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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 #26


Here is today's Guest Review by LiquidCross from The Indigo Tribe for DC's Green Lantern Corps #26. 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 Corps #26 - Homecoming


It’s Lantern vs. Lantern as John Stewart battles Hal Jordan for the leadership of the Corps! For months, John Stewart has let his anger build as Hal Jordan sent Guy Gardner into the Red Lanterns and declared war against other corps across the spectrum. After the devastating events of “LIGHTS OUT,” John is determined to rebuild the Corps as he sees fit—even if it means taking down his oldest friend!


Preview



Broken Trust!


As Lanterns far and wide return home to Mogo, Hal Jordan brings news of a problem on Jruk’s homeworld Oranx; they’re thinking of allying with the brutal Khundians, and that’s bad news for everyone. While Jruk and some other Lanterns head out to deal with the problem, John Stewart takes Hal to task for sending Guy Gardner to spy on the Red Lanterns, using Mogo as a display of brute force, and other seeming errors in judgment. John even decks him out of anger, but Hal explains that he’s doing the best he can to lead the Corps out of a truly dark period. John understands, and agrees to help, starting with having Mogo build a new city on the surface for the Green Lanterns to call home. Meanwhile, the renegade Durlans have infiltrated Oranx, and they murder a politician there, framing Green Lantern Feska for the crime. Jruk leaps to her defense, and even though he proves her innocence, he is exiled and the Khund-Oranx alliance will proceed. Back on Mogo, the Durlans have even secreted themselves amongst the Corps. With some of Relic’s leftover devices, they plan to destroy the Green Lanterns once and for all.

Hal reminds us all that he’s a slick strategist by leading John into the room where Sinestro killed the Guardians. By admitting his faults as well as his strengths against such a stark reminder of the Corps’ failings, Hal’s emerging as a more capable leader than even he realizes. That’s much better than having him automatically be the best at everything.

Read the rest of LiquidCross' Review on The Indigo Tribe

Images Unplugged Rating


Cover & Solicit - 3/5
Art, Colors & Inking - 3/5
Layout & Flow - 4/5
Story - 4/5
Verdict - 3.6 (7/10) - 
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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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