Kickassia Does Not Kick Ass

So for the past day or so, I’ve been leaving some comments on Asalieri’s YouTube channel. A good majority of these comments pertain to Kickassia, a six-part miniseries produced by website That Guy With The Glasses which serves as their second anniversary event. Anyway, I realized that as much as I was expressing my thoughts and reply to a couple comments, I was taking it a bit too far with my endless spamming of comments. While it engaged some replies, ultimately it isn’t fair to anyone and especially to Asalieri that I use his channel as a place to vent my disappointment on a video that he has nothing to do with.

As a matter of fact, I received a PM suggesting I do a video review of Kickassia as opposed to continually post endless ramblings. I don’t intend on doing that (I posted a perfectly simple five word review that says all), but I do want to make up for the trouble I might have caused. Therefore, I sent Asalieri a PM a short while ago apologizing for the recent behavior and told him that I won’t be beating the dead horse anymore. It’s just not worth the trouble.
(2023 Update: For the record, Asalieri had replied back and wondered what the fuss was all about since he was in agreement with my feelings that Kickassia wasn’t any good. In hindsight, I probably shouldn’t bothered with an apology, since it was a complete waste of time and others have done much worse.)
Now that we got that out of the way… for anyone who absolutely needs to know my thoughts on the recent six-part borefest known as Kickassia, I present my thoughts on the project (hint: the title should give you a pretty good idea). I’m not going to call it a review because it’s more like a rambling, but I guess it could pass as one.

Continue reading “Kickassia Does Not Kick Ass”

COMIC REVIEW – Mighty Morphin Power Rangers #6 (Hamilton Comics)

The final issue of the first miniseries is another two-story issue.

The first story, “Attack Of The Gargantutron!”, poses an interesting premise; a monster is attacking and the teens are summoned to take it on, but they can’t answer because they’re in the middle of class! There’s a couple little bits that I liked here; Alpha recording a log entry (recording in MORPHIN MODE no less), the P.E. teacher calling for a new, unseen character called Kimberly Smith (either that or nobody knew who these characters’ full names were), and the Rocky dream (not THAT Rocky or THAT kind of dream, either). Story is nothing special; your usual Ranger fare. Al Bigley returns for art duties here and somehow the line art is just all over the place. The most you can say that characters look like what they’re supposed to, but they’re drawn in the most exaggerated manner possible that it comes across as goofy. I want to say that this gets better, but it really doesn’t.

Shop Till You Drop… Dead! is the second story in which Finster concocts a shopping mall as a trap for anyone involved, since all the shop merchants and staff are really monsters in disguised. Rocky and Kim eventually get caught, but then escape and help save the day. You know, maybe this should’ve been in the last issue and the “Grounded” story should’ve been placed here; then there’d be continuity. In any event, this is another story concept that would’ve benefitted from a full issue, but otherwise is fine. Gray Morrow returns to handle art duties for the first time since the very first issue and it’s pretty rough goings. The costumes are drawn more like  something out of a bootleg production, not proper MMPR. There is one particular frame that would probably appease some horny teens back in the day, but other than that, the art is pretty poor here.

So that’s the conclusion of the first miniseries. Next up, we’ve got the second Hamilton mini that comprises four issues. Will the writing be a little more consistent? Maybe…

COMIC REVIEW – Mighty Morphin Power Rangers #5 (Hamilton Comics)

From this point on in Hamilton’s run, each Power Rangers comic comes with TWO stories. And as such, we have two creative teams telling different stories. Both are returning artists and probably the two best artists on the book in my opinion, which is good because both stories have good art.

The first story is “Grounded”, which sees the Rangers facing off against a goofy three-handed cowboy looking fellow who can only be defeated with an arrow from the Pink Ranger’s Power Bow… because you know, cowboys and indians and all that jazz… Alas, Kimberly is grounded by her parents for overspending… which is something that I’m surprised hasn’t happened on the show because you’d think someone who likes to shop as much as she does would eventually get to that point. The story isn’t much and the smaller page count as a result of the new format doesn’t do it much favors, but again, this is a fairly basic idea that would have fit in nicely as a possible episode idea for the show. John Heebink’s art compliments the piece quite nicely.

On the other end of the proverbial Power Coin, we’ve got “Stranger In A Strange Land,” which depicts the teens practicing their skydiving moves for the upcoming movie (er, not really, but work with me here), only for Aisha to be whooshed off to what looks like Angel Grove, but somehow really isn’t. And when she encounters someone who looks like her, things get a bit weird. There’s actually an intriguing element behind this one, but the short page count hurts this one more than anything and the end result is something that is rushed through and not given enough time to breathe. As such, it’s just a thing that happened, complimented with Sparky Moore’s solid illustrations.

GameFAQs Review – Demon Attack (Atari 2600)

Demon Attack was a subject of legal debate back in the day when Atari sued Imagic due to the alleged similarities between Demon Attack and Phoenix, a Taito arcade game ported to the Atari 2600 by Atari. Maybe some people might notice the similarities between the two, but I never did. Unless the similarity is they’re both space shooters… oh well, in any case, the two settled and Demon Attack would become a favorite… and for good reason because it’s a great game.

Demon Attack is one of those childhood favorites that I used to play constantly back in the days when I had my Atari 7800 (the system nobody got despite have some decent titles and backwards compatibility with the 2600 library) and even today is still a generally enjoyable game that follows an all-too-simple-and-familiar premise; aliens or rather “demons” are attacking you and you have to destroy them all to move on to the next level. Do well clearing the wave of demons and you earn an extra life (and this will happen often during the initial stages of the game.)

It’s a fairly simple premise that is rather easy to follow, but as you progress farther into the game, the demons become more difficult and more cunning, introducing a couple new abilities such as splitting into two smaller demons when you shoot them as well as streaming lasers that follow their position, making them increasingly more difficult to dodge. It’s a nice way to vary it up.

Graphically speaking, Demon Attack is fairly good looking. Any time an Atari video game pulls off a gradient background in the form of anything – be it a sky or in this case, the floor – I’m easily swayed to say it looks good. Fortunately, the variety of demons you encounter in this game look decisively menacing in this 2600 format and don’t come off as choppy in terms of animation despite having few frames. It’s certainly helps that the pulsing ambient background noise helps to add to the menacing atmosphere of the overall game, with the tempo rising as more demons are slain.

Now like most 2600 titles, Demon Attack has a variety of alternate modes. Usually, these make the games more difficult or some other curve ball variation. The most intriguing aspect is the 2-player alternating mode, where control of the ship alternates between the two players at pre-determined intervals. It’s a mode that keeps the tension up as both players have to be on the ready once they gain control of the ship, lest they be destroyed by the demons’ attack. It’s actually a nice little feature that I wouldn’t mind seeing in more modern games today.

Overall, if you have an Atari 2600 or 7800 for that matter, enjoy space shooters, and haven’t had the chance to play Demon Attack yet, then I highly suggest you do so. It’s fairly cheap these days and it’s a ton of fun. If you don’t have an Atari, the game is also available on the Activision Anthology set that was released for Playstation-2 several years ago. Either way, Demon Attack is a solid space shooter and a great time to be had by all.

BREAKDOWN
Graphics: 8/10 (gradient floor and menacing demons are top notch)
Sound: 8/10 (nice demonic-sounding ambient background noise, individual effects also decent)
Gameplay: 9/10 (classic shooter format with some neat 2-player alternating formats)
Challenge: 7/10 (demons adapt with new techniques every few levels, keeping the game fresh and challenging)
Replay Value: 5/10 (if you’re into classic shooters, you can’t go wrong)

OVERALL: 8/10

COMIC REVIEW – Mighty Morphin Power Rangers #4 (Hamilton Comics)

So here we are; the very first MMPR comic book I ever picked up and one of the few comics I still possess in my small-ish collection to this day. And coincidentally enough, it’s the first issue in the series to feature the White Ranger. We’re four issues in and we’ve only seen Tommy in two of these damn things, it’s really shocking.

Unfortunately, Tommy the White Ranger is written like Tommy the Green Ranger; someone who feels like a sixth wheel on this well-oiled five wheel machine. Even more unfortunate is that even though we have new Rangers, there’s no explanation as to how we’ve got this change in cast. Even worse, the new Rangers are written so that they act much like the old Rangers. So Aisha’s translating Billy’s technobabble and Rocky’s the defacto leader of the group. Amazingly, at no point during these early issues is Adam depicted as a master of hip hop kido; something that would’ve been a sight to behold.

Fortunately, the stories in this miniseries are so basic and barebones that it really doesn’t matter who’s filling what shoes. There’s a monster that’s turning all the parkland into poisonous swamps and the Rangers have to take care of him. Swamp Man sounds like a name of a rejected robot master pile from Mega Man (or at least, something out of the numerous fan games out there) and his design is just that of a simple mud man design, but the way he’s killed off is fairly ingenious and gives Tommy something to do in this comic book.

Sparky Moore provides the art for this issue and would be back for several issues. His art is simplistic and nowhere near as messy as the previous issues, though this means that the fight scenes are somewhat underwhelming. On the flip side, however, Moore has a tendency to get the faces right, almost to the point where some depictions almost capture the likeness of the actors as though they were tracings of still shots or promotional material. Moore would do more issues later on, including the next one.

A pretty standard, run of the mill issue. Next issue, we begin the two-story format and Tommy has more stuff to do here… so there we go.

COMIC REVIEW – Mighty Morphin Power Rangers #3 (Hamilton Comics)

The third issue of Hamilton Comics’ first Mighty Morphin comic miniseries sees regular series writer Donald Markstein take a brief break from carrying this run on his back and filling in is writer Jack C. Harris. The story for this one is somewhat silly; Kimberly is scolded by her mother for not cleaning her room – we’ve all been there.

However, when the Rangers need to deal with a monster, it turns out Kimberly lost her coin and that it’s buried in her room somewhere. Turns out her coin was used as a coaster for a pop drink. I was not aware you could do such a thing with a coin considering the massive size difference, but then again, power coins aren’t drawn with any real consistency in terms of dimensions throughout these early comics. Actually, consistency is hardly something that is a priority with these comics.

The story is kinda goofy even for Power Rangers and the art from issue artist Al Bigley is a bit messy; the only strong point being that everyone looks the part, but the line art is a bit chaotic. Almost as if this was drawn in a rush and handed in before having to take a dump. That said, it’s far from the worst art I’ve seen in this run and Bigley would be back for a couple more stories. All in all, not a strong issue, but not completely terrible.

Also worth noting; this is the first issue to feature Rocky, Aisha, and Adam as the new Power Rangers, effectively replacing the original half of the team after a big ol’ two issues. Much like Lord Zedd, the three Rangers are just shoehorned into the story and basically assume the roles of their predecessors. (Rocky assumes the leadership role Jason held, Aisha translate Billy-speak, Adam does… whatever Adam does.)

Tommy does not appear in this issue in any way, shape, or form; postponing the comics debut of the White Ranger by another issue.

COMIC REVIEW – Mighty Morphin Power Rangers #2 (Hamilton Comics)

If there is one aspect to Hamilton Comics’ Mighty Morphin Power Rangers run that is readily apparent as you dig into each issue, it’s the rotating artists. In our second issue, the art duties fall to John Heebink and Aaron McClellan. And I’d have to say that the artwork is a step up from the previous issue, settling for a clean-looking style typical of a comic book and yet managing to catch the likenesses of the various characters rather well. This would be the art crew that would eventually draw the later Mighty Morphin Power Rangers: Saga mini-series that would serve as the swan song to Hamilton’s license.

As for the storyline, Ernie wants the Power Rangers’ autographs and decides to dress up as a Goat Man to get their attention. However, Zedd has Finster create a Goat Man of his own to fight the Rangers. It’s a fairly harmless story that’s a bit on the goofy side, but it’s actually the kind of story that would translate well to TV.

The only piece of significance in regards to the Hamilton run is that this issue marks the first and only appearance of the Green Ranger in these main books, only appearing the short-lived MMPR: Saga miniseries that ended the Hamilton run (more on that down the road). Tommy no shows the next issue and by the time he appears in issue 4, he’ll be the White Ranger AND we’ll have the big cast switchover, with no explanation for either in the comics.

GameFAQs Review – Castlevania: The Adventure ReBirth (WiiWare)

Castlevania: The Adventure for the original Game Boy was basically a stripped-down version of a typical Castlevania game that you would play on the NES. While the lack of familiar enemies and sub-weapons didn’t necessary hurt the game, the sluggish controls and overall sloppy game mechanics did. The end result is a game that is frustratingly difficult and considered to be more of a test of patience than an actual source of video entertainment.

Fast forward to 2009; Konami had already released Gradius ReBirth and Contra ReBirth, brand new downloadable titles for WiiWare that plays more like the classic entries in those franchises with smattering . Naturally, a Castlevania ReBirth would follow, but rather than being a new game, it is a theoretical remake of the original Game Boy non-classic. But make no mistake; while it is based on the original Adventure in terms of story and setting, it is more a return to the classic old-school style of Castlevania that made the series great before Symphony of the Night came along.
And it is a wonderful return to form.

Continue reading “GameFAQs Review – Castlevania: The Adventure ReBirth (WiiWare)”

GameFAQs Review – Star Soldier R (WiiWare)

Fun little trivia: prior to your purchasing of Star Soldier R, there’s a little warning letting you know that the game comprises nothing more of 2 modes: one mode lasting 2-minutes and 1 level and a second mode lasting 5 minutes and 2 levels. And there’s also a quick shot mode that gauges how fast you can mash a button. That screen, right there, tells you everything you need to know about the game. There’s no campaign to play through, there’s no hidden secrets to discover, and there’s no storyline to follow. The object of the game is to score points and hopefully make onto an online leaderboard. And that’s it.

For the most part, the fact that they were nice enough to give you a brief-but-detailed description of the game’s actual content is rather helpful in determining whether it’s worth your 800 Wii Points. For those looking for storylines or a long enduring gaming experience, turn away now because that’s not what this game is all about. Not at all. It’s about how many points you can score within a short amount of time and how your score compares with everyone else in the world or in your own country. Beyond that, this is a really lightweight package that won’t appeal to anyone looking for intertwining stories and 20 hour gameplay sessions.

So all that’s left are those who are big fans of space shooters and enjoy leaderboards. Is this worth 800 Wii Points? Let’s dive right in, shall we?

Star Soldier R is (at the time of writing) the latest entry in the long-running Star Soldier series of shooters by Hudson Soft. As previously mentioned, the game is fairly lightweight, comprising of the aforementioned two Time Attack modes (or Caravan modes, as it’s usually called) and Quick Shot modes. During these two modes, you have an unlimited number of lives and can die as many times as you would like, but must complete the game’s two levels within that amount of time, while the while racking as high of a score as you can by blowing up as much crap as humanly possible. Once time expires, your score is tallied and ranked with the rest of the world to see how well (or how badly) you fare.

That’s it, that’s all.

You’ve got a couple methods of controlling your ship; either with the Wii Remote, Wii Remote & Nunchuk combination, or Classic Controller. These work fairly well, but I found that using the Classic Controller works best with this game. The Nunchuk configuration is somewhat awkward after a while and the Wii Remote’s D-Pad is the best ever devised. With the Classic Controller, everything seems to work well. The game itself is typical Star Soldier fare; you can collect power-ups to increase the amount of bullets you shoot, force pods to defend your ship or attack others, and you can even control your speed. In that respect, Star Soldier R does follow the series’ legacy rather well.

Graphically speaking, Star Soldier R looks fairly good with some crisp visuals and effects, but nothing amazing or mindblowing. They’re not an eyesore, to say the least. There’s virtually nothing in terms of slowdown or clipping issues – as far as I’ve seen thus far. The sound in Star Soldier R is not great… don’t get me wrong, it’s not bad, but it’s merely average. Indeed, past Star Soldier games have had much better background music and it’s unfortunate that the music here isn’t on par with previous titles. But that’s okay.

Overall, Star Soldier R is best suited for those who are obsessed with rankings and leaderboards, since that’s pretty much the whole point of the game. If you’re a fan of shooters or Star Soldier specifically, you’ll probably want to give this game a go for a quick fix of SHMUPing action – and in terms of a quick fix, that’s Star Soldier R’s main specialty. The only gripe is that the lightweight nature of the game does very little to actually justify the 800 Wii Point price tag, but then again, it does gives you ample warning and what it does offer is done rather well.

Recommended for shooter fans, leaderboard fans, and those with money to burn.

BREAKDOWN
Graphics: 8/10 (Everything looks solid and crisp – no slowdown or clipping)
Sound: 6/10 (Pretty generic background music, but otherwise sounds okay. Nothing to complain about really.)
Gameplay: 7/10 (Various control methods, tried-and-true Star Soldier gameplay still holds up well)
Challenge: 6/10 (Levels themselves are moderately difficult at best – it’s all about the points, baby)
Replay Value: 5/10 (Depends how obsessed you are with leaderboards and rankings)

OVERALL: 7/10

COMIC REVIEW – Mighty Morphin Power Rangers #1 (Hamilton Comics)

1993 saw the birth of a phenomenon and like with any phenomenon, the merchandising empire eventually has to include the obligatory tie-in comic. And so in 1994, the Bruce Hamilton company got the rights to produce a six-issue mini-series based on the Mighty Morphin Power Rangers television series and we’ll be looking at these issues every so often.

The common problem with these early MMPR comics is rather obvious to anyone with a passing knowledge of the show; Lord Zedd, at the time a relatively new villain introduced in the second season, acts too much like previous season antagonist Rita Repulsa that it’s almost jarring. He would call upon Finster to make him a monster, he would have temper tantrums and headaches, and he would use his wand to make monsters grow… much like Rita would in the first season.

The reason for this was clear; if you had comics featuring Rita as the main villain while the TV show made her old news,  the comics would be immediately outdated and behind the times. So they had to shoehorn Zedd in there. This problem will eventually become a bigger issue once the change in cast became apparent in the fourth issue, but we’re jumping ahead here.

The first issue is standard MMPR fare; the Ranger teens are participating in a Science Fair and Lord Zedd is inspired by the Dracula moth to create one of his fiendish monsters to attack the city of Angel Grove. The Rangers try to fend off the monster, only for most of them to be trapped in cocoons, forcing Billy and Kimberly to go find an antidote.

As a story, it’s basic fare that’s done well enough that it could fit in as a filler episode, anachronisms aside. The artwork isn’t fantastic, however; it tries to give a realistic vibe, but it just doesn’t work for me here. That having been said, at the very least, you recognize the characters as they bare some likeness to the show and it’s a pretty solid book as a result.