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Firestarter (2022)

Stephen King films have an unfortunately mixed history; some are great, but others are terrible.  For every Shawshank Redemption and Stand By Me, there is a Lawnmower Man and Dreamcatcher.  Firestarter is the latest Stephen King film to be made. It is an adaptation of King’s 1980 novel of the same name, which was previously adapted in 1984.

This Firestarter is an all-new adaptation, keeping the core premise the same but offering a vastly different execution.  Unfortunately, this is where the problems start.

The Firestarter novel was written during the Cold War, in the wake of MK ULTRA and Watergate.  This naturally informed the premise, whereby a secret government research facility run drug trials on college students using ‘Lot Six’, giving them psychic abilities, before it is shutdown.  Years later, two of the students involved in the trials have a child together, whom they name Charlie. She later develops pyrokinetic abilities – the ability to create fire with the mind.

It is telling that the premise, explained during the title sequence using a series of grainy VHS-style video clips, is actually far more interesting than the film itself.  There is an almost lacklustre feel to the resulting film.  It is certainly not bad, but neither is it great.  For a film about fire, the most damning thing you can be is boring.

That said, this is not a film without some positive qualities.  The physical effects are impressive, with the burns being suitably gruesome, however there is a reliance on CGI which leaves the film lacking verisimilitude.

Likewise, the camera too often cuts away when the explosions start.  This should be a film that embraces the ferocity and carnage of pyrokinesis, rather than have the explosions happening in the background.  There is a moment when Charlie cuts loose, but it is too little too late.

The worst part is the writing.  The screenplay for Firestarter is credited to Scott Teems, who had previously written the script for Halloween Kills (reviewed here).  Characters are underused and insufficiently explored, whilst plot points are randomly introduced without any explanation or foreshadowing.

A prime example is how the people behind the drug trials developed contact lenses that protect them from mind-control.  We never learn how they were able to develop these contact lenses or how they can protect the wearers from telepathy.

The actors Zac Efron and Sydney Lemmon do what they can, but there is a lacklustre feel to their performances.  Ryan Kiera Armstrong is a fine actor, but lacks the burning rage that Drew Barrymore was able to channel as Charlie in the 1984 adaption.  However, Michael Greyeyes was suitably implacable as John Rainbird (and kudos to the studio for finally casting a native American in the role), but there is insufficient exploration of his character.

Ultimately, watching Firestarter is a bland and boring experience, which for a film about pyrokinesis and psychic powers is a damning inditement.

Tales from the Loop – The Board Game

Tales from the Loop started as an artbook by Simon Stålenhag, before becoming a roleplaying game (reviewed here) and then a television series.  The setting has now been adapted into a board game, faithfully retaining the core premise and original artwork.

Set in Sweden during the 1980s, Tales from the Loop – The Board Game follows a group of ‘kids’ (as they are called in the game) that are exploring the area surrounding the Loop.  During their exploration, they will encounter mysteries that need to be solved to progress the scenario, which could be anything from robots running amok to rampaging dinosaurs.

Although this is a board game, it shares many similarities with tabletop roleplaying games.  In the board game, players assume the role of one of the different kids, each of whom has their own skills and abilities, as they explore the setting and investigate the scenario.  Key to completing the scenario is solving the mysteries, which increase the Insight rating (which is spent to progress a scenario).  Failing a mystery leads to enigma points being accrued and should too many be gained the game is over.

The core rules of the game are fairly simple; each encounter requires the player rolling a number of dice, based on the kid’s skillset.  Although the rulebook is quick to read and easy to understand, the game’s complexity lies in the number of systems that are in place.  These systems can include scenario-specific effects, mysteries that need to be solved, and robots that wander the board, to name but a few – all of which can interact with each other, creating further challenges and unforeseen consequences.

Players who appreciate logical and mechanical systems may find the number of random elements within this game to be frustrating.  However, the game remains consistently thematically appropriate, recalling the atmosphere of the original artbooks, and has a strong narrative influence.  Playing the game evokes the thrill of exploring as a child.  There is a sense of wonder combined with the boring mundanity of everyday life.

Each of the playable characters are eminently identifiable, through their archetype, with little overlap between characters.  Although the game can be played with only one or two players, it works best when there are three or four, as this allows a balance of skills between the players.  There is a little in the way of roleplay, but players need to work together in order to complete the scenario.  This is a game that requires collaboration in order to win, as there are no personal goals to be met.

As can be expected from a Free League game, Tales from the Loop looks amazing, which includes some of Stålenhag’s artwork.  The character art is also impressive, evoking each character’s individual strengths.  The Insight and Enigma trackers are dials that are neatly built into the board.  All of the tokens are sturdily made and evoke the mood of the game – such as the X token for the turn tracker on the calendar.

One design issue is that many of the cards have icons listed in the centre of the card, making it challenging to find a particular card.  If the icon had been in the corner of the card, it would have allowed players to quickly skim through the cards to find the ones they need.

That said, this is a minor quibble for an otherwise fun game that effortlessly recreates the mood and atmosphere of the Tales from the Loop artbook.  This is not a game for everyone, but those who appreciate narrative-driven board games will find a lot to enjoy in Tales from the Loop – The Board Game.

The Northman – Review

Director: Robert Eggers
Starring: Alexander Skarsgård; Nicole Kidman; Claes Bang; Anya Taylor-Joy; Ethan Hawke; Björk; Willem Dafoe

The Northman is a great, gritty, intense, trippy, somewhat gory and strange movie. It’s also probably not the film you think it is.

In my mind’s eye, having seen the trailer and some photos, I assumed it would be a Viking version of Gladiator mixed with a bit of Vikings and a dash of Conan, and as much as there are glimpses of these in its style, filmography and even fighting it couldn’t be any further away from these.

What you have is in fact the director, Robert Egger’s, adaptation of an Icelandic Legend called Amleth… and if that name sounds familiar, it’s because Amleth is where, allegedly, Shakespeare got his inspiration for the tragedy of Hamlet. ( you can read more about that https://en.m.wikipedia.org/wiki/Amleth)

Now despite there not being Shakespearian language within it’s very Shakespearian in tone with a melding of fantasy, dream, hallucination, and visceral reality, the Northman’s portrayal of this old legend is done quite beautifully and builds up a story that gives you a very graphic and brutal look at 10th century Viking life but done in quite a poetic way.

Alexander Skarsgard’s portrayal of Amleth is solid, emotional and brooding. With the supporting cast including Nicole Kidman; Claes Bang; Anya Taylor-Joy; Ethan Hawke; Björk; Willem Dafoe all providing weight and depth to film in general.

I am very aware that The Northman will not be everyone’s cup of mead as it is quite intense at times and somewhat bizarre.. a point made very clear when having left the film and entering the toilets of the cinema I overheard a cinema-goer complain to his friend how he didn’t like it stating “What the f*ck was that horse going into space all about?” This gentleman obviously wasn’t overly aware of his Norse mythology and what a Valkyrie was.

Pretty much if you have gone in thinking it will just be Vikings: The Movie, then you are likely to be disappointed. Albeit, and like I said before, there are Viking esq parts in it but it’s very much it’s own beast.

A great film, shot very well, with a great cast; couldnt fault it.

Death in Space

Created by Cristian Plogfors and Carl Niblaeus, Death in Space is a roleplaying game set in a dying universe.  At first glance, it shares many similarities with the critically acclaimed Alien: The Roleplaying Game (reviewed here).  They are both science fiction roleplaying games with distinct horror elements and both published by Free League.  However, digging deeper they prove to be quite different.

Actually, Death in Space is more similar to Mörk Borg, as both have a distinctly nihilistic tone in their premise.  Death in Space is all about long-term survival in dying universe that is remorselessly contracting (called the Big Crunch) and nothing can be done other, than to survive for as long as possible.  Most antagonists are human, albeit some have been corrupted by the ‘void’, and rather than corporations there are apocalyptic cults.

Much like Mörk Borg, this is a game that has a rule-light approach, focusing more on guidance than rules.  It should therefore come as no surprise that the rulebook is a compact A5 book with less than 130 pages.  The artwork is glorious throughout, adding to the mood of the game.

The rules system for Death in Space is similar to that of D&D, where a twenty-sided dice (D20) is rolled for every ability check.  However, failure comes with a cost.  Every time a roll is failed, the character gains a void point.  These void points can be then used to effectively roll with an advantage, allowing player to roll two D20s and use the best roll.  However, should this roll fail, then the character becomes corrupted by the void, such as being infected by an anarchy program or being sensitive to all pain.

Also within the book is the Tenebris system as a sample setting for the game.  Central to this setting is the Iron Ring, a Dyson ringworld made from thousands of derelict spacecraft that surround a moon. Details for the setting are light, but atmospheric, allowing GMs to adapt the setting to suit their preferences.

Concluding the Death in Space core rulebook is a GM Section, which includes the introductory adventure Welcome to the Ring.  This adventure sets the mood and theme of the game.  From the start, players have to contend with a broken spaceship, no fuel, a debt that needs to be cleared and only four hours in game to resolve everything before the area descends into chaos.

There is a succinct clarity to the writing in Death in Space.  There is an occasional lack of detail, but this is more often so that GMs can tailor their game to their own tastes.  Whilst the maps are simple, they also convey all the necessary information.  However, they would not be usable as player handouts.

There is a lot to like about the game Death in Space.  The setting is darkly original and the writing is concise.  Not everyone will appreciate the nihilistic undertones of Death in Space, but those who enjoy gothic science fiction will enjoy exploring the setting of Death in Space.

Star Trek: Strange New Worlds – Episode 1

Episode 1 of Strange New Worlds starts not with a bang, or with a whimper, but with a reintroduction – A troubled captain trying to rediscover his faith and drive, a new face for an older character, and some updates on where old friends are at this stage.

Duty hangs heavily about the necks of some, especially when it is allied with friendship. As is so often the case in Star Trek, duty is a burden, and it pulls some in multiple directions, as we find with both Pike and Spock. If you haven’t watched Discovery yet, it’s probably a good idea to either catch Discovery Season 2, or at least find a good preview.

We don’t start on the Enterprise, but it’s not long before we get a beautifully revisit of a classic sequence from Star Trek the Motion Picture. The Enterprise in spacedock, its newly reworked lines clean and simple… A shorter, but no more beautiful love letter to a classic. I’d like to point out that, while some are complaining about the new look, and have done since we met her in Discovery season 2, I love the new/old Enterprise – So dynamic and clean, feeling like it wants to race into the unknown.

As for the rest of the series, even from the start the new titles are bold, clean, optimistic and radiant.

Strange New Worlds titles – Season 1

New faces join old, and the re-redesigned bridge of the Enterprise is closer to the original, and is as stunning as the outside. The engine room feels true to the original and the Motion Picture, but fresh, too.

Pike, in contrast, is a little ragged about the edges, still dealing with the demons of his future – He nevertheless works to lead and inspire his crew as they depart early to save an old friend. The knowledge of the end of his journey is an albatross that drags at him, and some notice it more than others.

The new crew – Those we have met before with new faces, and the new members we’re meeting for the first time, come across well, and the reinterpreted tech of the future is bound to make some people less comfortable, as it already has with Discovery. It’s important to remember, though, that Star Trek isn’t supposed to be about dogma, but a sense of wonder and optimism – Which they manage and bring into focus.

Spock, Number One and Pike

As always, General Order 1 applies – Doesn’t this make things interesting?

“Screw General Order 1” is a great answer to it, though – Under the right circumstances

One thing I should make clear. I’ve watched and enjoyed all the different Star Trek series so far (Except for Prodigy), including Picard , Lower Decks and Discovery, but Strange New Worlds is definitely the closest in tone to the original series, falling somewhere between it and the Next Generation, but it has that optimism that maybe leached out of Trek along the way, as it did in so many aspects of our modern life.

This new series, revisiting many people we’ve come to know and love, but at an earlier time, and the performances of the key crew – Anson Mount as Pike, Ethan Peck as Spock and Rebecca Romijn as Number 1, all continue to carry themselves well, and form a core about which the other members of the bridge crew can build and grow.

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USS Enterprise

Mount, especially, continues to give an outstanding performance as a very different captain to Kirk, Picard and others, building his own niche and inspiring confidence both from his crew and the viewers, being charismatic and positive without being dogmatic or too much of a cowboy. He and the rest of the core crew also don’t ignore their past appearances on Discovery either, which inspire some consequences and melancholy, but don’t dominate.

The preview for the rest of the season shown at the end also shows that, no matter what else, we’re going to see plenty of action and exploration, and a lot of things that feel very “Trek”. I’m looking forward to the rest of the series – And the second season, which has already been confirmed.

Strange New Worlds' trailer brings back a hyperbolic approach to Star Trek
Number One, Pike and Spock

To close, I’d like to take a quote from that season preview, from Pike himself –
“We are bonded forever, by the family that is Starfleet”

Trek has always been at its best when it has shown not just starship battles and moral arguments, but when it remembers that the crew are the ones we fall in love with and follow, and the ones that give us perspective on the stories and keep us coming back. I feel confident that this crew will do so very well, without tarnishing our memories of those that have occupied their roles before them.

I’m hopeful that we might see more and more of those fans that have decried “NuTrek” come back and rediscover their love for the newer iterations through “Strange New Worlds”. It will be good to have them back and to see less complaining and more enjoyment.

“Hit it.”

Doctor Strange in the Multiverse of Madness (spoiler-free review)

Doctor Strange in the Multiverse of Madness is the first horror film, or at least the first film with horror elements, in the Marvel Cinematic Universe (MCU). Some of the Marvel’s younger fans may be disappointed: unlike most of the films in the MCU, this is unsuitable for children.  That said, it is great to see Marvel experimenting with different themes and storytelling styles, rather than relying on previous narrative techniques.

America Chavez (played by Xochitl Gomez) heralds the impending destruction of the multiverse and it is down to Doctor Stephen Strange (played by Benedict Cumberbatch) to stop the incursions, before all of reality is destroyed.

Benedict Cumberbatch as Dr. Stephen Strange in Marvel Studios’ DOCTOR STRANGE IN THE MULTIVERSE OF MADNESS. Photo courtesy of Marvel Studios. ©Marvel Studios 2022. All Rights Reserved.

Compared with the previous MCU film Eternals, Doctor Strange in the Multiverse of Madness is more firmly rooted in the MCU.  Although not essential, it is worth first watching the What If…? and WandaVision Marvel shows, as well as – to a lesser extent – Spiderman: No Way Home.  There are dozens of call-backs and references, which make Doctor Strange in the Multiverse of Madness a delight for fans of the Marvel films.

The multiverse elements mean this is a film that will be best watched at the cinema.  In one memorable scene, the characters are dragged into a series of parallel realities. The director, Sam Raimi, here embraces the lunacy of multiple realities, creating a visually stunning sequence.  The sound design is also exemplary.  There is a fantastic use of music throughout the film and subtle chords are used to underscore key character moments.

(L-R): Rachel McAdams as Dr. Christine Palmer, Benedict Cumberbatch as Dr. Stephen Strange, and Xochitl Gomez as America Chavez in Marvel Studios’ DOCTOR STRANGE IN THE MULTIVERSE OF MADNESS. Photo courtesy of Marvel Studios. ©Marvel Studios 2022. All Rights Reserved.

Whilst this film predominantly focuses on Doctor Strange, Wanda Maximoff (played by Elizabeth Olsen) plays just as important a role.  Although Doctor Strange drives the plot forward, there is only minor exploration of his character.  Instead, it is Maximoff who has the most pronounced character arc throughout the film and it is here that Olsen truly shines, giving one of her greatest performances as Maximoff, portraying her raw anguish and grief.

A consequence of the focus on Maximoff is that the character of Chavez is underused; until the final act, she mostly utilised for exposition.  Nonetheless, Gomez is impressive, despite the limitations of her role.  By comparison, Wong (played by Benedict Wong) has evolved from being the comedy sidekick in the previous Doctor Strange film into a role more fitting for the sorcerer supreme.

Elizabeth Olsen as Wanda Maximoff in Marvel Studios’ DOCTOR STRANGE IN THE MULTIVERSE OF MADNESS. Photo courtesy of Marvel Studios. ©Marvel Studios 2022. All Rights Reserved.

Raimi was the perfect director for this film.  The horror tropes fit well with his background (such as The Evil Dead films), and the multiverse elements suit his directorial style.  There are lots of disconcerting camera angles and rapid zooming in on faces. Having directed Darkman in 1990, he also had experience with the superhero/horror genre.

Doctor Strange in the Multiverse of Madness embraces the sheer craziness of parallel realities to create a rollercoaster ride of a film.  As a consequence, the narrative is unevenly paced and does not delve as deeply as it could into the nature of the multiverse.  That said, this is still a fantastic film that needs to be seen at the cinema in order to be fully appreciated.

Klotzen Panzer Battles – Review

Klotzen Panzer Battles is a new game by Maxim Games and will be something very familiar to you oldies out there who are used to play Panzer General or newer hands who played Panzer Corp.

In short, it’s a WW2 Hex and turn-based strategy game that puts you in control of large armies in Spain, France, Africa, Russia and the defense of the fatherland, with the added bonus of some very interesting counterfactual battles, like Spain entering the war and the invasion of Britain.

Video review

There are multiple campaigns to play through and each has its own matrix flow chart that moves you to a certain scenario, or if you are unlucky, the end of the game depending on the victory type or loss, giving you consequences to your actions and making you think a lot harder about your moves.

A tactical challenge added to by the fact that there are supply lines for your troops that can be bombed and cut off, similar to Unity of Command and a nice touch adding to the challenge.
I also like the fact that multiple aircraft can be landed on an airfield at once instead of stacking them around the perimeter; albeit management of this can be somewhat frustrating at times.
The unit roster seems to be very extensive, with nice if somewhat cartoonish renders and generally it has that nostalgic feel of those old-school hex-based war games we all know and love.

This is not to say it isn’t without its issues though..

First up I’m not sure I like the aesthetic of the menu screens, the font seems off and as much as the save game (for losers) is amusing it’s strange cause you kinda need to save games like this, especially while playing a campaign and especially as the game has crashed on me a couple of times.

On top of this, the game blurb says it’s meant to be intuitive but it took a while for me to find things and to be honest I think if you were new to games like this you’d struggle, especially as there isn’t really a tutorial, bar one screen of text that you can’t seem to go back to after you click off it.

There is allegedly a manual coming out but why that wasn’t added in the first place is somewhat odd, especially as there are a lot of things to get your head around in this game. From buying and renting units, supply, command, damage and entrenchment. For someone who hasn’t played a game like this I think you’d really struggle.. only reason I had an idea on what was happening is because I grew up playing similar games.

The goodie two shoes in me means that I quite like to play the allies but instead of having a native option visible in the main campaign screen you have to go to the modify rules on the side.. something that took me a while to figure out.

The developers should also know that there seems to be placeholder text for the tooltip on these scenario modifier options and in some scenarios, the Allies invasion of Spain being one, you can’t play as the allies; irrespective of you modifying the game or not.

Finally, generals and commanders.. I didn’t seem to get it and didn’t overly feel like they were anyway affecting battles. In some cases, I’d choose a general and for traits, it would just be black and say unknown.

Now it could be that I wasn’t doing it properly or I was missing something but if that’s the case, a better tutorial on it and well the aforementioned manual might have been useful. It should be noted though that there are some basic tutorials on their YouTube channel which I found after.

Conclusion

All in all it’s not bad game. Is it groundbreaking, not really, is it something different, no, but I guess in games like this you don’t need too much innovation. Maxim have tried to add a bit more depth with the supply aspect, damage types for ships and some other nice touches but I very much think they need to add a bit more polish to the game for it to justify its price.

Enjoyable enough, once you grasp it but a few wrinkles that need to be ironed out.

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The Blood Isles by C.F. Barrington

As the season progresses, the Spartans and the Vikings pick up their conflict in the streets of Edinburgh, and Tyler and Cameron have more questions than ever. Friendships grow, but their enemies’ machinations become ever more vicious and deadly. The Blood Isles beckon.

Tyler and Lana inadvertently put an innocent at risk, while Lana’s past is dragged out into the open, and soon she won’t be safe, and neither will Tyler. They’re seeking a truth that very few want to see revealed, and the bodies aren’t just stacking up on the field of battle.

On the streets, the stakes get higher, and the Season marches towards its finale. Blood is spilt, and those warriors that haven’t yet killed are the most precious blood of all in the fight for supremacy in the battle to come on The Blood Isles. The two sides fight for trophies and advantages, but sometimes the sides are too busy fighting themselves to fight each other. Can anyone truly say they are fighting for right when there are so many agendas, lies and hidden truths?

We learn more about the hidden structure that makes the Games possible, and supports the Pantheon and the fighters of the different warbands.

As we pass the midpoint of the trilogy, the stakes grow, the bodies pile up and it gets harder and harder to decide who is going to survive. As the two sides finally reach the end of the season, it comes time to be flown out of Edinburgh into the wilds of Scotland, to a desolate battlefield where they will need to shed each other’s blood for the entertainment and the bets of their Pantheon, and the lesser lights crowded about TVs and tablets across the world. The hidden world of the games crosses over with real life, and bonds are formed, but friends are lost.

Once again, C.F. Barrington sketches vivid pictures of the streets and rooftops of Edinburgh at night, and then he takes us to the wilds, following a strange mix of the worthy, the desperate and the broken who find life and meaning in a contrived mix of the past and the present, and the thrill of battle at the beck and call of masters who treat it like a bloodstained pantomime. Meanwhile, most of the warriors are hoping to survive to a well-paid retirement while their friends and comrades fall.

The final battle (on The Blood Isles of the title) ebbs and flows on the field of conflict, under the eyes of the world as the field runs red and friends become more dangerous than enemies under the spectre of the mistakes and malice of the past.

I can’t wait to see where we end up as machiavellian twists and turns become more desperate and those in power start to run out of places to hide the venal truth of their petty, small desires wrapped in expensive toys and cruelty.

All that is left is The Hastening Storm…. And answers to questions many might regret asking.

The Wolf Mile by C.F. Barrington

In The Wolf Mile, Spartans and Vikings fight on the twilight streets of modern Edinburgh. Sounds like there should be some sorcery to go with those swords, right?

Not tonight. In C.F. Barrington’s Edinburgh the only magic that makes it possible for the Pantheon’s games, in Edinburgh and beyond, is money – Money and a dash of human greed and desperation.

The games are the ultimate blood sport – Underground in theory but rumoured and whispered about. Throngs of the powerful and rich vie to bet fortunes on the blood and pain of others as the Gods of the Pantheon sponsor their forces to fight in their name against their opponents.

While the other warbands dwell in separate cities, the streets of Edinburgh have 2 secret bands of warriors. The Spartans dwell above, on the roofs, while the Vikings lurk in the catacombs and tunnels below. No one quite knows why, but the Spartans moved to Edinburgh years before, to take up an intense rivalry with the Vikings from the roofs and ramparts of the old city.

Their members hide their identities, both from their enemies and each other. They are recruited in secret and trained to prove they are worthy of their mantles as warriors of the past, rather than the 21st century – well paid, but leaving their mobile phones and the trappings of modern society aside for cold steel and wool on the cobblestones of Edinburgh when the Season arrives and blood must be shed. Those who wish to fight in the streets must prove themselves, not just on the training field, but out in the wild, and not all of them will make it. some come from normal, if broken lives, like Tyler and Lana, but some come from the Schola…. Lost children stolen away by the Pantheon, educated and trained to be warriors, who see themselves as superior to those who have lived normal lives and seek the escape of battle.

Tyler Maitland and Lana Cameron have their own demons to slay, and their own reasons to try out for a place in the Viking warbands. We get to follow along as they learn about themselves, remake their lives and make new friends and enemies. Sometimes questions are more dangerous than cold steel, and Tyler learns that it is far too easy to look for an answer and get it very wrong. Tyler seeks his sister, while Lana is fleeing her past and looking for a new life, or maybe death?

C.F. Barrington describes the city vividly, and the strange coexistence of the warriors of the two warbands with both the daytime and nighttime populations of Edinburgh. In The Wolf Mile, we see the strange interplays of the rich and powerful pantheon and their horribly petty and familiar quibbles that spend the lives of much better (and worse) men and women so cheaply for their entertainment and ego.

Vivid imagery and stark descriptions make few excuses for the choices made by the characters in the book, very rarely do we find anyone that is innocent, but we can see and understand the decisions people make to get where they are, and how they end up in the Games, at the (well paid) bidding of the Pantheon. For every answer, there are more questions as we start the trilogy, and meet new friends and their enemies.

I’m definitely a fan of this series and looking forward to seeing where it takes us. Barrington writes well, especially the conflict and battle scenes, but his affection for the city and the background of the 2 warbands shows through, too. The Wolf Mile is a great introduction to a new world, and a new series by a new author.

Wales Comic Con – April 2022

Wales Comic Con (actually based in Telford) has justifiably gained a reputation for having a slew of high-profile guests, and this was no different.  The headline of the event had to be Bruce Campbell, making a rare UK appearance, but this was just the tip of the iceberg.

The line-up of guests for April 2022’s Wales Comic Con has to be their most ambitious yet, with everyone from Sam J. Jones and Christina Ricci to Julian Glover and Summer Glau.  The highlight for me, however had to be meeting the inestimable Gigi Edgley.

Also included this year were stars from the AEW wrestling league.  However, as I know no more about wrestling than a tea leaf knows the history of the East India Company, this aspect of the con pretty much passed me by.  That said there were several guests resplendent in wrestling colours.

For pulling together such a diverse range of guests from the spectrum of science fiction and fantasy, the organisers should be commended.  In this regard, the logistics of the event seemed to be impressively organised.

That said, this was not a glitch-free event.  The queue to enter the event was as mammoth as it has always been.  This is due in part to the significant draw that the guest list has for Wales Comic Con and it seems that the organisers have not yet developed a solution for this problem.  Thankfully, it was not raining this time.

Inside the event, there was much less queuing, with most of the queues typically being for signings and photoshoots with Bruce Campbell and Christina Ricci.  Naturally, with all the focus on these guests, it meant opportunities to chat with Gigi Edgley and Julian Glover that much easier.  They had fantastic stories to tell about their experiences on the set of Farscape and Star Wars, respectively.

Along with the guests there was a plethora of traders, but many of these seemed to be resellers, rather than actual creators.  There were also some authors, such as C. L. Raven, but these were very much in the minority.  Rather than the authors having their own designated area, they were instead scattered throughout the event, along with the artists.  There was indeed a space for a designated author’s area, as the gaming arena, hosted by the cosplayer Tabitha Lyons, was huge.

Despite the numbers at the event, there were only crowds at the height of the day and they were mostly around the traders’ area, which could be avoided if preferred.  The food availability had been increased and offered slightly more choice than last time; however, the prices were still exorbitant.

Despite these issues, Wales Comic Con was still an excellent convention overall, and remains a highpoint of the geek calendar.  This is due mostly to their high-profile guests, but with the event’s issues being further resolved Wales Comic Con could well become the UK’s top conventions.