Friday, May 28, 2010

Power Girl #12

After missing it at my local comic book store on Wednesday (sold out), I finally managed to pick up a copy at Clockwork Comics by my workplace. Unfortunately, I didn't get to read it just then so I had to wait even longer than usual until I could curl up with one of my favorite books out there. Was it worth it? You bet.

Power Girl is one of those rare comics--it's fun. Too many seem bogged down with that dark, grittiness that I thought we were getting rid of. Instead, like Atomic-Robo (another great book--check it out), PG focused more on the lighter side of being a superhero. That doesn't mean things didn't get serious, which they did, but it took it all in stride and embraced some of the absurdities that the cape crowd has to go through in setting up a personal life and having a very public one.

In this issue, the creative team of Gray, Palmiotti, Conner and Mounts say goodbye by wrapping up all of their plot threads and explore some of the little things in PG's universe. It opens with a borderline-softcore scene with Terra where they bond and then follows PG as she interacts with most of the supporting cast, be they heroes or villains, like Vartox and the little blackmailing kid. To some, it would simply be the closing up of an arc. To most, it's a bittersweet goodbye as we don't know if we'll see these characters again in their current form once the new creative team takes over. Considering one part of that team is Judd Winick, it seems rather doubtful.

Still, that doesn't change the fact that it's a good issue. We get action, we get humor and we get some good sentimentality and it hits all the right buttons. It's a shame it had to end so soon for us but here's hoping that the next team stays true to the developments in the book that have Kara using her brains more than her brawn to solve problems

Also, I want to lick the artwork. Is that bad?

Saturday, May 22, 2010


It takes a certain kind of movie to take place in basically one room and still keep your interest without flashing all over the place or giving you the inevitable escape. Pontypool is one such movie. It takes place in a radio station where the lead broadcaster is going about his show when disturbing reports of rioting and mobs start to creep in. They are dismissive of it at first, but soon they're drawn into an infectious outbreak that turns people into maniacs and they try to stay on the air and keep the populace informed while learning that they themselves aren't safe and may be helping to spread the disease unknowingly.

I really can't say more without spoiling several key discoveries, but suffice to say, this movie rocks. Like the previously reviewed Dead Air, this movie takes place in a radio station but the great part is that you never leave the room. In Dead Air, they try to keep us interested with action scenes and even a cause for the outbreak. In Pontypool, which takes place in the town of the same name and is based on the book Pontypool Changes Everything, the closest we get to the outside world is the front door, but even then only the characters, not the audience, are allowed to see outside at what the world has devolved into.

The intensity builds from the very start, as we're treated to an oscillation wave of Stephen McHattie's voice and then see him traveling to his job at the radio station in his car. We see the outside of the building and then we're locked in for the duration, and damn if it isn't a fun ride. The tension just keeps getting higher and higher until everything reaches a breaking point and then throws you for another loop. All the while, you're stuck in the same room for the most part and then you get a little bit of the building, but not much more. Great performances all around from the cast help keep this a taut thriller with little in the way of gore, but what it does offer is pretty damn awesome. Check it out.

Tuesday, May 18, 2010

Know Your Enemy

Looks like Magic has a new game style coming out this summer. It's called Archenemy and it looks awesome. Why? I dunno. I just like the idea that you have people banding together against a common foe. It's like the Justice League or something. Basically, you end up with the Archenemy, who gets new cards called schemes that he plays that gives him an edge over all of the regular players which he plays in addition to his regular cards. These cards can affect one player, the Archenemy or all players or cause a rift amongst them. It's pretty cool. I hope we can get some games in of it. Mixmaster says it's kind of like Planechase, in a way, with the cards. I'll have to check that out too. Get your decks ready!

Tuesday, May 04, 2010

Custom Concerns

I really don't like it when I have a custom planned, but can't find the base figure even though I know it's in my collection. I swear, if anyone can find my snake eyes figure from the 25th anniversary collection, let me know. I really don't want to use my Paris Pursuit one as he's all kinds of awesome and the coat really doesn't work for the stop motion I plan on using him for. Argghhh.