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

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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 Green Lantern, Corps, New Guardians


Here are today's Guest Reviews by LiquidCross from The Indigo Tribe for DC's; Green Lantern #23, Green Lantern Corps #23, and Green Lantern: New Guardians #23. 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.


Green Lantern #23 - Unknown


Hal struggles with his new role as leader of the Green Lantern Corps while he tries to solve the mystery of why the universe is atrophying! And an escaped prisoner has gotten hold of a power that makes her nearly unstoppable! The stage is set for the ultimate test against Relic!


Preview



Without a Ring... Without a Chance


Hal Jordan is not at all impressed with the new Green Lantern recruits, but he’s also angry at himself for putting them in harm’s way. One of them was even killed during the fight with Larfleeze, and no one knows his name! Frustrated, he investigates Nol-Anj’s escape from the sciencells and vows to bring her in alone. The escapee herself has met up with the remnants of her clann on a desolate world, and vows to take back what’s hers. Hal shows up to place them under arrest, but Nol-Anj is able to use her new Star Sapphire powers to uncover Hal’s longing for Carol Ferris, and he sees that she’s engaged in battle with a mysterious foe. Suddenly, their rings short out, and the Hal and Nol-Anj begin to choke in the toxic atmosphere. Hal’s ring comes back online just in time, but his quarry is gone. Instead of pursuing her, he frantically tries to locate Carol.

Some great stuff in this issue, to be sure. Hal’s dismissal of the rookies makes him seem like an asshole at first, but as he explains himself, he makes more sense; Hal’s not waving them off just because they’re shitty Lanterns. He just doesn't want them getting hurt or killed under his watch, because he feels responsible for them. Hal did lose his temper a bit, but who could blame him? The scene with Hal lamenting over the unnamed fallen Lantern was also great, as Hal’s struggles with leadership and blaming himself feel quite realistic, even though some of the outcome was certainly beyond his control. Finally, the high point is the conversation between Hal and Kilowog concerning the apprehension of Nol-Anj. Hal wants to be the lone force of justice to spare rookie Lanterns any deadly risk, but Kilowog slaps him right down by telling Hal to be part of the Corps he’s supposed to be leading. Kilowog even calls him out for refusing to address the troops! And Hal knows Kilowog is right.

Read the rest of LiquidCross' Review on The Indigo Tribe

My Rating


Cover & Solicit - 4/5
Art, Colors & Inking - 5/5
Layout & Flow - 4/5
Story - 5/5
Verdict - 4.7 - 
(Buy Green Lantern #23) SAVE 25%


Green Lantern Corps #23 - A Date With the Executioner



John Stewart is the new training officer for the Green Lantern Corps, but he’ll have to put his new job on hold when the Durlans attack! Meanwhile, Fatality’s on a mission of her own—one that could make John’s life even more difficult! And what is going wrong with the Corps’ rings?

Preview







He Can't Save Them All


John Stewart and the rookie Green Lanterns are about to be executed by the Khunds, but Feska manages to break free and retrieve their now-active rings. They make short work of their foes, but when reinforcements arrive, John wisely orders a retreat back to Oa. Meanwhile, Yrra is captured by the renegade Durlans, but when they cannot remove her ring, she manages to launch a tether to John and make it to Oa. At the same time, the other Green Lantern are getting annoyed with their ring problems, so Kilowog hunts down Salaak to get some answers. Salaak is still looking for hidden Guardian traps, and his next step is to check the Central Power Battery. It’s dimming and losing power, but everything seems to be working properly. Suddenly, Ion emerges from the Battery, and the space whale isn’t looking to good. The Entity arrives with a few of its brethren, explaining that Ion is dying, and that the time has come for them to go home and expire.

Green Lantern Corps continues to kick ass. Van Jensen & Robert Venditti are deftly weaving three different story threads together, making them interesting, and remaining consistent with other Lantern books without requiring readers to brush up on them first. That’s a damned tall order, but the writers pulled it off! Feska’s unique escape plan was cool, but my favorite scenes were the silent Maro taking out the Khund with massive constructs and sound waves. Kudos for Bernard Chang for making those scenes and many others look so great. He even made those stupid emotional entities look good; I really like his rough, scratchy design for them.

Read the rest of LiquidCross' Review on The Indigo Tribe

My Rating



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

Verdict - 4.4 - (Buy Green Lantern Corps #23) SAVE 10%

Green Lantern: New Guardians #23 - Keep Hope Alive



Relic deals a game-changing blow to the Corps as the final pieces are put in place for the ultimate battle to save the universe! Do not miss this issue!

Preview




Rage of Relic


Adara flees the Blue Lantern Central Power Battery on the world of Elpis, right before Relic arrives to destroy the Blue Lantern Corps. They’re first on his hit list due to their ability to supercharge rings and heal, and unfortunately, the Blue Lanterns are powerless to stop him. Kyle Rayner, Carol Ferris, and the Templar Guardians arrive to help, but even they can’t even slow the giant villain down. The Guardians attempt to read his thoughts, but Relic’s still in control, and tells them the truth of what he’s doing. The Templars are shocked, and when Saint Walker tries a last-ditch attack, he’s badly wounded. The Battery is finally drained, and the remaining Blue Lanterns use what power remains in their rings to supercharge Kyle, so he can use the indigo light and escape with his comrades via teleportation. After he’s gone, the Blue Lantern Corps are quickly killed off by Relic.

Not a bad issue at all. The Blue Lanterns revealing that they can supercharge any part of the emotional spectrum was pretty cool; it looks like green is powered up by default, but the blue ring wielder can choose to fuel the other colors if he or she wishes it. Not a retcon, but instead, just a cool hidden power. This makes me like the Blue Lanterns even more, much as Kyle himself was saying in the prologue to this very issue.

Read the rest of LiquidCross' Review on The Indigo Tribe

My Rating



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

Verdict - 4.4 - (Buy Green Lantern: New Guardians #23) 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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