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Green Lantern: No Fear - Geoff JohnsEvery so often I give Geoff Johns a chance to convince me that he’s not a hack. I do this because he keeps getting such glowing praise that I think to myself, “It must be that I just haven’t read the right Geoff Johns comics.”

But it never works. Every time I try reading something by Geoff Johns, I always find the same thing: Mediocrity.

My latest effort has been his work on Green Lantern. I started with Green Lantern: Secret Origin (which was a decent retelling of the origin story), continued with Green Lantern: Rebirth (which was a passable effort at making a pure Tale of Grand Retcon(TM) something other than a mind-numbing exercise in dotting your i’s and crossing your t’s on the way to explaining why some other set of stories never actually happened), and landed in Green Lantern: No Fear.

These pages from the last of these volumes, taken from two back-to-back stories, tell you pretty much everything you need to know about Geoff Johns.

Green Lantern - Geoff Johns

Green Lantern - Geoff Johns

(You can click for larger images.)

While the surface quality has been changed, those pages both tell the exact same story: Random and essentially nameless man and woman chat for a couple of panels. The big bad guy for the issue shows up and slaughters the man in a gruesome fashion. The death of the woman is then implied, but left off-panel so that we can imagine it in our own gruesome detail.

I don’t have a problem with the story. (The first artist, in particular, does a great job of pacing it and that final panel of red is inspired.) I do have a problem with the fact that Johns is repeating himself in the most formulaic fashion.

It would be one thing if this was just some random nitpick. But the real problem here is that these pages are merely the most perfect encapsulation of what’s wrong with these volumes: At both the micro level and the macro level, Johns repeats himself. And repeats himself. And repeats himself. And repeats himself…

And once you’ve noticed it, you also can’t help noticing that Johns is also repeating a lot of other people, too.

I don’t mean this in the sense of plagiarism. I just mean that there is absolutely nothing interesting or inspiring in anything that Johns has to say: We’ve seen these stories before. And we’ve seen them done better.

If you’re brand new to superhero comics, then you might potentially find Johns’ work nifty. It’s a workman-like rendition of nifty stuff drawn from what is clearly Johns’ own passion for superhero stories. But unlike Kurt Busiek or Grant Morrison or Mark Waid (when he’s at his best), there is absolutely nothing transformative or reinvigorating or fresh in anything that Johns is doing. Instead, it’s paint-by-numbers storytelling so predictable in its technique that it’s as if Johns is dealing a hand of poker using transparent cards.

But I’m a sucker, so give me another five years and I’ll probably give the guy another shot.

GRADES:

GREEN LANTERN – SECRET ORIGIN: D
GREEN LANTERN – REBIRTH: D-
GREEN LANTERN – NO FEAR: F

Geoff Johns
Published: 2008 / 2005 / 2005
Publisher: DC Comics
Cover Price: $19.99 / $14.99 / $12.99
ISBN: 1401230857 / 1401227554 / 1401210589
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Infinite Crisis - DC ComicsStep 1: I have just read some interesting things about recent DC continuity and would like to check it out.

Step 2: Let’s try Infinite Crisis.

Step 3: Ah, there’s a Countdown to Infinite Crisis. I should read that first.

Step 4: Hmm… Apparently this ties into a bunch of mini-series leading up to Infinite Crisis. Some googling reveals The OMAC Project, Rann-Thanagar War, Days of Vengeance, Villains United, and The Return of Donna Troy.

Step 5: And some more googling tells me what order I should read them in. Also, I seem to have missed a Prelude to Infinite Crisis

Step 6: … and these mini-series wrap-up in several specials. When should I read those?

Step 7: Oh. Intermixed semi-randomly between the seven issues of Infinite Crisis.

Step 8: Okay, now I can start reading.

Step 9: Three issues into The OMAC Project and apparently the “story continues” with Superman: Sacrifice. Can I just skip that and keep reading this series? … Nope. Nothing makes sense. (In fact, it turns out that Superman: Sacrifice contains the event which arguably triggers the entire Infinite Crisis.)

Step 10: … and Superman: Sacrifice is split across three different Superman comics and a random issue of Wonder Woman.

Step 11: Okay. Tracked those down. I’ll continue reading…

Step 12: And then Infinite Crisis sucked.

(Some of the mini-series were pretty decent, though.)

Why is DC Comics asking me to do this much homework in order to simply read their books?

Admittedly, only some of this material was actually crucial for understanding and appreciating Infinite Crisis (insofar as that drek could appreciated on any level). But that doesn’t actually help, because I had absolutely no way of figuring out which bits weren’t essential until after I’d read them. (And it’s not as if I tried to seek out every issue of DC that crossed over with Infinite Crisis. These are just the major backbones of the event.)

If Marvel and DC really feel it’s important to create this kind of convoluted, multi-title, overlapping continuity, I say more power to them. But, if so, then it would really behoove them to put together reading lists so that readers who are interested in their comics can trivially figure out what they need to read.

Having cleared Infinite Crisis, I proceeded to 52 — which was delightfully straight-forward, except for the bit where you read issues #1 thru #50, then stop and read World War III #1-4, before finishing with 52 #51-52. (This problem, at least, is cleared up in the collections.)

But now I’m trying to figure out Countdown to Final Crisis and, as far as I can tell, it is literally impossible to put together a reading order for its penumbra of narrative. (In fact, all I can find online are people saying, “I dunno.”)

Below the “Read More” barrier, however, I have included my reading order for the first chunk of the modern crisis era at DC Comics (for anyone who might find it useful). I have included my personal grades for each story in parentheses after each title.

(more…)

The Lightning Thief - Rick RiordanReading Percy Jackson and the Lightning Thief was a fairly fascinating experience. Taken on its own merits, the novel is a perfectly acceptable piece of light fluffery. On the other hand, the Percy Jackson series is clearly a calculated effort to cash-in on the success of Harry Potter, and reading the novel from that point of view gives a great deal of insight into not only Riordan’s creative process, but also the elements that made Rowling’s work so successful.

Basically, Riordan seeks to invert the structure of Harry Potter in every part. Thus, Potter’s magical school becomes Jackson’s magical summer camp. Potter hates his mundane home life, so Jackson loves his. The friendly headmaster Dumbledore becomes the hostile camp master Dionysus. And so forth.

You can also see this inversion being carried out on the larger structural level of the plot: Potter generally stays at his school and adventure must seek him out. Jackson, on the other hand, must venture forth on grand quests.

In general, this model of wholesale inversion is probably more effective at keeping the series fresh than if Riordan had decided to simply ape Rowling. But once you’ve spotted the trick, it becomes depressingly predictable. It also creates deeper problems for Riordan.

For example, one of the really beautiful things about Hogwarts was the irony of a kid who wanted to go to school. It’s an inversion of the natural order, and thus – on a subtle yet fundamental level – reinforces the otherworldliness of Rowling’s milieu. But a kid who hates school and wants to go to a summer camp? It’s bland vanilla even before you get to the random grab-bag of camp activities that make Quidditch look like a reasonable sporting event. (Riordan tends to tell rather than show. He wants the summer camp to be really cool, but he never spends the narrative time there necessary to invest the reader as deeply as Percy himself is apparently vested.)

The Lightning Thief also calls attention to another aspect of Harry Potter that sets it apart from the great bulk of fantasy fiction: Harry Potter is utterly humble in his origins. He is not born with any special powers. The only prophecy which applies to him is essentially exhausted before he hits his first birthday. Everything we see him accomplish, he accomplishes through hard work, determination, study, and the assistance of friends well-earned. (In this he shares much in common with Bilbo and Frodo.)

Percy Jackson, on the other hand, is Born Awesome. He’s the son of one of the most powerful gods, and so he’s inherently more powerful than everyone else around him. Ta da! And whereas Potter has his one small advantage stripped from him midway through the series, Jackson simply continues to accumulate power through divine fiat. We never see him work for anything. Or earn anything. At most he occasionally digs deep to find his hero genes and then unleashes the raw potential of his authorially-granted I’m So Special status.

Ultimately, the Percy Jackson series is to Harry Potter what The Sword of Shannara is to The Lord of the Rings: Riordan mugged Rowling in a dark alley, rifled her pockets, and shuffled the stuff he found into a slightly different order while scraping off the serial numbers. In the process quite a bit of the original’s charm and depth has been lost, which is perhaps only to be expected when you’re dealing with a knock-off.

On the other hand, Riordan’s writing, despite its shortcomings, is better than early Terry Brooks. And he also finds his own unique sense of grandeur and mystery (whereas Brooks only managed to turn everything he touched to mediocrity in The Sword of Shannara). So while the comparison may be apt, it is not entirely fair.

So while I can’t strongly recommend The Lightning Thief, I also wouldn’t dissuade you from it. It’s a bit of light fun, and the series as a whole tends to improve as it runs its course.

GRADE: C

Rick Riordan
Published: 2005
Publisher: Hyperion
Cover Price: $7.99
ISBN: 1423139494X
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The Cape

February 1st, 2011

The Cape

So I watched the first few episodes of The Cape on Hulu. The show has some half decent pulp coolness going for it, but the scripts suck. A lot.

CHESS: “I’m going to frame you for being Chess and then kill you! The world will think Chess is dead and my public persona will take the credit for eliminating his threat!”

Clever plan. Explain to me why Chess immediately resumes the Chess identity?

Then we have the super-secretive Orwell who insists that no one can be allowed to see her face… and yet she is constantly going out into the field and having public chats with the Cape.

CAIN: “I am a member of a secret order of assassins so totally secret that it’s a really big deal that our existence has just now been confirmed with completely circumstantial evidence! Our modus operandi? Well, we have massive identifying tattoos on our forearms and we also leave calling cards at all of our assassinations.”

Winner of the Least Secretive Secret Society Award for three years running.

NEWS REPORTER: “Mr. Portman is the only city councilor willing to deny the Big Bad Evil Corporation control over the city’s prisons! The vote is tomorrow!”

Okay, well, I guess if he’s the only vote against it then ARC doesn’t have much to worry about… So why is ARC trying to assassinate him?

MR. PORTMAN: “I’ve just been told that Mr. Fleming is trying to kill me with poison. I think I’ll go have dinner with him… At the restaurant that he owns…”

Really? Really?

TEACHER: “Here’s a new student. His last name is Faraday.”

KIDS: “Faraday? That’s the same last name as a criminal who was killed several weeks ago! This must be his kid!”

Wow… That’s quite the leap of logic there. I mean, it’s true. But that doesn’t make it any more absurd for the kids to immediately make that association. It’s as if some kid in the Marvel universe had the last name “Richards” and everyone assumed he must be the fifth member of the Fantastic Four.

There’s quite a bit of low-level nonsense in the dialogue, too.

Castle Ravenloft

January 7th, 2011

Castle RavenloftAs a roleplaying game, 4th Edition sure makes a great boardgame.

… Zing!

But in all seriousness, I’ve been looking forward to getting my grubby paws on a copy of the new Castle Ravenloft game for awhile now. For the better part of two decades now, I’ve been looking for a boardgame that could be played when you were in the mood for a little dungeon-crawling but didn’t have anyone to DM.

(Over the years I’ve dabbled with dungeon-crawling boardgames that require DMs, but I’ve pretty much sworn off them at this point. Descent is a decent game, for example, but I can’t imagine a scenario when I would ever play it: Since it requires a DM, I might as well just grab my copy of Dungeons & Dragons off the shelf. The full-fledged RPG is a richer and more rewarding experience in almost every way, and with the speed of OD&D character creation you can actually get the game set-up and start playing much quicker, too.)

Most recently, Munchkin Quest looked like it might fill that slot for me. It had some pacing issues, but after fixing those problems the game saw a couple months of intense use. But after that, the game started collecitng dust: The competitive aspect meant it still wasn’t quite scratching that dungeon-crawling itch. And it was too long (3-5 hours) given the relative shallowness of its gameplay. Way too many sessions ended with all of us wishing that the game would just end already.

Castle Ravenloft is pretty much at the opposite end of that spectrum: The prepackaged adventure scenarios all feel lightning fast and can easily be completed in 60 minutes or less. I’ve played it more than a dozen times already (having gotten it only a week ago). The real test, of course, will be whether or not the game endures after the first flush of excitement. But for the moment I wanted to talk about some of my first impressions.

RANDOM DUNGEON, BUT SHALLOW EXPLORATION

The game features a random dungeon construction: Individual puzzle piece tiles are laid out as your heroes explore the dungeon. The result can be quite tense at times as you cross your fingers against drawing a black tile (which results in a debilitating encounter being drawn), but very few of the tiles have any kind of special effect or meaningful identity in a given scenario.

Ravenloft Play 1So while the game is more variable and interesting than dungeon-crawlers featuring pre-determined dungeon layouts, there’s also no sense of actually exploring the dungeon in most of the scenarios.

Similarly, because the dungeon layout is random it doesn’t really matter where you go: You virtually never hit a dead end, and at some point you will draw the location tile containing your goal for the given scenario.

Here’s a simple hack I may be trying in the near future: For scenarios involving the use of the special 1×2 Start Tile (which is most of them), start by forming a random 3×4 grid of face-down dungeon tiles with the Start Tile in the middle of them. Now take any scenario-specific tiles and shuffle them into a stack of random dungeon tiles to form a stack of 13 additional dungeon tiles. Deal these out randomly to form a face-down, 5×5 grid (including the original 3×4 grid). (For a longer game, form a 6×6 grid instead.)

TACTICS, BUT NOT AS WE KNOW THEM

Although Castle Ravenloft offers a setup superficially similar to 4th Edition, this can actually be quite deceptive. As a result, I’ve seen quite a few reviews complain that Castle Ravenloft doesn’t have any tactical depth.

Ravenloft Play 2This is not, strictly speaking, true: Castle Ravenloft does have tactical depth; it’s just a tactical depth that looks absolutely nothing like 4th Edition’s tactics.

The primary tactical crux of Castle Ravenloft lies in the fact that heroes move by spaces but monsters by tile. (For example, a typical hero might move 5 spaces on their turn. A typical monster, on the other hand, will move 1 or 2 tiles.) Thus, the core tactics of the game revolve around managing the placement of monsters and heroes around the tile borders.

These basic tactics are complicated by the necessity to manage the monster’s control sequences; the panoply of variable hero abilities; and the random crises generated by a fair-sized chunk of the game’s encounter cards.

(The game may also suffer in the opinion of some because it’s very easy to brute-force your way through the early, introductory scenarios. It’s thus possible to completely ignore the tactics and strategy of the game and still pull out early victories, leading one to the false conclusion that the game has no strategy. In that respect it’s kind of the inverse of Settlers of Catan — a game which you think has a strategy when you first start playing it and then eventually realize is dominated completely by dumb luck.)

HORRIFIC RULEBOOK

The Castle Ravenloft rulebook is quite possibly the worst I’ve ever read. It’s poorly organized, fails to explain basic terminology, establishes other terminology which it then proceeds to use inconsistently, and then compounds all of these problems with an atrocious (lack of) organization. And given the relative simplicity of the rules, the experience of the designers, and the fact that the game is built on the back of a fairly well-established ruleset… well, it’s completely inexcusable.

It’s also disappointing that WotC failed to leverage their existing stock of high quality fantasy art to spice up the cards. The lack is particularly felt, in my opinion, when it comes to the treasure cards.

MONSTERS & SCENARIOS

Ravenloft MonstersThe argument could certainly be made that it’s worth buying the game just for the 42 miniatures that come with it. I don’t think I’d disagree: Amazon is selling the game for $50 right now, so the price per mini comes out to about $1.20. Since that includes a Huge Dracolich, I’m pretty happy with it. (And that’s ignoring the general utility of the interlocking dungeon tiles.)

Laying that aside, I do wish the game had a bit more variety when it came to monsters. There are basically ten varieties of “grunt” in the game (zombie, skeleton, blazing skeleton, wraith, ghoul, wolf, kobold, spider, rat swarm, gargoyle) and you’ll see a lot of them all. While the varied scenarios are keeping much of the game fresh for me right now, the monsters have all become rather hum-drum.

Fortunately, this is an aspect of the game which is surprisingly easy to customize. Although game balance probably requires that you keep 10 different types of creature for each adventure, swapping them out for equally challenging monsters isn’t a problem. There’s a ton of fan-created monsters already available, and there are cheap D&D mini singles available all over the place.

Speaking of scenarios, the game comes with 12 (including two solo scenarios) and 2 more have been released through Wizard’s website. The scenarios are varied (often completely changing your strategic approach to the game) and have been easily supporting multiple play-thrus for me. For example, in this scenario:

Ravenloft - Howling Hag Scenario

The heroes start play having been randomly teleported to different corners of the dungeon. You have to reunite with each other and shut down a demonic summoning while the villain of the piece continues to assault the heroes with teleportetic assaults.

(In the image above you can see where we’ve set off an Alarm trap — which summons additional monsters each round — in a section of the dungeon we were subsequently teleported out of. One of the (blue) heroes has been abandoned in a dead end corridor. And both of the heroes are dreading the possibility that the villain is going to teleport them back up to where all those monsters are waiting to devour them.)

But I do wish there were more of them. When I compare the relatively anemic number of scenarios offered by Castle Ravenloft to the dozens of scenarios offered by Betrayal at House on the Hill (another game I received this Christmas which features variable scenarios of roughly equivalent complexity), I do feel this was an opportunity missed by the designers.

FINAL WORD (FOR NOW)

Castle Ravenloft is fun.

I’m enjoying it a lot, and I keep roping in more and more people who all seem to agree.

It’s not perfect, but its only egregious flaw (the atrocious rulebook) is relatively easy to overcome.

Having just reviewed my early thoughts on Munchkin Quest, I realize that initial success may not translate into a permanent or even long-term success. But as I write this I’ve already gotten more than a dozen plays out of the game, and I’ve only touched half the scenarios it shipped with. A couple scenarios have already seen 4+ plays. Even if that’s where the game tops out, I’ll still get 40+ plays out of it. That’s pretty good compared to most of the games I own.

Go to Castle Ravenloft: Rulebook Woes

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