Review: Secret #3

For all of you that have been wondering and asking where Secret has been I have three words for you: “It’s a secret.” Damnit I couldn’t resist making a seriously terrible joke to start this review. Honestly I don’t know what the delay on this series has been; I asked Image months ago and never heard back so I assumed the answer was “no comment.” I follow Hickman on Twitter, but keeping up with that guy’s feed is impossible. At any rate its back… and I don’t remember anything about the first two issues other than the fact that they were pretty average. It’s probably good that I didn’t remember anything going on in them because it made me like this issue a lot more. It kicks off four years in the past at a urinal. Our main character… ah, fuck what’s his name… Grant (I already knew it from reading, but I wanted to illustrate my first experience with the issue) pulls up to the urinal in-between two skin heads. He makes a snide remark to the two men to get them riled up and then the scene changes.

We find Grant and his friend Thomas at a café sitting outside waiting for someone. They talk in military/undercover/black ops terms about two targets approaching them for a meeting. It turns out to just be a double date which put a grin on my face. They begin chatting and we see the results of the first scene in one of those “we had a quite morning too” type of deals. The scene is actually of Grant with a knife to his throat while Thomas busts out of the bathroom stall and caps them both in the head.

secret03_coverHere’s the thing about this issue… (SPOILER AHEAD IF YOU DIDN’T READ THE FIRST TWO ISSUES) I thought that Grant set Thomas up to die, but he’s very hurt and confused by his death. I let this go quickly because clearly I was wrong, but it definitely means that the first two issues weren’t constructed very well with their story. I remember them jumping around as much as this issue, but here I wasn’t lost or confused by what was happening. It sucks that it took three issues for that to happen and a hell of a delay. Overall the story was good and I’m interested in it more, but it still struggles. The humor and witty remarks are all fairly obvious. If you’ve ever watched a con man/spy movie then that’s all this is. It’s a shame, but I don’t think this is Hickman’s forte.

The art is great. I enjoyed Ryan Bodenheim’s work on the first two issues and he commands the page and story with this issue. He controls the pacing of the story and even though the beginning was working its way towards an obvious conclusion, it was partially because of Bodenheim’s page and panel structure. I personally enjoy his character designs and faces. Everyone is kind of rough and chiseled looking, but at the same time beautiful looking. It definitely plays to the Hollywood feel. Also I appreciate that the character’s had different facial structures and their fashion wasn’t copy and paste. The thing is, that I may have been confused about the story due to the art… I don’t know anymore.

Honestly I could recommend this to anyone because it felt like a brand new series to me. I almost went back and re-read the first two issues, but after I actually enjoyed this issue I decided not to bother. Why go back and confuse or remind myself that I was planning on giving up on this series after seeing what this issue was going to do. In a strange way I think the long delay may work in their favor so if you missed the first two go ahead and jump on.

Score: 3/5

Writer: Jonathan Hickman

Artist: Ryan Bodenheim

Publisher: Image Comics

Price: $3.50

Release Date: 8/28/13

Review: Skullkickers #24

If you thought that Skullkickers was done with its shenanigans then I have news for you… no they ain’t! The creative team takes a break from their usual story to bring some “Tavern Tales’, but not before Zub chimes in with some great zero issue/prequel commentary. It’s funny stuff and sets the stage for what’s about to come. The issue itself is four separate stories following each of the Skullkickers and a special guest that ties heavily into the current story arc. The first story is written by Ron Marz and drawn by Stjepan Sejic. Off the bat you won’t recognized Sejic’s art. It’s very different from his usual stuff, but it’s incredible all the same. The story follows Kusia as she faces the next stage of her assassin training. It’s actually quite funny and follows the action-adventure formula of “everything that can go wrong will”, but Kusia manages to continue through and that’s where the humor comes from.

The next story is from Adam Warren and Remy Mokhtar and follows Rex. He’s in the Wild West being chased by a giant cat and running for his life. It’s instantly funny because he has hair, but Mokhtar does a great job of capturing his facial expressions so that you know that it’s Rex from the get go. It’s a short and sweet story with plenty of foreshadowing for his character... even though readers already know how it turns out.

skullkickers24_coverThe third story is about Shorty of course, but is actually narrated by Rex. It’s all about partnership and is very funny with great dialogue from Todd Dezago. The art was interesting. I didn’t love it, but Jeff Cruz has an interesting style and I would actually check out more of his work for a different series. I don’t know if his style lent itself to the comedy very well and that hurt the jokes.

In general I think all of the stories were pretty funny and stayed true to the Skullkickers brand. It did feel like a filler issue, but I think in a strange way it was an important addition to the first issue reboot experiment. It was almost like it needed to be done in order to prove a point. I liked it a lot just for that reason alone, but it also made sure it delivered the goods as well.

It’s also a great issue if you’re a new reader or just confused by the fact that the original number returned to the series. Even though Zub makes some great commentary about zero/prequel issues, he makes sure that this issue is successful in fulfilling the original intent of these types of issues. New or old readers are left feeling very welcomed on this series so check it out.

Score: 4/5

Writers: Ron Marz, Adam Warren, Todd Dezago, Jim Zub

Artists: Stjepan Sejic, Remmy Mokhtar, Yinfaowei Harrison, Jeff Cruz, Lar deSouza, Misty Coats

Publisher: Image Comics

Price: $3.50

Release Date: 8/28/13

Review: Tomorrowland #2

This is a very different comic series from Paul Jenkins. Don’t get me wrong I can see his structure and creative process all over it. In a strange way it’s very akin to Fairy Tale Outlaws, but with its own flair of course. I’m glad that it exists though and that Titan Comics has brought it to North America. I love comics like this that would ordinarily struggle to be picked up by a publisher and likely remain in the sea of undiscovered indie books. It’s a comic experiment that I’m glad exists. The story picks up with our twin DJ’s staring face to face with Will Shakespeare and other historical figures; Mike breaks the moment (which is frozen in time in case you forgot) and goes to make himself a sandwich. He figures that this is all just a dream and that he’s going to sandwich it up in the meantime. The historical figures explain their role and the conflict they’re up against. The gist is that once a generation a creative force is born that can fight back evil and prevent it from taking over the world. The big question seems to be why there are two of them chosen when all the previous incarnations have been solo.

The story switches over to the “evil team” and we meet the nameless one… that looks a lot like the devil. He too is confused by the appearance of two chosen ones, but his court of demony people offers him the idea that the “good” forces are growing weak and fear his power… this doesn’t turn out to be true.

Tomorrowland_02_Cover_WebIt’s an interesting issue even if most of it seems to be spent explaining the world. I’m curious to see where it’s going, but the overall plot only takes a baby step in this issue. I enjoyed seeing the different historical figures come into play later in the issue. There was one that was very surprising that no one will see coming and the comic makes a meta reference to that fact. Jenkins brings a lot of his style to this series, but I’m still waiting for the heart. Right now it reads like commentary on the importance of the creative process, but that isn’t a strong enough theme on its own currently.

Can I just say that I love art studios? I do. It’s one of the reasons I enjoyed and supported anything made by Udon before they got Capcom money and decide to just do art books. I don’t know if Stallar Labs is just Alti Firmansyah and Beny Maulana, but the fact that they can seamlessly produce a comic together is great. If there’s more to the Stellar Labs team I would love to see it. They do a fantastic job with this issue and have a ton thrown at them to illustrate in the issue. Not only are they bringing a dozen or more well-known historical figures to life, but they’re drawing different places in time and reality. It’s a treat to view the art and the team tells a fantastic narrative with just the visuals.

I like this issue and series, but it’s missing that special something. It’s just a cool series right now, but I don’t know if it has what it takes to be a treasured jewel in comic’s history. It’s an interesting experiment that may pave the way for other series, but I’d really like to see it stand on its own as something creative and different for the world of comics.

Score: 3/5

Writer: Paul Jenkins

Artists: Alti Firmansyah and Beny Maulana of Stellar Labs

Publisher: Titan Comics

Price: $3.99

Release Date: 8/28/13

Review: Overtaken #1

You can’t argue with a dollar, but I can say that if this issue wasn’t a dollar I wouldn’t pick it up. This was one of the strangest first issues I’ve ever read and it was 100% because of the structure of the story and mostly the dialogue. I’m not going to bash it or anything since it’s still a pretty average issue, but there was a lot about it that could have been different. The story begins on a faraway planet long before the dawn of man. Two alien races are fighting each other in the nude and the narration tells us that neither side is winning. One side is ant looking red people with four arms, while the other side is silver looking bug people with two arms. They’ve been fighting each other to a stalemate for a while and nothing seems to tip the scales. It takes six pages to get through this opening and the narration is very dry. I started speed reading it because I quickly discovered that I was not going to be emerged into the narrative, but rather fighting to hold my attention on the book.

After that we meet a couple by the name of Jesse and Will… we don’t learn their names until after spending six pages with them and I’m counting the reveal page since it’s factually the last panel on the page. They’re a cute couple I guess. They were a bit too “on” for me to really like them. The thing is that they’re dialogue is believable, but they’re either cutesy or sexual with anything they say. It’s like everything you’d say to your significant other in the course of a week crammed into one conversation that never seems to end. The worst part is that the only time they’re in bed is when they’re waking up to go to work.

OVERTAKEN-01b-RES-LorenzanaThey’re moving from Chicago to Turtle Creek Minnesota. The only guess I have on this is because Jesse is original from here and they’re helping with her parents business. The rest of the issue is basically spent with them just living life and while it’s not terrible it strangely cuts out ever thing that would see our characters not being cute and in love. For instance Will is about to ride home with Jesse’s father and she mentions that it’s a good opportunity for them to spend some quality time. In any other story, when the words “quality time” is said or spoken you end up following those two characters. I literally sighed, but when I turned the page the story had flash forward to Jesse and Will relaying to us how horny they are… again. I’m not complaining that it skipped father-in-law time, but then don’t draw attention to it.

The story ends on a huge cliffhanger which will dramatically change the landscape of the series which left me feeling cheated by everything I read. It means that everything here isn’t really relevant and that we’re going to have to be reintroduced to the story all over again in the next issue. I understand the overall point of this issue, which is to give us some insight into Jesse’s story so that we care when she’s plucked from her normal life; but I think I would rather them go the flashback route and just sprinkle in important moments between the couple as needed rather than just getting it all out-of-the-way.

The art is very good, but there are moments when it stumbles. Jesse’s hair is stuck in the 90’s as far as the style is concerned, but it’s not a big deal considering she’s rocking a ponytail to begin with. The problem comes when she’s not wearing the ponytail. She either has a ton of hair or she’s constantly wearing a “Bump-it” because it well surpassed her skull. What’s worse is that the coloring noticeably shifts as well and stays like that throughout the rest of the issue. Her once golden blonde hair is now a dirty blonde that more accurately matches Will’s. Later on there’s a bright light that’s shined on her and it made me wonder if they dulled it so that you wouldn’t be confused when you got to this point in the story. The details where great and the body language of the characters was very strong, but the hair is something a lot of comic fans pay attention to and this issue shined a light in my eye and asked me to follow it.

Again for a buck you can’t argue with it and other than the hair, I really liked the art. It was some of the best that Aspen has produced in recent memory, but it wasn’t strong enough to make up for the flaws in the story. I’m not thrilled about the second issue basically being the true first issue and honestly if you skipped this issue I don’t think you’d be lost by starting on the next.

Score: 3/5

Writer: Frank Mastromauro

Artist: Marco Lorenzana

Colorist: Wes Hartman

Publisher: Aspen Comics

Price: $3.99

Release Date: 8/28/13

Review: Lazarus #3

Since this is still the beginning of this series let me give you a rundown of what this comic is all about. We have the world, probably sometime in the future, run by families. These families hold all the money; hence why they rule the world now. All the other people are just their slaves. They work for the families and are referred to as waste. Each family has a Lazarus; a family member who is trained into becoming their ultimate warrior. They are robot like and serve their family to all ends necessary. Our story focuses on Forever. She is a Lazarus to the Carlyle family. But like any main character, Forever is different. She wants to be a part of the family, but has feelings when she has to kill for them. She is monitored very closely by the family in order to keep her feelings minimal. You would think Lazarus would be all about death, action, suspense, and explosions. But honestly this comic has very little action. At second glance, you will find that the comic has a lot to do about family drama and power. This seems to be a political book; not so much an action adventure. Which I am totally fine with. I just think it needs a disclaimer before reading. The covers are all very “hey I am a badass with my sword and guns. Come at me bro.”

lazarus03_coverWe catch up with Forever trying to make amends with the Morray family. Morray was supposedly behind an attack done on the Carlyle family. Last issue, we knew Forever wasn’t sent there to declare war but instead to do something else; something her father told her. Besides for using slaves in his everyday life and making these people feel worthless in a society based on their work, he doesn’t seem like a bad guy. Jonah, Forever’s brother, is a different story. Him and Jo, Forever’s sister, are plotting some sort of attack on her. I don’t know what their true intentions are, but their father seems to know everything by his actions. Forever goes through with what her father wanted and it isn’t a huge surprise what his goal is.

I don’t love this comic. It is far from being fully entertaining but still draws on some of my attention. I couldn’t put a finger on it, but I think it has to do with the family drama aspect. It doesn’t seem authentic. Also, Forever just isn’t relatable to the normal audience. I have no connection with her. I get it; she is different and wants to break out. It is a huge selling point when done the right way. She hasn’t even done anything yet to defy her family. So I am confused as to why she thinks she is so different, and why Jonah seems to think she is the problem as well. They keep prolonging the big hook for this comic while they should be speeding it up to keep an interest.

Score: 3/5

Writer: Greg Rucka

Artist: Michael Lark

Publisher: Image Comics

Price: $2.99

Release Date: 8/28/13

Review: Captain Midnight #2

I like this series and I figured out why… it’s Doctor Who plus Captain America. That’s kind of all it is, but it works. Captain Midnight is the man out of time and he’s pissed that the world has turn out to be kind of shitty. He feels that the war was lost due to the results, but even though he’s pissed he remains very clever. He’s been out of the game for a long time, but he’s still so smart that he’s able to take existing tech, understand it and improve upon it instantly. He’s the smart jerk and we all love that character so don’t try to lie. We kick off with Captain Midnight recapping what he’s learned in his time away. He strangely continued to get mission briefs and discovers that Sharkbyte is run by the daughter of his polar bear eaten nemesis. Soon enough Jones and CM get into a fist fight and “man-tussle” out their problems. After they punch the shit out of each other they decide to figure out who broke CM out of the brig on the ship. The theory is that someone knew of the Captain’s return and that the military has more traitors in its ranks. The gang splits up and we cut to Sharkbyte.

I guess she’s actually called Ms. Shark, but Sharkbyte makes me laugh. That’s either a joke you get or don’t. She’s gunning down some competitors (factually) that have stolen her tech. One of her men has called her concerned that CM will trace the source of their tech and she wants them to plan on it happening. Basically she’s using CM’s tech and passing if off as her own.

Captain Midnight #2 CoverIt’s a good issue, but I’m more excited for the next issue. I’d like to get CM’s introduction over and done with so he can start creating crazy shit and going on dangerous missions. Williamson does a good job with the dialogue, but I think that some people won’t get that there is some cheese to it. Maybe it’s not intentional, but I kind of think it is. It works for me though because the entire story is pretty crazy and it reminds me of the 11th Doctor in some ways.

The art is killer and has heavy influence from some of the top named talent in the industry. I think it personally resembles David Finch’s style, but with a flair of Trevor Hairsine. Dagnino sells the action and even the man tussle between CM and Jones was entertaining. It came off as both men reaching their boiling point with each other and the situation, but the only way they could level out was with fists. Dagnino’s facial expressions are also a huge part of this story. You can see the anger on CM’s face and just the way he carries himself. He’s just really pissed off by the future and it’s kind of funny in a way.

I’m digging this series and I think it’s a smart move to have this arc end with the next issue. It’s been interesting, but with the easy comparison to Captain America it’s better to move forward and start building original stories for readers to get interested in. I’ll be sticking around enjoying the punchy adventure of Captain Midnight, that’s for damn sure.

Score: 3/5

Writer: Joshua Williamson

Artist: Fernando Dagnino

Publisher: Dark Horse Comics

Price: $2.99

Release Date: 8/28/13

Review: G.I. Joe #7

Review by: Kevin Reilly The issue kicks off a new story arc, “Threat Matrix.” Baroness, displaced by COBRA by the Mad Monk, visits. The Joes attempt to improve themselves through rigorous training despite rumors of a leak. If you already like the series, this does not disappoint, I suppose.

As a huge fan of Fred Van Lente and Greg Pak’s The Incredible Hercules, I was anticipating Van Lente hopping onto this book since day one.  Unfortunately, for me, reading this issue of G.I. Joe was an unfortunate struggle. Every line is painful, from Quick Kick being called ‘Fake Eyes’ after a training mission, or the blogger known as Hashtag. The dialogue feels like it’s written by kids playing with the action figures on the playground. That would be fine, but there’s nothing to indicate that Van Lente knows this. Take, for example, the “attack” from Snake Eyes early in the issue. One of the Joes notices him as he jumps in. “I’d say thanks for dropping in,” he says, “but that would be lame.”

To be fair, I was never that crazy about G.I. Joe as a kid; but on the other hand, wouldn’t I be in the prime audience for an action-packed, goofy book called GI Joe? And it is really goofy. The problem is, there’s no apparent sense of irony. All of the jokes are equally tired, boring, and kind of sad, and the opposite of the intent. But if you already like it, who’s stopping you?

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Score: 2/5

Writer: Fred Van Lente

Artist: Steve Kurth

Publisher: IDW Publishing

Price: $3.99

Release Date: 8/28/13

Review: Godzilla: Rulers of Earth #3

The alien invasion commences.  As Earth’s forces rally with new weapons to fight the kaiju invasions, the mighty monsters wreak havoc on everything from aircraft carriers to comic book conventions. While Godzilla is once again noticeably absent from most of this book, we do get the Destoroyah larva scuttling about in search of the leg part from Zilla.

Where the previous issue showed improvement, this book falls right back into typical IDW Godzilla format with an abundance of talking and a lack of monster fighting.

I was impressed by two noticeable cameos in this issue.  However, their appearances could not make up for Godzilla also making only a cameo appearance in his own book.

This is frustrating.

Gdzla_ROE_03-pr-1

Score: 2/5

Writers: Chris Mowry and Matt Frank

Artist: Matt Frank and Jeff Zornow

Publisher: IDW Publishing

Price: $3.99

Release Date: 8/28/13

Trailer Time: My Lucky Star a Rom-Com Spy Movie

http://www.youtube.com/watch?v=gD9NxEFSvJM The comedic spy film is something that America has tried and failed at over and over... and over and over again. We suck at it. It's probably because a "big star" is needed and then it ends up being a movie about their shtick more than anything else. Well enter My Lucky Star which stars Zhang Ziyi returning to the role of Sophie in this loose sequel to Sophie's Revenge. It actually looks pretty good and even though the original is completely different I'm curious to watch it now as well.

My Lucky Star Movie Poster 2013

Via Film Smash

SNK Announces The King of Fighters Online... MOBA Game

Wow this is kind of strange. MOBA (Multiplayer Online Battle Arena) games are all the rage lately with even DC/WB throwing their hat in the ring. Well the King of Fighters has weighed in with their take and will be opening up for beta testing soon. I've played two MOBA's so far and I wasn't a big fan of it, but this one does have me curious. Here's some character videos for you to check out and see it in motion... kind of. http://www.youtube.com/watch?v=8GqCUc2DOvE

http://www.youtube.com/watch?v=7OFeDwtss1U#t=18

http://www.youtube.com/watch?v=RLt0PVSXFY8

http://www.youtube.com/watch?v=6HWNKdywf1E

http://www.youtube.com/watch?v=7y4EGkaSg8w

Via SG Cafe

Review: Plants vs. Zombies 2 – It’s About Time

Well the sequel to one of 2009/2010’s biggest games has finally returned. The title is a bit of a joke for anyone that’s been waiting on the game’s sequel, but when you actually look at the release schedule for all the different platforms it paints a clear picture that Pop Cap was busy making money everywhere they could. With Plants vs. Zombies and other popular titles, the company was actually bought by EA. So how is the sequel? Well for starters it’s moved to free to play, but adapts the micro-transaction formula. Meaning you can play the entire game free, but there is the inclusion of paying for unlocks or power ups in order to beat the game without investing as much time. For me this was the biggest downside to this game. It’s not terrible and you can play the entire game without paying for anything which is what I did, but I would rather have given them money up front and not been bothered by the reminders and sales pitches. Currently the game is only available on iOS which basically means it was built for mobile. The success of micro-transaction games on mobile can’t be argued, but it does lend itself to the question of whether this game can be adapted for the pc/console at some point. Will it keep the micro-transactions or will it be alternated for the platform?

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The game itself is a very polished product and has many improvements from the first game. There’s even a bull-shit story. Dave has lost his taco in time and wants you to get it back… and now his truck with camper talks as well. Speaking on that, Dave and his truck is easily the most annoying thing about this game. Dave was funny in the first game, but he sure as hell didn’t need a robot sidekick cracking the same lame jokes. Sadly I didn’t find him funny once and really wanted to turn them off, but there wasn’t an option.

The animation is also very improved and I enjoyed the designs and changes for the plants. You can definitely see the improvements and that was a great first impression of the product.

Rather than just an improved version of the first game you’re transported through time which is actually a good mix up. There’s only so much you can do in the front and backyard of a house so the setting change adds a lot of variety.

The three starter levels each have a theme and the first I’ll talk about is the Egyptian level. In true Plants vs. Zombies fashion you’re always given the plants you need to get the job done. You thankfully start off with a decent amount of plants unlocked and learn rather quickly about the new zombies you’re facing. I have to say that I enjoyed the challenge of this level’s zombies the most. There’s a sun capturing zombie that if left unchecked can halt your progress. There are several new hat wearing zombies with a variety of hit totals, but none worse than the mummy casket zombie. This zombie is slow-moving, but can do a lot of damage quickly. The worst part is that once you break the casket the zombie inside moves fast since it no longer has as much weight to drag around. Each level has its own unique challenge to the landscape and for this level it’s the tombstones. It’s not like the first game in which they’d occasionally be a problem, they’re always a problem.

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The second level is Pirate themed. Now this isn’t a revamped water level if that’s what you’re thinking, it actually takes place on two ships. Your ship is boarded and the amount of planks the zombies have varies. This level has, in my opinion, some of the hardest zombies to deal with. The trick to this level is not to be distracted by the planks because when you do you leave yourself open to swinging or flying zombies, not to mention the cannons full of annoying little dudes. This level adds three new plants: the Snapdragon, Coconut Cannon and Spring Bean and are great additions.

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The third level is Wild West themed. It’s difficult that’s for sure, but it adds some great plants that become useful on previous levels. Definitely my favorite is the Chili Bean which is an instant kill when zombies eat it, but as they die they fart which freezes any zombies behind it. The other great addition to the game is the Pea Pod which is a stackable shooter. You can essentially level up the shooter five times which is useful for the entire level which takes a less-is-more approach. The challenge to this level is mine carts that run vertically across the layout. You’re given varying track layouts and can only plant one plant on a mine cart. The rest of the track is un-plantable, but the cart moves. This means at times you can actually defeat a level with just three plants, but it also means that sometimes you have to do just that and it can be difficult.

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The game has a ton of replay value and basically encourages you to do so instantly. Part of this is the micro-transactions formula, but a majority of this is just a change in the overall structure. Rather than having separate challenges under separate menus as the first game did, the sequel supplies a three star challenge to each level on each world. For each star though you must complete a different challenge and they can sometimes suck a lot. Even though they’re very challenging they can be a lot of fun too.

There’s another type of unlock that involves picking up keys while you’re playing; these keys can then be used to unlock other challenge areas and different powers ups for the game. You can also pay to unlock these areas, but if you were any good at the first game you’ll be able to gather keys very easily just by playing the levels and challenges. Behind each unlock is a booster; in some instances it’s an extra slot to hold a plant or my personal favorite is the percentage of sun returned to you if you need to dig up a plant.

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There are a couple of elements that completely change how the game can be played and again entice you into a micro-transaction. Your coins collected this time around can be used for a variety of things. The first is a plant power up. These are also dropped by green glowing zombies and when applied to the different plants help in many ways. For instance if you give it to a sunflower they’ll shoot out extra sun which can be very effective in building your strategy sooner on a difficult level. When given to one of my favorite new plants, Bonk Choy, he goes on a punching rampage hitting in a full circle around him which can be a huge help in saving a plant before it’s eaten. I actually enjoyed this addition because it was fun and changed how the game was approached. I just wish it didn’t try to get money out of me at the same time.

The next power up that’s added comes in the form of “Upgrades.” There three factor the heaviest into the micro-transaction because they can be life savers when a level gets out of control. The first is “Power Pinch” in which you pinch the heads of as many zombies as possible before time runs out. The second is “Power Toss” where you lift zombies up and then swipe them away, again before the clock runs out. The last is “Power Zap” which basically electrocutes the zombies and does more damage the more you link the charge to. They activate simply by hitting the button the screen and then going to work on the zombies. These can all be purchased with the coins the game gives you so you don’t have to pay for them, but when you’re stuck on a challenge with no coins and you know that the final wave kills you every time you begin to wonder if that wasn’t the design.

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My household plays a lot of Plant vs. Zombies and my wife is still playing the original in-between our turns on the sequel. One thing we agreed on is that these upgrades ruin the satisfaction of beating a difficult challenge; especially one that you’ve tried over and over and couldn’t do without. I didn’t have any coins left and was stuck on a particularly annoying Egyptian level and no matter what combination I used the final wave destroyed me each time. I finally got it down to the perfect selection of plants, but even still one coffin toting zombie would get to a lawnmower and the challenge would be failed. Finally after enough times I had save enough coins for the Power Pinch and that ended up being how I beat the level. Maybe I could have waiting until I unlocked the freezing watermelon, but considering the sun cost for that plant I don’t know if it would have been useful. I didn’t feel good about the win, I felt like I had cheated and that’s what all the upgrades feel like: a quick cheat. It obviously doesn’t ruin the game, but it does rob you of some of the experience you’re hoping to recapture from playing the first one and I think that’s important since it’s why we tolerate and play sequels.

The touch screen interface is very responsive. Sure I’ve made a few mistakes because of being in a rush, but that’s bound to happen no matter what the interface is. I will say that you should adapt to using two hands/fingers quickly. You’re kind of programed to rely on one finger due to how the first is played, but you’re far more effective if you don’t have to cover the screen to make plant selections.

Overall I liked the game. It’s free so how can you really complain unless you don’t have an iOS operating system. Does it surpass the first game? Not exactly. Elements of it are very improved, but there’s something about the overall experience that isn’t there due to the micro-transactions begging for money whenever you’re struggling. Personally I was ready to pay for this game on the first day and so finding it free was nice, but I knew it would come with a catch. One of that catch being that some plants are only un-lockable with a purchase of real money and that’s not something I’m willing to do. The game has a ton of downloads already so it should be interesting to see how the pay and play goes and if there will be new levels added on in an attempt to keep people locked in and playing. If you have the operating system it’s worth downloading, but save your real money for something else.

Score: 4/5

Publisher: EA and Pop Cap

System: iOS

Price: Free

Video Game High School - Season 2: Episode 5

Happy Holidays (quite literally plural) from VGHS!  This week the campus celebrated L33tmas, a student created holiday to combat Dean Calhoun's grinchyness that combines every imaginable annual celebration into one giant Frankenholiday. Of course the holidays take a toll on stress levels, and the already frazzled Brian D. finds himself pushed to the emotional brink. Meanwhile, everyone's favorite Power Rangers-esque cybernetic television personality Shot Bot finds himself facing decommissioning by the network due to low ratings and is forced to go full-on Johnny Five; on a mission to sniff out a scoop that will save his career. And scoops there are to be had at VGHS, where The Law fights alone to recover his reputation and dignity from the douchey machinations of Shane Pizza. With only one episode left this year the season arc reveals itself to have been The Law's and his gradual sub-plot path to redemption. Episode Five marks the most Law dense episode yet, setting up a Law heavy finale that finally puts him back in FPS competition. A lot of the fun this from the episode is derived from this half, from the wonderfully inspired strangeness of the Shot Bot centric cold open to The Law's new obsession with his graphically displayed milky white thigh muscles. In addition to the fun this section also does a good job setting up the finale dramatically, giving him stakes in the events of the next episode that the main cast currently lack. In retrospect the writers did a fine job compiling The Law's goofy sub-plot antics into the narrative spine of the Season and making the end of his journey back into the game that much more fun to anticipate.

Brian's story, that comprises the other half of the episode, finds his level of stress endurance finally broken, leading to a blowout that puts his friendships in jeopardy. As demonstrated frequently this season, the cast and crew have a real ability at contrasting their goofy comedy with surprisingly effective drama. While not too largely different Brian's trials from Episode Two, his climactic blowout actually carries some sting, and it's subtly implied that all isn't entirely forgiven with one of his friends heading into the finale.

As usual, a lot of the fun of 'VGHS' is derived from the level of detail applied to the world and L33tmas gave the set and costume designers a playground to run around in. If one didn't already feel inspired to give the episodes multiple viewings, this one certainly makes it a necessity to catch all of the inspired work put into the hybrid holiday background gags.

It's bittersweet moving into the final episode of the year, premiering this Friday, but it was recently revealed that in the timeline of the show Season One was Brian's first week at school, and Season Two is only the first half of his first year. This means that there is definitely a planned Season Three on the way, but also that the fine creators at Rocket Jump have many more stories they want to tell in the VGHS world. That as fun and creative as this season has been, it's only a drop in a big 8-Bit pool of ideas waiting to happen. That my friends, is the best L33tmas gift we could wish for.

Score: 4/5

Directors: Matthew Arnold & Freddie Wong

Writers: Matthew Arnold, Will Campos & Brian Firenzi

Watch it here!