In my continuing effort to cover many of the classic comic runs, this spring, after much reluctance, I went to my public library and took out the first few trades of Alan Moore’s Swamp Thing, published by DC comics in the early 1980s and marking the beginning of the British Invasion of comics (which I discussed in a previous post here).
I’ve talked about Alan Moore’s work a few times, like when I recently read Halo Jones for the first time, and when I mused about what a Watchmen-like look at the planetary romance genre might look like, in four parts I, II, III, IV.
I’ve also talked a bit about horror comics of the 1970s, when I looked at Marvel’s Son-of-Satan, and also this spring, I was reading Marvel’s Tomb of Dracula for the first time. I’m not going to blog about Tomb of Dracula, but Black Gate‘s William Patrick Maynard did a 13 part (!) series on it, starting here.
Part of my reluctance in starting Swamp Thing was partly because I was a superhero guy, and second of all, I wasn’t really sure what kind of story might be in the offering with a swamp monster. And once in a hotel in Cuba, with nothing else to do, and with nothing else on, I watched about 15 minutes of the Swamp Thing movie, which (a) didn’t impress me and (b) was based on pre-Moore material anyway.
Read More Read More
If you’ve read DC comics for any length of time since the mid-1960’s, the term “crisis” probably triggers memories of monumental, universe-shattering storylines. It began as the name for several of the major DC cross-over events, ultimately culminating in the classic 1986 Crisis on Infinite Earths storyline, which was one of the most effective efforts to fix continuity errors in comics with a comprehensive universal reboot. (It has since been followed up by DC universal reboots of varying degrees in their crossovers Zero Hour, Infinite Crisis, and Flashpoint.)
So the title of this game-changing expansion to the DC Deck-Building Game (Amazon) should be no surprise. The Crisis expansion (Amazon) introduces significant new elements of gameplay. I’ve played a number of games and expansions, but it’s been a while since I saw an expansion which gave an existing game such a phenomenal revamp as this one.
I first reviewed the DC Deck-Building Game a year ago, in a face-off against the Marvel: Legendary deck-building game. At the time, my 9-year-old son considered the DC game as his favorite, though I came down in favor of the Marvel game, mostly for the following reasons:
- Marvel: Legendary felt more like narratively being inside a comic book, in comparison to the DC game. Marvel is built around a Scheme Card implemented by specific Mastermind supervillains, meaning that each game has a unique storyline and game objectives. The DC game, on the other hand, involves beating up a pile of villain cards to win.
- Marvel: Legendary was at least partially cooperative, while the DC game was entirely competitive. Since I mostly play with my son, I prefer cooperative games. Also, from a storytelling standpoint, I felt like a game where I’m supposed to be Batgirl and my son is supposed to be Nightwing should be more cooperative.
Read More Read More
There are two deck-building games out built around the major comic book franchises: DC and Marvel. I’ve had the chance to play them both, so want to share how they stand up against each other. For this comparison, I’m playing the core Marvel Legendary game (Amazon) and the upcoming stand-alone Heroes Unite (Amazon) expansion to the DC Comics deck-building game.
One of the first points of difference is the basic scenario being played out, which leads to slightly different thematic feels for each game. In both games, there are two basic actions in play: acquiring heroes and defeating villains. The games are very different in their approach to this, however, and each approach has different benefits and drawbacks.
Read More Read More