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Firefly Cargo Crate 008: No Power in the ‘Verse

I’m back with another review for the oh-so-good Firefly Cargo Crate series. As I said last month, this month’s theme is “No Power in the ‘Verse”, dedicated to River Tam. River is one of the best sci-fi characters ever created (in my opinion, at least), so I’m looking forward to what’s in store this time around. Let’s take a look.

Up first, the sticker.

It is the logo for Miranda, the planet River discovered in Serenity that was revealed to have created the Pax, the drug that caused a portion of its users to mutate into Reavers while killing the rest. And speaking of Miranda…

Another flashcard for the collection, with info about the planet on the reverse side. Not much to do with these, but the sticker goes with the rest of the collection, and as I’ve said before, the flashcards are good for fans who want all the information they can get on the ‘Verse.

The third item is an inflatable one, the first for the Cargo Crates.

If you can’t tell, it’s an inflatable version of River’s ax from the climactic Reaver battle in Serenity. I have no real use for it, but I have a young daughter who loves River and has cosplayed as her in the past. If she wants to go that route again, this would work for a prop and wouldn’t be a concern at weapons-check (our convention has really cracked down on prop weapons due to safety concerns in response to incidents at other conventions).

Lapel pin time.

Inspired by the Fruity Oaty Bar logo that was used to pass subliminal messages in the movie, this is easily my favourite lapel pin ever to show up in these crates. It’s bright, colourful and features a lovely version of the iconic logo. So, because I’m super excited about this one, my wife of course wants it. She LOVES the Fruity Oaty Bar merchandise.

Moving on, we’ve got another piece of Fruity Oaty Bar goodness, in the form of a t-shirt.

Again, inspired by the logo, this shirt features the octopus, only this time, it’s a version where the design is made of lines of code, a hidden message revealed by Mr. Universe. And of course my wife wanted this to. To be fair, I’ve taken nearly every shirt in these boxes, so I let it go, even though I love it. Now, this picture doesn’t do the shirt colour justice. It looks kind of blue here, but is in fact a deep black (the lighting in the room was bad), and the logo is a bit darker blue than the picture would indicate.

Okay, onto the last two items, which are both collectible. The first is a blind-box Q-Bit figure. Now, in the past, these have always been one of two choices, and you got one or the other at random. This time, however, there is only one, so no surprises. The one they chose is a good one, though.

It’s the adorable Kaylee in her fancy dress from the Firefly episode “Shindig”. Although River was not the focus of the episode (those honours mainly went to Mal and Inara), she did play a crucial role in a confrontation with Badger. Although Jewel absolutely hated this dress in real life-as do cosplayers I’ve met who wear it-she looked amazing and this interpretation is perfectly cute.

And finally, we get to my favourite part, the Little Damn Heroes statue.

It’s of course River, in the outfit she wore in the episode “Safe”, where we learn some of the background of the Tams, as well as see them end up in a small community that is similar to a religious cult, where the residents believe River to be a witch. I love this statue as much as I love the rest (although maybe not as much as Kaylee, since I actually got to meet Jewel Staite. Nathan Fillion this year!). It’s colourful with great detail, with River looking graceful as she’s frozen mid-dance, something Summer Glau does in real life and incorporated into the character.

******

Another Cargo Crate, another winner. I’m bummed that my wife wanted the Fruity Oaty Bar stuff so much, but when both of us are fighting over items in these boxes, they have to be good. I still got the figure and the statue, and those are generally the most important items to me, so that’s a win. The only item I would consider a dud was the inflatable ax, but even then, it may get some use at some point.

Well, that’s all for this time. Next time, the theme will be “Going Mad”, with a focus on the other Tam, River’s older brother Simon. See you then!

MCM London Comic Con May 2017

It’s Friday, and despite the fact that the ExCel Station is closed this isn’t deterring commuters from taking the DLR to MCM London this May. The train was packed with a collection of colourful cosplays, featuring people dressed from top to toe in their choice of clothing. Over the course of three days, the London ExCel Centre would find itself heaving with vendors and customers alike, all looking to celebrate their interests and all-in-all have a good time.

The weather for the most of it seemed to favour the visitors, with only the typical English weather rearing it’s grey and murky head on the Sunday to provide the intermittent shower.

Heading into the ExCel Centre, it seemed that this year would certainly be as busy as previous years, with each area providing an update to the world of Geekdom. Over by the Gold Theatre, DC Comics had taken over a small section of the convention to advertise their upcoming Wonder Woman film, with an opportunity to take a photograph as the titular character herself and take a closer look at some of the props and costumes used in the production. Additionally, they dedicated a smaller section for the just released Injustice 2, where con-goers were given the opportunity to play the game with a friend.

Heading further into the convention, there is so much more to explore and take part in. An entire section dedicated to autographs and photographs with your favourite stars, which this year featured the talent of the original Power Rangers, Manu Bennett fresh from the island on the CW’s Arrow, the original Hulk Lou Ferrignox and Flash Gordon Sam J. Jones and so many more. Scattered throughout the event – hosted either in grand sectioned-off Theatres or in interviews on the hall itself – were special panels and events interviewing these stars, giving their fans a more open area to ask their burning questions.

Vendors were also out in full-force, selling their wares at various prices; as usual, you had to balance taking a walk around the various stalls to find the perfect price, whilst making sure that you didn’t actually miss out on any of the goodies before they were bought by another lucky con-goer!

The Esports area was back, providing a stage not just for competitive gameplay but also for relaxing and interactive stages hosted by the likes of Tekken – showing off their as-yet unreleased seventh installment in the fighting series – and Nintendo – who were out in force to advertise the oncoming storm of Nintendo Switch games that would be coming soon!

Inside and out the fans were as excited as ever, gathering in various groups of fandoms for collective shoots and general discussions outside. Over the course of the event, dozens of meet-ups were arranged in the MCM Fringe Festival, allowing cosplayers to gather in their various fandoms to show off their skillfully designed cosplays and discuss the latest episodes and whatnot.

It should also be said that the security at MCM did a fantastic job, considering the security measures that were put in place following the recent attacks in both London and Manchester. There was some discussion about treatment of props, though nothing too serious arose from this. All in all, the security team did a top job in ensuring that all visitors to the event had a safe time!

There was some thoughts about how the con could do better – there was a large unexplained abundance of space in the Vidfest UK section, which ideally could have provided a stage or extra space for the content-creators to share and utilise for various creative projects. There were also some issues with timings, though this is to be expected from an event of this scale – although there were delays with talks, sometimes leading to cancellations in panels, it was widely considered that the staff handled the situation well (especially considering some of the cancellations happened at the last minute, which is enough to send even the most veteran of organisers into a tailspin sometimes).

All in all, the event served as an opportunity for like-minded people who shared similar interests to socialise and enjoy a number of experiences. Whilst the weather on the final day was something to be desired, the experience as a whole was enjoyable for geeks of all ages.

Pitch, Please! – Episode 2: X-Men

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Welcome to Pitch, Please!, our weekly podcast in which a fistful of geeks get together to discuss their ideas for the next big thing. Come join us and listen to our terrible, awesome, possibly slanderous pitches for all manner of geeky TV shows and movies.

This week…

To me, my X-Men! Witness the origin of Ballbag and the rise of Infinifee in Episode 2 of Pitch, Please!

Don’t forget Pitch, Please! and the Geek Pride Cast are available on Itunes, Google Play, Youtube and our website.

 

 

 

Want to start from the beginning? Check out Episode 1: Man of Steel 2 here!

Dust and Decay – Chapter 18 – By Sean P. Wallace

Want to know what’s happening? The first book Dust and Sand was serialised here at Geek Pride. A summary is available here. You can also buy the definitive edition of Dust and Sand at all good eBook stores.

Deep below the Solution, William B. Naismith followed the Dreamreaper’s flight across the Badlands via a rough Solution portal. Hands clasped in anticipation. The Wanted Man’s defences would become a paper house in the rain at his command. Such power was exhilarating, but the pregnant pause, the held breath, was better. The possibilities. The frisson of danger. Of chance. A rolled die, heavily-weighted in his favour, but not a guarantee. It was thrilling.

The Dreamreaper was a strange sight in flight. Perhaps because flight was the wrong word. It glided, moving ever downwards with no wings to keep it afloat, only fins to direct it. Without his order, it would simply crash. More power. Another tantalising moment.

“Now,” he ordered. “Attack the Wanted Man.”

His voice echoed through the portal. The Dreamreaper retracted its gelatinous fins and plummeted. At the same moment, three of William’s finest magicians began a counter-scrying ritual. No one else would follow the fight. This victory was for him and his cult alone.

It had been a quick plan, deploying this living weapon, but William loved it. The Dreamreaper had been solely designed to destroy the Wanted Man, blending the new world’s chemical warfare with old magic, but never tested. Dustin Longe’s anti-scrying protection had come as a surprise, but most magic of its kind required the user to be awake. The Dreamreaper would take care of that and any other tricks at his disposal.

“Good job, people,” William said as his weapon crashed into the earth. “Well done indeed.”

The three casters, two men and a woman, nodded. Blue energy tinged their hair. They murmured constantly, occasionally passing a thread or cadence between them. These three had worked together for so long they were almost one person. One mind, one purpose. He could stand there observing them all day, but not during the downfall of the Wanted Man.

And to witness it in the Solution’s secret bowels too. Somewhere Dustin did not suspect when he lived here. Wonderful.

William lazily summoned a small window to the Badlands. His own magic, clearer and more precise. Wide as a telescope, he leaned forward to put his eye to it. He immediately noted the sleeping presence of Joshua McManaman. “My, it seems we caught him at a bad time.”

The posses were strewn around the dusty expanse, both the State’s and the Wanted Man’s. Interestingly, that included the daughter of his erstwhile friend, Senator Chalmers. A witness to his idiot daughter’s mistakes. They were sleeping, restful. Soon to be dead.

“In another setting, the ‘reaper’ might function as a tool for peace. Yes, I declare it could quash rowdy Negroes or rioting redskins. Or the Irish. Maybe that’s something to consider.” He looked away for a moment. “You hear that, people? Keep that in mind for our other endeavours.”

Packed around him were the Solution researchers and scientists he could trust. Which was most of them. They holed up together in the Solution’s deepest chamber, somewhere the General too had no inkling of. It was a celebratory gathering, the culmination of all their efforts. More than Omnis’ triumph, this was their triumph. A recognition of their feats of engineering, biological and magical. The team stood around the casters, watching through the Solution’s crude visual portal. Some scryed on the action themselves, their spells a far cry from elegance and simplicity of William’s.

There were a few cheers when Naismith mentioned the future, but those watching the fight did not join in. A couple looked away, checked others were seeing what they saw.

William returned to his own portal, worried that the Dreamreaper had lost integrity: fusing so much strength and that many chemicals together would eventually result in the creature’s death, though most had thought it would last twelve hours.

But the Dreamreaper was okay. More than okay, it was fighting with someone. The Wanted Man.

“God damn that son of a bitch!”

Whispers and gasps around him hushed.

It only got worse. Penelope Chalmers rose to her feet! A normal human. A damn woman at that. Even more infuriating and impossible. Craning, he tried to see what possible power allowed the whelp to stand, and nearly bit through his tongue when he saw Omnis’ Collar around her scrawny neck.

Foiled by his own damn artefact. By his daughter’s stupidity!

William didn’t bother watching the fight: the Dreamreaper could not defeat a conscious Wanted Man and someone wielding Omnis’ Collar. Some around him held more hope, or less knowledge, but they would witness only failure. One among them even took notes, which William might have applauded if years of hard work and dozens of sacrifices weren’t unravelling.

He cursed his daughter. That damned wet sop had the Wanted Man locked in the Collar and still contrived to lose. He might have let her live if she’d returned with the Collar – she was his kin, after all – but she had only excuses and failure, hands as empty as the space between her ears. For that, she had deserved to die, and he felt no remorse for his actions.

Especially since, somehow, she’d managed to fail so badly it hurt his future endeavours. If not for her, the Wanted Man would now be overrun by the Dreamreaper, unable to fight with drugs filling his blood stream. Damn Eleanor’s eyes, wherever they rotted.

But he knew Omnis’ Collar was unaccounted for. Why hadn’t he accounted for it?

It was a question he had no answer for. Which was abhorrent to Omnis. William took a few deep breaths, calmed himself down to consider the question properly. To act as a true worshipper of Omnis and seek knowledge. This time, of himself.

“My ire is misplaced. I should aim it toward myself.”

“Pardon, Mister Naismith?” one scientist asked.

“I wasn’t talking to you, son.”

William realised he was behaving as badly as his useless daughter. His organisation had years of Solution research on the Wanted Man, an almost bottomless budget, dozens of casters, but had still failed. Everyone here had a part in that failure, but blame should mostly fall on his shoulders. And he should be man enough to accept that. No one but him knew that Omnis’ Collar had fallen into the wrong hands. He decided it was his fault alone that he’d not considered that the Wanted Man might use such a valuable artefact. A mistake he could not repeat.

He felt the researcher’s rituals fade one by one. The fight was over.

Looking through his portal, the only remaining window into the Badlands, he saw the Chalmers kid deliver a coup de grace to the Dreamreaper’s original form. Perhaps it had been hubris to believe nothing could survive that first assault to seek that weak point. No, there was no perhaps. It was pure arrogance. He winced as Penelope finished the girl off. Then banished the portal.

His men looked distraught, downtrodden. As this failure fell upon him, it was his responsibility to bring them back from the brink.

“Now, wasn’t that something to behold?”

Confused or blank faces turned his way. No one responded.

“Listen to me, my fellows, what is Omnis if not the great god of knowing and knowledge? What is our beloved Lord if not the surprise and joy of something you’d not realised? The terror and shock of something you could not have foreseen? Every day, we pray to them for wisdom and more knowledge, do we not?”

A chorus of murmurs followed. Heads nodded.

“Then I ask you, all of you, why look so glum when Omnis has blessed us with truth?” He looked around, each word a careful brick in a new foundation. “Omnis expected more of us, I won’t deny that, but they also gave us the truth. And that truth is two-fold: firstly, that we over-estimated our creature’s abilities and, secondly, that we did not adequately plan for Dustin Longe’s strength or that of his companions.

“Those are our mistakes. Whilst they are galling – and, believe me, I am mortified – these mistakes are forgiveable,” he said, his useless daughter crossing his mind. “It would only be unforgivable if we did not learn from them. Isn’t that right?”

More murmurs, far more agreement.

“Now, break into groups and review what you saw. Cyril has made notes – good man, Cyril – so let’s get copies handed around. I said before that we need ideas for the future, didn’t I? Well, the future starts now. Get back to our work. Praise be to Omnis.”

“Praise be to Omnis,” the scientists chorused back at him.

They broke up into groups. Already, William heard lively debate about what had gone wrong. The Dreamreaper would do plenty of damage in any other setting, and so was a valuable configuration of flesh and magic, but the next iteration must stand up to the Wanted Man. The current generation of sleeping eggs be relocated to other parts of his little empire. Doubtless, they would come in handy.

“I’ll leave you all to this. Get your first ideas out on the table, then on paper, and have a drink or two. Any man deserves a little maudlin after this kind of day. Don’t worry, I’ll supply fine libations for you to drown your sorrows in.”

Some whooped, thrilled at the prospect. Most gave only terse thanks, alcohol the furthest thing from their minds. That was what he liked most about the curious, scientists and magicians alike: you could offer them drink or intoxication during failure and they would take hardly a drop. What mattered most was knowledge, work. Solving a problem, even one of their own creation.

William stepped out through a hidden doorway into the rest of the Solution’s research laboratories. The ones the General knew about. The passage was locked behind him, as it ought to be. A bookcase slid into place over it, masking this entryway and leaving him alone in his Solution.

His words had roused his men, but they rang hollow in his own ears. Omnis only knew what he was going to do now. The Wanted Man remained a thorn in his palm. Worse, he was a liability to his lie about what’d happened to Penelope Chalmers. Especially whilst he protected the damn girl! If their organisation couldn’t take him out or even slow him with the Dreamreaper, what were they going to do? How could they claim the Word and his tattoo?

Then it occurred to him: he didn’t need to take the bastard out. Even Dust’s protection would surely have fallen after the Dreamreaper’s assault. Everyone and everything in the Badlands would see him now. The things of That Which Sins would swamp him. Melting Flesh would surround him. Other Omnis cults would assail him. Surely, one would be successful. And that would be a weight off his shoulders. Yes, some other Triangle worshipper would claim his tattoo, but William had bigger prizes to aim for. He always had.

That thought cheered him as he walked through the Solution’s labs. His labs. And he did own every inch, from the bricks to the glassware and electrical equipment and surgery tools. In the end, the Solution’s aim to claim the Wanted Man’s power may have come to naught, but they’d learned so much whilst he was with them.

More than enough to try and recreate whatever freak accident brought him into being…

We Need To Talk About Gone Home

Right kids—settle down, get your finger out of there before it falls off, and listen to your 7th favorite internet loud mouth for a second.I’ve been playing Le Games Des Video for more years than I can remember. I love them. I can’t gosh darn get enough of them. Hell, I even have a mediocre visual outlet for them.So I’ve run the gauntlet, as it were. I remember VR the first time. I’ve seen a Powerglove in person. I used to hang out at arcades (I still would if going to the beach alone wouldn’t put me on the sex offender’s register). Video games, for me, are my bread-and-butter.

So I should’ve known not to listen when every Dude McBro spouted off online about Gone Home. I should’ve just played the damn game for myself and written this 2 years ago, when perhaps it would’ve been a tad more relevant than it is now. But here we are—I did listen, I’ve only just played it, and now I’m doing a heckin’ big write about it. Spoilers, obviously. Oh, and I’m chubby white dude that’s going to mention feminism, too.

Gone Home is a game in which your character, one Katie, comes home from traveling to find an empty house and a note from her sister, Sam, which sounds awfully ominous. After the game cleverly introduces its one mechanic (search for stuff and use the stuff)  you gain access to the house and start uncovering what the bloody hell Sam is on about when she says you’ll  “See each other again some day”. Through the subsequent 1-2 hours you’ll typically take to run a playthrough you will unearth a compelling narrative with a bevy of subplots that only serve to enrichen the main story while exploring a lavish and creepy mansion once owned by an insane person.

“Trap Door” Theme intensifies

We can, thanks to Laura K Buzz, drop the tar-brushing statement of “walking simulator” when discussing Gone Home and its ilk. The term “Interactive Drama” is a damn sight more on point and descriptive of the gameplay elements. “Walking Simulator” is a term you give to something boring or one-dimensional, like Dear Esther (yeah, I said it, fight me), GH is far, far more than that. It’s a story of discovery, that you achieve via the act of discovery. And boy, what a story. It’s a tale of secret love, coming out, and blood not being thicker than water. It’s the lucid dream of everyone who’s ever been in the closet, or had their relationship in the cover of darkness, that ends with you discovering where Sam has gone: to go be with her girlfriend. To start her new life together. Away from the bigotry of “it’s just a phase”, and the pain of waiting for the “quiet moments” to express their love. This is a story that is sweet but not in an overly saccharine way, with you ultimately rallying behind Sam for her decisions by the end.It’s a game that wants you to believe that love can, in fact, conquer all.

This narrative content seems to be the thing that had the louder-shouting parts of the internet annoyed. Shouts of “SJW game” and “agenda” were thrown about and I, as an impressionable idiot with a very wrong understanding of what SJW actually meant, avoided the game. I know plenty of other people who hold a similar opinion and wrote this game off as “tumblr”. But, friends, strangers; this game is not “tumblr”. This game is good. Fucking good, in fact.It’s a tale of feminism and homosexuality, of societal pressure and secret love, unfolding as you see fit via the choices you make.

It would be remiss not to mention the soundtrack that includes almost exclusively awesome feminist Riot Grrl bands that have now been firmly added to my collection of “songs I want to listen to when I’m feeling sassy”. You experience the soundtrack via various mix tapes and I cannot express enough how quintessentially 90s the bands on there are. It’s perfect, it’s punk, and you should put it in your ears immediately. The songs themselves are the aural exploration of Lonnie (Sam’s girlfriend) and her impact in Sam’s life, mirroring the impact of the Riot Grrl movement in the 90s themselves.

I wish this “zine was real. Sigh.

The side plot of a potential haunting is prevalent throughout.The game has an aura about it: as you explore the empty mansion you feel a slightly unnerving sense of dread around every corner, waiting for a huge scare. You actually discover a Ouija board and a Summoning Ritual before reaching your final destination of the attic, while Sam’s diary constantly mentions her “ghost watching” and possible sightings. These are all delicious red-herrings: my personal favourite being the hair dye/ blood debacle that ends in a diary entry that will make you well up, or miss someone you love.

The open narrative structure allows you to explore the house at your own pace and exactly how you want to. You can go into as much or as little detail about the other family members and history of the house as you want, meaning the replayability is a lot higher than that of other games of this kind.

All of the above, and so much more, is what makes GH so monumentally important as a game. It sends a message that love is, well… Love. Yes, what Sam and Lonnie do is reckless, but it should serve as a warning to those parents that dismiss their children when they tentatively or otherwise bring up the subject of their sexuality. To every father that’s said “you ain’t livin’ ‘ere no more if you’re one o’ them gays” or every mother who’s said “it’s just a phase, you’re young, you’ll get over it” GH is a red light flashing. And it’s a beacon of hope to those that are in those situations. You can always leave. You can always leave. GH looks you in the eyes and tells you that blood’s only thicker than water when it’s not actively trying to suppress who you really are. And all of this is conducted in a game with no aliens, explosions, fighting, men with beards, dragons, or any of that other images conjured when someone says “videogames”.

The way you see Sam falling in love perfectly nails the way it really feels.The rush, the confusion, the awe of it all.For those of you that don’t know, I’m a musician (well, a drummer) and a man who has been in secret relationships. I have experienced all too well the agonizing wait for the moments when you’re finally alone and can act like yourselves. Those small, stolen seconds where you quickly check to see if anyone is looking, and you steal a kiss from each other. Maybe this is why GH resonated with me so much. Maybe it’s why hearing that Lonnie couldn’t face being apart from Sam, and her subsequent “pack-everything-and-run-away-together” strategy literally broke me to tears. Or maybe it’s just a fucking good example of “Interactive Drama” that should be experienced by everyone. A sterling example, perhaps, to not listen to the “outraged” neckbeards that hate anything attempting to make videogames the art form we all should believe it is by now. This game is earnest in its story and gives you a no-frills account of teen angst, punk, and love. And if that doesn’t sell it to you, I’m fresh out of ideas.

You can find Mike spouting off on twitter @The_Dark_Mike , or being a Riot Grrl in Grunge band Dogtown 

Wonder Woman is Spectacular, Totally Worth the Wait

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This Wonder Woman solo outing directed by Patty Jenkins has been a long time coming, the fans have been shouting at DC to make this film and finally they took the chance. I do not stand alone when I say there has been a little apprehension as to whether DC could do the job, I am so happy to say, they did it, they made a really good film.

The whole package is almost perfect, I have very little criticism to offer. Gal Gadot as Wonder Woman is spectacular, though she received early criticism for the casting, she portrays the amazon with power, grit and heart. The opening on Themyscira establishes a true race of warriors. Delivering some of the most impressive training and sparring visuals I have seen on the big screen. I mean, combat on horses is always going to look kick-ass. Establishing Diana’s beginnings and that of Paradise Island, works very well and doesn’t feel like a forced origin story. I particulary enjoyed watching a young Diana develop the spark of a rebellious warrior, who is willing to defy her mother. Honestly, one of the best action sequences is that of the Germans vs the Amazons, magnificent and heart breaking.

Diana believes she has a responsibility to help humanity so from Paradise we move into Man’s world and the visual imagery takes a sharp turn from a stunningly beautiful backdrop to a dingy, smog filled London. A move not only befitting of the heavily industrialised era, but the sorrow of a World at war. The overall story fits with the character, more or less sticking with already established origins. If you’ve read Wonder Woman comics then the story will not feel unfamiliar.

There are a few comedic moments on offer, particulary when it comes to Diana acclimatising to man’s world. For the most part, it is Steve Trevor (Chris Pine) who adds the humorous element. I am particularly pleased that Trevor’s character didn’t make a bigger deal out of a woman fighting. Once he realises her abilities, he goes ahead and let’s her wield them. The story explores the developing romance of Diana and Steve and though it does have a part to play in the film’s climax, I do not think it detracts the focus of the film being Wonder Woman’s story.

Wonder Woman

Here is my only criticism, I think David Thewlis was an odd choice for Ares, I acknowledge there was a need for misdirection but it just didn’t feel it was a good fit for this particular actor. Every other role is well acted and felt right, a particular favourite of mine being Robin Wright’s Amazonian General Antiope.

One of the themes running through the film is ‘does mankind deserve Wonder Woman?’ At no point does Diana question her own abilities, there is no crisis of confidence, she knows her value and she knows how to use it. No moping around for this hero. When Wonder Woman questions whether mankind can be saved from themselves, Diana is reminded that in all the atrocities, there are always people trying to do good, to help those who can’t help themselves, to make a better world. A message that is particularly poignant in the climate of terror we are living in.

The whole film is an emotional ride, Wonder Woman super fans I suggest a bag full of tissues. Nothing could have prepared me for the feelings of pride and awe that hit me at different moments. Patty Jenkins has made full use of Wonder Woman’s powers and abilities, from the lasso as a weapon to those bracelets, just wow. With imagery straight from the comics, there is no doubt this is Wonder Woman brought to life.There is a particular scene where Diana defies Trevor and steps our into No Mans Land, that sequence made the film for me, the tears they did flow, I felt proud, I felt empowered and in that moment, I knew they had made the film we needed.

Wonder Woman

The DC movie universe has been fraught with problems of the last few years, let us not forget the ‘Martha’ debacle that was Batman Vs Superman. All of which had me worried about them bringing my all time favourite superhero to the big screen. Fear not my fellow fans this film is awesome.

Rezrog Review

The word rogue-like seems to be a popular buzzword these days, and can be seen in game descriptions for indie titles far and wide. So the question arises: how do you make a game that has so much in common with of all its rivals stand out? Enter Rezrog, the latest offering from Kasedo Games and Soaphog Game Studio.

Rezrog advertises itself as a table-top inspired, turn-based, dungeon crawler. It’s a good looking game filled with cute animations and cut-scenes, where your job is to restore the lands of its title to their former peaceful selves following evil wizards and hideous monsters descending to the darkest depths of the earth, seeking to harvest the power of the potent gems that are found there. So far, so RPG staple.

You take control of a band of seven adventurers who get to enter randomly-generated dungeons one at a time to fulfil one of several victory conditions. Choose between the stalwart warrior, the cunning rogue or the Elven summoner. The classes available fit the usual RPG fare, with a few additional classes that look to draw their inspiration directly from Dungeons and Dragons, such as the Paladin.

The first thing that comes to mind with Rezrog is the easy to use nature of its interface. Whist small tutorial messages are available, there is nothing so complex that you couldn’t pick up on its use by yourself. In fact, the game itself is incredibly easy to pick up, whilst throwing in enough challenges to keep you on its toes. Don’t be fooled by its cute exterior, in order to succeed in Rezrog you have to think tactically. Every time one of your characters is captured, you have to send in another party member to rescue them. Lose all seven, and the game is over. Sounds simple enough, but this is a game that is surprisingly unforgiving of mistakes.

One of the dangers of these types of games (especially one with 100 different dungeon levels in 10 environments) is that the fun can quickly turn to boredom as you seem to run the same level over and over again. Rezrog aims to battle this by introducing several randomly generated elements. Each dungeon is not only randomly generated and so totally different for each play, they also feature a different quirk at the beginning of each level, from monsters becoming 10% stronger, to potions or spells being more potent. For even more of a surreal experience, one of these quirks is the wonderfully named “drunk camera”, although sadly the option did not present itself during reviewing time.

The game also features 120 different enemies which can be taken down by over 60 different skills available to be discovered and upgraded. Life for your characters is then made even easier by an absolute treasure trove of equipment on offer and their own stats been strengthened as they level up. All of this however, can come naught if your strongest character ends up accidentally taken out by a trap during their quest, leaving you desperately trying to build up your weaker heroes before throwing them futilely at a dungeon they are not quite strong enough for.

Essentially, a fair part of the game is trail and error. With every new enemy that you encounter, there’s a sense of unknown, with each having their own unique skills or abilities. Are you better off attacking from afar and avoiding poisonous gasses, do you stick close and take advantage of a melee flank attack which will cause more damage, or do you ignore the minions and attempt to soak up their damage whilst you attempt to kill their master? Provisions to restore health and mana do not present themselves in huge abundance, and every move has to be thought out, lest you end up back at the tavern trying to work out which of your other heroes has the best chance of releasing their poor companion from their imprisonment.

There will always be a certain amount of repetition with these kind of games, but Rezrog makes a sterling effort of keeping their players engaged, and for a game so easy to learn it does an excellent job of making the combat tactical enough to keep even the seasoned player interested. The game has an addictive quality that keeps you going back for more, even if you’ll require the odd break to calm down because you’ve made a decision that you really should have known better not to make.

And if you find yourself in a position where all else is lost, the game does give you the option of dismissing your party in favour of a newer, untested set of characters. By the use of gems it is possible to pass the stats of their predecessors to them, providing your party with a handy boost at the very start of the game.

In short, Rezrog is a game worth checking out, and with a bargain price of £6.99 won’t break the bank either. Pick it up, it’s a good way to pass several hours, or more, of your free time.

Rezrog will be available on 31st May 2017.

Ultra Street Fighter II: The Final Challengers REVIEW

How many times can you sell the same game?

With multiple re-releases, updates, roster changes and new features over its history, how does the Nintendo Switch exclusive stand out! Not too well unfortunately.

Street Fighter II was probably one of the greatest games I have ever played in an arcade; bar none. Button bashing against my mates in a tireless battle of wits, I have fond memories of many glorious victories and just as many ignominious defeats all the while draining my precious pocket money; it was / is a real treasure. So picking up the newest incarnation for the Switch, I had nostalgic visions of those very days, back in the arcade, and hoped its ass kicking, martial arts toting, fire ball flinging awesome would wash over me once again.

The original formula is still the staple to this release, but little more has been done to make it any more engaging. Arcade Mode will still take your chosen character all around the world to face the variety of challengers we have gotten used to and online mode will normally see your backside handed to you without laying a single punch!

This being said, you can now play as one of TWO new characters.. and by new i mean, rehashed versions of two old characters, with Evil Ryu and Violent Ken! Very underwhelming. I don’t care too much for the dark versions of Ryu or Ken to be honest as Chun-Li was always my preferred fighter, why no evil version of her?.

On top of these lack luster additions, If you play SF2 Ultra for a while, it won’t take long for the crushing repetition to set in. something compounded by the lack of any real customisation; which just lets you change the outfit to a set colour.

There are of course  some positives to come out of Ultra, with the graphics and images looking great and invoking some great nostalgic feelings while exploding off the screen and if that’s not enough you can change the graphics to the classic 16-bit style for a real trip down memory lane.

On top of this the characters are all still fun to play, just make sure you mix up your selections now and again and there is also the ‘Way Of The Hado’ which actually makes use of the joy-con controllers to throw your own Hadokens! Lots of fun.

All in all Street fighter II Ultra is not a perfect game and I’m afraid that the only reason people will want to play it is due to the the rose tinted glasses of their childhood. Sure it does encapsulate the old game in part but this version was just a bit lame if i’m honest.

Hopefully, Nintendo, i’m looking at you , this will be the final rehash of this beloved game.

Final rating: 2.5/5

Written by Jonjo Cosgrove

Foam Alone Eps#1

In a new series dedicated to all things Nerf, Jamie has a look at the Artemis XVII-3000.

Like the review? then please let us know what you would like to see reviewed next in the comments below and as always, subscribe, like and share.

The Geek Pride Cast #Day-G

On this live streamed Podcast, Matt, Bevan and Dave talk Twin Peaks, X-Files, tv series that over stayed their welcome and how to have a stable relationship… ish.

We also answer some of our viewers questions and if you would like to be one of said viewers then check out our Youtube, Facebook and Twitch.

You can also find us on Google Play and I- Tunes

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