Showing posts with label swords. Show all posts
Showing posts with label swords. Show all posts

Wednesday, October 30, 2013

Straight Forward Reviews : Skyward issue 4

The crazy selling series from Action Lab (the first two issues sold out), Skyward, continues it's story.

Writer - Jeremy Dale

Artist - Jeremy Dale 

Publisher - Action Lab Entertainment 

Review by Jeremias de Leon

Story

A group of warrior creatures named "Rabites" (don't call them bunnies) have captured some of the heroes and at the same time a certain prosperous city seems to be in the headlights of Herod's army.

We also see the introduction of what may be new heroes in this issue and some nice story progression happens with the characters in the big prosperous city. That's the summary I'll give without spoilers.

The writing, especially the dialog has a witty charm to it that never comes off boring and keeps you entenched in tue story.

Art

The art is fantastic. The character designs are great and because of that they seem to make the pages very lively.

On top of the designs, facial expressions and movement look very believable and as a fan of action I always have a keen eye for that.

Verdict

When I think of something that everyone can enjoy no matter their age. Something like this is exactly what comes to mind. Memorable characters and worlds, a story that doesn't insult your intelligence but isn't objectionable for the younger crowd and great art. This comic is the full package, I give it a 10 out of 10.

Wednesday, October 23, 2013

Straight Forward Reviews : All New Executive Assistant Iris # 2

Iris is back this month to kick more butt in issue 2.

Written by Brian Buccellato

Art by Pasquale Qualano 

Published by Aspen

Review by Jeremias de Leon

Story

Iris is on the trail of a child who has a lot of people looking to find her. Those other people looking to find her are doing so on the whim of a very wealthy, very powerful man.

The whole issue plays out a bit like a spy thriller. There's tension, chase scenes, stealth kills, all of that is in this issue. The dialog in this issue does this great thing where the story isn't being exposited by a single character in a big info dump but slowly being revealed like peeling open gift wrap. Which, when reading a comic about assassins and spies is how I would want the comic to be read.

Art

The art is very stylish in this issue. The layout of the pages are done in a way where it looks like you're looking at the whole page in motion rather than looking at panels in a comic book. The art direction in this is a cool take on portraying action and it pays off well in this book.

Verdict

Executive Assistant Iris is a tense, sexy, intelligent comic that deserves to be checked out. With stylish action and a story that is more thought out than one would think at first glance it has to be picked up. I give All New Executive Assistant Iris # 2 a 9 out of 10.

Friday, October 12, 2012

Broken Infinite TV : What The Friday (#2)


We got action. We got adventure. We got stuff that will make you got  WTF! Welcome to an all new WTFriday. Included are 5 webseries, 2 animes, 3 different movies and much, much more. Take a look at the upcoming Fighter's High webseries. Plus, more Sailor Moon Abridged. And some great movies. ENJOY.






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!