Author Archives: Allie Bustion

Review: Quantum Teens Are Go #2

Rather than picking up right in midst of some astounding action after the events of issue #1 of Quantum Teens Are Go from Black Mask Studios, writer Magdalene Visaggio plops us into the mundane. We’re reminded that, for all the theoretical science action and weirdness going on, our protagonists Nat and Sumesh are still very much teenagers in high school. They still have teenager worries on top of whatever went down in Sumesh’s garage and that includes friends, teachers, and their relationship. They’ll work things out, we all know how easy things were when we were teenagers. … Or maybe not.

The slower pace of this issue does serve to drive home the point that we’re still dealing with bumbling teenagers and I love that. Not every hero is completely competent at everything they do; most shouldn’t be. And these two aren’t. The frenetic illustration and colors of Eryk Donovan and Claudia Aguirre help to drive the point home: being a teenager is messy and being a teenager tangled up in whatever Sumesh and Nat have gotten themselves into will only be messier. The team again doesn’t shy away from the harder and closer-to-home topics at play here: being orphaned and adopted, being trans and how people interact with you because of it, the feeling of drifting from friends when your interests no longer align. Even in a world where the strange keeps getting stranger, these elements don’t feel shoehorned in. They were always meant to be right where they are.

I do wish that I felt a little more payoff at the end of this issue. I have way more questions than I could ever hope to have answers. Still, this is only the second issue and we’re getting further into this mystery. I’m not calling this a sophomore issue slump by any means. Some things have to get answered within the next few issues.

Story: Magdalene Visaggio Art: Eryk Donovan Color: Claudia Aguirre Lettered: Zakk Saam
Story: 8.5 Art: 8.0 Overall: 8.25 Recommendation: Buy, if you’re still pretty invested

Black Mask Studios provided Graphic Policy with a FREE copy for review

Review: WWE WrestleMania 2017 Special

Rather than the normal fare for BOOM! Studio’s WWE comics, this special for WrestleMania is a collection of short stories of one of the biggest events in sports entertainment. Each has a different creative team and tells a different tale of the show of shows. All lettering throughout the issue is by Jim Campbell, who matches well with the style of each story presented.

The first, “Ladder Match”, isn’t a favorite and it’s honestly disappointing. Telling the story of Shawn Michaels and Razor Ramon’s historic ladder match for the undisputed Intercontinental Championship at WrestleMania X in 1994, this should have been a cakewalk. The match itself was full of great classic action and memorable spots with a great story to lead in: Shawn Michaels wasn’t able to defend the title in the required 30 days and was stripped of the title only to return later and claim to still be champion and this match would settle things once and for all. Technically, the story hits hits on all these points but writer Box Brown presents it in such an absurd way that the whole affair loses the weight the actual match had. The art and colors of Jorge Corona and Gabriel Cassata respectively captures the larger than life personalities but I had trouble connecting the actual superstars with the art.

WWE_Wrestlemania2017_001_PRESS_7“The Long Con” is a great palate cleanser after this disappointment, however. Just like in the ongoing WWE series, Dennis Hopeless knows how to weave kayfabe and reality with a touch of creative license to make a story about wrestling that flows well. Speaking of, if you’re currently reading that ongoing, some moments may feel a little familiar from a certain scene with Triple H and Seth Rollins. The illustration and colors, while by Dan Mora and Joana Lafuente rather than the normal ongoing team, is a close mirror that makes the scene hit just that much harder. This story is about more than just Triple H vs Chris Jericho with Stephanie McMahon at WrestleMania X8 for the undisputed World Heavyweight Championship; it’s about the beginning of what would become the Authority and the long con that leads there. And that’s what wrestling should always be about in the end.

“The New Day’s Optimistic Odyssey Part Three” picks from WWE backfill and WWE: Then, Now, Forever with the former tag champs traveling through time to spread the power of positivity. However, all is not well with unicorn magic and the New Day must fight to defend it. This continues to be as weird and referential as the New Day themselves with the team of Ross Thibodeaux, Rob Guillory, and Taylor Wells. If you’ve been liking this weirdness so far, you’ll like this next installment.

“You’re Good But…” is the tale of Daniel Bryan, beloved indie darling and underdog and his struggles to be taken as a serious competitor throughout his career. Much like a lot of his career, this is a feel-good story with a happy ending once you make it through all the struggles. It all leads up to a triple threat match for the World Heavyweight Championship at WrestleMania XXX.

“The Kevin Owens Comic” is another in which the story is about so much more than the match presented on the pages. This follows the tandem careers of Sami Zayn and Kevin Owens as they make their way through to the top of the indies and eventually into the developmental property NXT and WWE itself. They’ve been brothers and partners and have now become bitter enemies. Their matches and interactions against each other have all been memorable and the one from WrestleMania 32 is no different. They’re destined to fight forever.

This special is truly only worth picking up if you’re already invested in wrestling or BOOM!’s WWE comics. Unlike the WWE ongoing, this doesn’t give some of the necessary background to explain the action happening.

Story: Dennis Hopeless, Andy Belanger, Box Brown, Aubrey Sitterson, Ross Thibodeaux
Arti: Andy Belanger, Rob Guillory
Story: 7.0 Art: 8.0 Overall: 7.5 Recommendation: Pass, unless heavily invested already

BOOM! Studios provided Graphic Policy with a FREE copy for review

Review: WWE #3

I’ve really been looking forward to this issue. With New Japan’s Cup tournament happening right now and its G1 Climax coming soon, Lucha Underground’s first two seasons are now on Netflix, and WWE’s WrestleMania in just a few weeks? There’s a lot of wrestling floating in my periphery. And the story covered in this BOOM! Studios ongoing comic series is a pretty emotional one. I had to see what would happen to fill in the kayfabe gaps of what I already knew.

The story of the rise and fall of Seth Rollins continues in WWE #3 and picks up where everything began: the dreams of a kid following the action of the ring on TV and wanting to be there. It makes what comes directly after, the lowest low of his career after having flown so high and been at the top of the game, hit even harder.

Just as before, events partly follow life and kayfabe with a little bit of invention for the bits no one could ever really know for sure. Unlike the first two issues, however, there’s a lot more to work with in terms of invention. Even then, the moments and WWE_003_PRESS_7events shown make sense within the context of kayfabe, the shown-to-be-true story of wrestling life and writer Dennis Hopeless weaves it well again.

This issue is a bit slower than the previous ones but the slower pace is what best serves the action. We see how Rollins lands on the motto of “Redesign, Rebuild, Reclaim” and picks himself up following the blues that always seems to come from recovery. We see the beginnings of Seth’s new climb and his struggles, all illustrated and emoted beautifully by Serg Acuna with colors by Doug Garbark. I’m pretty sure I fall a little more in love with it each issue.

The extra story here, “The Brawler and the Beast,” makes me want a full ongoing (or at least a short run) penned by Tini Howard. Depicting how Finn, a wrestler traveling alone through the Irish countryside late at night, gains the power of the Demon King Bálor he so often shows off in the ring. I’m not entirely sure if it was meant to but I definitely read the whole thing to the tune of “The Devil Went Down To Georgia” and it was great. It may have only been two pages, but I’m definitely craving more with this entire creative team, including the artists of the main issue.

Story: Dennis Hopeless, Tini Howard Art: Serg Acuña
Colors: Doug Garbark Letters: Jim Campbell
Story: 9.0 Art: 10 Overall: 9.5 Recommendation: Buy it if you’re into or interested in WWE pro wrestling, this one’s a doozy.

BOOM! Studios provided Graphic Policy with a FREE copy for review

Game Review: Blades In The Dark

bitd-logoBlades in the Dark by John Harper is a tabletop games set in a fictional post-post-apocalypse, gaslight fantasy London-Venice-Prague mashup called Doskvol. The world essentially ended long ago with the destruction of the gates of death, land masses breaking apart to form the massive island nations of the Shattered Isles. No one has seen the sun clearly in ages. The dead never seem to find peace. The seas are a black ink full of horrors but the blood of those horrors is needed to power massive lightning barriers around cities that try to keep out the dead. The governments and their agencies are corrupt. More often than not, gangs and shadowy secret societies rule the streets. In all of this, you play as a crew of upstart scoundrels new to the scene of the criminal underworld.

The setting of Blades is definitely an interesting one. A new normal has been established after the world as people knew it stopped existing. Technology and magic sit comfortably side by side, often needing each other to pull off the largest and most flashy of feats. Most importantly, I feel, is that you as a PC are not considered to be the hero in any capacity. Very few people within the setting could be considered heroes. Within the first paragraph of the manual, you are told that you are playing a scoundrel and part of a gang committing criminal acts. In a world of tabletop games in the heritage of Dungeons & Dragons that consistently frame you as heroes despite the fact that you rarely do more than leave death and destruction in your wake, Blades is refreshing. As a player, it also encourages you to explore some of the darker sides of humanity through its use of mechanics as they relate to fiction. And in Blades, fiction is king.

blades-in-the-dark-1Blades uses a d6-based pool system for rolling, based on skills and the situation. That may sound off-putting to someone who has dealt with games like Shadowrun and Vampire: the Masquerade with massive handfuls of dice to deal with what should be simple tasks. No one wants to slowly tally up 27d10s or 46d6s anymore. Blades is closer to a happy marriage between Burning Wheel and Apocalypse World: the acting player and GM work out what will fictionally happen then find the skills that best fit that. Other players can choose to help in the same way. You can gain more dice for your roll by, very literally, pushing yourself and getting stressed out or making a deal with the devil and taking a negative to gamble on a chance of doing better. You can attempt something even if the stats sheet says you have no idea what you’re doing or flashback to having planned for your current situation.

Once the dirty deeds are done, your crew has a chance to take stock and deal with payouts, heat from the Bluecoats (the beat cops of the Blades universe) and other gangs, attempt to de-stress by indulging in your vices, and generally deal with a life of crime. Then you work together and decide what you want to do next and how, using the engagement roll to drop yourselves in media res to do it all again.

The mechanics are modular and progressive, moving smoothly from one to the next. Doing certain actions on the job leads to stress which can lead to either indulging in vices or not dealing with that stress and gaining traumas and complications which then can gain you experience to allow you to do more while on a job and more likely than not will cause stress. And so the cycle continues.

blades-in-the-dark-2From the other side of the screen, things are far less extensive than most games would demand of you. There are no dice to roll by default. A GM can choose to roll dice for decision making if they wish and that’s it. Even though there are times when it makes the most sense, like when choosing entanglements as the result of a score, you can instead just cherry pick from the listed table. The only thing that is absolutely demanded of the GM, aside from facilitating and guiding the game, is tracking factions within the world. If you’ve played or especially GMed Stars Without Number, you may have just recoiled at that. In Blades, this is much less arduous of a process and doesn’t involve spreadsheets unless you want it to. You don’t need to decide what’s happening with a gang until the players are or might end up interacting with them. For instance, a gang may have no ties to and never interact with the various consulates of countries. You don’t need to decide what high-powered political games they’ve been playing until the gang decides to kill, kidnap, steal from, or smuggle out a foreign dignitary. And trust me, kidnapping a foreign dignitary will probably be one of the less far fetched ideas you get from a crew.

Looking at just the mechanics of Blades, it sounds like it should be an endless grinding slog that burns through characters like paper a la Advanced D&D. In practice, it’s a very real feeling trek through the murky waters of criminality in an enclosed fictional setting where it’s hard for a PC to simply die and stay dead but easy to hyper-complicate their lives and make things interesting.

With how planning a score and the engagement rolls are set up, it takes a lot of the tedium and arguing out of a plan. You simply pick a type of plan, fill in the single detail for that type, the GM answers a few questions based on the fiction that fill out a dice pool that someone rolls. Based on that, you are dropped into the situation. Nothing more than that is needed to start.

Your characters can act towards their goals in pretty much any way they see fit and applicable. A Cutter (a character archetype all about dealing with problems physically and usually permanently), a Spider (the ever-plotting brains of the outfit), and a Whisper (your probably friendly gang occultist) can all deal with the same challenge in wildly different ways. Or the exact same way. Their chances of success may change but the choice is always there. That’s something that seems to come up constantly when playing Blades: there’s always a choice to move down one path or another.

Speaking of choice, one big one that was made in development of that game is that the focus would be on the characters and their interpersonal and tangential relationships. A large part of the game can be spent in the downtime phase, where PCs recover after missions, pursue their vices and personal goals, and maneuver themselves to set up for the next score. Alternately, your group might focus more on the action or find some other aspect of play that they latch on to. Here a few examples of actual play to give you an idea of how the game flows:

Since Blades was partly funded through Kickstarter, there are a lot of stretch goals that will be fulfilled over time. One of the first is an alternate setting for the base game, U’duasha. There’s also multiple hacks there were stretch goals. Harper himself will be penning a cyberpunk hack called Null Vector. There’s Stras Acimovic and John LeBoeuf-Little’s Scum and Villainy, for a mix of Star Wars-style rogues and Firefly/Serenity. Adam Koebel’s Womb of Night takes a more psychedelic metal approach with the Sword’s Warp Riders album as a touchstone. Sean Nittner chose to be a little more true to the source with Blades Against Darkness, where you play as vigilantes. One look at the Google+ community for the game will show you even more hacks of the game that have been in development since before its release. There’s Fallout-inspired Gamma World, a mashup of HGTV and Lovecraftian horror in Mortally Bankrupt, the American South crime drama of Copperhead County, and many more. A full list will be available on bladesinthedark.com when it launches.

This is definitely a game I would recommend picking up, even if you think your group might be put off by the idea of it at first. If you have a group that’s most interested in weaving a story together, this is definitely one to try pitching to them. You can buy the game via BackerKit or DriveThruRPG and take a look at the downloadable materials here. The digital version is available now with print version due out this spring.

Note: I am also one of those people writing a hack of Blades and John Harper is one of my backers on Patreon for it. However, he didn’t ask me to write this review. I just really love Blades and what it accomplishes with regards to gameplay, storytelling, and table dynamics. Consider this me spreading the word.

Review: Quantum Teens Are Go #1

quantumteensarego_01cover

Being a teenager is always rough. There’s school, family, figuring yourself out, somehow deciding on your future, balancing it all precariously. In this offering from creators Magdalene Vissagio and Eryk Donovan, you can toss in some stealing bits of theoretical science and hodge-podging it together to make some cool breakthroughs on top of all that. It gets pretty complicated pretty fast.

To go into any level of detail about this comic would be to spoil moments you’ll really want to discover for yourself. Suffice it to say, Vissagio manages to write another perfectly believable, diverse, and unapologetically queer cast of characters with seeming ease. I have no idea how she makes everyone seem so wonderfully human but she does, just as she did with Kim & Kim.

The art of Donovan with the colors of Claudia Aguirre are a great partner to the story that reminds me of the photocopied look of older ‘zines individually painted with watercolors and paint splatters galore. Nothing about this comic steps on the toes of anything else here, even down to the lettering by Zakk Saam.

I really love the setup we’ve got in this first issue and I’m excited to see where things can go. The issue as a whole ensured I’d be back but the ending definitely solidified it for me.

Story: Magdalene Visaggio Art: Eryk Donovan Colors: Claudia Aguirre Letters: Zakk Saam
Story: 10 Art: 9 Overall: 9.5 Recommendation: Buy it, for (mad) science.

Graphic Policy was provided with a FREE copy for review.

A Different Kind Of PAX

pax_unplugged_logoDuring PAX South, a new PAX focused solely on tabletop gaming was announced in the ever-growing lineup. PAX Unplugged will be taking place in downtown Philadelphia, PA at the Pennsylvania Convention Center November 17th-19th of this year. Badges have yet to go on sale but are set for Spring.

If you’ve been to a PAX in recent years, you’ve seen the tabletop areas rapidly grow in size and popularity thanks to the current resurgence tabletop gaming is experiencing. The mainstream giants of Magic: the Gathering and Dungeons & Dragons sit next to indie darlings like Munchkin, Dungeon World, and the Burning Wheel with games you probably haven’t even heard of yet peppered between them all. You can find all of it and the table space to give them a try if you have the time. You can even chat with creators and talk to them about the games they’ve made. More and more panels have been dedicated to tabletop gaming and game design as well. Not to mention panels like Adam Koebel’s Office Hours giving GMing advice and others like live Critical Role, RollPlay, and Acquisitions, Inc. It was only natural that this aspect of gaming would even get its own PAX.

PAX Unplugged isn’t the only convention of its kind though. There’s GenCon in Indianapolis, IN at the Indiana Convention Center August 17th-20th that will be celebrating its 50th year and competes with it for size. It’s the largest and longest-running con in the tabletop gaming arena. On the flipside, Go Play NW is a much smaller con in Seattle, WA at Seattle University July 8th-10th.  It focuses more on fostering growth and camaraderie in tabletop gaming as a non-profit and gives space for creators who want to test their story-based games. Dozens of others definitely exist worldwide but few can compare in scope to an offering from Penny Arcade and Reed Pop while providing a basis for a community . Head over to the official PAX Unplugged site to subscribe and keep up to date or follow PAX on Twitter.

Review: WWE #2

Professional wrestling and comics are probably not something you’d generally think of meshing together so well but BOOM! Studios’ ongoing series aims to prove that the storylines of WWE are just ripe for the paneling.

There’s a lot going on here, especially for someone who isn’t entirely up to date on the world of pro wrestling. If you want to get a more complete picture, pick up WWE: Then. Now. Forever. #1 along with WWE #1 and 2. The current run covers the story of the Shield and in particular Seth Rollins in his desire to be the very best. A bright young star fighting to the top of the pile with his two brothers, Roman Reigns and Dean Ambrose, by his side. Seth gets offered a devil’s bargain by Hunter Hearst Helmsley, COO and married to the CEO’s daughter. Together, the couple and their cronies make up the Authority. Seth takes the offer and becomes the primary tool for the Authority doing “what’s best for business”. Unlike during his time with the Shield, he’s forced to do what he’s told and held back with a promise to make everything worth the wait in time. He wins Money in the Bank with their help, a contract for a championship title match that he can cash in any time and any place. Tired of waiting and with a little prompting from an old friend of Hunter’s, he calls his own shot at the biggest event on the WWE calendar: WrestleMania. He wins but what was the real cost of the title he sacrificed everything for? Was it even worth losing his brothers in arms? Can he be the face of the WWE or will he crumble under the weight?

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WWE straddles this very interesting line with its story that reflects the storylines of the actual Superstars while keeping itself entirely within kayfabe. Kayfabe is the treatment of things that occur within a storyline, in ring and out, as entirely true. This was a thing the WWE franchise, then WWF, did a lot in the late 90s. It’s also why people tend to remind fans that wrestling isn’t real. Definite kudos to Dennis Hopeless on capturing the straight-faced comedy of some moments right alongside the drama and seriousness of others. Because of the very narrowed and Seth Rollins-centric focus, we do miss some important peripheral events that would make the context flow more easily, like how Kane transitions from corporate nanny to something else entirely. However, it doesn’t stand in the way of the story being told: one of Seth Rollins dealing with the fallout of betraying his friends to get a genie’s wish. The art of Serg Acuña and colors of Doug Garbark definitely build the larger-than-life and over-the-top ring personas, bright and not perfect to life but perfect to caricature. It’s exactly what this story needs, even if the art does get a little dissonant in spots when you have a general idea of the proportions of the actual people.

If, after picking this up, you want to know more about the Shield, Seth Rollins, and the whole storyline as it aired, check out the pay-per-views mentioned within the comic. You may end up spoiling yourself for the next issues but this comic proves that wrestling is more than what happens between the ropes.

Story: Dennis Hopeless, Aubrey Sitterson Art: Serg Acuña, Ed McGuinness
Story: 9.0 Art: 9.0 Overall: 9.0
Recommendation: Buy, especially if you’re interested in the storytelling aspects of wrestling or want a storyline to follow without watching 5+ hours per week.

Graphic Policy was provided with a FREE copy for review.

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