Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Saturday, November 23, 2013

Dead @ 17: The Battle for Darlington Hills Deck-Building Card Game



Dead @ 17: The Battle for Darlington Hills Deck-Building Card Game
 
Take on the role of Nara or Pitch in a battle between the holy resurrected and a seemingly endless army of demons –with original art from Josh Howard, creator, writer, and artist of ‘Dead @ 17’.

San Diego, CA (November 21, 2013)
 Never Peak Games, an independent producer of board and card games, announced the Dead @ 17: The Battle for Darlington Hills deck-building game. Josh Howard has been writing and illustrating comics for 10 years and is best know of the indie horror series Dead @ 17, published by Image Comic. His other credits include Black Harvet (Image), Clubbing (DC/Minx), Ghostbusters: Con-Volution (IDW), and The Lost Books of Eve (Viper). He is currently at work on the seventh installment of Dead @ 17, scheduled for release in 2014. Funding for the game is now taking place on Kickstarter: http://www.kickstarter.com/projects/neverpeakgames/josh-howards-dead-17-battle-for-darlington-hills

The world of Josh Howard's Dead @ 17 comes to life as players take on the role of Nara and her friends or relentless demons fighting a war for our souls. The battle rages through the streets of Darlington Hills where players must use every weapon they can get their hands on to protect our world or destroy it. Who will be victorious in this epic clash of good vs. evil? Using their starting decks, players will earn powerful cards and enhancements to fight for control of the familiar locations in the Dead @ 17 universe. Demons must be banished before the gates of Hell are opened.

Featuring 209 cards, 3 large location tokens, and 39 resource tokens with Kickstarter rewards and stretch goals that include an exclusive backer-only Dead @ 17 comic, promo cards, and multiple expansions.

Dead @ 17
 is currently seeking funding at www.kickstarter.com. For more information about Dead @ 17 the board game, please visit www.neverpeakgames.com.

About Never Peak Games
Founded in 2011, Never Peak Games is an independent producer of board and card games. Never Peak Games is looking to make its mark on the hobby gaming industry by combining amazing art with compelling game play that will keep players coming back to the table.

Tuesday, April 16, 2013

Shrugged vol.2 #2 Review

Back into the world of Shrugged. The issue picks up where the first left off; reintroducing characters from the first season and introducing new ones. Theo's guardian angels are at it again with their appropriately stereotypical behavior. Dev (a demon like guardian) continues to be the wild man, while Ange (you guessed it, an angel like guardian) continues to be polite and proper; putting him in his place.

The overall story moves forward through the events happening in the realm of Perspecta, home of the guardians. An unseen assailant, presumably the villain witnessed at the end of issue #1, is murdering and terrorizing the citizens of Perspecta. But it's what happens with Theo back on Earth that gets the most attention in this issue. Our main character has gotten himself caught in a sort of love rectangle. Dev seems to think it's good news. But we'll have to keep reading to see if it's the contrary.

The art is solid as it was before. Each realm is distinct and different. You can easily distinguish Earth from Perspecta. My only qualm was during the football game. I got the two cheerleader love interests confused. Theo had just bumped into one and then another popped up and said "Hey you made it." I thought, "What the hell? Didn't we just speak with you broad?" After flipping back I realized they were two separate characters; blonde and brunette. Would be nice to have a stronger distinction, as rhe blonde's hair is kind of a dirty blonde.They both so easily fit the 'popular cheerleader' motif. But maybe that was the point. And what's up with Kiori wearing a shirt that says 'Joey'? Something I missed from the first series run?

Shrugged vol. 2 #2 gets a 4 out of 5.

Tuesday, March 12, 2013

Shrugged 2 #1 Review

SHRUGGED 2 #1 REVIEW

Script| Frank Mastromauro
Art| Jonathan Marks & Micah Gunnell
Colors| Beth Sotelo
Letters| Josh Reed

Aspen Comics' ten year anniversary continues with the release of Shrugged 2 #1. Shrugged 2 is a continuation of the original Shrugged released back in 2006. Fans can rejoice as the story still follows the exploits of teenager Theo and the chips on his shoulder/alternate dimensional consciences; Devonshire and Angelia. The two effectively serve as an influence on Theo's decisions and the source of the powers he wields.

Shrugged 2 does a good job of recapping the events of the original within the first 5 pages, making it easier for newcomers, like myself, to ease into the series. The first issue is spends most of its time setting up for the story arcs to come (as expected), introducing potential love interests, friends and the current social climate in Theo's life on Earth and on Perspecta (Devonshire and Angelia's homeworld). It ends with a nice bang introducing what presumably is an old villain.

Shrugged 2 was a good quick read. I didn't have any trouble getting through it once I picked it up. The artwork is solid. There are some awesome border illustrations, but the colors are what really worked for me. So, kudos to Beth Sotelo there. Some of the panels do a great job of describing internal thoughts or emotions, particularly the ones revolved around Devonshire. Devonshire, won this book for me. He's hilarious and truly captures some of the inner thoughts of a straight male teenager. Pick it up and see for yourself.

4 out of 5

Saturday, December 15, 2012

Comic News: Get Repossessed by Image Comics



Exorcism is a blue-collar job in new Image Comics mini-series

A plague of demons getting you down? Has a loved one started gibbering in the inscrutable language of Hell? Not to worry—there are people trained to cast out those spirits! In January 2013, Image Comics will introduce you to the Dee Agency and three of its tough-as-demon-claws agents in REPOSSESSED, a raucous new mini-series by JM Ringuet (TRANSHUMAN). 

No-nonsense Joe, swaggering Clay, and whip-smart Martha are the best repo team at Dee Agency. Their demon-vanquishing gear consists of big guns, bigger grimoires, and a good supply of silver bullets and saints' teeth—and they know how to use them! (Though Clay does tend to be heavy on the bombastic combat talk). They'll need all of their skills to complete a seemingly easy mission to repossess a rich girl who has run away to Las Vegas—because this is one case of something that happens in Vegas no t staying in Vegas.

REPOSSESSED is a supernatural action-fest, with the wryness of Hellboy and the badass attitude of classic Grindhouse films—exactly what Ringuet wanted to create.

"What I wanted to do was to create a packed fun action thrill-ride, something that would feel like barreling down a highway in a muscle car with loud rock music blasting from the radio and a bunch of friends laughing in the backseat," said Ringuet, who both writes and illustrates REPOSSESSED. "I wanted to make it explosive, surprising, funny, with something new on every page."

The first issue of this Dodge Charger (with a sweet flame paint job) of a comic is due in stores on January 9. Pre-order it at your local comics store from the November issue of Previews now, and save yourself the race down the interstate to snag the last issue on the shelves!

Tuesday, November 27, 2012

DmC: Devil May Cry demo review!! Does Ninja Theory bring it?!


Did I mention that I’m a Devil May Cry fan? No? Well …I AM!! I just tried out the demo for DmC: Devil May Cry and I’m excited even more for this game. Combat is as fast-paced as ever; however, the mechanics may take some getting used to, especially if you’re new to the series. But once you learn them, you’ll be demon slaying in no time. Dante can switch in between weapons during combat just as in Devil May Cry 3, except the secondary weapons aren’t set to stay permanently. Instead, you have to hold down a second button while pressing the action button to access it. This is a nice incorporation of an element from the Darksiders games. The switch between weapons is almost seamless. Grappling plays are a part in both combat and traversal through the stage. Switching to a specific secondary weapon allows Dante to grapple enemies and designated platforms along with other environmental hazards such as the cameras that constantly watch him. By illustrating this, the demo suggests that Ninja Theory’s take on the series will have puzzle solving much in the way of other hack and slash titles such as God of War and Darksiders, both of which use grappling mechanics.

The Unreal Engine gives this demo the neo-cyberpunk feel that works well for this version of Dante. There are two stages available in the DmC demo. The first is the demo stage that has been shown at E3 this year as well as other events. The city comes to life in an attempt kill Dante. Buildings are closing in, the street comes apart to reveal a bottomless void and you got to high tail it out of there or be destroyed by your surroundings. One sequence did take me by surprise. Dante enters what looks like a church which leads to a way out. As he runs toward to exit, sections of the floor suddenly shift back, creating environmental hazards. He has to jump and use his dash maneuver and grapple ability to make it across. The second is a boss battle with a really gross and foul-mouthed horror.

After playing the demo, I have high expectations for Ninja Theory’s take on the popular series created by Team Little Devil. There are folks out there giving the company and new Dante a whole lot of smack. Hopefully, they have played this demo and realize their folly. As Devil May Cry fan, I only care about using super cool demonic powers to hack my way through hordes of demons with stylistic flare and a cocky attitude. January 15 can’t come fast enough but I like the building anticipation so I can wait.

Tuesday, August 7, 2012

Devil May Cry Anthology Chapter 1

With Ninja Theory’s reboot of the Capcom series due out in half a year, let’s take a look back at just how Devil May Cry and its sword-swinging, gun-toting, demon hunting Devil Hunter got started. Devil May Cry was born from the Resident Evil series. After the completion of Resident Evil 2, preliminary work began in 1998 on a title for the Playstation 2. Hideki Kamiya headed the project under the name “Team Little Devil” after series creator Shinji Mikami handed it over. The intention was for Kamiya to begin work on Resident Evil 4 but during the development stage Mikami noticed that the game was moving out of the Resident Evil mold. Rather than scrap the project, he decided to develop a new series and asked Kamiya to redesign the game from scratch and change it to a new franchise. Hideki Kamiya didn’t bite at first, but after some coaxing from Mikami he relented and agreed. And one of the most popular franchises in gaming came into the light.

The character Dante was modeled after the main protagonist in the Japanese manga “Space Adventure Cobra” who was known for always being cool under pressure not matter how dangerous the situation was. Given the direction Devil May Cry was going, this seemed to be the perfect fit for Dante. One has to have a ‘no fear’ attitude when hunting demons. When we think of Devil May Cry and Dante, automatically you think red trench coat, which has become his prominent feature more so than his white hair or the massive sword on his back. But early on in his design, Dante was outfitted with a tight-fitting vest. His signature coat was not added until the very end of the development process. If you take at Dante while playing, you can see that the back of his coat is a couple shades darker than the sleeves.
Though it became a stand-alone series, Devil May Cry did not stray too far from its Resident Evil roots. It retained the puzzle solving and exploration of its survival horror origins; however, these are downplayed with the emphasis placed on action. Hideki Kamiya removed the puzzles that can interfere with the action and instead uses them to aid progression through the game. One example of this was when Dante collected the Trident after defeating Phantom and used it to active a mechanism that allowed him to travel outside the castle. Another item found later would allow him back inside. While on the subject, remember the Coliseum and how you had to search for a set of items to gain access inside. This was a pure example of how puzzle solving was set aside from the action. Yes, there were enemies to fight; however, finding the items did not cross with fighting the devils. You took out the devils and you continued on to get your items.

Another aspect that set Devil May Cry apart from Resident Evil, mainly for me, was the elimination of the need to reload your gun or keep bullets in reserve. This took away from the action in RE. You had to pause the game and manually reload your gun. If you allow the character to auto-reload, they were vulnerable to attack which was sometimes costly. Playing RE, this can be a nuisance. Devil May Cry took care of that, giving players access to endless gunfire and the added bonus of maneuverability while firing your weapons. Here’s something that couldn’t be done with Leon or Jill—shooting while jumping. Taking a page from Tomb Raider, Dante was given the ability to fire his handguns and shotgun while airborne. Devil May Cry’s other innovation was a Style Meter and ranking system that encouraged players to attack more often. However, the best feature in the game is definitely the Devil Trigger. Once activated, Dante gained more power and speed, and he recovered vitality, thus eliminating the need to, once again, pause the game and use healing herbs (hoping you have them, otherwise, you were screwed) to treat your injuries. Now Dante does has the Vitality Star to heal, but if you use Devil Trigger with the added fact that enemies oftentimes drop Green Orbs upon defeat then there really would not be a need to access your inventory except maybe during a boss battle.
The battles in Devil May Cry were intense and frenzied at times. The Marionette demons overwhelmed Dante with sheer numbers while other devils, such as Shadow or Frost, use their speed and maneuverability. Squaring off against the King of the Underworld’s demon generals was something I never experienced before in a game. Looking back at the first time I battled Phantom in the Cathedral, I remembered how difficult it was because it’s not an open area. There are the structures of this place that, at times, obscured your view of your target and you had to maneuver around to get a clear shot him. The battles with Nightmare gave you the sense claustrophobia because of the tight confines you face it in. And the battles with Griffin and Nelo Angelo were just intense.

Well I hope you all enjoyed this little trip down memory lane, experienced players. For you new gamers, consider this a look in the past at one of many games that have revolutionized the action genre of gaming. However, player, this is not the end. In the meantime, share your DMC experiences or experiences with another title. Who knows? I just might have something to say about it. Until then… See you on the next level!