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Weirdwood Manor by @greyridgegames Coming Soon to @Kickstarter

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 Larfleeze #6

Here is today's Guest Review by LiquidCross from The Indigo Tribe for DC Comics' Larfleeze #6. 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 #6 - The Orange God!

Now that Larfleeze is a living power battery, how will his former corps recharge its rings! The Orange Lanterns are prepared to pry open Agent Orange to find out!


Orange Lanterns on a Rampage!

As the Orange Lanterns continually argue over how to deal with their captive Larfleeze, the living power battery himself has visions of what appears to be his mother. She explains that his memory is a mess due to billions of years of abusing the orange light, but she also tells him that the light is truly his. Those freed Orange Lanterns are still his property, since he’s the one who created their rings in the first place. With this, Larfleeze awakens in a furious rage, and easily retakes their rings and his own. The Orange Lanterns would prefer death to enslavement, but Larfleeze will give them neither: he maroons them on their planetoid to slowly waste away, and sets off to rebuild his Corps. Meanwhile, the Wanderer and Stargrave locate the Council of Ten, and plan to infiltrate their footsoldiers.

I was very surprised at how good this issue was. Nearly all of the comedy is gone, and Larfleeze’s proper origin as a native of Ogatoo is restored. We also finally find out where this story takes place in the timeline; it’s a few months after Larfleeze’s invasion of Oa. (Which technically would place it in the near future, but that’s fine.)

I’m wondering if these critical story points were finally addressed due to editors stepping in. If true, this would be one of the few times where editorial interference was beneficial! More to the point, this would be an example of editors doing their job correctly; that is, finding and correcting errors instead of massively changing the stories to fit sales projections, personal preferences, and the like. But that’s all idle speculation on my part.

Read the rest of LiquidCross' Review on The Indigo Tribe

Images Unplugged Rating

Cover & Solicit - 4/5
Art, Colors & Inking - 3/5
Layout & Flow - 4/5
Story - 4/5
Verdict - 3.7 (7.5/10) - 
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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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