Farklar the Fleshless is back, and the eons in exile have made him even more determined and powerful. Dex and Jan Savage are the warriors who banished him from this earthly plane the first time, but time still takes its toll, even on eternal warriors. Centuries with no mortal enemies to test their mettle have made them soft, and if they can’t beat Farklar, the consequences will be deadly. Not to mention, Farklar will enslave the whole world!
Story: Dennis Hopeless Art: Brahm Revel Color: Marissa Louise Letterer: Brahm Revel
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The Walking Dead Deluxe #136 focuses on the aftermath of Carl’s fight as well as gives us more info on the Whisperers.
The Walking Dead returns in full color with extras! The Walking Dead Deluxe takes us back to the beginning with each issue now featuring full color. There are also extras of what might have been with notes as part of “The Cutting Room Floor.”
What’s it like to revisit this modern classic? How does it change all these years later… and in color? Find out!
Story: Robert Kirkman Art: Charlie Adlard Ink: Stefano Gaudiano Color: Dave McCaig Letterer: Rus Wooton
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How do you bond with a human when you have little humanity yourself? Poke is figuring it out firsthand, but his best friend Mush is starting to notice. Poke is disappearing all the time, and when he’s around, he’s barely interested in preparing for the joyous holiday of Out-Break. Doesn’t he want to celebrate the devouring of Live One flesh? Poke has a tough decision to make…but the collision of his two worlds might end up making it for him!
Story: Deniz Camp Art: Stipan Morian Color: Matt Hollingsworth Letterer: Hassan Otsmane-Elhaou
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Now that Tyler and Pudge have become personae non gratae in Brazil, they have taken on a globe-trotting new job with some less-than-savory people. First stop: Southern Germany to rescue Adi, their new colleague. She’s been caught and things are about to go horribly wrong…
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D’orc is stuck between rival goblin gangs and the giant three-headed Thrawg they hunt. It’s all spears and teeth in this one. D’orc is learning in life that you end up a shish kebab or a chew toy. Slobbering will happen, but at least one piece of D’orc will get closer to his destination.
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All the pieces are in place. Rook and Madeline have planned every move to rob the Koh Kingfisher resort of all its art. Unfortunately, they didn’t plan for the ghosts of their pasts to reach them all the way out on the island. When faced with a choice, will this steamy couple choose love, freedom, or riches? Or will they go for broke and try to get all three?
Story: Leah Williams Art: David Baldeon Color: Eva De La Cruz Letterer: Andworld Design
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THE SECRET OF SNAKE-EYES REVEALED? As Dawn infiltrates the Terror Drome, she learns a shocking secret about Snake-Eyes from their time in Springfield…one that could doom their future!
Story: Larry Hama Art: Andrew Krahnke Color: Francesco Segala Flatter: Sabrina Del Grosso Letterer: Pat Brosseau
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As relationships and reality crumble around him, John comes face-to-face with the Agency’s mysterious boss!
Story: Deniz Camp Art: Javier Rodriguez Letterer: Hassan Otsmane-Elhaou
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Video game adaptations, by definition, wrest control away from players. To an extent, they ask them to watch the same story they already played through but with less direct input. Gone is the anxiety of making a big jump to finish a level. Gone is the tension of inadvertently walking into a boss fight with limited ammunition. Simply put, video game adaptations turn players into spectators.
Genki Kawamura’s Exit 8, an adaptation of the walking simulator/puzzle horror game hit of the same name (developed and published by Kotake Create), finds success by leaning into the spectator aspect of the experience to foster interaction. Rather than turning the story into a 90-minute long cutscene, it opts for a quiet and spaciously-framed affair that audiences can still participate in by spotting important details along with the characters.
Like the game, Exit 8 takes place in a looping passageway in the Japanese metro system. While the game doesn’t define or describe a specific character per se, the movie follows a man (played by Kazunari Ninomiya) who learns his ex-girlfriend is pregnant just as he’s getting off the train. While attempting to exit the subway station, he suddenly finds himself in a loop of corridors. There, he sees a sign with a set of rules printed on it that must be followed to escape this punishing liminal space.
To reach the real exit, the man must search for anomalies in the repeating passageways eight times in a row before he’s allowed to leave. Failure to identify these anomalies, or lack thereof, results in a reset that sends the man back to level 0 (the first run-through). If a poster or a door is in the wrong position, walk back to the rules poster to progress. If nothing’s changed, complete the loop.
The man meets a walking man and a kid that might or might not be lost in the loop as well. Whether they’re anomalies or not depends on the cues and hints the movie dishes out at key moments.
This is where director Kawamura finds an opening to make sure some of Exit 8’s gameplay elements make it into the movie. A lot of this relies on the observational aspects of the source material. Posters, signs, doors, and other important details are few but crucial to progression, so it’s easy to start looking for anomalies as an audience member while the man attempts to make it through all the stages. If the character misses out on anything you caught, an incredible sense of anxiety creeps in. You want to scream at the screen to point out the differences before it’s too late.
Kawamura is smart to go for wide-shots here. We’re given a great big look at everything that could be hiding or pointing to a clue, and the movie does well to stick to the open and strikingly bright dimensions of the corridors that make up the loop. Nothing’s ever really obscured, which means the horror resides in what’s seen rather than what’s unseen. As a video game movie, it does what no other film of its kind ever truly manages to pull off: it lets people play the game from their vantage point, if only to an extent.
The only thing that undercuts the terror of the liminal subway loop is the movie’s insistence on hammering a message on indecisiveness, which hinges on the news of the pregnancy that hovers over the main character. It tries too hard to turn the loop into a metaphor for anxiety regarding big life decisions, detracting from the mystery.
What made the situation so unsettling was its random nature. That it simply forced someone to play a game about noticing strange alterations in a self-repeating space should’ve been enough. The message is just too blunt, and it compromises the creepiness factor. In fact, it takes away the bit of control it had afforded audiences so well beforehand up to that point.
Exit 8 should be commended for adapting a video game while still giving audiences the chance to feel like active players in it. Its ending betrays some of the good work done up till then, but it doesn’t diminish its accomplishments entirely. If anything, it’ll make you want to pick up a controller and look for anomalies yourself in the original game. Hell, it might even make you look for anomalies in actual subway stations as well.
Who is Ronnie Raymond, and how did he become the powerful nuclear manFirestorm? Is there an answer in his past that sheds a light on how he went rogue?
Story: Jeff Lemire Art: Rafael De Latorre Color: Marcelo Maiolo Letterer: Lucas Gattoni
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