Sunday, 29 July 2012

B.P.R.D. Volumes 1 - 14.

Bureau for Paranormal Research and Defense
Left to right: Johann Krauss, Liz Sherman, Abe Sapien, Roger, Kate Corrigan.

In this series Mike Mignola takes the members of the BPRD and gives them life beyond the associations with Hellboy. Much in the same way as the 'Hellboy' series, Mignola creates a central storyline (a 'war' with subterranean 'frogs' that threaten to overwhelm and destroy the planet) with a number of short stories and character exploring 'asides'.  Again, in the same way as the 'Hellboy' series, other contributors come to Mignola's aid - most notably Guy Davis and John Arcudi.

Mignola admits that he wasn't quite sure where the series was going to go at first. Arcudi, he says, helped give the story a more definite trajectory and focused the narrative threads on the war that was brewing beneath the surface of the earth and BPRD's role in challenging it.

I think what's particularly good about the series is that it also allows  the development of the characters in the BPRD team. Eerie Krauss  goes through grief, Abe Sapien a crisis of confidence, Roger (the homunculus) a search for identity, and other characters like Captain Daimio  and Liz Corrigan strange and often devastating experiences. There's also the strange Fu Manchu style character and his attempts to manipulate Liz Sherman's power. So it's not just about the 'war' with the strange frog creatures (seen in earlier volumes of 'Hellboy') that drives the plot. But I don't think you'd ever expect that from Mignola anyway.The plot itself is healthily complex, there are man bits and pieces of information you need to maintian in your head as you go along - thanks Mr Mignola - enaging though, and thoroughly enjoyable.

Arcudi and Davis do a fantastic job in my view. Although I can see that the artwork may not be to everyone's taste - it isn't like Mignola's work if that's what you like - it does remain true to the simplicity of colour and frame sequencing that characterises past Mignola work. As you can see above the characters are evocatively drawn and the frogs are consistently meancing throughout the series. Overall a well recommended read for those seeking to persue the battle with the occult into areas beyond 'Hellboy'. It's not just a 'spin-off'.

Friday, 27 July 2012

Hunger Games Trilogy review - Suzanne Collins

I'd seen lots of teenagers reading this and, a bit like the Potter/Northern Lights  bandwagon, I thought I'd hop on. First of all my overall impressions, so if you don't want to read all the hot air below, you can read this and move on!

A good read, but don't be surprised if you don't find the descriptions all that detailed. It's very narratively driven, quite cinematic in construction even and I think it was a bit of a stretch for three novels. However, as teen fiction (which is not to be condescending), it really works. It's easy to read, the characters are strong and the action is constant and consistently engaging. There are also some interesting 'versions' or distorted images of our modern world in here too to add a more thoughtful quality to the action. Recommended - especially for those readers who like science fiction but maybe don't read all that often. A 'page turner' as is often quoted!


So, I'll aim to avoid spoilers - but beware if you don't want to know anything at all!

Katniss Everdeen, her friends and family, live in a post apocalyptic world where the population lives in a number of scattered districts with their own distinct communities. There is some technology, but life in these districts is basic. Everything is run from the Capitol, which 'rules' over the districts. Life there isn't basic.
It's explained that because of previous problems between the districts and the Capitol a Hunger Games has been devised to help oppress / punish the districts. The winner ensures themselves luxury for their families and the losers, well the losers .....die. The novels follow Katniss through her experiences of the games and the changing nature of the world around her. It's not always an uplifting read, quite a number of horrendous things happen to the characters. There's a tragic love triangle, alcoholics, plenty of awful injuries, vicious mutants and heartbreak. Perhaps that's why it's been so popular!

Another reason that I think it's hit a nerve, is that it deals with a number of contemporary concerns. There's the Big Brother TV style watching of the competitors every move. There's the 'pleasure' of the death and gore, like the audience are watching some sort of action movie. There's also an interesting take on the cult of celebrity mixed in. So for a modern audience, the novels do have something to say. It does feel like action for action's sake at times- but there is a point to the trail of death and destruction which seems to take the novels beyond Arnie Schwarzenegger territory. (Remember 'Running Man'?)

I read speedily though the first novel. The action is well-paced and the premise interesting. I did feel that the second novel was slightly more of the same and then by the third I wasn't quite enjoying it as much even though the action comes thick and fast. It was quite a bleak story by the third installment and the only respite from this comes in the Epilogue. I do think though, that it really is a worthwhile read. My 14 year old son got through all three fairly rapidly and recommended it heartily. I'm glad I've read them too.

40k minis and scenery - picture testing.

Just a few mobile pics to show models in situ as it were. Some Ultramarines, Space Wolves and Inquisitor Lorr stuck in there for good measure. Oh and the Rhino with the Forge World doors too. These are from my mobile phone, as I took them when I was storing all the scenery I have. Some of the GW buildings look quite good - so next time they are out and about I think I'll redo these so you can see them all more clearly!

Sarge. Mighty-Whitey-Face.

"Quick, everyone look in different directions..."

Stand and deliver!

Nice parking...

Annual Dramatic Pointing Contest (Gold, Silver and Bronze).

Friday, 6 July 2012

40K 6th Ed. I got mine. Have you got yours? First impressions.


Well, because I'm sort of in the business, I got mine a whole day early. Ooooh, get her! Yes, I know nothing to boast about. So what can I say? Well seeing as how everyone else is saying something...here goes. First impressions -

First of all I have to confess my gaming 'status'. That's to say I'm basically a hobbyist. If you've seen my posts, they're not about the game, or the strategies, or the army selection. The models. So far that is...

I thought that with this edition I'd try to get a better handle on the game than the rudimentary basics I'd picked up from owning previous editions. Editions which I had read for fluff and painting source material only basically.

So here I am with 6th Edition and it's time to plunge in a bit more properly. This post is for you if you too have been dabbling...

The art work is fantastic, full colour and detailed. There are some great pull out panels which are atmospheric and add to the feel of a book (some say tome at over 450 pages) with a strong sense of artistic coherency. There's decay, corruption, death, destruction and chaos seeping in at the edge of each and every page.

There are a fair number of different sections too. The rules at first, followed by hobby advice, background histories, pas battles, photo galleries, game expansion ideas, mission types and a number of appendices with summaries of the most important information. So there really is a whole lot here. For £45 (or less, if you search the net), I think it's good value for money, though I'm not a teenager with limited funds.

Nice.

 Next:The rules.  I've always considered 40k to be a complicated game. There are a vast number of rules since you need a codex for your army too, to be fully rules equipped. And there's still a lot to plough through. In a way, I'm glad that I never knew the previous rules very well - since I don't have to do any re-learning. The first 30 pages or so are the basics then the rest gets added. The new Psychic Powers, for instance, come much later.
Those first 30 pages are quite manageable. There's a lot to remember but the new pre-measuring rule will help players like me and I think the feel of the basics has an appropriate battle 'flow'. For example, I'm happy enough that the close combatants have to work in initiative order. I think I get 'Pile In' and Morale checks and I'm reasonably juggling the AP knowledge for each weapon (if I have the stats close by!)

The Special rules and vehicles and terrain and character models are next. I guess I'll let you know how that goes. I'm hoping that a few blogs/vlogs will turn up (as on Beastsofwar perhaps), that will guide novices like me.


Look, lots of sharp stuff to kill stuff with.
Things I think I like so far-

Allies -why not? As a hobbyist I've got Space Wolves and Ultramaries and Dark Angels and IG all sitting around in various places. I don't think it will cause me to spend more money, as many have argued. I might just spread it out in different directions. Good! I can get that cool model from a different army.

Pre-measuring - who wants to argue how far one thing is from another thing? Who wants to try and work out if someone is sneakily trying to pre-measure anyway.

Snap-shots and overwatch - seems sensible to me.  Shooting in battles is incessant. Make it so on the table.

Explosive barrels - of course they are.

One thing I wish was in the new book -

A quick start guide. Noobs like me need to get going and have a reference guide that will help. There is a summary but it's six pages long. I think GW have missed a trick here. Other quick start guides I have seen are miles shorter (Warmahordes anyone?) There may well be one. Wait n see.

So there you go. I'm not sure I'm sold on random Psychic Powers and I know that Warlord Challenges will take ages to get my head around to any effective extent. But you know what, it's injected enthusiasm in all of the right places. Here goes...



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