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Wacky Wizard Games Imprint and Three New Games Announced by @wwizardgames

Wise Wizard Games announced the launch of Wacky Wizard Games, a new brand imprint focused on family-friendly, lightweight games. Three games are planned for release in 2024 as part of this new brand imprint: Star Realms Academy, Caution Signs, and Pack the Essentials. If you are interested and attending PAX Unplugged they will have prototypes of Caution Signs and Pack the Essentials. "We are super excited to be adding this new family friendly product line to our catalog. We wanted to maintain the focus of Wise Wizard Games on strategy card and dice games with geeky themes, and have created Wacky Wizard Games as an umbrella for lightweight games with a more whimsical, cute vibe," shared Debbie Moynihan, COO of Wise Wizard Games. Star Realms Academy Forge your own star realms, overloaded with cuteness! A kid friendly but still fun for grown-ups version of the popular Star Realms deckbuilding game for 2 players. A little less math, no reading necessary, but still tons of fun! 

The Indigo Tribe Reviews: @DCComics Larfleeze #1, Red Lanterns #21

Here are today's Guest Reviews by LiquidCross from The Indigo Tribe for DC's; Larfleeze #1, and Red Lanterns #21. I have also added my rating after each review. If you have any questions about my rating or want to discuss anything just leave me a comment.

See the Review Rating Overview page for more information on how I rate each comic.

Larfleeze #1 - The Extremely Large Dog on the Edge of Forever

Larfleeze, the breakout character from BLACKEST NIGHT, last seen in the pages of THRESHOLD, is back in his own solo, ongoing series—and he’s not sharing it with anyone! In his debut solo adventure, Larfleeze meets Laord of the Hunt, a pan-dimensional cosmic entity that believes all living things are prey—and he’s out to turn the universe into his own private hunting reserve! And the only thing worse than Laord is the deadly beings he can summon!


This Book's All Mine!!

Larfleeze is horribly depressed about losing his battery and other possessions, so he’s sitting on the edge of creation along with Stargrave as his power ring runs out, waiting for annihilation. Stargrave pleads with him to get over it and take them away from imminent death, but Larfleeze launches into a retelling of his origin story, from his birth up through his acquisition of the Orange Lantern. Stargrave suddenly notices that Larfleeze's ring should've run out of juice fifteen minutes ago, but he’s still powered up! When a giant energy wolf emerges from space and tries to eat Larfleeze, the Orange Lantern tears it asunder from the inside. Stargrave theorizes that Larfleeze has become a living power battery, but soon, the Laord of the Hunt appears…demanding to know what happened to his hound.

This issue had promise, but it’s squandered by the fact that it was loaded with colossal errors. Just about everything in Larfleeze's origin was in direct contradiction to what has been previously established. Worse yet, while Larfleeze was offering a rose-tinted view of his history, the panels seen are supposed to depict what really happened…and both are wrong!

Read the rest of LiquidCross' Review on The Indigo Tribe

My Rating

Cover & Solicit - 4/5
Art, Colors & Inking - 3/5
Layout & Flow - 4/5
Story - 4/5
Verdict - 3.7 - 
(Buy Larfleeze #1) SAVE 10%

Red Lanterns #21 - The New Blood

It’s recruitment time for the Red Lanterns, and no one in the universe is safe...especially with the most volatile Green Lantern, Guy Gardner, suddenly in their corner! But why has Guy turned his back on his own Corps?


Guy Gardner: Traitor to Two Corps!

Atrocitus finds a Guardian listening device inside one of his Red Lanterns. He kills the poor sap, and reaffirms his belief that the Red Lantern Corps needs to stop fighting others’ battles, increase their numbers, and get back to their mission of vengeance. Later, on Oa, Hal Jordan asks Guy Gardner to go undercover amongst the Red Lanterns, as the latter has worn a red power ring before. (On more than one occasion!) Guy is hesitant, because he knows just how dangerous the red ring really is. On Ysmault, Atrocitus tries to sacrifice Rankorr, as his blood may be the key to letting other Red Lanterns use constructs. Rankorr defeats the rest of the Corps, though, and Atrocitus gives up. Guy then appears, saying that he wants to join the Red Lanterns, and he can offer up information on Oa’s weaknesses. Atrocitus doesn't believe him, and they get into a massive fistfight. Guy emerges victorious, and takes Atrocitus’ ring, becoming a Red Lantern once more.

Well, I suppose not every “new” Lantern book can be great right out of the gate. Red Lanterns #21 had some notable problems, but fortunately, it’s still far better than just about every past issue.

Let’s lead off with the good stuff before we nitpick. I’m not at all familiar with the new creative team’s past works, to the best of my knowledge. Based on this single issue, I do think Alessandro Vitti is a fine fit for Red Lanterns‘ art. Atrocitus looks damned scary, and Vitti's bold use of shadows really helps sell the book as a darker take on the Lantern mythos. And man, just look at that gorgeous cover art! Guy has never looked more hardcore.

Read the rest of LiquidCross' Review on The Indigo Tribe

My Rating

Cover & Solicit - 3/5
Art, Colors & Inking - 3/5
Layout & Flow - 4/5
Story - 5/5

Verdict - 4 - (Buy Red Lanterns #21) SAVE 10%

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LiquidCross is a blogger at http://indigotribe.wordpress.com/. The use of these reviews has been authorized by the original author.


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