man doing in this case can be done – and that by itself makes this game one heck of a fun experience.

Spidey05Missions

There are three basic types of missions – Random, Solicited, and Story missions.

Your Random missions come into play as you swing through the city “on patrol.” You will occasionally hear a cry for help, and just as Spider-Man would, it is up to you to save the day. A purse-snatching? A robbery? Even a small child losing a balloon – no task is too small for your friendly, neighborhood Spider-Man. These missions add just one more touch to the Spider-Man experience – and though these missions are not required, you can earn points through them to use to purchase upgrades like moves and other little character advancements.

Solicited missions are those that you seek out and agree to complete. Be they photography assignments from the Bugle, or random tasks you agree to complete by talking to a shop owner, these missions will send Spidey out into the city often in search of something or someone. Much like the Random missions, these are not necessarily required to complete the game, but you can earn valuable points for upgrades and other goodies.

Story missions are required to advance the game, but can often be put off until you are ready to attempt them. At some point during the game, you will “realize” that you have an appointment to keep, or that there is someone you must go and see, and an indicator will appear on the screen telling you where you need to go. These missions typically tie into the plot from the movie itself – hence “The Movie Game.” These are not all missions that tie into the film – there are several characters that appear in the game from the comics themselves, including Rhino, Shocker, and the Black Cat. Little touches like that make this far more than a simple movie game, and should appeal to the comic fans.

Resources

One thing about past Spider-Man games that I found annoying was the use of “webbing” as a resource. Not that it wasn’t a valid aspect – as the comic Spider-Man did have a limited supply of webbing, but I found that you often had far less than you would think Spider-Man would carry along with him. Those who can’t really stand the fact that the movie Spider-Man has “organic webbing” might appreciate that fact in this game, as webbing no longer is a resource. So web-sling to your heart’s content – you will still have more then enough webbing left over for that huge fight.

In its place, you now have a new resource – Spider-sense. Tap a button at any time during a fight and you enter Spider-sense mode, where you speed up, and your opponents slow to a crawl. This makes dodging their attacks a great deal easier. Bullets even travel more slowly, allowing for spectacular evades. You also get a visual indication when an enemy is about to strike you, preventing you from getting nailed by a surprise attack, if you are quick enough. Of course, the fact that this is a resource means that you can only stay in spider-sense mode for a limited amount of time – though your meter does regenerate on its own after a while.

Touches

Spidey06Of course, I do have to mention that the voice-overs for the major characters are done by the actors from the movie – with Bruce Campbell returning to serve as the voice of your “trainer.” There are several icons throughout the city which you can run over, and Bruce’s voice will pipe-up, telling you about a particular ability that you should learn. Pretty helpful, especially when you first start playing the game. I have always been a big fan of “in-game” training, and there is a wealth of it here.

In a nice touch of realism, your webbing remains in place for a short time after you have used it. If you do a lot of swinging in a small area, you can look up and find your lines dangling in the wind. Not sure how long they remain in place, but one can only assume that the web-fluid “dissolves” over time.

The map is also a nice feature – when you activate the map, the camera zooms back, giving you a bird’s-eye view of the city. Key locations are marked throughout the city, letting you know the places you need to go to get and accomplish missions and purchase upgrades. A big help – especially if you find that you have gotten lost, are trying to reach a particular landmark, or just want to get to the tallest part of the city for some really exciting web-slinging. The map interface is fairly simple – accessing the map requires nothing more than a simple press of a button. Plus there is a zoom in/out feature, allowing you to find both local and widespread objectives with relative ease.

Bottom Line

I am both a comic book fan and an avid video game fan, and this game sure satisfies both in me. As a comic fan, Spider-Man’s abilities in the game are about as close as you can get to the web-slinger himself, and that is extremely satisfying. And as a “comic” video game, this one succeeds where so many others have failed before it – actually making it a fun game to play on its own, even setting aside the comic book aspects.

Spider-Man 2: The Game is set to be released in stores on June 29th, for all three major platforms and the PC (I think the PC version is coming out at the same time, but I may be mistaken). This is going to be one seriously fun game that I have to recommend to all of you – I can promise that you won’t be disappointed by this one like we all have with so many comic games in the past.

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June 13, 2004

Still on the Shelf #61 – Ruule

Filed under: Still on the Shelf — Craig Reade @ 9:18 am

sots61You know, I really love being wrong.

It never ceases to amaze me the quality of comics that come out of the small press. Sure, there is some outstanding material in the big boys, but so often I have picked up a small press book, and dreaded opening it.

Seriously – they can’t all be good, can they? Week after week lately, I have been opening comics that I have never even heard of, published by companies even more of a mystery to me than the comics themselves. And every week I find myself pleasantly surprised. This week is no different.

Last week, many of you might have noticed a 99 cent title on the shelves – Ruule, Volume 2: Kiss and Tell. I did too. I also noticed that in my stack of comics from the Wizard World West convention a few months ago, I had several issues of this title’s first volume. The 99 cent issue I kind of took as a sign, so I finally went through and read all of the ones I had not yet gotten to.

I really can’t explain what my reluctance was, but in the end, it proved completely unfounded. Ruule: Ganglords of Chinatown proved to be a seriously engaging read, and Volume 2 looks to be heading down the same path.

Cast of Characters

Volumes 1 and 2 of Ruule are actually two completely different stories- hence the separation in the character descriptions.

Volume 1

Gid is the younger son of the leader of a Chinatown street gang. The whole of San Francisco is ravaged by a biker gang from outside the city, and only the gang of Chinatown has the courage to stand against them – to a point. Gid takes up the mantle of leadership after receiving a vision from God, telling him to stand against the bikers, who worshipped the false god Baal. Gid takes dramatic steps in the Lords name, destroying a temple of Baal and sacrificing some of his father’s livestock to God. His rash action and early successes against the bikers give him a following – but he, and some close to him, soon find that even Gid might get corrupted by that kind of power.

Cue is a woman who wonders the streets with her younger sister Shaelyn, hiding from roaming bands of rapist bikers in the city. Cue proves to be able to handle herself in a fight, but one day she needs a little extra help. Gid happens to be there, and though her attitude suggests otherwise, she appreciates the help he offered. She later seeks him out once his rebellion begins, and the two become extremely close.

Purr-Bear (he hates to be called that) is an old friend of Gid who came to his aid as soon as he heard about Gid’s uprising. Purr-Bear is a mountain of a man, and very rough around the edges – he is often mistaken as a biker by those who do not know him. Along with Purr-Bear came a young boy named Jet. Jet does not speak – at least not that anyone has ever heard. Jet’s parents were tortured and killed by a group of bikers, and they made him watch as they did the same to his sister. It is clear why he chose Gid as someone to follow.

Volume 2

Sam Swede is a giant man said to have the strength of fifty. He was raised in the wilderness by an extremely devout mother who believed very much in chastity. A mob Boss, Don Daggoni, unwilling to get into a direct confrontation with such a man, makes a deal with him – the Swede would not interfere with their business if they, in return, stayed out of the East Side, which he considered to be his part of the city. One night, a group of mobsters ignored that agreement, and a very visible fight ensued.

Phyllis, the daughter of Don Rocco, became attracted to the Swede after the fight, and invited him up to her room. This, naturally, caused some tension within the mob itself, as the Don’s daughter announced her intentions with the muscular man.

Thoughts

I don’t think I have to say how much a good story is to me in a comic book – and so far, both volumes of Ruule have delivered in that department. Even written by different people – the styles are very similar, and the stories are engaging and exciting. Both stories are very structured, full of action and the occasional twist, and in both instances there is a great deal for the reader to think about.

The art has been consistent and appropriate. About the only complaint I have with the art is that sometimes, some of the male characters are hard to distinguish, but usually this is only the case with those in the background. #1 of volume 2 has a standard cover, but the second issues cover, as well as the covers for the entire first volume are simply stunning. David Mack has done some brilliant work there, and it is a real pleasure just looking at the outside of the books.

Overall, it is really tough to comment on a series like this, without giving too much away. While reading the first issue of Ganglords of Chinatown, I was admittedly a bit confused. This was not the fault of the writer – the story was started in the middle of the action, and in the end proved to be a perfect way of easing the reader into the setting. The extra pages (48 page issues, I believe) really proved to be the best format for the series, as it allowed the writer more time in each issue to really drive his points home. The first issue of Kiss and Tell is a more traditional comic format, most probably due to the price, but I am reasonably sure that Ruule will return to its ideal 48 page, prestige format with issue 2, which is due out on July 7th.

Bottom Line

This is a great read – without qualification. I highly recommend picking up a copy of the 99 cent Ruule: Kiss and Tell #1 at your local shop, and if they don’t carry it, ordering it, along with the 5 issue “Ganglords of Chinatown” from the Beckett online store. Anyone looking for a break from superheroes, tights, horror, or any sort of comic in the popular mainstream these days is an ideal reader for this series, and I can say without reservation that you will enjoy this series.

Credit Where Credit is Due

Ruule: Ganglords of Chinatown is

Written by Ivan Brandon,
Penciled by Mike Hawthorne,
Inked by Rick Remender,
Colored by Giulia Brusco,
Lettered by Richard Starkings and Jimmy Bentancourt,
Edited by Gabrielle Benson, and
Created by Jeff Amano.

Volume 2: Kiss and Tell is

Written by Jeff Amano,
Drawn by Craig Rousseau,
Colored by Giulia Brusco, and
Edited by Gabrielle Benson.

Ruule is published by Beckett Comics.

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June 6, 2004

Still on the Shelf #60 – Uncanny X-Men

Filed under: Still on the Shelf — Craig Reade @ 3:27 pm

sots60

By Doug Norris

Welcome to another edition of Still on the Shelf. Our esteemed writer, Craig Reade will return next week, someone gave him a week off. Don’t ask me who, we’re still attempting to track the culprit down so that we can give a beatdown Vic Mackey style. In the mean time I am honored to be able to write issue 60 for Craig. It’s little secret that Still on the Shelf is one of my favorite columns, so getting a chance to write one of the ’silver’ issues is pretty neat.

In recent weeks Craig has been featuring a great deal of small press titles, with a spot title of one of the ‘big boy’ company books here and there. Taking this into consideration, I struggled with the decision on which book I would spotlight. Something safe? Sure I could throw some more nice words toward Tony Bedard’s work. Something chancy? Go Boy 7 would certainly be chancy, but at the same time I wanted my one-shot writing this column to be memorable. This brought me to a crossroads. Do I go with something controversial? Maybe a page out of our dear Ronée’s book with a spotlight on a Chuck Austen title. Decisions, decisions.

Finally at the end of my long box of books for the last two weeks, I came to a series of books. They’re safe, well known and best of all though there is just enough controversy surrounding the creative team to make the spotlight a spicy deal. So without further mundane diatribe I present to you; Uncanny X-Men

Cast of Characters:
In this particular X-Book, the team is a creative mismatch of old favorites with newer long shots. Let’s kick this off by getting Logan, aka Wolverine, out of the way. He’s in every X-Book, he’s a mutant blessed with unbelievable healing abilities. This enhanced metabolism makes his old factory senses so acute that he’s well above all but Daredevil. Topping it all off? His bones were laced by Adamantium, most recently by Apocalypse in order to make Logan into ‘Death.’ Originally Weapon X laced his skeleton with adamantium, which is the origin most people remember and hold dear.

Ororo Munro, Storm, is the second team member. The Weather Witch is an African American woman, whose mutation gives her amazing control of the weather. Over the years she’s grown from a young woman who picked pockets with Gambit into the mainstay of all X-Teams. She is wise, fearless, as well as typically above reproach. In all the years this character has existed she is considered by most X-perts to be the one character that has grown the most from what she was originally brought to the book as.

Then there is the third ‘old timer’, Kurt Wagner. Nightcrawler was originally brought to the books a long time ago as comedic relief. Over the years we’ve been shown Kurt’s travels through the world of religion, his acceptance of his form; that of a furry demonic looking mutant. The truest portion of Nightcrawler’s storyline lays in the fact that he’s the least human of the X-Men on the outside but the most human on the inside. He is the best as well as the worst of them, and this inner struggle leads to extraordinary depth in stories to which he’s involved.

Rounding the team out we have:

Bishop, a time travelling mutant who weilds vast kinetic blasts.

Sage, a technopath who functions as the team’s leader from behind the scenes via use of her vast technological based powers. This character has one of the most unique mutations in recent memory, in that to go with her ability to manipular machines she also has the ability to bring out secondary mutations within mutants.

Cannonball, a possibly immortal mutant who is able to fly due to his body expelling kinetic ‘jet streams’. These jet streams also generate a forcefield that protects him from nearly all damage.

Last but not least is the Marvel Girl, Rachel Summers. Formerly known as the Phoenix she’s decided to take on the mantel of her mother’s first codename.

Thoughts:

Now this is why I picked this book series. Chris Claremont has gotten a bum rap lately in the comic world. Truthfully he has been spinning the webs of the X-Men for so long that it’s true his story-telling style needs a bit of a shake up. I think this book series is it.

First of all the costumes are fresh; I realize that is not exclusive to this book but I wanted to touch on the way the new looks are a mesh of the original looks with the newer ones. Logan’s costume? Much better than that guady leather movie-wannabe look that was forced down our throats for years. Kurt’s outfit still has just enough of the old look that he doesn’t look like a cheap immitation, but still there’s ‘evolution’ in the outfit. Sage’s outfit looks like a cross between a hooker and little red riding hood, the jury is still out on her as a character but the outfit tweaks the old school female naivety while still giving that leather ‘WoW’ thought to the fanboys (Yes! I’m guilty.) Ro and Bishop’s outfits are basically the same as from X-Treme X-Men. So Rachel and Sam’s need discussing.

Sam’s costume looks like something out of an old Batman and Robin issue. I’m serious, all he needs is wingtips to his boots and a skirt. While Rachel’s costume is a total refurbish of Jean Grey’s from the old books. In fact it was her picture on the cover that initially got me to order the book on my preview subscription just to see what was up with her.

The storyline premise is that this team is the X-Treme Sanctions Executive. Does the name say it all? I didn’t think so either. X.S.E. is a government sanctioned team that is being dispathed to deal with mutant threats to the populace. In the first storyline this team is called out to deal with a newly activated mutant who’s powers go absolutely nuts. The team splits into two forces. One to deal with this issue, while a second half of the team heads to England to speak with Brian Braddock (Cap Brittain). The first team deals with the threat with precision that you’d realistically expect from a trained X-Men team. Except there’s a catch.

It’s that catch which hooked me, at least, to the book. In a realistic display of emotion this boy doesn’t want to stop using his new power. He doesn’t want to go to the Academy. He doesn’t want to be normal. This boy has his power activate and it cost him everything. He lost his girlfriend, his friends, his family is in denial. He knows life as he always had it is over, and his dreams are forever alterred. For 20 years we’ve wanted to see Mutants deal with real stuff, like the kid next door who talks with a lispth. This storyline, this book title specifically, promises to deal with real world issues like that. Claremont may have found a way to bring his story-telling new dimensions.

Bottom Line.

Yes this is another X-Title. Yes we’ve been inunnendated with X-Men stories, mutants, generic writing, added to sub-par art for the last few years. Yes Chris Claremont’s best story is Dark Phoenix and likely will always be Dark Phoenix. If you go into every book he writes with the mindset that everything he writes must ‘raise the bar’? You’re gonna be disappointed.

If you, however, step back from the expectations. If you forget that this book has been around since Uncle Joe was in diapers. If you approach this title as a new title, a new series, with no expectations placed upon the creative team? You’ll be surprised at the quality that is in it. You’ll be, finally, wowed with the first X-Book to attack issues that -we- can relate too. Not every enemy has to threaten the world, and not every comic has to be epic to be worth it.

This title should not be “Still on the Shelf.”
Credits!

Writer: Chris Claremont
Pencils: Alan Davis
Inks: Mark Farmer
Colors: Frank D’Armata
Letters: Virtual Calligraphy’s Rus Wooton
Editor: Mike Marts
Cover Art: Alan Davis
Publisher: Marvel

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