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Weirdwood Manor by Greyridge Games Coming Soon to Kickstarter

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Greyridge Games announced tgat the award-winning Weirdwood Manor app and book series will be made into a board game. Weirdwood Manor: The Board Game is a cooperative game of adventure and strategy for 1 to 5 players from ages 14+ and takes 90 - 120 minutes to play. You’ll battle against 1 of 3 unique magical Fae Monsters and their Clockwork Scarabs invading the Manor. Offering high variability and replayability, the game features a unique temporal mechanic that reflects the magical, ever-shifting corridors and rooms of the Manor. Every time a player or the Fae Monster takes an action, time will move forward in the game and the connections between the rooms will shift via unique rotating corridor rings on the game board. Fighting against time, you’ll make use of dice drafting, card play, resource management, and location actions as you and your companions move through the ever-shifting Manor in pursuit of ultimate victory over the Fae Monster! As the game progresses, the Fae Monster’s s

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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