Tag Archive: batman


A huge week last week means no surprise that this week was a bit of a lighter hit on the ol’ wallet. That doesn’t mean we didn’t have some quality comics though for us to deliver in this week’s Pullbox!

Marvel – Wolverine and the X-Men #12 – Wolverine and the Avengers continue to keep Hope away from the Phoenix Five as a massive fight breaks out in one of Wolverine’s favorite dive bars. Hope escapes though after Wolverine and Rachel Grey have an impassioned speech explaining both their cases and Rachel must return to Cyclops empty-handed.

So, I’ve been avoiding the whole Avengers vs X-Men event, but with the slim pickings this week, it was an inevitability. There were a lot of great things about this issue. The two-page spread of the Avengers amping up for battle was the first ‘Oh wow’ moment I’ve had in a while from a comic book in terms of art and with the cheap shots that Wolverine throws at Rachel like saying it’s great her mother wasn’t here to see this was just wonderful writing. It shows how personal this fight has really gotten. The only thing better was the ending where you see that Rachel starts to remember who she really is and Gladiator finally reaches Earth, setting up an epic fight for the next issue!

Marvel – X-Men Legacy #269 – Rogue starts coming into her own as she sees the real good that the Phoenix Five are doing and borrows Iceman’s powers for a short while to assist some folks down in the Gulf of Mexico. Unfortunately for her, Ms. Marvel crashes the party (looking as hot as ever) looking to talk. Rogue isn’t really in a talking mood though.

Again, this issue shows how personal things are starting to get for a lot of these characters as Rogue tries to absorb Ms. Marvel’s powers again and Ms. Marvel freaks out as these two had a long and sordid history caused by Rogue absorbing too much for a long time and putting Ms. Marvel into a coma. The fight though between Rogue with a hint of Ms. Marvel’s power and a hint of Iceman’s versus a fully powered Ms. Marvel was epic to see play out, but I admit I was a little disappointed in how brash Rogue acted as it didn’t offer up a chance for the quality dialog like what we saw in Wolverine and the X-Men. The twist ending though with Magik helps us see where this whole event is going though as it looks like a lot of the X-Men not touched by the Phoenix may start rebelling soon.

DC – Before Watchmen: Nite Owl #1 (of 4) – The Nite Owl we know from Watchmen is actually a legacy hero, carrying on the mantle for the original when he grew too old. This book explores his origins, his relationship with Rorschach, and his first encounter with Dr. Manhattan and Silk Spectre, also a legacy hero at that point inheriting it from her mother.

Honestly, this Before Watchmen event has been hit or miss with me so far and DC is only batting .500. The Comedian book was stellar, Minutemen and Silk Spectre were both disappointing, but Nite Owl falls on the side of awesome. Seeing how young Daniel was inspired by robotics and designed a lot of his tech from an early age was something we never really saw from the character. Or the crush he instantly developed for Silk Spectre. His rapport with Rorschach was also comical and so this book lays an interesting foundation of action, humor, and romance in only its first couple dozen pages in this first of four mini-series.

DC – Green Lantern: New Guardians #10 – The Reach are on the verge of claiming the Hope Lanterns’ Power Battery, but Kyle, Arkillo, and Fatality arrive on the scene to provide aid and allow the Hope Lanterns to reach their full offensive potential. But is the battle already lost and what will happen should the Hope Power Battery fall into the wrong hands?

It’s rare to see the bad guys win in comics, but Kyle’s uncharacteristic lack of hope is the downfall for the group here. Saint Walker is not pleased with abandoning the homeworld of Hope and you may start to see some other lanterns exercise other emotions…like rage. I admit, this new Green Lantern monthly has slowed down some in the past few issues and it doesn’t seem to know what direction it wants to take. The characters are definitely dynamic enough if properly written, but aside from Arkillo and Saint Walker, no one has really stood out since the first couple of issues. If this trend continues, this monthly may no longer have a place in my box.

IDW – Teenage Mutant Ninja Turtles #11 – The TMNT are still without Master Splinter, but a lucky break may point them in the direction they need to finally track down the Foot headquarters and bring home their father. Meanwhile, Splinter is trapped in a life or death battle against the entirety of the Foot Clan as the Shredder watches on!

Kevin Eastman’s return to comics with a re-launched TMNT has been glorious and this issue continues that trend. It’s build up to the battle we’ve longed to see between Splinter and Shredder is terrific and Splinter’s inner dialogue is something of pure beauty, only eclipsed by the banter the two ninja masters have with each other as Splinter takes down lackey after lackey. It will be interesting to see where the turtles themselves go from here though as the spotlight really hasn’t been on them for a couple of issues and if they can get to Splinter in time before exhaustion allows one of the Shredder’s deadly blades to hit a critical blow and just what will happen when they take on Shredder for the first time.

You can call me…JOKER!

In my mind, the major issue holding the Lego videogame franchise back since its 2005 debut has been the strict guidelines to which the games adhere, since they’re all based on established properties. Mind you, they’re all terrific franchises: Indiana Jones, Star Wars, Harry Potter, Pirates of the Caribbean, and soon, Lord of the Rings. But one game in the series that bucked that trend was the first Lego Batman. Though the Caped Crusader’s clearly an established property, the story didn’t limit itself to a comic book, cartoon, or movie story arc—and many of us celebrated that fact.

Flash forward four years after the release of the first Lego Batman, and developer Traveller’s Tales has decided to forgo their proven-successful mold once more with Lego Batman 2: DC Superheroes. Not only does this entry provide players with an original storyline, but it also marks several significant series firsts. Midlevel checkpoints might be one of the more noticeable changes, as the size and scale of each story level is several times larger than anything else seen to date in the Lego franchise. The game also includes a centralized hub world—in this case, Lego Gotham City—that connects players to many of the major plot points.

But let’s get to the biggest change: talking! For the first time ever, each character in the game actually speaks and doesn’t just mime their intentions or resort to physical humor to get a point across. Now, that’s not to say that the childish Lego slapstick’s been entirely done away with—there’s just a bit less of it. And DC Superheroes’ cast is more or less a Who’s Who of voice actors, with Nolan North, Rob Paulsen, Claudia Black, Tara Strong, Jennifer Hale, and many more—spearheaded by Clancy Brown, who reprises his DC Animated role of Lex Luthor.

But as always, it’s that classic Lego gameplay model of destroying and rebuilding everything in your path—and the kooky plot at the center of it all—that really makes DC Superheroes. And, of course, as our tale unfolds, the Joker’s back up to his old hijinks; he crashes the Gotham “Man of the Year” awards, demanding that he should be the recipient. Bruce Wayne, the actual winner, makes a quick costume change into Batman and proceeds to apprehend his longtime nemesis. But Lex Luthor, also in attendance, decides that working with the Joker to possibly help rig his upcoming presidential run could be just what he needs to change his address to 1600 Pennsylvania Avenue. And so, as soon as the Joker lands back in Arkham Asylum, Lex busts him out. A nefarious duo of such epic proportions might be too much for even Batman to handle, so the entire Justice League comes in to lend their support.

More so than any Lego game to date, this one should strike a chord with audiences of all ages. Older Batfans will appreciate several moments that pay homage to Adam West, Michael Keaton, and essentially every actor who’s worn the cape and cowl over the years, while younger players will love being able to break apart and rebuild an entirely interactive Gotham. And with the expanded roster of the Justice League at your command, exploring the same area with different characters can make DC Superheroes seem like a whole new adventure each time—not to mention that you’ll need to switch often if you want to find every secret red or golden block.

The expanded Gotham does provide some navigational problems, though. Although the game includes a map feature—and you can place markers that create a Fable-like trail in the ground comprised of Lego studs—the markers blend too easily into the background and can be confused with those you pick up as currency to unlock characters. And while there’s also a compass in the upper-left corner of your HUD when in the Gotham hub world, it’s difficult to really tell where you want to go, especially when soaring around in the Batwing or taking hairpin turns in the Batmobile—the compass spins around faster than the Flash on a straightaway!

Despite these occasional navigational issues, though, this is still the most complete experience you’re likely to get in a Lego game. Whether it’s taking to the air as Superman, making constructs as the Green Lantern, or just sticking to the main story as the Dark Knight and rocking out in his iconic vehicles, gamers of all ages should be able to appreciate what Lego Batman 2: DC Superheroes brings to the table.

SUMMARY: Easily the best Lego game yet, Lego Batman 2: DC Superheroes’ expansive world, original story, and bevy of unlockables should please fans of all ages.  

  • THE GOOD: Massive world, entertaining original story.
  • THE BAD: Easy to get lost in Lego Gotham.
  • THE UGLY: Aquaman. Aquaman is always the answer to this one.

SCORE: 9.5

Lego Batman 2: DC Superheros is available on Xbox 360, PS3, PC, Wii, DS, 3DS, and PS Vita. Primary version reviewed was for the Xbox 360. 

Ever seen a clown cry?

SPOILER WARNING: If you haven’t finished Batman: Arkham City, major plot spoilers follow.

After the amazing ending of Batman: Arkham City, fans everywhere were left wondering just what would happen now in the dark, gritty, urban nightmare the boys at Rocksteady had cooked up—and had comic fanboys ranting and raving for months. Well, with the new Harley Quinn’s Revenge DLC, players will get a little more light shed on the endgame situation as they once again don the cape and cowl of the Caped Crusader.

Set several days after the end of the main game, Harley Quinn’s Revenge revolves around the Joker’s No. 1 girl looking for vengeance on the man she blames for slaughtering her poor ‘Mistah J’: the Batman. Using the GCPD as bait, Harley hunkers down in the Joker’s hideout from the main game—the Sionis Steel Mill—gives it a feminine flair, and dares Batman to rescue the Gotham pigs from the fryer. Things don’t quite go according to plan for the Dark Knight, though, and Harley manages to get the jump on Bats, leaving it up to Robin to rescue Batman, bring down Harley, and shut down the last villainous bastion of Arkham City once and for all.

Harley Quinn’s Revenge succeeds in doing a lot of things right, and fans of the main Arkham City campaign will immediately be able to jump right in. The DLC maintains the tone and pacing of the main game very well and gives everything a special Harley flair, as you see her thugs dressed in garb to match her traditional red-and-black playing-card jumpsuit; meanwhile, Harley gives herself a slight redesign by dyeing her hair black and donning a widow’s mourning veil.

The story also gives a bit of closure to Harley as a character. Though the DLC’s only two to three hours in length, it does a great job of providing her motivation—and possible future motivation—as well as confirming that the Joker, at least for now, has indeed passed on. It also gives an interesting look at how the Joker’s death is actually affecting Batman—and, in turn, the rest of the Bat-family, planting seeds for some interesting future plotlines.

Plus, Harley Quinn’s Revenge gives Batfans what they’ve wanted for a while—and that’s some gameplay with Robin. In fact, half the DLC sees you controlling the Boy Wonder, and he definitely feels much different than Batman. Aside from a different array of gadgets, Robin’s also a lot quicker than the Caped Crusader, but he also needs to land more hits to take down foes. His bo staff definitely helps even the odds when it comes to ranged attacks, and his bullet shield (which I’d like to think is a small homage to the Adam West/Burt Ward Bullet Shield) provides a novel aspect to working past armed thugs.

The biggest problem with this DLC, though—and it’s most evident when playing as Robin—is the lack of an option to go back out into the glorious open world which most of the main game took place in. The entire DLC is set in and around the Sionis Steel Mill, and you have almost no opportunities to go back and explore, making it feel very linear—and like a completely separate entity from Arkham City. I would’ve loved to have seen some objectives scattered about the city, just to see what Arkham looks like a week after the endgame chaos, but instead, you’re just moving through a small dungeon and typically have to go back over the same areas, as the story forces you to switch back and forth between Batman and Robin as the latter follows the former’s trail.

Still, Harley Quinn’s Revenge does a great job of bringing players back into the universe of Rocksteady’s Batman. The story and characters are just as compelling as before, the combat’s still amazingly tight, and the limited view of the world you get still looks and feels great. The only problem really lies within the linearity of the story, which makes you feel like you’ve taken a step backward and are playing a level from Arkham Asylum instead of Arkham City. Despite this, Batman fans of all shapes and sizes should get this DLC—and revel in Harley’s short time in the spotlight as the main villainess.

SUMMARY:  Harley Quinn’s Revenge is limited in scope compared to the main campaign, but fans of Arkham City should still jump at the chance to play this DLC, which adds two to three hours of original gameplay in Rocksteady’s gorgeously gothic world.

  • THE GOOD: Combat and story are just as tight as if they shipped with the main game.
  • THE BAD: Lacks the open-world feel of Arkham City.
  • THE UGLY: Harley dying her hair black while mourning.

SCORE: 9.0

Batman: Arkham City—Harley Quinn’s Revenge DLC is available on Xbox 360, PS3, and PC. Primary version reviewed was on Xbox 360.

One of the major reasons that the Batman: Arkham series from Rocksteady has been so successful is the look and feel of the game. It is as if the Dark Knight has leapt right from the pages of Detective Comics and onto our TV sets. And one of the key men behind this feeling is the Art Director on both games, David Hego. David did a short panel at GDC explaining what inspirations went into Arkham City and also a few problems they noticed in Arkham Asylum, like Detective Mode, and how they tried to fix them.

Right from the get go, David admitted that being Batman is pretty freakin’ cool. And so game play was always the primary pillar for both games. The combo systems, the gadgets, the villains, etc., but this is still a visual medium so although some may see the art of the game as having taken a bit of a secondary role, it was still vital to the experience and knowing this, he and his team had a monumental task on hand as they wanted to give a respectful interpretation and thus created their Arkham-verse. Their representation, although a bit different, still needed to have Batman’s DNA all over it from the locations to the characters designs, like making the Penguin’s monocle a broken bottle.

And so when it came to actually crafting Arkham City, he and his team looked to blend the late 19th century Art Nouveau movement with the very modern Hyperrealism. The hyperrealism comes out best in many of the game’s character models, but much of the architecture took on more of the Art Nouveau style, like the Wonder Tower, which was modeled after the Eiffel Tower, one of Art Nouveau’s most easily recognizable works.

He also spoke to the challenges he had in designing Arkham City, like fixing the Detective Mode as he reminisced about how heart breaking it was to hear players spending the entirety of Arkham Asylum in that mode. And so they removed everything that was not vital from that mode so navigation and combat became much more difficult and compelled players to play the game it was meant to be played.

Another problem Hego spoke to was normalization. “Normalization is when the player stops being in awe of what they see on the screen. And what happens is a normal part of gaming. You start getting into the action and the game play and the narrative and you stop focusing in on a lot of the details of the environment. And even many of the subtle color schemes of Arkham City’s levels hurt us because they appeal to the base instincts of gamers where we have an ice level with Mr. Freeze, the steel mill is a fire level, Poison Ivy is our jungle level, and so on. So we need to combat this with a lot of variety. Contrasting elements and color schemes to keep things entertaining. So we create a lot of clashing in many of the levels. We added a lot of fanfare and the giant white clown faces to the steel mill to help fight the oranges and reds, for example. And so we just keep clashing in the hopes of creating new and still interesting environments.”

Hego also talked about how much the posters and Riddler clues spoke to the world they wanted to create without being too distracting to the player and taking away from the experience and even removing details in many areas with enemies and NPCs so that the player would focus on the objectives at hand.

All in all, Hego’s brief talk was an interesting look into seeing how this gorgeous world was created and how much care went into making sure we players and fans were happy while Hego and his team were still able to express themselves creatively in a way that fit into the game play and story.

I’m Batman…and so are you

Loosely based off DC Comics’ Detective Comics #867-870, Gotham City Impostors thrusts you into a Gotham gone mad where the majority of the populous has either taken up the mantle of Gotham’s Guardian, Batman, or the constant acid-dipped thorn in his side, the Joker, and you have decided to join in on the chaos. But, even if you’re not familiar with that story arc, you’re still likely to have a lot of fun as this online versus multiplayer shooter has had so much comic-book infused personality injected into it that it has the potential to become as addictive and as popular as games like Team Fortress.

Now many of you out there are probably wondering how guns and Batman would work, but Monolith brilliantly also inserted an “Initiation” mission that will allow you to not only get used to the smooth controls should you choose to play it (as well as it unlocks an achievement), but also explains why the Batz and Jokerz use the weapons that they do. Quite simply, Joe the Plumber doesn’t have the bank that Bruce Wayne has to use the moral high ground of non-lethal weapons. Whereas a PVC Pipe Rocket Launcher sounds a lot more pliable for Joe. And for those slow times when there may not be as many people online, the game also features a single-player Challenges mode that allows players to really hone their skills with their various weapons and tools before jumping right into the fray and for which they can earn extra experience to level up with.

The meat of the game though revolves around the online play. Much like any other online versus multiplayer out there, you gain experience for winning matches and performing a variety of kills out on the field and when you gain experience, you unlock new customization features, weapons, and accessories. Some of the best stuff can be a bit of a grind weapons-wise, but should you feel more inclined to drop some extra cash, you can perform some micro-transactions for different costume items should making your Batz or Jokerz look just the way you want be a priority as well. Same goes for your “Calling Card”, the custom image your foes see when you kill them along with a taunting one-liner. You can buy backgrounds inspired by the comic work of artists like Jim Lee or more cartoony versions of some already available backgrounds to truly bring your unique style to the game.

You can also customize a load out and this is where the game starts to differentiate itself really. You have an assortment of guns and pistols with Batman and Joker style ornaments, but the gadgets are unlike anything seen before in this genre. Glider kits allow you to hover after jumping off high points or ride up open ventilation shafts and then dive bomb onto unsuspecting foes and your grappling hook can have you racing across an entire level in no time if you get the right vantage point. Roller skates give you a huge speed boost and let you trick off ramps and spring boots give you twice as much jumping power.

All this flair and polish though can also be seen as a distraction from some of the game’s flaws. Although the levels are very well designed and offer some frantic action, there are only five of them and so it can get repetitive at times knowing you’ll end up at only one of five locations, even if they are some of Gotham’s most iconic in Ace Chemical, Amusement Mile, Crime Alley, Gotham Power, and The Docks.

There are also only three play modes once you go online. First, there is your standard Team Deathmatch with up to six people on a team. Then, there is a mode called Fumigation, which is basically like Capture the Point. You and your team must try to control three special gas emitters and the person who pollutes the atmosphere 100% with their special concoction first wins the match. The final mode is Psychological Warfare and is very much like Capture the Flag. You’re objective is to take a randomly spawned car battery and attached it to a bevy of speakers that will pump negative propaganda into the brains of your enemies. This will render them unable to use their weapons for 30 seconds and the team who can trigger the propaganda the most in a time-limit wins.

So, when you strip away the fancy gadgets and customization features, the game is your standard run-of-the-mill online versus multiplayer shooter, but it handles so well and looks good enough that if you are a fan of the genre then the Batman flair gives you just enough of a difference from the standard fare for these kinds of games to be enjoyable and worth going back to should Monolith continue to support it down the line with some new maps and modes.

SUMMARY: Gotham City Impostors looks and feels great and adds just enough personality to differentiate it from the crowd of similar online multiplayer games.

  • THE GOOD: Looks and feels great and is on par with most online versus shooter multiplayers out there
  • THE BAD: Lack of maps and modes can shorten the experience
  • THE UGLY: Fat guy in a little Joker-coat

SCORE: 8.0

Gotham City Impostors is available on Xbox 360 (XBLA) and PS3 (PSN). Primary version reviewed was on Xbox 360.

Sorry to have missed last week folks, but after a crazy celebration over the New York Giants winning the Super Bowl followed up by a week in Vegas for the 15th annual DICE Awards and I think you all might understand why I couldn’t get around to doing a write-up last week, which is especially sad because it was a very good week for comics. But, the week of February 8th was a very good week as well, especially for Marvel, and so without further ado here is the Pullbox.

1) Marvel – Deadpool #50: Kicking off the first really big event for our favorite Merc with a Mouth, Deadpool #50 starts off the “DEAD” story arc where Deadpool’s obsession with Death has pushed him to the brink (even for him) and so now he is playing his own sick game of chess with X-Force, Daken, The Kingpin, and many others in the Marvel Universe in order to finally fulfill his death wish.

Deadpool has been continually one of the consistently best written Marvel books due to writer Daniel Way writing the entire series up to this point (almost unheard of nowadays) and just when you thought things were going to start drying up and go stale, he kicks off this arc, which looks to shake up what we think of Deadpool in every way imaginable and have us laughing the whole time while he is doing it. Even if remotely a Deadpool fan, pick up this issue as it surely is a sign of big things to come. Or the end of everything. Not really sure which.

2) Marvel – The Incredible Hulk #5: Hulk begins fighting his way through Banner’s island of misfit gamma irradiated animals while Banner deals with his very human enemies on the other side of the island while trying to bring his mad quest to be reunited with the Hulk to an end.

The most shocking thing about this issue was the surprisingly crisp banter between all the characters. And the irradiated monkey poop. Easily the funniest moment of the week because it literally came from nowhere. The best part of this issue though is we finally learn how Hulk and Banner were separated and it was done by none other than Dr. Doom. Once again able to do what no one else in the Marvel Universe could (as is the greatness that is Doom), everything of course comes with a price and so finally it looks as if we are going to get the explosive issue we have been waiting for as Hulk comes face to face with Banner and will likely result in their re-bonding and Doom will call in the favor he earned by separating the two originally.

3) DC – Batman and Robin #6: Robin finally shows his true colors and we find out that he has been playing both Batman and Nobody and Batman tends to be a bit more forgiving of these things, and that’s saying something. 

This story had been drawn out just enough as we learn both a key element of Batman’s past via flashback and Robin endears himself to the audience as we realize he is just a son looking for his father’s acceptance. And in the superhero world, taking down a super villain by yourself would be the logical way to do that I suppose if you’re a 10-year old boy. But Robin is clearly in over his head and that vulnerability all around for the first time from this character I think really keeps him from falling down the Jason Todd path of 25 years ago as fans were starting to get uneasy with the smart mouth brat that is Damian most of the time. It will be interesting how Batman comes in to save the day and it will be even more interesting to see where the book goes from here.

4) DC – The Penguin: Pain and Prejudice #5 (of 5): The Penguin can’t help but resort to his old ways and they finally catch up to him and everything he thought he might have had is once again forcibly ripped away from him. 

This book is great because it helps show off the tragic dimensions of a character like the Penguin as many of the snippets we get where he plays the villain to Batman’s hero play him off mostly one-dimensionally. This book is also a real throwback to how Batman moves and reacts to all the situations around him and panel sequences where he moves silently through the shadows taking down one thug at a time reminds us just how awesome he is in a book that is supposed to be all about the Penguin. A tragic end for this tragic character really drives the point of the mini-series home and was overall a very well written book. If you’re looking for a little more depth from the Penguin for whatever reason, then this is a great series to start with and is highly recommended for all Batman fans.

5) Archie – Mega Man #10: Mega Man’s budding rivalry with Quick Man comes to a head and we start to see the Blue Bomber go a little power mad again as he begins collecting all these new powers. Will Mega Man be able to continue his pursuit of Dr. Wily or will this constant pace finally get the best of him? 

I loved this book because it had a ton of action with more classic Mega Man 2 bosses as Mega Man hits both the halfway point of his boss battles and the halfway point of this story. We also learn a bit of history about the bosses as Flame Man reveals and confirms that he is indeed Fireman 2.0 basically and Quick Man talks about how he is a combination of Gutsman and Bombman. Of course, this pattern will continue for many issues to come hopefully as I can’t wait to see now how Mega Man deals with Airman and the other remaining bosses before dealing with Wily again himself. If you grew up on the Blue Bomber’s video games, there is absolutely no reason not to be reading and loving this monthly right now.

A solid week all around in terms of releases this week, but it was difficult to pick the best of the best as there were a lot of good comics, but not necessarily great comics. Interesting twists abound as plots are further forwarded, so let’s see how by taking a look at this week’s pullbox!

1) IDW – Ghostbusters #5: After saving Ray from the hands of another minion of Gozer, the Ghostbusters are forced to try to get into shape by William Peck to meet the same standards as the NYPD and other civil servants. Meanwhile, as Venkman and Peck trade classic barbs, a new paranormal entity is causing havoc in Schenectady, New York, having possessed an entire amusement park and only the Ghostbusters are qualified for the job.

I can’t praise Erik Burnham enough for being able to capture the humor and absurdity of the situations that we loved seeing in both the movies and cartoons that many of us grew up with in terms of the Ghostbusters. After a brilliant 4-issue story arc to start the series off, I can’t wait to see what he does next as many details about this new ghost are minimal besides the fact that we know it is pretty powerful. Not to mention I love the paranormal files at the back of the book outlining the powers and abilities of the ghosts we’re seeing to give some insight as if we were a part of the team.

2) DC – Batman #5: Batman is trying his best to fight against the mind games of the Court of Owls, but as he remains lost in the ending labyrinth beneath Gotham, the world above can only wonder and worry what happened to their constant protector.

Almost feeling like a filler issue as most of the issue is simply seeing the effects of what the Court of Owl’s mind games are doing to Batman, the tricks used in the book might actually start to screw with the reader as panels start going sideways and upside down and so as you start turning pages, you’re also turning the actual book. A nice way to really help the reader feel just how upside down Batman’s world is becoming. But we’ve seen Batman overcome mind games before, whether with the Batman of Zur-En-Arrh sub-personality or some other mental training exercise he’s been through so again this is why as much as I love most of Scott Snyder’s work on Batman, this is a bit more of a filler issue, no matter how much I love the rotating panels effect.

3) DC – Green Lantern Corps #5: With John Stewart and some other members of the Corps being tortured clear on the other side of the universe, Guy Gardner is rallying the troops on Oa to stage a rescue mission and bring it to the Keepers. And Gardner is calling in the big guns, specifically a group of Lanterns who redefine the term “tenured” and who don’t know how to pull their punches called “The Mean Machine”. But will even this grizzled group of veteran Lanterns be enough to save Lantern Stewart and the rest in time?

I really like how this issue is expanding the Lanterns a bit more and adding a bit more personality to Corps members outside of those from Earth. I also like that it’s getting Guy Gardner back to his no-holds-barred, dirty tricks, all about results roots as he will do anything to save his friends and you have to love that about this character. All in all, this is a really well-written issue as it looks to build up to an explosive confrontation between Guy and his group of semi-rogue Lanterns and the Keepers, whose awesome origin story as a new enemy of the Lantern Corps is also pretty sweet and is revealed this issue.

4) Marvel – Daredevil #8: The second part of a two-issue crossover with Amazing Spider-Man ends here as Black Cat, Spider-Man, and Daredevil hunt down the thieves of some cutting edge hologram technology. But ol’ Hornhead may have bitten off more than he can chew as it becomes a bit more personal with the Cat. But can her motives be trusted and if he can’t or can, I don’t think Daredevil’s radar sense would be able to figure it out anyway.

The personality that Daredevil gives off and the constant making fun of Spider-Man makes this a particularly great issue and sets itself up that Black Cat, at least for the next few issues, will likely be a guest star as the hologram technology only scratches the surface of what could be a larger and more innate plot with Hydra and other evil global organizations. No matter if you’re just getting into Daredevil or have been following this new series since the start though, this book is most likely Marvel’s best written overall monthly and it only continues with this issue.

5) Marvel – Generation Hope #15: After another mission to find one of her “lights”, Hope doesn’t realize she has actually brought the mind-wiped Sebastian Shaw back into the midst of the X-Men and Cyclops is not happy about it. The X-Men must now decide the fate of one of their once greatest enemies as he is a blank slate and looking for refuge in Utopia. Meanwhile, the rest of Hope’s team come head to head with some Morlock refugees who are furious over their second class status even amongst their fellow mutants.

There were a lot of great X-Men books this week, but the banter between Emma Frost and Hope Summers as they argued over the fate of Sebastian Shaw put this over the top for me. Absolutely hysterical as you see things start to come to a head in the Utopia War Room. Throw in the return of the Morlocks who have almost been forgotten about in Utopia and I think this could continue to be the most interesting of the X-books in the near future.

THE BUZZ: The Academy of Interactive Arts and Sciences have officially announced the finalists for the 15th Annual Interactive Achievement Awards.

Over 100 games were played across all platforms by select panels that were dedicated to coming up with the nominees and winners in 26 different gaming related categories. From the music to the controls to the cinematic cut scenes and finally to the coveted Game of the Year Award, every nuance that can make a game great was broken down for this year’s IAAs and will be celebrated when the awards are given out on Thursday, February 9th, during the 2012 DICE Summit in Las Vegas, Nevada.

“Our industry has really outdone itself this year and continues to exceed expectations with its creativity and craftsmanship,” said AIAS President Martin Rae.

Of course, some games were able to rise above others and transcended into multiple categories. Leading the pack were Portal 2 with 10 nominations followed by L.A. Noire’s nine and then six each for Batman: Arkham City, The Elder Scrolls V: Skyrim, and Battlefield 3.

The awards show will once again be hosted this year by actor, comedian, and fellow game enthusiast Jay Mohr.

Some of the nominees and categories are below, but if you’d like the full list, you can click here: 15th Annual IAA’s Full List of Award Nominees

Game of the Year

  • Batman: Arkham City
  • Portal 2
  • The Elder Scrolls V: Skyrim
  • The Legend of Zelda: Skyward Sword
  • Uncharted 3: Drake’s Deception

Outstanding Innovation in Gaming

  • Bastion
  • L.A. Noire
  • Portal 2
  • Skylanders Spyro’s Adventure
  • The Elder Scrolls V: Skyrim

 
Action Game of the Year

  • Battlefield 3
  • Call of Duty: Modern Warfare 3
  • Dead Space 2
  • Gears of War 3
  • Saints Row: The Third

EGM’S TAKE: The IAAs have become like the Oscars of the gaming industry and every year they put on a spectacular show that highlights the year in gaming like no other. It should be interesting to see just how many awards the heavyweights like Portal 2 and Batman: Arkham City come away with though with their multiple nominations.

THE BUZZ: DC Comics has announced that there will be a decent sized shake-up to the 52 title line up in this coming May. Although the number of monthlies they will be putting out there will still be 52, you will see six new comics come in and six of the launch titles get cancelled.

Amongst the new titles will be Grant Morrison picking Batman, Inc. back up. Also, we will see a re-imagining of a cult classic with the new Dial H for Hero, based off a DC comic from the 60s. Earth 2 and Worlds’ Finest will re-open DC’s thoughts on parallel universes, while The Ravagers will have a feel close to the Teen Titans book. And rounding out the new six will be G.I. Combat, a book that is a throwback to the old military and wartime comic books of years gone by.

Getting the axe to make room for these new titles though is Men of War, Static Shock, O.M.A.C., Hawk and Dove, Blackhawks, and Mister Terrific as they will disappear from store shelves after their eighth issues. This has caused some uproar in the African-American comic book reading community as now the only black superhero to seemingly have his own line now will be the Batman, Inc. spin-off Batwing.

EGM’S TAKE: We knew that Batman, Inc. was going to be returning sooner rather than later, especially after that epic recap one-shot to set it up just two weeks ago. And it is no surprise really to see Hawk and Dove and Static Shock to get the axe as they’ve failed once before, long before the New 52 re-launch was ever a possibility. Throw in Mister Terrific, who has always been in more of a support role in everything he’s ever done, it’s no surprise that unless it has a bat symbol on it that the DC Universe just won’t respond to it usually. Now if we can just get word on when Batman Beyond will hopefully come back.