Showing posts with label IDW Publishing. Show all posts
Showing posts with label IDW Publishing. Show all posts

Wednesday, October 26, 2022

Silent Hill Downpour: Anne's Story


Note: This review contains spoilers for Silent Hill: Downpour.

Back in 2012, Silent Hill: Downpour (Downpour) released to very mixed reception and, unfortunately, ended up as the final main title in the Silent Hill franchise. Within the divisive story, Murphy Pendleton would occasionally cross paths with Anne Marie Cunningham, a corrections officer who spends most of the game wanting him dead for turning her father into a vegetable, or so she believes. Her infrequent appearances also hint at her experiencing her own personal nightmare while navigating the town, leaving gaps that writers Tom Waltz, Tom Hulett and Devin Shatsky had planned on filling through a DLC campaign. Although Konami had scrapped this planned content, Tom Waltz got permission to adapt the planned story into a four-issue IDW comic book in 2014 as Silent Hill Downpour: Anne’s Story (Anne’s Story), with art by Tristan "T-Rex" Jones. This comic would then receive a trade paperback in 2015.

Of the Silent Hill material I bought, this proved among the least expensive, as I found a copy of the trade on eBay in early 2022 for about $18. I didn’t have much interest in the comic at first, since I didn’t feel like I needed to read any supplementary material, but when I learned of its canon status and original intention, I decided I should properly complete my Downpour experience. Although our previous comic book reviews turned out pretty awful (displaying an embarrassing lack of understanding of the medium), I feel that with time (and experience from creating our own book), I’m now much better equipped at writing about Anne’s Story. Without further ado, let’s look into whether or not Anne’s Story does a good job at supplementing Murphy Pendleton’s story in Downpour.

Saturday, December 13, 2014

[OLD] Skylanders #2 (Comic)


Though I’m not used to reviewing comics as they come out, the reason this review is delayed is due to Finals hitting in college as well as a delay in acquiring this issue. With that out of the way, I’m going to discuss the second issue of IDW Publishing’s Skylanders comic, based on the popular game series from Activision. As with issue #1, it seems to be a reprint of a mini-comic, but it still advances the current arc.

Like the first issue, there are two stories, “Mini But Mighty” and “Dark Night”, and they each share a creative team of Ron Marz and David A. Rodriguez as writers with David Baldeón as the artist. “Mini But Mighty”, colored by David Garcia Cruz, continues the story from “Forgetting Flynn” in issue #1, beginning with a celebration of the opening of a new Skylanders Academy. However, Cali (from Spyro’s Adventure, Giants) notices that Flynn isn’t there yet, at which point Tessa (from Swap Force) spots the Dreadyacht is out of control, as it is piloted by the Mini Skylanders. After landing it, Tessa goes to search for Flynn, finding Weeruptor, whose Kaos clone is at the Academy. The writing is good here as well, like in the first part, since it provides more character development for returning characters, especially Cali and Tessa (Auric and Wheellock from previous games appear, but they don’t get as much screen time). There’s also a moment that acts as an effective plot summary of the first three games while hinting at the events of Trap Team, which is good for people who have not played those games and only want to know the major events (it’s also good for me because I still have yet been able to play Trap Team). However, as with issue #1, while I understand that this was also available in a smaller format, it still bothers me that the story ends with an “End” rather than a “To Be Continued”, though it’s probably because I’m reading this comic as a monthly release; this is just a minor nitpick, though.

The backup story “Dark Night”, with colors by Ander Zarate, starts with Barkley trying to find a bathroom, but he ends up running into Bouncer, Night Shift, and Trigger Happy as they are leaving for a mission they were called for at the end of “The Secret Origin of Trigger Happy”. Barkley is thrown off by Night Shift’s appearance, leading to Night Shift expositing his backstory in order to calm him down. It’s essentially a visualization of his character bio, but it’s still presented well and it fleshes out Night Shift’s character more. (I expect next time we’ll see an excuse to tell Bouncer’s backstory in order to round things off.)

Tessa going after an out-of-control Dreadyacht.
(Cali is in the background.)

Both stories in this issue, as mentioned previously, are drawn by David Baldeón, whom I think is a really good fit for the Skylanders series. The respective colorists for both series also do justice to Baldeón’s style, which I discussed in my review of the preceding issue. While Mike Bowden’s art has some merits to it, I personally so far like Baldeón’s style a little better in regards to Skylanders and I wouldn’t mind seeing him contribute more to the book.

As with previous issues, the comic contains a set of four character bios at the back. For reference, they are Trigger Happy, Eruptor, Gill Grunt, and Krypt King. If you want to know Trigger Happy’s origin after having read “The Secret Origin of Trigger Happy”, you’ve come to the wrong place.

Skylanders #2 is a good continuation of the events of the first issue in both its main and backup stories. It does a good job with fleshing out the characters in the Skylanders universe and the art is really well executed. Again, I am glad that I have yet to be spoiled on the events of Trap Team and I would still recommend this comic to new and existing Skylanders fans, though it helps greatly if you read issue #1 first. Considering how well this issue turned out, I can’t wait to see what’s in store for issue #3.

Friday, October 17, 2014

[OLD] Skylanders #1 (Comic)


Quite recently, IDW Publishing has begun releasing a comic book series based on the ever-popular Skylanders property, having released an exclusive issue #0 at San Diego Comic-Con to build interest in both this venture and the then-upcoming Skylanders: Trap Team. Thankfully, this first issue is not just a reprint of the #0 comic, beginning to tell new stories in the Skylanders universe to flesh out its world. Though it is obviously meant as a way to further advertise the toys (see: Transformers), this first issue does manage to expand on the games’ characters, even if it is a little rough around the edges.

This issue features a main story, “Forgetting Flynn”, and a back-up story, “The Secret Origin of Trigger Happy”, both written by Ron Marz and David A. Rodriguez. “Forgetting Flynn”, drawn by Mike Bowden and colored by Fernando Peniche, follows Flynn as he tries to transport the Mini Skylanders to Skylanders Academy. On the way, Flynn sees Kaos has disguised himself as Weeruptor (one of the Mini Skylanders) to infiltrate the Academy. In response, Kaos casts an amnesia spell on Flynn and a Skylander, Chopper, tries to snap him out of it. I thought the story was written fairly decently, since it does good at highlighting Chopper and Flynn’s dialogue was written such that it sounded like things he would say, especially when delirious (and of course it’s hard to un-hear Kaos with his dialogue). However, the whole business about Kaos taking the form of Weeruptor goes unresolved, and on top of this the story just says “End” at the end. Looking at an ad in the comic for the Skylanders Micro Fun Packs (micro comics plus extra goodies), it appears the story will continue in the next issue and this is part of a 3+-issue arc, so the “End” was probably included due to it being released as a separate micro comic. However, it was a little confusing for me, since I’m used to seeing a “To Be Continued…” or some other variant when a comic has a running story (the Adventure Time comic from Boom’s Kaboom! imprint does this with bigger arcs and it usually also has a back-up story). As far as the writing goes, however, this was my only real hang-up about it; also, “enchilada” eventually becomes a weird word, but that’s beside the point.

Buy our toys!

Mike Bowden’s art works pretty well for the main story, as it did for the Comic-Con comic, bringing his own style to the Skylanders characters while still drawing them accurately and expressively. Fernando Peniche’s colors compliment this style, adding extra life to the characters and helping to match the tone of the situation. An interesting thing about the art is that, while the characters themselves and other important objects use definitive outlines, the backgrounds go without outlines, which I think gives the comic a certain feel to it and helps the characters not blend into their brightly-colored backgrounds.

“The Secret Origin of Trigger Happy”, drawn by David Baldeón and colored by Ander Zarate, sees the Skylanders Trigger Happy, Night Shift (a SWAP Force member) and Bouncer (a Giant) at Skylanders Academy training out of boredom while they wait for Blades to show up, and in this boredom Trigger Happy tries to relay his backstory. This story was an interesting read, as it gives some insight into what Skylanders do when not trying to stop any villains (of which the new game contains a plethora), and it was kind of funny to see references to some known Marvel and DC heroes as Trigger Happy explains his origin. The story ends up being kind of a big tease, but it was still nice to see the Skylanders in their off-hours; it makes you wonder what others do with their spare time. I liked David Baldeón’s art here, since it was very energetic and expressive, and Ander Zarate’s coloring work only adds to this energy (in addition to some rather impressive lighting work that really adds some depth to everything, as well as some glow effects on places where there would be on Bouncer’s toy). It would be very interesting to see more from this art team in the future.

The artwork for the back-up story is very energetic.
(Page shown without its dialogue.)

Also, as with the #0, this comic contains character bios at the back, so it can be assumed that this will be a running feature. I like to make a point of reading stuff like this, as it gives me more background on the characters and helps me to appreciate them more (and I’m sure the same can be said for any hardcore fan). In case anyone is wondering, the bios in this issue are for the Skylanders Spyro, Jet-Vac, Prism Break, and Food Fight.

Skylanders #1 is a decent start for the Skylanders comic, even if it does have a couple of rough patches. The writing isn’t terrible, the art is nice to look at (especially in the back-up story), and it does a good job of trying to flesh out the characters (which is a little more than I can say with the games themselves), which I hope to see more of in future issues. This is definitely a comic that any Skylanders fan should pick up, and anyone interested in playing the games but does not have the money or resources to do so can use this as a more cost-effective jump-on point to understanding the game’s world (the main story even offers a brief and concise summary of the overall backstory for newcomers). As someone who has not been able to play Skylanders: Trap Team yet, I’m glad to see that there aren’t any spoilers for that game anywhere, so anyone in a similar situation can pick up this comic without worry.

Wednesday, July 30, 2014

[OLD] Skylanders #0 (Comic) - Zero Toys Required, Still A Good Start


While the Skylanders franchise has proven itself to be a very profitable/successful Spyro reboot and toy seller (even if Spyro himself isn’t really in the spotlight), it doesn’t seem to have much in the way of supplementary material, aside from a few spin-off games and a handful of books. To rectify this, IDW Publishing has recently announced a Skylanders comic book series, which more recently made its debut with an exclusive issue #0 at San Diego Comic-Con, its own story serving as a prequel to the upcoming Skylanders: Trap Team. As a Skylanders player myself, I wasn’t sure what to think of it at first, but as the Con drew closer I decided to give the comic a shot so as to invest myself further in the series lore; to this end, I ended up (unintentionally) getting two copies of the comic at the IDW Booth (I was aiming for one), as well as copies of the variant cover after attending the Skylanders panel at the Con (this seems to be the only way to get this particular variant) and getting each copy of the comic signed by the issue’s writer, David A. Rodriguez (he had a signing each day at IDW throughout the Con). After reading the series’ debut issue, I would say that this new comic series is off to a good start, though it’s much too early to tell how good it is at transitioning into the story of Trap Team (since, you know, the game’s not out just yet).

When Lord Kaos makes a discovery, he explains to his servant Glumshanks about a prison in Skylands known as Cloudcracker Prison, wherein Skylands’ biggest villains are encased in a material known as Traptanium, the most durable substance in all of Skylands. When Glumshanks asks what this has to do with anything, Kaos explains that he has a plan that will eventually grant him total control over all of Skylands. Later, The Skylanders Pop Fizz, Stealth Elf, and Wash Buckler are flying with Flynn as Stealth Elf practices, but no sooner do they have to join other Skylanders in fending off an army of Trolls attacking a supply of Radiance Crystals, the element used to make Traptanium. If that’s not enough, a Doom Raider named Wolfgang appears to overwhelm the Skylanders.

David A. Rodriguez, the aforementioned writer of this issue, does an amazing job of capturing the spirit of the characters Kaos, Glumshanks, and Flynn, as their personalities and actions lined up with what they would normally do in the games (I have not really played or read any supplementary material), to the point where I could hear the characters saying their respective lines. I personally don’t know much about the personalities of the Skylanders themselves, since I haven’t read many character bios and any personality I have seen from them comes mainly from whatever they say in toy form, commercials, and a handful of cutscenes. However, the actions of the Skylanders present in the story, especially those that got the most screen time (Spyro himself appearing in only a single panel), felt like things they would do in the situations they were presented with. Again, it’s too early to tell how well this comic lines up with the plot of Trap Team, but I would nonetheless say it was well-written as it seems to set up plot points present in said game.

The Doom Raider Wolfgang shows up in this comic.

Mike Bowden’s art on the comic does well with capturing the general art style of the game, as well as having each character looking accurate to how they look in-game (and on-toy). The colors by David Garcia Cruz suit Bowden’s art well and help each character pop out in their respective surroundings, helped by the use of a generally bright color palette. There is one gripe I have with the art through, but this isn’t a mistake original to the book: the Trap Master Snap Shot uses a bow-and-arrow as his oversized weapon (a visual gimmick of the Trap Masters), but, as with his toy and official artwork, the bow lacks a bowstring (which is, you know, an important part of a bow’s anatomy), so even in the context of a comic it looks like Snap Shot is holding some weird-looking object rather than a proper weapon. Aside from this one thing, I don’t really have any complaints about the artwork.

There is also a set of four character bios in the back, namely for four of the Trap Masters introduced in Trap Team (Jawbreaker, Wildfire, Snap Shot, and Wallop). I find this feature to be interesting, since it allows the reader to know more about characters from the game series without having to look them up online. Though laid out much differently, this reminds me of a similar feature that was included within the issues of IDW’s Transformers: Last Stand of the Wreckers mini-series, as well as the bios included in Fun Publications’ Transformers material. In any case, I find that these bios aid in adding more depth to the universe and fleshing out the characters more.

So far, I would say the Skylanders comic is off to a good start. I would have to read more issues once the comic officially debuts in October to get a better idea of the comic’s general quality, but I would still say that this issue from Comic-Con was really well-executed. As a prequel, it seems to set up the plot of Trap Team well, though again I can’t judge that fully until I get to play the game. The writing and art are both executed well and the story gives potential players a glimpse of what Trap Team will be like in terms of new characters and plot. This comic is a must-have for Skylanders fans, and if you didn’t attend Comic-Con, I would suggest trying to seek this one out if you are interested. Hopefully this issue becomes reprinted in the future, perhaps in a trade paperback of some sort, so that those who didn’t attend the show will be able to read this story, but for now eBay is probably your best bet if you don’t have a copy already.

Sunday, July 13, 2014

American McGee's Grimm (Comic)


Comic books, like fairytales, can also be a good source of amusement, with comics available in a wide variety of genres to appeal to readers with different tastes and interests. However, as their stories are told (and sometimes retold) over time, many genres have fallen into a number of clichés, which many comics can’t seem to get out of. If you are someone who thinks this needs to end, read on.

Following the success of the game American McGee’s Grimm from Spicy Horse, a five-issue comic book mini-series with the same name was launched by IDW Publishing as a way of continuing the series. Unlike the game on which this comic is based, I had actually read this comic as it was coming out, being one of the first non-Transformers comics I had read when starting to get into the medium (this was some time after my time with the Bionicle comic). Despite not having actually played the game beforehand, it was a comic I decided to read anyway due to my interest in said game. Having read the comic again after finally being able to play Grimm (I was originally going to review it shortly after the Akaneiro comic since both were based on American McGee properties, but the timing didn’t work out), I have to say I actually enjoyed it more than I did originally.

Having conquered all fairytales and remade them in his own image, Grimm wonders if there’s another form of storytelling that would require his abilities. He then eyes a comic book stand, deciding to take that for a spin. During the course of the mini-series, each issue tackles a different comic book genre, including superheroes (but primarily a Marvel/DC parody), romance, western, Japanese manga (but primarily Pokémon), and what seems to be a parody of the relatively-obscure comic book series Bone by Jeff Smith (I have not actually read Bone, but I’m aware of its existence), though the third and fourth issues also briefly touch upon the horror and space genres respectively in throwaway scenes. Each of the genres is presented such that they highlight the various clichés associated with them (the romance and western parodies I understood based on having seen movies from those genres); I wasn’t sure if the fourth issue in particular was using Pokémon tropes as an umbrella for the entirety of manga, but at least they got the point across about that particular series.

Pictured: How most superhero stories usually go.

Dwight L. MacPherson, the writer of the comic, does a good job of capturing the spirit of the games, including its sense of humor. Grimm’s actions over the course of the series seemed like something he would do, and I was able to not only hear Roger L. Jackson’s Grimm performance in my head (likely helped by me having just played the game), but a few times I had also thought about what some characters would sound like if they had actually been voiced by Jackson. MacPherson also makes good use of the Theater segments, which help the comic feel even more like an extension of the game. Another interesting thing about the comic is that we also get to see what life is like for Grimm ruling over the darkened fairytale world, fleshing it out and making it seem like more than just a copy of whatever the game did.

The art, by Grant Bond, who also drew the primary covers for the series, also helps with capturing the game in comic book form, with scenes in the darkened fairytale world and Theater segments accurately replicating the art style of the source material; at times during the Theater portions, I could also imagine what they might have been like in motion. When the comic focuses on Grimm invading and darkening the genres highlighted in each issue, Bond makes interesting use of two different art styles, with Grimm still in the style native to the original game, giving a good impression of just how out of place the titular evil dwarf is in each of the different settings. What also helps this is the different panel styles and page background colors used, with black pages and unique panel borders used for the fairytale world (with appropriate panel shapes used for Theater sections) and off-white pages with normal panel borders to showcase the comics that Grimm is messing around with. These artistic choices give the comic a unique feel that makes the experience more worthwhile and interesting to read.

The American McGee’s Grimm comic is one that I would wholly recommend to fans of the game. The writing and art for the comic help create a unique experience that really feels like an extension of the game and manages to do a good job of translating parts of the gameplay to a different medium. If this is a comic that interests you, I would suggest playing the game first (if you haven’t already) in order to get the most out of it, otherwise it can be found online in trade paperback form. Also, there is a reason the comic says it’s not recommended for readers under 13 years old, as it contains some mild swearing, though the imagery doesn’t really get as heavy as it can in the original game.

May all our stories end so well. Until next time!

Thursday, March 21, 2013

[OLD] Transformers Prime: Rage of the Dinobots (Comic)


I would now like to present you with my thoughts on another Transformers comic, this one also set in the current Aligned continuity. Unlike the Fall of Cybertron comic which was distributed digitally (with a recent physical collection of it that I encourage you to buy if you're interested), this one, Rage of the Dinobots, was released physically on a monthly schedule for 4 issues. It, too, focuses on the Dinobots, this time telling their story after the events of the Fall of Cybertron game and leading into the 3rd Season of Transformers: Prime (which premiers soon, actually). Due to it explicitly using Fall of Cybertron (the game) as background for the story, this comic technically counts under this blog's criteria of a licensed video-game comic, so I would now like to present my thoughts on it.

The story, written by Prime writers Mike Johnson and Mairghread Scott (the first woman to write an official Transformers comic), follows the Dinobots (Grimlock, Slug, Sludge, Swoop, and Snarl) as they try to leave Cybertron after Optimus Prime and the Autobots. While dealing with some Decepticons, Ultra Magnus comes to the Dinobots' aid, only to get shot down. When the Dinobots decide to investigate, they learn of a new enemy named Ser-Ket, who has members of a new opposing faction, the Predacons, working for her. They also learn that Ser-Ket has managed to capture Ultra Magnus, which lands the Dinobots another chance to confront Ser-Ket's boss, the Decepticon Shockwave, the one responsible for their current appearances.

Mike Johnson and Mairghread Scott, helped in part by them having experience working on Transformers, have written an excellent tale based around the Dinobots. Here we see them, but mostly Grimock, trying to cope with their new forms as they embark on their rescue mission. In the process we get to learn more about these characters and the relationship between them, mainly with the Dinobots and their antagonistic rivalry with Shockwave and their friendlier terms with Ultra Magnus. The story carries some tension that makes the story work, although there are a couple of funny moments near the end to balance it out. Some scenes from Fall of Cybertron are also directly referenced near the end of the story proper, which solidifies how this comic ended up being reviewed here. (There are also, of course, a few continuity errors of sorts, especially one involving Sludge, though explaining these requires spoiling the Fall of Cybertron game.) It feels like a true modern Transformers story through and through, and it gets me excited with the prospect of seeing new characters show up in the Prime cartoon before it ends.

Augustin Padilla, another Transformers veteran, takes on the interior art duties with some amazing pencil work that truly captures the art style of the Prime cartoon. His work, combined with Thomas Deer's work on the coloring, expertly bring the story to life and help create the atmosphere set forth by the writers. There are some larger panels spread throughout, including a handful of splash pages across all 4 issues, but these are not the bulk of the work and serve to set up an epic scene or show how big something is (such a crashed ship or a big battle scene). Ken Christiansen provides the art for the main covers, and they are absolutely gorgeous, with some amazing line work and colors that help the comic stand out (you might even be compelled to hang them on your wall if you like them enough); Thomas Deer's pin-up of Grimlock at the end of issue 4 is also pretty good-looking, showing off his artistic capabilites when working solo (and is also potentially wall-worthy). Overall, the artwork is very nice and appealing to look at, displaying a good range of emotion from the characters (even Grimlock, whose face consists of a visor and mouthplate).

Transformers Prime: Rage of the Dinobots is not only a good Transformers comic, it's also one of the better Transformers stories told in recent years. Sure, there's a few issues with the continuity it's trying to tie in to, but by itself it's pretty well-written and drawn and it actually gets you to care about the characters involved. If you're someone who's currently investing in the Aligned continuity, you should definitely pick up this book and give it a shot (and if you're super hardcore about it, prepare for a headache). However, I would not recommend newcomers to Transformers to start here, if only due to its placement in the current continuity and how it requires a little knowledge from another source(s) (instead, watch this if this is your first dip into the modern mythos). It may not be the absolute best Transformers story, but, as I have said, it is certainly one of the better ones and deserves a look.

Wednesday, December 12, 2012

[OLD] Duke Nukem: Glorious Bastard (Comic) - Glorious Indeed


Coinciding with the release of Duke Nukem Forever (it only took them 14 years), IDW Publishing announced the release of a 4-issue mini-series starring Duke, entitled Duke Nukem: Glorious Bastard. Normally we try to avoid such words, so this may be the only time you will ever get to see the word "bastard" this many times in one post on this blog, albeit within a particular context. I would also like to mention that, though this came out last year, I got to reviewing it this late because the comic finished its run before we decided to add licensed video game comics to our repertoire. Getting back on track, one would wonder how well the character of Duke Nukem could be translated to the comic book medium, as well as the many qualities the games are known for. Well rest assured, since even on the printed page, Duke is just as kick-ass as ever.

First, let's get to the story, written by Tom Waltz. In 1945 Germany, three escaped prisoners (the French Elise Plewmann, the British Major General Conner Sean, and the African-American Corporal Flip Henry), are battling against Nazi forces who are working with an alien force called the Vril-ya, lead by the evil Maria, who takes the form of a hot human female. Right now the soldiers need a miracle if they wish to stand a chance against the Nazi/Vrillerinnen forces. Cue Duke Nukem in the present day, who, after "taking care of" some members of a mass harem in his mansion, is visited by an elderly Elise Plewmann, who tells him that he is needed in the past in order to ensure the future. Initially the prospect of Duke time traveling seemed frustrating after experiencing three particular games, but this comic managed to pull the concept off better.

In my opinion, Tom Waltz nails Duke Nukem. Everything he says sounds like something Duke would say (I could even imagine Jon St. John's performance), and everything about his personality remains intact. His one-liners are also very funny, as they should be, and he takes many an opportunity to drop a pop culture reference (including a particular phrase that is now associated with him) or a sexual double entendre. As a further display of Duke's badassery, there's a hilarious scene near the end involving Adolf Hitler, showing that the reason he committed suicide was because of Duke, who even calls him a "pussy" for it. That's not to say the villains and supporting cast aren't written well, as they get a decent amount of characterization in the screen time they have. The escapees that get assistance from The King are also shown to do something, and aren't just there to stand on the sidelines and praise him.

Next comes the artwork, with most covers (IDW comics usually have multiple covers, including retailer incentives) provided by John K. Snyder III and interiors by Xermanico. John K. Snyder III presents an interesting take on Duke Nukem, providing a sketchier, more geometric look while showcasing how awesome he is. Most of the total events on all of his covers actually happen to an extent, but in any case they seem to do their job. Snyder III's covers also feature a phrase at the bottom in white text against a black frame, which I think helps to solidify the tone of Duke Nukem. Xermanico's interiors, including the first issue's cover B that I have in my possession, fit perfectly with The King's universe. Everything looks just right, including the appearances of the aliens that Duke Nukem fans are familiar with, and while the comic gets pretty gory at times, it isn't overly gory, rather sticking mostly with blood to display Duke's carnage. This, combined with the adult language in the dialogue, maintains the M-Rated atmosphere of the games and ensures that this definitely is not a comic you should be showing to your kids.

In conclusion, Duke Nukem: Glorious Bastard is a solid Duke Nukem product. Admittedly, it doesn't have much depth as far as the story is concerned, but that has never really been an issue with Duke Nukem before, so why should that stop here? The artwork is actually pretty good and is drawn fairly realistically, but just enough so that it matches the tone of the games. If you have an interest in picking up this comic, I would suggest you go in having played at least one of the games first (just so long as you avoid the ones developed by n-Space). Otherwise, there's plenty of Duke for everyone (aged 17 or older).

Monday, November 12, 2012

[OLD] Transformers: Fall of Cybertron (Comic)


Around the release of the game Transformers: Fall of Cybertron, IDW Publishing announced a pair of tie-in comic books, both of which center on the Dinobots; the first of these comics was a 6-issue digital series that shares the game's name and was released on a bi-weekly schedule coinciding with the release of the game; the second comic is a 4-issue series titled Transformers Prime: Rage of the Dinobots and will be released on a monthly schedule beginning this month. The first comic, Transformers: Fall of Cybertron, recently finished its run, which I have been keeping up with through the Comixology digital comic service, each issue costing $1 USD for 8 pages of content each. Incidentally, this is actually the second digital comic I have ever purchased, the first being Transformers: Autocracy (another digital exclusive). At a total of $6 USD for 48 pages of story, the question remains: Is it worth it?

The story of the Fall of Cybertron comic serves as a prequel to the events of the game, focusing on how Grimlock, along with the rest of the Lightning Strike Coalition, became a test subject for the Decepticon Shockwave. This story is written by John Barber, an editor at IDW and currently the writer of the ongoing Transformers: Robots in Disguise comic. Barber has written some good Transformers material, in fact using his skills to cleverly cover up holes in IDW's G1 continuity, and I think he wrote this comic well, save for one or two spelling errors. Based on what's been seen of the featured characters in the game, I believe that everyone is in character, to where I could imagine the characters' voices as I was reading it (though since the Robots in Disguise comic also features characters in War For Cybertron bodies, I ended up almost mixing up the voices, trying to think of Sam Riegel instead of Chris Latta for Starscream and almost thinking of Corey Burton instead of Steve Blum for Shockwave). It feels like a good transition into Grimlock's side of the story in the game and his characterization was, at least for the most part, consistent. This may seem like nitpicking, but what kind of bothered me a little was that Grimlock's text boxes were purple while Shockwave's were red; Grimlock is an  Autobot, so I thought his boxes should have been red to match the color of the Autobot insignia, and vice-versa for Shockwave. I'll give it this though: the comic is at least consistent with this color choice.

The artwork for this story is drawn by Dheeraj Verma, who actually does a really good job for his first Transformers work. Every character in the comic has a great amount of detail accurately portraying how each robot looks in the game; this sort of backfires a little however, since based on the context of the story, Megatron should still be in his War for Cybertron body and the Lightning Strike Coalition should theoretically not have bodies resembling their Dinobot selves, though the latter was likely done for lack of pre-Dinobot designs in any material for the game (that I know of). Putting that aside, Verma's pencils are amazing, backed by some great colors from the handful of colorists working on the comic. Verma also draws the covers for each issue, which along with his interior work perfectly capture the essence of Fall of Cybertron.

For $6 USD, the Fall of Cybertron comic is a worthy investment. It provides more insight on what happened before the events of the game and adds more depth to the character of Grimlock. Aside from a couple errors, this comic is a must-read for Transformers fans who enjoyed the Fall of Cybertron game and/or are keeping with the current Transformers continuity. My only hope is that this comic, like Autocracy before it, gets released later in a physical form, perhaps in a trade paperback like Autocracy or something.