Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

To Go (Unknown Armies) Review

To Go (Unknown Armies)
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To Go (Unknown Armies) ReviewIt's rare that I come across a role-playing game that expands my mind like Unknown Armies has. It's even more rare to find a prepackaged adventure or campaign for any RPG that can blow your mind as much as the RPG itself does. To Go is a full campaign for Unknown Armies that sticks the dynamite right in at the base of your brain and twists the detonator.
What's it about? Here's the back cover blurb:
"For a decade, the occult conspiracy known as Mak Attax has been infusing America with magickal power, one super-size fast-food meal at a time. Now the symbolic batteries of the nation are charged up and crackling. The seven chakras of the American body politic have come alive, and the great kundalini serpent is winding its way across the landscape. The lords of the occult underground are riding its tail, fighting for a prize so big nobody even knows what it is. And this is no mere street saga. All the heavy hitters are stepping up to the plate, while the ascended archetypes of the Invisible Clergy choose sides and dispatch their avatars to the front lines. The stakes have never been higher and when the dust settles, your cabal of mystic high-rollers will cast the dice."
Basically, To Go is a road movie and all that it entails. The PCs go chasing after the kundalini spirit from coast to coast, with episodes in seven cities along the way. Each city symbolizes (as a chakra point) some element of America so the events that take place in those cities tend to be metaphors. This is sometimes subtle (in the episode dealing with justice) or gaudy (in the episode dealing with luck and fortune). The thematic connections between the events and the locations they take place in is a really nice touch.
The overall feel of To Go reminded me a lot of Neil Gaiman's American Gods in theme and tone. There are also a good deal of gonzo Hunter S. Thompson moments as well. I like the kitschy feel the campaign lends itself to. I can easily imagine the PCs in road trip mode, driving across the Nevada desert in a beat up old sky-blue Chevy, listening to some static-y easy listening station on the radio. The spaces between the main episodes in the cities a GM can fill with his own ideas, and once you start grooving on the riffs the campaign itself is laying down, you can come up with some really whack scenarios to lay on your PCs. Driving across the U.S. can be a very surreal experience!
The opportunities for role-playing in the campaign are numerous and sometimes quite involved. There is plenty for good group of players to chew on. All the major NPCs are well developed with real motivations and goals. Even the minor NPCs provide good characterizations. One thing I like about the characters in Unknown Armies scenarios is, when they're crazy, they're really crazy. Some of the characters in To Go are pretty funny (despite being dangerous lunatics). This fits well with the sort of black comedy you often seem to find in Unknown Armies scenarios.
There are a couple of set piece action scenes, but this isn't Feng Shui and I wouldn't try to play it that way. If your players are taking the Unknown Armies approach to violence seriously (that is, try to avoid a fight) they'll probably come through unscathed (though a couple of times, you just gotta do what you gotta do). But really, this campaign is all about the role-playing and the bulk of the episodes give the PCs plenty of tough choices and interesting moral questions.
Another thing I like about this book is the art. There isn't a lot, only one full-page piece per chapter. But each picture is a snapshot of events in the chapter. The done in a clean, comic book style, that is both detailed and efficient. What I like about it is the pictures follow four "PCs" through the campaign - a big bald tough guy, a sort of skateboard chick, a guy in a suit, and an old granny. As the campaign develops, so do these characters (in the pictures). By the last picture, a couple of them are bandaged from injuries taken earlier in the campaign. The diversity of the characters suggests the comedy inherent in the kind of cabal of characters likely to get involved in an Unknown Armies campaign. Very effective artwork if you ask me.
I can't find too much wrong with this campaign. Maybe I'm biased. Having written something like this myself, I know how hard it is to write a full campaign for publication. Perhaps the only fault could be the railroading necessary to all prepackaged campaigns. In To Go, the plot rails aren't so rigid anyway, and Stolze gets away with it mostly by simply setting scenes and goals for the characters and letting everyone go to it, then figuring out the results afterwards. This is not a campaign for beginning GMs. Given the kind of leeway the PCs have in resolving events in this campaign, the GM had better be able to deal with the unexpected.
The other sticking point might be the power level. To Go is written for the "cosmic" level of play, and assumes the PCs (and thus the players) are familiar with the way things work in the Unknown Armies world. Actually I don't think this is such a problem for a crew of smart players who are into UA, but it could present a bit of a learning curve to newbies (though zooming around that curve could be fun!)
I hate Greg Stolze because he's so damned good! I want to write like him! He catches the essence of the UA game world and puts it all into this campaign. To Go is a real gem and I'm looking forward to running it.To Go (Unknown Armies) OverviewFor a decade, the occult conspiracy known as Mak Attax has been infusing America with magickal power, one super-size fast-food meal at a time. Now the symbolic batteries of the nation are charged up and crackling. The seven chakras of the American body politic have come alive, and the great kundalini serpent is winding its way across the landscape. The lords of the occult underground are riding its tail, fighting for a prize so big nobody even knows what it is. And this is no mere street saga. All the heavy hitters are stepping up to the plate, while the ascended archetypes of the Invisible Clergy choose sides and dispatch their avatars to the front lines. The stakes have never been higher and when the dust settles, your cabal of mystic high-rollers will cast the dice.This massive campaign packs more action, adventure, horror, and mystic intrigue into one book than anything Unknown Armies has done before. It's an epic that takes you through the spiritual power centers of America and beyond, to a final confrontation in a reality like nothing on this globe of earth. What will you risk to change the world?

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Joe R. Lansdale's The Drive-In Review

Joe R. Lansdale's The Drive-In
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Joe R. Lansdale's The Drive-In ReviewThe Adaptation of Joe Lansdale's "The Drive-In" is as much about humanistic horror as it is supernatural. A devious, and visceral lab experiment with humans as the test subjects. A group of young friends in Texas decide to spend an evening at the Orbit drive-in movie theater to see an all night long horror film festival with movies like "Evil Dead", "Dawn of the Dead", "Texas Chainsaw Massacre", and more, but the terror will soon turn all too real. Best friends Jack and Bob, along with sheepish Randy, and tough biker Willard think they're in for a long evening of horror classics and beer when the appearance of a meteor changes everything. Suddenly the four friends find themselves trapped in the drive-in with hundreds of other customers by an otherworldly force. They are virtually cut off from the rest of the world by a darkened sky and an impenetrable wall which virtually melts anyone who tries to leave.
Without any means of calling for help, and dwindling food supplies from the concession stand, it is the reactions of the captives that provide the true horror. Some rage forth to try and takeover the concession stand for themselves, others decide that end of the world sex is the way to go, while a fundamentalist Christian movement starts up preaching the way of God. Jack retreats into a shell and has to be pulled out of his self-imposed isolation by Bob who has a hidden stash of food in his car. Meanwhile Willard and Randy's relationship soon turns grossly symbiotic. The pair takes over the concession stand and are struck by a bolt of lightening which should have killed them both. Instead, the pair's bodies have become virtually fused together in a twisted, corroded form that now calls itself the Popcorn King. This demonic dark lord soon has most of the residents worshipping him as a God, even as he feasts upon their bodies. Bob & Jack soon realize that they may be the only hope of salvation for the survivors as they hatch a plot to destroy the Popcorn King.
Lansdale's original story is adapted by Christopher Golden who is probably best known for his Buffy the Vampire Slayer novels as well as writer of the Buffy comic for Dark Horse. He is aided greatly by the beautifully chaotic artwork of Andres Guinaldo who captures the drive-in in all its animalistic glory. The true horror isn't the demonic Popcorn King but seeing how humanity quickly degrades in the face of adversity. Typical, and outstanding Lansdale and a fine job by Golden and Guinaldo. The graphic novel also includes an interview with Landsdale.
Reviewed by Tim Janson
Joe R. Lansdale's The Drive-In OverviewWhen a group of friends decided to spend a day at the world's largest Drive-In theater horror fest, they expected to see tons of bloody murders, rampaging madmen, and mayhem - but only on the screen. As a mysterious force traps all the patrons inside the Drive-In, the worst in humanity comes out. Filled with Lansdale's razor whit and black humor, The Drive-In is a darkly humorous masterpiece! Collected here is the complete four issue series with bonus material including a new interview with Lansdale himself about the writing of The Drive-In.

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Escape Of The Living Dead Volume 1 Review

Escape Of The Living Dead Volume 1
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Escape Of The Living Dead Volume 1 ReviewIt is three years after the events portrayed in Night Of The Living Dead. The plague brought a lot of hardship but people are rebuilding their lives. It is then that it is discovered that a rogue government man has been studying the zombies and still has some active. They pull a raid on his lab in the country and try to put a stop to his work.
But the mad scientist was already transporting some zombies to another facility. When thieves break into this truck the zombies are released and their horror begins again. It is in the outskirts of a small town where things come together as a handfull of people discover the zombies are back. They need to fight them off, survive, and get the word out before things get totally out of hand.
There has been a new resurgence of zombie tales in books, movies and comics. This is one of the best I have seen in comics (right up there with The Walking Dead). There was some similarity with Romero's Land of the Dead in that we keep focusing on a specific zombie but otherwise this is fresh and new. The art is pretty good and consistent while the plotting is steady and inevitable. If you are a fan of the original Night of the Living Dead then you will have to check out this sequel from one of its creators.Escape Of The Living Dead Volume 1 OverviewIt is 1971, and it's been three years since the blood soaked night that the dead rose from their graves, attacking and devouring the living. Now, the legacy of that horrific and unexplained event is about to be unleashed once again upon an unsuspecting world. But this time, there may be no escape for those in the terrifying clutches of the cannibalistic living dead! Hidden within the concrete walls of a secret medical research lab, someone has been studying the last remaining undead remnants of the marauding zombie army. Unleashed by the untimely intervention of a group of road weary bikers looking for an easy score, the walking dead renew their gut ripping campaign of terror. As each member of a rural community dies in the grotesque feeding frenzy of the zombies, so does the nightmare army grow as half-eaten victims rise up to join the ranks of the undead. Can anything possibly contain the contagion being spread by the escape of the living dead?

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ALAN MOORE NEONOMICON #2 (OF 4) Review

ALAN MOORE NEONOMICON #2 (OF 4)
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ALAN MOORE NEONOMICON #2 (OF 4) ReviewIn Neonomican No. 2 Alan Moore is at almost self-parody, and if it weren't for the obvious pretentiousness, one would think it was intentional.
The characters don't speak like real people, Their dialogue sounds more like urban intellectuals discussing Lovecraft at a college forum, not cops trying to solve a crime. The dialogue gets excruciating when they disguise themselves as potential cult members in order to infiltrate an H.P. Lovecraft inspired sex-club, that winds up being more.
Of course, no one should be surprised by the inclusion of a rape scene. Moore has rape in almost all his stories, it's like his signatures. Sure, he says he's trying to show the mistreatment of women, but this reads more like a porn, especially the dialogue during the scene. It's unpleasant, but it's more like "sheesh, another Moore rape scene" instead of "oh my god, it's so brutal."
The story itself is essentially a cop vs. murderous cult story. Aside from the cult worshiping Lovecraft's creations, it doesn't deviate too far from other such stories, at least, not so far. I'm sticking through the series, but there's not anything that makes me want to go back and read it.
Wouldn't recommend it.ALAN MOORE NEONOMICON #2 (OF 4) Overview

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Weep (Unknown Armies) Review

Weep (Unknown Armies)
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Weep (Unknown Armies) ReviewI'll be sincere, I wasn't very impressed by Unknown Armies.
Yes, it was a good book and wasn't expensive, but after tons os modern-conspirational-supernatural-horror-RPG, the things that made UA shine didn't justfy all the hype for me.
But the sourcebooks are another matter.
I would call most of them masterpieces and the ones not included at this category, just great.
I would rate Weep in the first category.
It's not just a adventure module but a book full of ideas, inspirations if you mind, that can put a SOUL not just in UA, but in any other similar RPG setting.
If I have any complains about this book is:
* They are so good thay I just can't decide which one use first.
* Now I MUST buy the next UA sourcebook "Ascension of the Magdalene" ;)
Thank you for all the people of Atlas Games.Weep (Unknown Armies) OverviewYOU DID IT.There's no such thing as a safe decision. When the chips are down andyou have to make a choice, somebody's gonna get hurt somehow, andyou're the one they'll blame. All you can do is clutch yourrationalizations to your chest and sprint for glory.Here's six spins on the wheel of destiny:* "Swap Meet" by Rick Neal: The Avatars of the Merchant are ready to deal, if you're ready to pay. * "Garden Full of Weeds" by James Palmer: In the heart of the city, even nightmares live in fear. * "Stoon Lake" and "Drink to That" by Greg Stolze: Can you find the courage to do the wrong thing? * "A Few Of My Favorite Things" by John Tynes: The gun, the bible, and the flag built this nation, but they're tearing it apart. * "The Green Glass Grail" by Chad Underkoffler: This town's got six kinds of trouble, and there's a bullet for every one of 'em.

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Alan Moore's Yuggoth Cultures Review

Alan Moore's Yuggoth Cultures
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Alan Moore's Yuggoth Cultures Review1/3 comic book, 2/3's fictional and non-fictional prose, Yuggoth Cultures comes shambling out of Alan (Watchmen) Moore's mind like one of those terrifying hybrids H.P. Lovecraft was always going on about.
Once upon a time, Moore was going to do a novel/short story cycle based on H.P. Lovecraft's Fungi from Yuggoth* poem cycle. Unfortunately, Moore left the bulk of his stories and notes in a taxi cab, never to be seen again. Years later, Avatar Press collected some of Moore's never-reprinted comics work, some of it Lovecraftian, and rounded it out with adaptations of Moore prose pieces and songs by Antony Johnston; Johnston's own comic-book miniseries Yuggoth Creatures; and several interviews with and articles by Moore. The result is an enjoyable, Lovecraftian hodgepodge.
The essays and interviews give an insight into Moore's creative process in the 1980's, while the more recent material at least sketches in his thoughts on the theory and practice of magic. Johnston's contributions are fairly solid -- he's a good adaptor of Moore's work, and his own miniseries suffers only from a need for greater length and depth. Lovecraftian pastiches generally don't benefit from an overabundance of plot (and Lovecraft himself noted that horrific effect, in his work, had nothing to do with the mechanics of plotting).
The Lovecraftian material is quite enjoyable -- one story, "Recognition", seems like a dry run for Moore's later neo-Lovecraftian horrors The Courtyard and Neonomicon, soon to be collected together by Avatar Press. As kooky as I find Moore's transformation into a practicing wizard, he's eloquent and fascinating on the topic of magic and mythology related to everyday human life (and scientific conceptions of the Fourth Dimension). Some fun Moore shorts from the early 1980's also pop up here, as does a mostly autobiographical epilogue to Moore's epic meditation on Jack the Ripper, From Hell.
I'd recommend this for Moore fans and fans of Lovecraftian Cthulhu material. There is some graphic sex and violence, so be warned.
* 'Yuggoth' was Lovecraft's name for the (former) planet Pluto; the Fungi in question were the Mi-Go, the moth-like sources of the Abominable Snowman myth.Alan Moore's Yuggoth Cultures OverviewYuggoth Cultures and Other Growths features tons of Alan's classic short sequential comic book stories that have been long out of print, stories that have never before been seen and special developmental sections with original script pages and comments from Alan and the creators. This massive volume also has an extensive interview with Moore as he discusses Yuggoth Cultures, the stories inside and some of the amazing tales the lead to their creation as well as the real magic behind the works. As if that wasn't enough, Antony Johnston's work inspired by Yuggoth Cultures and the worlds of H.P. Lovecraft is included and features all-star art by Juan Jose Ryp, Jacen Burrows, Dheeraj Verma and many more along with copious notes on the Lovecraftian origins of the tales.

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Hush Hush (Unknown Armies) Review

Hush Hush (Unknown Armies)
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Hush Hush (Unknown Armies) ReviewUnknown Armies surprises more and more with every release. In the 'core' rulebook I had found the Sleepers to be the least interesting of the occult groups at play. After reading through Hush Hush, they are my favorite. This book is rife with plot and game seeds and introduces some insanely skewed NPCs. UA has such a great mix of pop and sub culture icons that certain elements of the book are noticeably derivative. This does not lead to a mess of regurgitated references but plays off them (see if you can spot the darker twist on Being John Malkovich).
This book gives you great command over how and why the Sleepers operate. They are men in black cleaners of the occult world.
Hush Hush is not without some flaws but is still a great supplement for UA. With Stratosphere, PostModern Magick and now Hush Hush the fertile UA universe is rife for destruction.Hush Hush (Unknown Armies) OverviewIf I die in my sleep, at least I'll know who did it. The Sleepers are the bedtime-story bogeymen of the occult underground. They keep the existence of magick a secret from the mundane world, lest the sleeping tiger wake and devour us all. If you make too much unnatural noise, if you leave witnesses to your workings, or if you just can't shut your pie hole about how you can melt your face on command, the Sleepers will come for you in the deeps of night and tell it you straight: hush hush, little mage, for dead men cast no spells. Listen close and you can hear their secrets: stories of the sleepers, true and otherwise; recruitment, training, and ops; safehouses, personnel, resources, and case files. But keep it to yourself — or else.

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Fevre Dream Review

Fevre Dream
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Fevre Dream ReviewI'm an obsessed horror fan and I read everything I can get my hands on, but oddly enough I don't care for vampire fiction all that much. It's a subject that's been done to death in my opinion and as a rule it kind of bores me. (With some exceptions, of course.) For years, I passed over Martin's FEVRE DREAM, thinking it was just "another vampire novel". But if you are lucky to come across a copy of this novel, don't make the same mistake I did. FEVRE DREAM is far more than just a vampire novel. It is a brilliant novel, period. I was so spellbound by this book, my house could have fallen down around me while I was reading it, and I probably would not have noticed. By the time I turned the last page, it had ranked itself as one of the best novels I have ever read. George R.R. Martin skills as a storyteller are unparalleled. I'm actually jealous of the fantasy and sci fi fans who've had his attention over the years. FEVRE DREAM has all the elements of the great classics of literature: larger than life characters, a perilous journey, and a story that sweeps you away like the river it is set upon... In a nutshell, it is a tale of vampires clashing on a steamboat in the 1850's. Two "bloodmasters", Joshua York and Damon Julian, are on a collision course of ideals and philosophy, and God help all those who are witness to it. The river will run with blood before it is all over... I'll never forget the cast of characters: the cruel and sick Sour Billy, the beloved curmudgeon Cap'n Abner Marsh, Hairy Mike Dunn, Joshua York, or Tobey the cook. I have never used the word "masterpiece" in a book review, but this book merits the term. Highest recommendation. You'll never forget this book once you turn the last page, I guarantee it.Fevre Dream OverviewWhen struggling riverboat captain Abner Marsh receives an offer of partnership from a wealthy aristocrat, he suspects something's amiss. But when he meets the hauntingly pale, steely-eyed Joshua York, he is certain. For York doesn't care that the icy winter of 1857 has wiped out all but one of Marsh's dilapidated fleet. Nor does he care that he won't earn back his investment in a decade. York has his own reasons for wanting to traverse the powerful Mississippi. And they are to be none of Marsh's concern—no matter how bizarre, arbitrary, or capricious his actions may prove. Marsh meant to turn down York's offer. It was too full of secrets that spelled danger. But the promise of both gold and a grand new boat that could make history crushed his resolve—coupled with the terrible force of York's mesmerizing gaze. Not until the maiden voyage of his new sidewheeler Fevre Dream would Marsh realize he had joined a mission both more sinister, and perhaps more noble, than his most fantastic nightmare...and mankind's most impossible dream.Here is the spellbinding tale of a vampire's quest to unite his race with humanity, of a garrulous riverman's dream of immortality, and of the undying legends of the steamboat era and a majestic, ancient river.

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Warren Ellis' Strange Killings: Strong Medicine Review

Warren Ellis' Strange Killings: Strong Medicine
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Warren Ellis' Strange Killings: Strong Medicine ReviewIn Strange Killing : Strong Medicine, Combat Magician William Gravel is back again. He manages to get out of the craphole he is stuck living in while in the USA, and gets back to England. Things are not so cosy for long, as he gets involved with a case of voodoo and some truly horrible things being done to young children for power.Warren Ellis' Strange Killings: Strong Medicine OverviewWilliam Gravel is back, and neck deep in bad juju! Finally free of his exile to the United States, the combat magician returns to his London home. However, before he can even settle in, he finds himself at the center of an investigation involving a horrific act of child mutilation. The child's murder was very specific, part of a ritual designed to acquire and harness powerful magic. If Gravel can't stop the black magic responsible, many more children will die to create a madman with very strong medicine...

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Shadrach in the Furnace (Bison Frontiers of Imagination) Review

Shadrach in the Furnace (Bison Frontiers of Imagination)
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Shadrach in the Furnace (Bison Frontiers of Imagination) ReviewThis is really a review of both volumes One and Two, which belong together, although each one is long enough that a single book would be unwieldy.
There are five novellas collected here, three in the first volume and two in the second, that make up the episodic story of Kirth Gerson, who has devoted his life to revenge on the five Demon Princes, who are galactic super-criminals, for a massacre they all cooperated on when he was a child that left him bereft of family, friends, and home. Since then they have all pursued their imaginative evils independently.
Gerson was raised by his grandfather to be a revenge machine. He has perfected the arts of killing in all their variety, and cultivates a bland and harmless appearance so as to pursue, undetected and undeterred, the deaths of these (mostly) men.
But they will not succumb easily. Gerson's greatest weapon is that these enormously clever and ruthless criminals are not aware of him, or of his mission. They are, however, preternaturally vigilant (as befits those extravagantly beyond the law), masters of disguise and misdirection, and playful in ghastly and terrifying ways. They assume they have enemies, and each time Kirth Gerson draws near his quarry the roles of hunter and hunted become less clear.
The premise is gripping, the prose luxuriant and witty, and the action a tasteful mixture of violence and elegant repartee. Vance's inventiveness never flags, and he clearly enjoys the implausible colorful worlds he constructs with so much attention to the details of diet, costume, architecture, and custom. And what could be more appealing than innocence avenged, and dangerous evil decisively defeated?
These stories appeared in the old Galaxy magazine (I think!) back in the sixties, over a period of years. I remember getting hold of new ones in college after having gotten hooked by the first two stories years earlier. So, just as it took Kirth Gerson a long time to fully effect his revenge, it was a long time before we readers had his whole story in hand. But this two-volume collection replaces that years-long suspense with more-or-less instant gratification. The stories are long, but they are all there, in the proper order. It would be cruel indeed to give volume One as a gift without supplying volume Two as well. But Vance's prose is a rich diet, and it's likely that after these books a reader will be ready for some leaner fare for quite some time.Shadrach in the Furnace (Bison Frontiers of Imagination) OverviewIn the twenty-first century, a battered world is ruled by a crafty old tyrant, Genghis II Mao IV Khan. The Khan is ninety-three years old, his life systems sustained by the skill of Mordecai Shadrach, a brilliant young surgeon whose chief function is to replace the Khan's worn-out organs. Within the vast tower-complex, the most advanced equipment is dedicated to three top-priority projects, each designed to keep the Khan immortal. Most sinister of these is Project Avatar, by which the Khan's mind and persona are to be transferred to a younger body.

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Escape Of The Living Dead: Resurrected Review

Escape Of The Living Dead: Resurrected
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Escape Of The Living Dead: Resurrected ReviewEscape of the Living Dead-Resurrected was, I presumed, a continuation of the Escape Of The Living Dead Volume 1. Instead, this book includes everything in that original book plus several new chapters. After purchasing the original probably two years ago I was pretty upset when I opened this book up today after receiving it only to discover that half of it was something I already had. Just be forwarned. You have no need to acquire the other trade paperback by Avatar to get what I am guessing is the complete story up to this point.
This story, which is supposed to be an addendum to the original Night of the Living Dead, takes place a few years after the original zombie plague in western Pennsylvania. A hidden research facility has been experimenting with zombies and some have escaped. Essentially we get to see a repeat of what happened with the movie here. The first story, the one also included in the other book, is reasonably solid and entertaining but the additional chapters, which I will describe as the "hippy" version of a zombie invasion introduces us more thoroughly to "Deadhead" the seemingly intelligent biker zombie who leads the other zombies on a quest to destroy and devour as many people as possible. A group of hippy's bus breaks down near a swamp and suddenly free love has become a free lunch for the undead. Add on top of that a flash flood that has wiped out Johnstown, PA and you get plenty of floating zombies swimming up to take down those trying to survive Mother Nature's wrath as well.
The drawings are okay but the story is not really compelling. There is a tremendous amount of gratuitous nudity, which is not necessarily a turn off but as I said, it was gratuitous. I am not sure I was at all interested in what happened to any of the characters. They were all groovy stoners, dude, which is not a big deal, but that is just it: that is all any of them were. They were stereotypes. Well, except for the fact that all the women had bodies that were perfection and the men all had washboard abs. Lets just say the folks who draw these hippies must have assumed they all had hippy dippy gym memberships and modeling contracts. Far out, dude!
Anyway, as a zombie fan who has really enjoyed the varied graphic contributions out there, I felt compelled to acquire this one. Again, the first part is reasonably entertaining and I gave a review of it back when I bought it. The additional chapters were not all that impressive. I am not sure how gung ho I will be to get the next installment when the put it into trade paperback form.Escape Of The Living Dead: Resurrected OverviewIn 1968, a blood-soaked night of terror began when the dead rose from their graves to devour the living. In the three years since, horrible experiments have taken place deep inside the concrete walls of a secret medical facility. Now, the untimely intervention of unwitting authorities sets free the dea to walk among the living once more. Can anything possibly stop this new, gut-ripping tide of carnage? John Russo, the co-creator of NIGHT OF THE LIVING DEAD, brings his new zombie masterpiece to comics, aided by horror comic legend Mike Wolfer.

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Real Grid Review

Real Grid
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Real Grid ReviewI totally enjoy this book it showed what technology will allow us to do in the future. Let us assume an identity a spend time in a fantasy and escape the mundane real world. I also enjoyed the short stories provided by this author and I look forward to his next work.Real Grid OverviewOne woman's journey through the Singularity.

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Unknown Armies (2nd Edition) Review

Unknown Armies (2nd Edition)
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Unknown Armies (2nd Edition) ReviewUnknown Armies is great. If you are a fan of Tim Powers or Ken Hite, or even know who they are, then you want this book. The various levels the game can take (street, global, or cosmic) add a good twist. My players keep saying: We don't know what that is because you wont let us read ahead! For tone, setting, and over all feel this is a great RPG.
The downside: Unless you have played Unknown Armies 1st Edition, this is a completly new system. The broad possibilites of skill sets are great, if you have people who like making those things up. My group is a mix and so we had some people who were not as happy about that. One of the biggest complaints so far is in the descriptors of levels for madness and skills. Especially the skills. The difference between a 40s Speed Stat (picking one at random here) and a 60s Speed stat is difficult to understand. Number wise its no problem, the descriptions could have been better.
So far thats the main problem, but we are still learning the system. Overall the ideas are great, but some of the mechanics, at least in their descriptions, are a bit disappointing.Unknown Armies (2nd Edition) OverviewWhat will you risk to change the world?The acclaimed RPG of modern occult intrigue returns in a stunning new hardcover edition. Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass!We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know.But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

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Z is for Zombie Review

Z is for Zombie
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Z is for Zombie ReviewGuns & Zombies! The author went balls to the wall with action, guns and zombies. The story moves forward at a lightning fast pace that puts you right into the stress and hardship of real soldiers under duress. A "Must Read" for any fans of zombies.Z is for Zombie OverviewIt's the end of the world as we know it... and nothing is fine.Mack, Skinny, Navarette and El Tee are Echo Squad, soldiers on the frontlines of the zombie war. Faced with an army of zombies that hungers for all flesh to be eaten their tiny group must survive deadly decap zombies and wicked clever roamer zombies in time for an aerial assault that will change the face of the battleground against the living dead.Z is for Zombie is an action-packed gun-porn short story in the world of the living dead.What people are saying about P.D. Hansen,"Watch his website; read his Twitter feed; the man is either borderline insane, a complete glutton for attention, or both.""Philip Hansen's writing is a lot like driving a fire truck. Only the fire truck is on fire, going 130 miles per hour through a hospital zone, being chased by helicopters and ninjas, and the ninjas are all on fire too."

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FLYTRAP Review

FLYTRAP
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FLYTRAP ReviewThis book is almost like the musical little shop of horrors. If you read it, and then watch the movie/musical, you will see. It is a great story!FLYTRAP OverviewFeed me, Seymour. Feed me now!Science Fiction fans Drake and Sandra discover that something with a mind of its own and a taste for flesh has grown out of (and into) their collection of geek toys and books.A demented rose with a thirst for blood and a mind filled with starships, monsters and ray-guns is exploding out into the world......boldly going where no plant has gone before.

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Absolution HC Vol 01 Review

Absolution HC Vol 01
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Absolution HC Vol 01 ReviewAbsolution is a concept we've seen before, but a super-powered spin, some great twists and interesting characters make this graphic novel a must read. The story is familiar: John Dusk, good cop overcome by the horrors and evils he has witnessed, is pushed over the edge and allows a murderer to die. At first overcome by guilt, killing criminals becomes easier and easier, until he gets in over his head and his world crumbles around him.
What sets this tale apart from other good-cop-gone-bad stories is that Dusk is a superhero, called an "enhancile," in a world where those with similar abilities serve as a special branch of law enforcement. His particular power allows him to project a telekinetic aura, with which he can manipulate the world around him.
Dusk's transformation is beautifully done. He stares off into the distance during barbecues, his mind drifting back to the horrors he has witnessed. He sees the tortured images of innocents he failed to rescue on the faces of his loved ones. When he kills, he does so for justice, not because it makes him feel good. His actions are to protect his loved ones and his community from the monsters who live among us. His actions, while reprehensible, are understandable in this context.
Apart from keeping his extracirricular activities hidden from his homocide detective girlfriend, Dusk must also contend with The Technocrat, a criminal enhancile capable of creating impossible technology. The Technocrat knows about Dusk's "hobby," and is blackmailing him and forcing him to kill specific targets. Their climactic battle made my jaw drop with the ingenius use of Dusk's abilities.
While Dusk and Technocrat have unique powers, the other enhanciles in the book are just as interesting. Alpha B!tch and The Servant, Dusk's teammates, both possess incredible strength and durability. Despite her name, Alpha is actually a very kind, strong willed woman in a loving marriage. The Servant gains his powers from his faith, and acts as a team chaplain. It sounds cheesy, but is used to discuss the ethics of Dusk's decisions, and is a great device. These characters are only a few of the well developed cast found in Absolution.
Aside from a great story, the art is awesome. I would reread each page several times over, drinking in the details and flourishes in each panel. The splash pages are incredible, and bullets ricochet off Alpha and Dusk's aura while they use their own powers to cause all kinds of delightful carnage for your eyes to feast on. However, the art isn't perfect. In some panels, the characters faces don't convey the proper emotion, and in others they appear to be drugged or half asleep. Regardless, the art is very engaging and detailed.
Absolution is a great book, and even though it says "Volume 1," it is a complete story with room for continuation. Definitely worth a buy if you're a fan of nontraditional superhero stories, and are looking for a book which raises questions about capital punishment and the authority of police officers.
Just a quick warning, this is not a kid's book. There are several detailed depictions of gore and violence, drug references, and sexual situations in the book. A mature reader will have no problem with these, but it is not appropriate for little johnny.Absolution HC Vol 01 OverviewYou've seen Christos Gage's work for Marvel, WildStorm, IDW and others, but you've never seen his imagination unleashed with absolutely no restrictions...until now.ABSOLUTION introduces John Dusk, a superhero in a world where they're a sanctioned arm of law enforcement.But this veteran hero has been scarred by his exposure to man's infinite capacity for evil, and he's seen one too many perpetrators escape justice.One day he crosses the line...lets a murderer die...and discovers it feels good.Surrounded by sociopaths, both human and superhuman, who he knows will prey on others if they're not stopped--permanently-- how far will he go, knowing every step he takes puts him further on a collision course with his teammates Alpha and The Servant, not to mention his homicide detective girlfriend?Drawing on his experience writing for TV crime dramas like Law & Order: SVU, and his years of acclaimed work on comics like G.I. Joe: Cobra, StormWatch: PHD, and Avengers: The Initiative, Gage and artist Roberto Viacava bring you a riveting, no-punches-pulled saga that fans of shows like The Shield and Dexter, or comics such as Powers and Sleeper, won't be able to put down.John Dusk wants to be forgiven... but he doesn't want to stop.

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Night of the Living Dead TP Review

Night of the Living Dead TP
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Night of the Living Dead TP ReviewThe movie Night of the Living Dead came out in 1968 and through its creators John Russo and George Romero, the movie created the template that future zombie movies would be made and judged. While both would go on to do other zombie projects in their careers, and be the standard that their work would forever be judged by.
However, no matter where a story starts, all characters have their own backstory to them, most of which never ends up in the primary story. So it goes with "Night Of The Living Dead", and despite writing two novels in this universe (see Undead), it would take until 2009 and 2010 for John Russo to come back and do some major writing for his story. And that is to write an eight chapter, braided graphic novel that tells both the backstory of the initial plague days and the backstories behind the characters that populated the movie. Although it isn't clear as to how much input Russo actually had in this book's creation, and how much is from Mike Wolfer. Some editorial words on the matter would have been appreciated.
Starting off as series of comic books, this book collects the first series of books, and all of the variant covers, many of which are poster worthy. Chapter One has artwork by Sebastian Fiumara and tells the story of Tammy, her date Mike and their friend Alex, who was stood up by Christine (who we'll meet later), who are out drinking in the nearby woods when they have a run-in with the resurrected. It isn't pretty.
Chapter Two is where the stories start getting really interesting. It's the day after the first chapter and Christine is getting dressed for her job while waking up her grandmother. She leaves for her job with her boyfriend Don, while at the same time that a tour bus that is travelling through Willard goes off the road, killing all aboard, then the dead rise.
In a nearby cemetery two gravediggers are burying a dead man when he rises. This is the primary zombie that we see throughout the original movie (see customer images. The surviving gravedigger flees to a nearby house, where Christine's grandmother is. Some of the bus zombies will lay siege to the house, while some will end up at the Beekman's Diner where Don and Christine work, and where Ben has stopped for something to eat.
It's this, and the third chapter, in which we find out what happened in the diner that Ben will flee from, and the house where he will flee to, in the original movie. In Chapter Three we will also meet for the first time Sheriff McClellan who will leave a less than inspiring impression. The situation in the diner goes from bad to worse in Chapter Four, as Ben finally flees, and the sheriff shows up with his posse. Here we find out that Ben's later death wouldn't be the first time that the not-to-bright trigger happy sheriff shot first before he figured out what the hell he was doing.
Chapter Five tells the story of Karen Cooper and her family. Harry is abusive, his wife is passive and complacent, and Karen bares the brunt of it all. As we saw in the movie, all will suffer because of Harry's weak character and his stupidity. This is Karen's chapter, so the farmhouse's siege and her family's fate is told from her viewpoint, and stands up as an independent horror story, and the artwork here passes from Fiumara to Edison George.
In Chapter Six a whole new set of characters, independent from the movie are introduced. Here a local thug, and his crew, terrorize and rob a local drive-in. Their antics are interrupted when the dead come to feed. This is a solid zombie story that could have been written by Joe Lansdale. Unfortunately, the artwork by Ryan Waterhouse is less than inspired, and the characters are universally ugly.
In Chapter Seven we find out that Don and Christine have survived (how?) the siege and massacre at Beekman's Diner and they are on their way to WIIC, the home television station of the reporters that are seen in the movie, to rescue Christine's father, and it's here they pick up two new survivors. We also find out the fate of the scientist commentator who was seen on the television in the original movie. The art this time around is by Edison George and Luis Czerniawski, and seems to flux throughout the story, although, on the average it is top-notch. For the fans of the movie we also get cameos from zombies Karen, Barbra, and her brother Johnny in this story.
Chapter Eight takes place in New York City and Lisa and her date Eric are out on the town as the zombies invade. They are trapped in a diner with a trio of gun-toting maniacs as the city goes to hell. The story documents their fates as they escape the diner. The art is by Fabio Jansen, and is dramatic and well rendered, and its breathless telling would honor any zombie flick.
In the end all the stories are well told, with emphasis on the stories of the movie's characters as the world falls apart, and on independent stories chronicling the fall. There are also a lot of pages that are, or are near dialogueless, in which the authors allow the art to tell the story without cluttering up the pages with unnecessary verbiage. This isn't a kids comic though, there is VERY graphic nudity, gore, violence (a baby is feasted on), bad behavior, sexual situations; all the good stuff good violent exploitative fiction should have. This is coupled with mostly great art all around, with all of the characters well rendered, the action well staged, solid writing, sixties fashions well rendered, and the inclusion of all of the covers, variant and otherwise (see customer images for examples). The book is beautifully full-colored, and solidly bound; it should hold up to multiple readings, and is well worth the money that all horror fans will spend on it. There's even room for a sequel as Don and Christine survive the book.
For this site I have also reviewed the following graphic novels:
Batman: The Sunday Classics 1943-1946
The Complete Saga of the Victims
Creepy Creatures (Goosebumps Graphix)
Green Candles (1 of 3)
Green Candles Volume 2
Green Candles Volume 3: Don't Forget Me
Ju-On Volume 2
Kolchak The Night Stalker Volume 1
The Secret of the Swamp ThingNight of the Living Dead TP OverviewA prequel to the original film from the original creator and co-writer John Russo! You've heard the eyewitness accounts and were shocked by the television reports, but now for the first time you'll experience the horrifying events which led to that first Night of the Living Dead! A strange mist brings the unburied dead back to life, hungry for the flesh of the living.This incredible prequel to the blockbuster classic 1968 Night of the Living Dead film gives new insight into many of the film's characters and locations, including horrific encounters at the farm house and Beekman's diner, and introduces, for the first time, the Cemetery Zombie, Sheriff McClellan, the zombie girl Karen, and NOTLD hero Ben.

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Alan Moore's The Courtyard (Color Edition) Review

Alan Moore's The Courtyard (Color Edition)
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Alan Moore's The Courtyard (Color Edition) ReviewThis book blew my mind! Unlike most people who probably read it, I had no idea it was a Lovecraftian piece, just that it was Alan Moore's first horror comic in something like a decade. So as I read it I was confronted with a vaguely unsettling sense of familiarity, until I realized at the end exactly what this monstrosity was and started over from the beginning! Notes in Yuggoth Cultures #3 (another Lovecraftian collection by Moore) reveal that The Courtyard was originally intended as part of a novel (Yuggoth Cultures) wherein he treated Lovecraft's 36 sonnet "Fungi From Yuggoth" cycle as "literary fungi" (basically taking each sonnet and writing a story based on or inspired by it) So this is NOT like the many lovecraft pastiches out there which just invent more extraterrestrial deities, it's Alan Moore's warped take on Lovecraft's universe. There's even some mystical concepts worked into the tapestry, the like of which might be somewhat familiar to Promethea readers, except they're twisted to fit a very Lovecraftian end...I must have read this thing four or five times by now, and each time I read it I pick up on things I didn't notice or didn't understand before. I don't have the companion (yet!) but I'm sure it enhances the reading immensely...Alan Moore's The Courtyard (Color Edition) OverviewJust in time for the sequel in 2009, Alan Moore's haunting masterpiece, The Courtyard, is available in color for the first time! The most celebrated writer in the industry, Alan Moore, teams up with brilliant artist Jacen Burrows, to unleash this timeless tale of Lovecraftian psychological horror.FBI man Aldo Sax has an amazing service record with the FBI. His legendary skills at piecing together the most baffling of cases has gotten him assigned to what may be his most confusing case yet.Several murders - no, more like lethal dismemberments - from the most unlikely of suspects just don't addd up. And what few leads there are, all point to The Courtyard.This special collected edition of the series features an introduction by Garth Ennis!

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Crossed, Vol. 1 Review

Crossed, Vol. 1
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Crossed, Vol. 1 ReviewThe blurb says it all. It's Ennis...at his most depraved. This book was so disturbing that at times I wanted to put it down, but my interest in the characters compelled me to keep reading through rape - of men and women(while they wer mutilated in one case), chidren mutilated and dismembered unto death, and every other sordid nearly (and sometimes certainly) pornographic act of violence in this collection.
In short, if extreme gore and violence depicted beautifully isn't your thing stay away.
If you love Garth Ennis, and can handle comic book violence in the extreme, you'll enjoy this read.
I give it four stars, because as I have stated at least twice already, it is Garth Ennis - and if you have read his work then you know that alone should make it a five, but, because some of it was so gonzo that I just felt Ennis was like a little kid eating worms, seeing if he could make you throw up in your mouth a little, I left one off.
If you haven't read the boys then you are missing a great series, although it has started to digress a little needlessly, and it needs to pick up. I highly recommend The Boys and Preacher.Crossed, Vol. 1 OverviewIn the blink of an eye, humanity is lost, and the Crossed are upon us. Men, women, and children alike fall victim to the mystery infection that makes killers out of parents and rapists out of lovers. Ruthless, berserk, and evil beyond measure, these cackling demons spread their plague across the Earth, brining humanity to near-extinction. Now, a small band of survivors make their cautious way across a deserted America, existing in a state of constant terror. The only thing they have in common is their determination to survive... but in this frightening new world, survival has a cost all its own. How far will they go to stay alive, and can they do so without become monsters themselves?

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Crossed 3D Volume 1 Hardcover Review

Crossed 3D Volume 1 Hardcover
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Crossed 3D Volume 1 Hardcover ReviewPretty good story, but very tough to enjoy the art using 3D glasses. I would have much preferred a 2D version.Crossed 3D Volume 1 Hardcover OverviewWhen one of the last surviving human doctors gets trapped in a New York skyscraper, SWAT veteran Lt. Hunt MacAvoy assembles a rag-tag group of handymen and embarks on a rescue mission of madness –- right into a city swarming with millions of infected homicidal maniacs! An original, full-color graphic novel created with state-of-the-art 3D effects, by veteran horror writer David Lapham (Hellblazer) and rising superstar Gianluca Pagliarani (Ignition City). Ships with bound-in 3D glasses. Set in the horror universe created by best-selling graphic novelist Garth Ennis (Preacher, The Boys).

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