Tag Archive: green lantern


Injustice gets the all-star treatment

When Injustice: Gods Among Us came around for the first time seven months ago, it was hard for me—being the huge DC fanatic that I am—to not immediately fall in love. Not only was it a fantastic fighter that built on developer NetherRealm’s success with the 2011 Mortal Kombat reboot, but it also delivered a story that made perfect sense for the DC Universe, providing plenty of the comic-style moments I’ve always wanted to see in a game like this.

But, looking back, I now realize that first version of Injustice was incomplete. Six new fighters, 60 STAR Labs missions, and a cornucopia of alternate costumes would come later via DLC, but you needed to shell out a few extra dollars for it. Until now.

Injustice: Gods Among Us – Ultimate Edition puts all that extra content on the same disc as the original game. Now, if you’ve already bought the DLC separately, you’re probably kicking yourself—as is often the case when Game of the Year, Ultimate, Ultra, or whatever fancy word you want to slap on a game to signify “the entire package”, finally comes out. Especially since there’s really nothing else on this disc besides the DLC. No new modes or characters, and only a single new costume (Black Adam’s “New 52”, exclusive to the PS4 version). So, I admit that the appeal for original buyers is lacking.

But if you haven’t played Injustice yet, this is also the perfect time to experience what you missed the first time around. Since the game includes several elements from Mortal Kombat, fighting-game fans should quickly pick up on the power meter, the Clash system, and the STAR Labs tribute to MK’s Challenge Tower. The game handles as tightly as it did before, and its unique two-lifebar system is still a fresh addition to a somewhat stale genre. I specifically went out of my way, however, to see if the next-gen version of the game was any different than its current-gen counterpart.

As with most next-gen titles, all the visuals look slightly better than on the current-gen incarnation. In story mode, though, it seems that High Voltage’s scaling/remastering for the PS4 version was a little sloppy. Longer cutscenes—specifically the ones in between chapters—have clearly noticeable lag and screen tearing.

Story mode also takes advantage of the PS4’s touchpad. While it’s optional—you can use button presses just like in the current-gen versions—the touchpad can be utilized in the various minigames that crop up during the narrative. Though I personally still prefer button presses, I found the touchpad to be surprisingly responsive and accurate while adding a degree of freshness and challenge to something familiar.

Not surprising—but very welcome—is the huge cutdown on load times. You could go make a sandwich while bouts loaded on current-gen, but on the PS4, the process is far faster, which is great if you can’t wait to get back into the action.

Something that did shock me a little was how unbalanced some of the DLC characters still felt. It’s not atypical for a DLC character in a fighting game to be a bit off-kilter when they’re first released into the wild, but patches usually fix what couldn’t have been anticipated during testing. Several of the six newcomers felt just a bit off, and I’d either have extra trouble fighting against these foes or an easier time fighting with them—at this point, I’d figured this would’ve been corrected already.

Despite these minor issues, at its core, Injustice: Gods Among Us is still one of the best fighting games you’re likely to get your hands on. Ultimate Edition simply makes whole what we should’ve gotten in the first place. There’s not much here for original Season Pass holders, but newcomers and folks dying to play something on their PS4s won’t be disappointed.

Developer: NetherRealm Studis/High Voltage Software • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 11.15.13
9.5
All the DLC of the original—including costumes and more STAR Labs missions—plus a little nex-gen shine makes a great fighting game even better.
The Good All the DLC of the original game on one disc.
The Bad Could use a bit more balancing.
The Ugly It’s still Solomon Grundy.
Injustice: Gods Among Us – Ultimate Edition is available on Xbox 360, PS3, PS4, PS Vita, and PC. Primary version reviewed was for PS4.

Stop reading my mind, Ed Boon!

I am, admittedly, a creature of habit. I spend 6.8 percent of my day thinking of friends and loved ones, 9.4 percent of my day thinking about what I’m going to eat for lunch and dinner, and the remaining 83.8 percent of my day thinking about comic-book “What Ifs?” Would Bane be able to go toe-to-toe with Solomon Grundy? Could Green Arrow ever stand up to Superman? Could Shazam, Earth’s Mightiest Mortal, strike down Ares? Could Nightwing surpass his teacher and beat down Batman? Now, NetherRealm Studios has provided me with an outlet for my musings that’s so perfect, so tailor-made for geeks like me, that there’s only one possible explanation: Ed Boon is psychic.

Potential clairvoyance aside, Injustice: Gods Among Us looks to answer many of those questions that I ponder daily by taking 24 of the DC Universe’s most infamous heroes and villains and pitting them against each other in a 2.5D fighter. Building off the foundation of NetherRealm’s last outing, the 2011 Mortal Kombat reboot, Injustice offers a bevy of modes that provide more depth than most other fighters in both its single player and multiplayer menus.

Being the massive comic-book fan that I am, I was initially drawn to the single-player story mode. We open with the revelation that the Joker has committed the unthinkable—he’s detonated a nuke in Metropolis, annihilating the entire populace, including everyone that Superman knows and loves. We then follow the fallout from this horrendous incident as Superman is pushed past a line he never knew existed.

The story unfolds across nearly 50 fights and a handful of minigames—ranging from button-prompt challenges and “Test Your Might”-style button-mashing marathons—through a dozen chapters, each marked by the player taking the helm of a new hero or villain. These are linked together then by gorgeous cutscenes that set the stage for a conflict of the most epic proportions, all as Injustice’s story hits notes reminiscent of some of DC’s most thrilling comic arcs from days gone by. And it even finds an interesting way to explain how the likes of the Joker and Batman can so easily go against Superman and Green Lantern.

But the story mode barely even scratches the surface of the depth this game offers. If you’re more an old-school arcade ladder fan, then Battles mode offers you plenty of options. Not only is there a classic mode where you get a short cutscene tailored to each character after you best 10 different enemies, but there are dozens of stipulations you can select from to add to your challenge. Want to face off against the whole roster? How about doing it with a single lifebar? Or maybe you want a series of mirror matches? These are just a few of the plethora of other challenges available in Battles mode and that’ll keep this disc warm in your system for hours.

But wait! There’s even more! Continuing to build off that Mortal Kombat foundation I mentioned earlier, Injustice also includes S.T.A.R. Labs, a spandexed twist on Mortal Kombat‘s popular Challenge Tower mode that provides each individual character with 10 unique missions that offer a variety of gameplay situations that deviate from the standard fighter formula—all while still providing a fun and interesting set of challenge parameters.

And if that weren’t enough, you’ve got the local and online multiplayer, with the online offering not only your standard ranked 1-on-1 scenarios, but also King of the Hill, where you can enter a queue in a room of fighters and watch other matches take place, or Survivor, where your lifebar and character selection carries over in each match.

Now, I know what you’re saying. If you’re a fighting-game fan like me, you know that a game could have a story from the likes of Marv Wolfman or Frank Miller and have 100 modes that are as deep and well thought out as the ones I’ve described in Injustice, but if it doesn’t handle well, it’s all for naught. The gameplay itself has to be there, the combos have to flow smoothly, and the fighting can’t get dull or boring.

This happens to be where Injustice shines like the Brightest Day.

The thing that surprised me the most was the removal of the traditional rounds we see in most other fighters. Taking a page out of the comics Injustice is inspired by, most monumental bouts between superhero and villain heavyweights will just continue non-stop. In order to embody this idea, Injustice gives every fighter two lifebars, with only a small pause in the action signifying someone has lost their first life bar and a new “round” is then starting. I admit, I was skeptical of this gimmick, but after only a few fights, it became a natural part of the conflict for me. The old premise of rounds was almost completely wiped from my memory as new strategies formed to take advantage of this inventive new wrinkle.

After putting several more matches in, I didn’t see, but I felt the combos flowing like Aquaman riding the surf, as it was easier than ever to pull off some ridiculously long hit combinations, especially with quicker characters like Harley Quinn or Nightwing. As anyone who’s been pinned against an invisible arena walls until the match is over knows, though, this isn’t necessarily a good thing. To balance this, there are a couple of new ways to counter or interrupt these combos and give you a chance to deliver your own punishing pounding.

The power meter system, another Mortal Kombat element, returns to allow players to pump up their special attacks. A full meter allows for the amazing, over-the-top specials that decimate opponents when they hit, but it also acts as a currency for moves called Clashes. A Clash is when a player decides to initiate a forced confrontation with his opponent and gambles some of his special meter. Depending on how much you gamble and who initiates the Clash, you can instantly cause huge damage to your opponent or heal a large chunk of your lifebar. These Clashes, when used properly, can very easily turn a match if not careful. Several times, my opponent and I were down to less than half of our last lifebars when one of us hit a Clash, regained a third of our health, and were able to ride this late boost to victory.

The most ingenious additions to the gameplay, though, are the interactive environments. Across 15 different levels—most with multiple transitions to different sections of the world—you can interact with the background and drop surprisingly powerful attacks on your opponents that take advantage of your particular character’s natural abilities. Get backed into a corner as Bane? A quick tap of the right bumper will have him pick up a car and smash it over your opponent. Should you be playing as the Flash, though, you’ll simply jump off the car to then get behind your opponent and put them in the corner. Laser cannons, chandeliers, statues, robots, jet engines, and anything else you come across can be used to turn the tide of battle and I still haven’t found them all after literally pouring nearly 30 hours into the game.

When all is said and done, Injustice: Gods Among Us isn’t just another fighting game. It’s the ultimate in fan service and an unmistakable labor of love. This is the kind of game DC fans have been dreaming of seeing their heroes in for a long time. On top of the stellar gameplay and cornucopia of modes, there’s a treasure trove full of unlockables, amazing graphics, and superb audio, with a voice cast pulled from the annals of DC Animation’s greats—even if not all of them are in their traditional roles (i.e., Phil LaMarr as Aquaman). And the only knocks against this entire experience are minor. The load times are obnoxiously long and frequent between each battle, but even that can be forgiven when you see what you can do in the levels and how smooth every single fight is once it starts. A few character move sets have shades of Mortal Kombat leak through like Batman/Scorpion, Raven/Ermac, and Killer Frost/Sub-Zero, but everyone else seems truly and wholly original. And I wish the mirror match clones were more easily discernible as they look exactly the same as you do. I’m really nitpicking there, though. I can’t stress enough how polished this game is in nearly every facet. This is a satisfying, must-have gaming experience on every level.

Developer: NetherRealm Studios • Publisher: Warner Bros. Int. Ent. • ESRB: T – Teen • Release Date: 04.16.13
9.5
One of the best all-around fighting experiences you’re likely to find—and fans of both DC Comics and Mortal Kombat-style fighters will be blown away by this high-quality brawler of epic proportions.
The Good A story worthy of the comics, near-flawless mechanics, and enough collectibles to make this one of the deepest fighters you’ll ever see.
The Bad Obnoxiously long and frequent load times.
The Ugly Solomon Grundy takes the cake here.
Injustice: Gods Among Us is available on Xbox 360, PS3, and Wii U. Primary version reviewed was for Xbox 360.

It’s been a long time coming folks, but I’ve finally gotten ahead of my backlog of comics and so I’m thrilled to finally present to you another Pullbox! The Marvel NOW! Initiative is under way (a clear reaction to the New 52, but at least the continuity has remained the same), and with it comes a flurry of new directions, writers, artists, and team-ups for our favorite heroes. DC meanwhile has a pair of smaller events under way with “Death of the Family” in Batman and “Rise of the Third Army” with Green Lantern. But most excitedly may be the start of a new limited run of origin stories from IDW based on the Borderlands video games! With that, here is this week’s Pullbox!

IDW – Borderlands: Origins #1: “Roland” – Everyone knows how much of a bad ass Roland from the first Borderlands game is, but little is known about his time as a Crimson Lance soldier with The Atlas Corporation. This story takes a look at just how he fell out of Atlas’s grace and what happened that turned this supreme soldier into a Vault Hunter.

Written by Gearbox Software Creative Guru Mikey Neumann, this first of four origin stories does a great job of expanding the Borderlands universe even further and holds a special place in my heart because I played my first playthrough of the original Borderlands as Roland. The only thing this comic lacked was how Roland acquires his patented turret. Otherwise, fans of the series will not be disappointed by both the tremendous art stylings of Augustin Padilla and how Mikey begins to further flesh out the characters that started it all for this fan-favorite shooter franchise. Great story, great action, great art makes this an easy addition to anyone’s Pullbox this week!

Marvel – X-Men Legacy #1 – Legion, one of the most powerful mutants on the planet and Professor Xavier’s prodigal son finally shows his face again. While the Avengers and X-Men fought over the Phoenix Force, Legion continued to fight his own personal demons in the Himalayas. With the aid of an old friend of his dad’s, Legion constructs a psychic prison that keeps his most malevolent personalities at bay. But when Legion is overwhelmed by the psychic outburst that occurs when his dad is killed by Cyclops, there is a prison break.

Legion has become one of the most interesting characters in the Marvel Universe over the past few years as the shades of gray become even more vague with him as he slips further and further into himself. To continue to see the ramifications, however, of Professor Xavier’s death and tie it directly into him makes this a storyline to watch. I can’t wait to see where Legion goes from here and I’m thrilled that he is being brought back after sitting out the Avengers vs. X-Men event. A strong start to this relaunched title, no doubt.

Marvel – All-New X-Men #1 – New mutants are popping up all over the world and Cyclops is trying to outrace Wolverine’s Jean Grey School in terms of recruiting them. Meanwhile, Beast is facing a terminal illness on his own as he refuses to share the burden with his friends and so before he leaves this plane of existence, he needs to make things right with Cyclops. Not necessarily the one of the current time, however.

This issue got off to such a strong start with Beast’s illness and Cyclops recruiting new mutants left and right. Then Brian Michael Bendis decided to send Beast back in time. Just because. There is nothing I hate more than time travel as a mechanic to kick off a new book because you are just trying to set a tone for why people should read this and time travel always ends up confusing people. Time travel and parallel universes are the two things that need to be held off of more often because they can end up with so many ramifications and therefore should be saved for major events. It even led to a confusing first-issue cover with the original five X-Men that almost made me want to pass up this book. Issue #1 and Bendis is already jumping the shark. Damn him and his time travel.

DC – Batman #14 – Alfred has been abducted and Commissioner Gordon is next on the Joker’s list as he wishes to remove all distractions from Batman’s life in order to harden him into the person he once was. To do this, Joker has finally deduced who the people are under the masks and is re-enacting all his first crimes with Batman, but out of order to keep the Dark Knight on his toes.

This is the best story in comics right now. After lying dormant for a year, the Joker has returned with the ultimate scheme. And for once it has purpose that even we can understand. Not only to hurt the people of Gotham randomly, but to drive a stake through Batman’s heart in the process by eliminating all those around him. You can’t stop turning the page to see what the Joker does next and how he will inventively eliminate his targets. Not only is he forcing Batman back to the way he once was, he’s also changing himself by ostracizing Harley and riding this scheme out solo. I look forward to every one of these chapters each week and get giddy just thinking about what I may read in each one. A must read for sure.

DC – Green Lantern Corps #14 – Guy Gardner and his troops fail to overcome the Third Army soldiers with only Gardner escaping the unfortunate fate of assimilation. The Guardians quickly change their plan, however, and turn this minor setback still into a victory by then revoking Gardner’s ring and sending him back to Earth. With only two original Earth Lanterns of Sector 2814 left, The Third Army may be poised to carry out the Guardians’ mission of complete and total emotional annihilation.

This story is moving along at a snail’s pace right now as each issue is the slow, methodical elimination of the main Lantern threats for the Guardians. It is setting itself up so that once the action does start, it’ll be hot and heavy, but as it is all this table setting is starting to bore me. Stay with this a few more issues folks to see if it starts to get good, but if The Third Army ends up leaving a sour taste in my mouth like the Blackest Night and Brightest Day events, this could be the end of my following the Green Lantern books. Step on the gas with this one DC!

Sorry to have missed the past couple of weeks folks. Lots of various fall preview events have pulled us, the EGM Staff, into a dozen different directions and so certain things had to be sacrificed. But we are back this week and have a brand new Pullbox ready to go!

IDW – Teenage Mutant Ninja Turtles #14 – Raphael is taught an important lesson about his temper as Casey Jones and April O’Neil are officially welcomed into the family. Meanwhile, Baxter Stockman begins to learn just how deep General Krang’s resources go and the Shredder begins to hatch his latest scheme in the hopes of finding someone to replace Karai as his number two!

The big reveal this issue that propelled TMNT #14 into my top spot this week is in the picture directly above this entry. Yes, the creation of the Technodrome is underway and with it means the likelihood that Shredder and Krang will finally form their partnership sooner rather than later. Also, with Shredder ready to make a move, the action will likely start to pick up again as this issue’s main focus was Raphael’s needed lesson in anger management. All told though, Kevin Eastman hasn’t lost it as this remains one of the best-written comics on the market today and should appeal to TMNT fans new and old alike.

Marvel – Wolverine and the X-Men #17 – It’s the issue we’ve all been waiting for. Nevermind AvX, this is much more monumental to the X-Men universe. Finally, we have explained to us what the heck Doop’s job is at Wolverine’s academy!

Taking a short break from the AvX event for a more light-hearted moment, this issue shows us that Doop is indeed an X-Man and more than pulls his weight around the academy, even if no one but Wolverine sees it. Just seeing what Wolverine needed to do to recruit Doop though will have you cracking up, and when you see how much of a ladies man he is, you might just fall on the floor. A well-written issue that was a much-needed change of pace from the seriousness of the AvX event and its upcoming fallout, this is a great one-off story to get into this series.

Marvel – X-Men Legacy #274 – A lot has been going on in the world of the X-Men and now more than ever, mutants are hated and despised because of the acts of Cyclops and the rest of the Phoenix Five. But Rogue is a hero. And so she keeps on doing heroic things. But it’s not easy to be heroic when Magneto comes to her in the middle of a train wreck and starts pouring his heart out to her.

Nice to see this little lover’s spat finally get resolved, even if it wasn’t in the way we expected. This loose end needed to be taken care of for a while and this one-off story does that while also waiting for the rest of the AvX books to wrap up. It also features several great shots of Magneto (one is above) and a lot of great art in general for such a simple story so kudos to  David Baldeon (penciler), Jordi Tarragona (inker), and Rachelle Rosenberg (colorist) for the style that drips off this book.

DC – Batman: The Dark Knight #0 – Continuing the DC series of Zero Issues that tell more elaborate back stories of some of our favorite heroes, this tale of Batman looks at what he does when he learns that Joe Chill is the man who killed his parents and wants to know why.

More so than any other of the Zero Issues from DC, the Batman ones I think have been the best because they’ve only added slight twists to the classic tale or told never before heard stories of Batman in the early days involving his training and whatnot. This one with Joe Chill was particularly interesting because it turns Joe Chill from a low-ranking mob hitman into nothing more than a common mugger looking for his next score. Same basic premise, but it adds an interesting twist to the character as Batman learns the hard way that there are just bad people in the world on all levels of the social ladder. A solid read for all Batman fans if you can get past the fact that yes, we have heard this one before.

DC – Red Lanterns #0 – The birth of Atrocitus, the Rise of the Manhunters, the creation of the Green Lanterns, and the spawning of the Red Lanterns is detailed in another continuation of the Zero Issues from DC.

Another story we’ve heard before, but with more detail and another twist as we finally learn just how it is Atrocitus was able to survive while the rest of his planet in Sector 666 got turned to ash. Great art, especially if you love the color red, and a chilling tale of how Atrocitus watched his family burn around him and how he rose up to hate the Guardians more than anything else in the universe. I especially loved the design of the Manhunters and the sequence when they started annihilating everyone in their way. A solid read if you’re a fan of the Red Lanterns or even Green Lantern for that matter, but again, a story we’ve heard before, just with more details now.

A bit late this week. Clearly must still be recovering from the trip to Gamescom. Either way, after catching up from the missed week before, we ready for another edition of the Pullbox!

Marvel – Secret Avengers #30 – Many of the villains of the Marvel Universe start to get wise to Venom’s act and soon what seemed like an easy snatch ‘n’ grab turns into all out mayhem! And with it, Taskmaster bolts for Max Fury with the Third Crown. Lucky for them, it seems the completed Crown will not work on the head of a Life Model Decoy. That doesn’t mean the Secret Avengers are out of the woods yet though…

Tons of action, great banter between Venom and Taskmaster and later Hawkeye and Vengeance, and a cliffhanger that sets up this story arc possibly coming to an end soon. If it doesn’t end soon, you can expect a lot more conflict and action in the coming issues as it looks like some of the Secret Avengers are falling under the power of the crown. And it’s interesting how once again, being just a robot, how Max Fury is left all alone. If you haven’t been reading Secret Avengers, now is not the time to jump in, with such a convoluted story line, but if you have, keep going!

Marvel – Astonishing X-Men #53 – After being blown up at Northstar’s wedding, Wolverine starts to put himself back together and Beast helps this small team of X-Men figure out who has Karma, who put her up to this, and just what they’re going to do about it. And Northstar is none too happy about having his wedding crashed by exploding nanobots.

I think the best part of this comic was that we are really starting to see how far Iceman’s powers go. For a long time he was considered an Omega level mutant who was only held back by his own inhibitions and lack of imagination. In this book, as we have in a lot of other recent X-Men stories with Iceman, we see just how far he is able to push himself as he’s split up his consciousness, pulled himself back together from almost nothingness, and in this issue created an absolute monstrous ice creature. The rest of the issue though was rather lackluster, but hints at something larger as it looks like yet another new X-Men villain is in the business of existing simply to make their lives miserable and prove they are not as special as they think.

DC – Batman Incorporated #3 – In order to see just how far Leviathan has permeated the power structure of Gotham, Batman dusts off an old disguise, fan-favorite Matches Malone, to see if he can’t stir up some trouble in Gotham’s underbelly and get a few snitches to point him in the right direction. Unknown to him though, the snitches might be in Leviathan’s pocket, too.

Bringing this long-time alias back to life, after the real Matches Malone was killed by the Ventriloquist some time ago, and having Malone’s new crew being other members of Batman, Inc. was just a stroke of genius by Morrison. And he needed it considering how much momentum this book lost in the launch of the New 52. Finally though it seems to be back on track. And the idea of Robin having his own second identity now, although a bit too early in his life for my liking, was a nice touch as now everyone who has ever worn the yellow cape has matured into something more. And keeping with the red theme that now permeates Nightwing’s costume to match Red Hood and Red Robin, Damian decided to do the same as his new moniker is Redbird. What this means in the future, we will have to wait and see, but at the very least after ‘Matches’ stumbled into a Leviathan trap, I think he’ll be happy to have Redbird around next issue. 

DC – Green Lantern: New Guardians #12 – After finally realizing who has been pulling the strings of members of each lantern corps, Kyle and the others must band together to stop Invictus once and for all before he brings chaos to every star system in his path. But will the secret that Sayd has kept for so long also drive this group apart once their mission is accomplished?

Honestly, for what was supposed to be an epic final battle with Invictus, this issue felt flat in a lot of ways and was more about the upcoming drama within the Green Lantern Corps as Invictus folded like a house of cards after the Lanterns figured out what his power source was. It was also mostly about how no one in this New Guardians Group could trust one another, even after all they had been through and Kyle is left there twiddling his thumbs. The only interesting thing this issue brings up is the corruptions amongst the Guardians and how Kyle will fit into that picture as the fabled ‘Third Army’ that has been built up over the last few months will finally come to fruition in the next couple of issues. 

IDW – Teenage Mutant Ninja Turtles #13 – The Turtles are still rattled after nearly losing Splinter to the hands of the Shredder and even Splinter himself isn’t the same. But when Casey Jones stumbles into the sewers, beaten and bloodied once again by his father, Raphael has enough and goes out to wreak vengeance on the old drunk. Splinter feels this is a perfect time to teach his son a lesson of ninjitsu though. Meanwhile, the Shredder realizes that Karai is not fit to serve him as his second-in-command, even though we find out that she was the one who resurrected Shredder, her grandfather. We also see Krang finally show off his true form, that of a living brain!

Even though Shredder and Krang were two short asides for the main part of this story, this is obviously setting up the team-up that fans of the 80s cartoon have been waiting for. Shredder needs a new second-in-command, Krang needs someone more competent than Baxter Stockman. The ending to this book was shocking though and makes me wonder just how dark Kevin Eastman will take his original characters in the next issue as Splinter is definitely different after his encounter after his old nemesis. If you haven’t been getting Teenage Mutant Ninja Turtles yet, now is a great time to get on board as it looks like business is about to pick up!

An absolutely massive week made this Pullbox a little harder than normal as it seemed comics were coming from everywhere! Marvel, DC, and a cavalcade of indie stuff was successfully sifted through though and now we have this week’s Pullbox!

IDW – Ghostbusters #11 – The Ghostbusters continue their tour across America, battling pesky poltergeists all over the country, and this time they end up in Roswell, New Mexico on behalf of that state’s governor to take on a whole slew of alien ghosts!

Still probably my favorite monthly book that I’m picking up, Ghostsbusters does a brilliant job of coming up with new and interesting foes for the Ghostbusters to face while maintaining the humor that made the movies such classics. I literally can’t remember the last time I laughed out loud at a comic book before this monthly started almost a year ago. The best part of each book though is they are so easy to just jump right into because if you’re reading this book, you likely already know all the major players and what is going to be involved. I honestly hope writer Erik Burnham can continue the hysterical momentum he has going with this book as I continue to look forward to it each and every month.

DC – Batman: The Dark Knight #11 – Commissioner Gordon has been abducted by the Scarecrow and Batman is hot on his trail after finding traces of a variant to the Scarecrow’s infamous ‘Fear Toxin’. The Dark Knight though stumbles right into a trap laid out by the villain and ends up with a dose of this new toxin himself!

While reading this book, I was a little worried that, like with Mr. Freeze, they might be twisting The Scarecrow’s origin as well, and unfortunately I was right as it seems Jonathan Crane had a father who liked fear more than the boy ever did. At the very least, he is still the villain he always seems to have been, just crazier and with ‘Fear Toxin’ being in the BatComputer database, we at least know Batman should be more than aware of this new look Dr. Crane’s potential. Seeing where this rather generic, at least up to this point, Scarecrow story goes from here though should be interesting as this book tried to pull itself from the doldrums towards the end.

DC – Green Lantern #11 – After saving Sinestro from the Indigo Tribe and reformatting his ring, Hal Jordan wants to start enacting a plan to save the Guardians of the Universe…from themselves. Sinestro though points out that in Jordan’s haste to save him, he let Black Hand escape and in his mind, that is a far greater threat at the moment. So the unlikely duo travel to Sinestro’s secret layer where he hides the Book of Black in the hopes it will give them insight to both their problems.

I admit that I’m starting to tire of the world’s worst buddy movie pairing in Sinestro and Hal Jordan and long for this ‘Third Army’ arc that clearly looms on the horizon. Where exactly the relationship between Hal and Sinestro is heading, I have no idea, but I sure hope it gets there soon as I’m a little sick of it. At the very least, the re-introduction of Black Hand as a villain and his ability to re-animate the dead should prove a worthy adversary for the Green Lanterns for the time being and is the only thing keeping me interested in this book at the moment.

Marvel – Secret Avengers #29 – Max Fury, the evil clone of Nick Fury, has succeeded in putting together a hive of scum and villainy that would make Mos Eisley cower away. With many of the Marvel’s major and B-list villains congregated in one place, the Secret Avengers have their work cut out for them, especially as whatever it is this new Masters of Evil is planning could spell doom for the world as we know it.

It’s nice to see Secret Avengers get away from the AvX event and get back to the story that was being told before all that nonsense started. Unfortunately, it was such a convoluted storyline to begin with that if you’re like me, you can barely remember what happened a few months ago and how everyone is connected. All we really need to know though is the world is in trouble, Ant-Man is a traitor, and Venom and Taskmaster are gearing up for a battle of epic proportions next issue. And honestly, Venom seems to be the only interesting character in this bunch now as Cap and Beast are still dealing with AvX so the more he is featured the better. His little ‘disguise’ was absolutely brilliant as well and made a relatively boring book somewhat interesting as a whole.

Marvel – X-Treme X-Men #1 – After returning home from a parallel dimension where X-Men were sacrificed to keep the planet powered, Cyclops was looking for a way back to help those he left behind. Meanwhile, three alternate universe X-Men in the forms of a youthful Nightcrawler and Emma Frost, and a grizzled Wolverine, serve as leaders for this new world and use the psychic abilities of severed Charles Xavier heads to teleport their world into a new dimension with an uninhabited Earth. Teleporting six billion people between dimensions is a little difficult though and it seems they’ve awaken almost a dozen new threats to the multiverse. Now joined by our Earth’s Dazzler and one of the Xavier heads, this odd grouping of multiverse X-Men must save us all!

If you couldn’t tell from the description, this book is out there. Like way out there. There’s even an octopus Charles Xavier. And some of that deals with the fact this feels very much like Exiles did for some time. I don’t know how long this book will last, as these multiverse adventures start to get a little confusing and drive folks away after a while, but it definitely seems to be a lot more fun and upbeat than any other X-book out there right now, even if with entire universes collapsing in one each other. The weird dynamic between characters is entertaining beyond words and with plenty of action promised for future issues, this is a new monthly that, at least through the first issue, has pleasantly surprised me.

DC’s New 52 is really starting to stall and this week wasn’t much better. In fact, there is only one title from DC I felt was worthy to talk about and since there was a very strong Indie push this week, we’re spotlighting two Indies and one DC title. Marvel maintained the course and was solid, but not spectacular in many ways this week. So, without further ado, here is this week’s pullbox!

1) IDW – Teenage Mutant Ninja Turtles #6: A mysterious French parkour ninja is hunted down by the Foot Clan as the Turtles continue to recon this threat. Meanwhile, Baxter Stockman begins to pull out all the stops to help Old Hob catch the Turtles and Splinter and reveals a redesigned blast from the past that should make all TMNT fans jump for joy.

A lot of pieces begin to fall into place for the future of this monthly as the Foot Clan finally reveals itself to the Turtles, Casey Jones and April O’Neil meet for the first time, and Baxter Stockman unveils a new generation of Mousers that look to no longer be the jokes they once were for the Mean, Green, Fighting Machines. If you haven’t been picking up this monthly, now is the perfect time to jump on board because business looks like it is about to pick up.  Kevin Eastman continues to remind us what made the original Turtles great with this series as it balances great humor with superb action on a consistent basis.

2) Comix Tribe – SCAM #1 (of 5): A group of conmen with some extraordinary powers are set up in what was meant to be the heist of their lives. Forced to scatter to the winds after being betrayed by one of their own, they come back together for one more gig in the hopes of sticking it to the man who stuck it to them and still get that legendary heist they were all waiting for.

This comic has everything you want from a first issue and the premise feels like Ocean’s Eleven meets the X-Men as you have a bevy of con-artists with superpowers in Las Vegas. Great art tempered with action, thrills, and a brilliant set-up makes this everything you’d want for $3.99. And amazingly enough, it all comes from one man as Joe Mulvey makes his big debut in comics with a splash. If the rest of this series is anywhere as good as this first issue, Mulvey is going to be a writer/artist to watch in the future in the comics industry for sure.

3) DC – Green Lantern: New Guardians #5: Kyle Rayner and the rest of the lantern color spectrum representatives finally begin to explore the traveling solar system that has revealed itself and are shocked at what they find. Even more surprising though is the reaction the lanterns receive and a new enemy who looks to rise up and make his presence felt by the lantern representatives.

With all the power being wielded between these new lanterns you need a threat that is worthy of them, and a hostile, traveling star system, and its crazy guardian that lives within its sun is a good way to start, so I’m all for a new villain in this case. The big question now though is what will DC actually do with him. This could be when this series really starts to ramp up its action and we finally start to get some answers, but if DC really starts to drag this out, it could get stale fast. One thing is for sure though, this issue is definitely good enough to warrant picking up this month and next month at least to see what happens.

4) Marvel – X-Men Legacy #261: An old foe returns to harass Wolverine and his new school in Westchester as it seems the school has the biggest target in the universe painted on it as they can’t go a week without being threatened with their untimely demise. After harrowing another threat though, Wolverine realizes he may have accidentally shifted that target to Cyclops and Utopia and so now the school has its first official road trip to help out their former teammates.

So as you can tell by the cover, the old foe is of course Exodus and his tremendous psychic abilities always make him an Omega level threat to whomever he should target. The unexpected humor of this issue though was a pleasant surprise as finally after talking Exodus down from his attempted mind wipe of the entire school to force them to unite with Utopia, they then have to follow Exodus as he flies off towards San Francisco to attack Cyclops and his X-Men instead. My only problem with that is that it seems to be bringing the two teams together a bit too soon after they separated so this is a tenuous situation that Marvel needs to handle properly so as not to undo everything that has been done in recent months.

5) Marvel – Astonishing X-Men #46: Cyclops takes on the mantle of leader once again as he and his multi-verse team finally learn that the Savior is his universe’s Charles Xavier. With some interesting drama between Cyclops and the multi-verse Wolverine, all out action then breaks out as they begin their attack on Savior’s tower in the hopes of escaping back to their own realities. 

The action is really the highlight of this issue as it builds to an interesting conclusion as Savior uses the services of Storm and a few other X-Men that he employs in his service to try to hold Cyclops, Wolverine, Emma Frost, Nightcrawler, and Shadowcat back to continue to power his universe’s bio-force. If you haven’t been reading this comic, now might not be the time to jump in as it’s the middle of a very deep story arc, but this continues a great run that Astonishing X-Men has been on since its inception (minus a random gap between issues about a year ago).

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: In an interview with Peter Nowak of Canadian Business, Warner Bros.’ new Montreal studio’s head Martin Carrier and VP/Executive Producer Reid Schneider let loose that there are plans for more DC Comics inspired games on the way.

“We’re definitely working closely with DC on different titles, yet to be announced. It’s one of the reasons we talk to Geoff Johns and Jim Lee on a regular basis,” said Carrier. “It’s a good time to be working with DC. There’s so much energy going on there. So yeah, we’re in the triple-A space and the casual online space.”

Schneider and Carrier also alluded to these games not being movie tie-ins due to the success of Batman: Arkham Asylum and Arkham City showing that fans want more original stories based in the rich lore of the DCU and not just other media spin-offs.

EGM’S TAKE: Look out EA and Ubisoft, it looks like you’ve got some new gaming neighbors up there in Montreal. It’s no surprise really that Warner Bros. would be looking to devote a large force of employees to working with the DC Comics license considering the potential there and the fact that they’re working with Jim Lee and Geoff Johns, guys who drew and wrote some of the more prolific Batman and Green Lantern stories of the past decade and have moved up the DC management hierarchy, only bodes well for future titles. With plans to double the studio’s 150 employee work force by 2015 as well might mean a lot of work in the near future for these guys, which is good news all around for any and all DC Comics fans.

What games and heroes besides those that are Batman related would you guys like to see? Where does Warner Bros. go with Batman from here? What more for online could they do with the DC brand? Let us know your thoughts with comments below!