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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 #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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