Category: Reviews

Dylan Dog

I first encountered the legend of Dylan Dog back when I was trying to cover foreign comics while at Comics Scene and then wrote about the film adaptation a while back over at Famous Monster of Filmland. A PI in the world of things that go bump in the night sounded like a lot of fun. That the Italian comic has been running for decades also spoke to its creative spark and the genius of Tiziano Sclavi. Then I saw that this was going to Brandon Routh’s third film based on a comic book and figured he was 1 for 2 so far (entertaining in Scott Pilgrim, not served well by Superman Return’s lousy script) and might improve his average. He had certainly improved as an actor, as witnessed by Fear Itself and his recurring role on Chuck.

The trailers certainly made the movie look lighthearted and wonky, much like the comic source material so there was reason to be encouraged. The movie then opened and closed so fast there was little time to determine what went wrong (and if anything went right). 20th Century Home Entertainment pulled out all the stops (including a fun, interactive Facebook page) to promote the DVD, which arrived last week, making you think maybe this was some sort of overlook gem that just needed better marketing.

Nope. The film is still a creative misfire that pays the barest lip-service to the comics and carved its own niche of awfulness. Set in a supernatural New Orleans, the film features Routh as Dylan Dog, a former PI specializing in monsters but now just down on his luck. He’s lured back in to the world of vampires, werewolves, and zombies by those who wish to keep their existence low key so angry mobs don’t show up on a weekly basis. He’s hired by Elizabeth (Anita Briem), who saw a werewolf murder her father and steal the movie’s McGuffin, the Heart of Belial. Yes, rather than your typical investigation, Dylan immediately gets dragged back into the monster realm in time to prevent the end of the world. (more…)

Lord of the Rings Extended Edition

Let’s stipulate upfront that Peter Jackson’s adaptation of J.R.R. Tolkien’s Lord of the Rings may be as perfect an adaptation of the source material as we are apt to get in our lifetimes. From the casting to the visuals to Howard Shore’s amazing score, this movie was a monumental achievement well deserving of its accolades and box office success.

We thought the theatrical releases were stunning until we saw the extended editions released on home video, complete with new bridging score music from Howard Shore so it all feels seamless and not at all tacky. Apparently, Jackson doesn’t consider these to be his director’s cuts or even his final word on the subject, but unlike George Lucas doesn’t appear to be making a career out of tinkering with the trilogy.

Last year, Warner Home Video gave us the theatrical trilogy on Blu-ray and we appreciated them, especially for their extra features on the making of the film, but we wanted the longer, fuller, more complete versions and finally, that day has come. The handsome box set arrives Tuesday and is well worth the investment.

There are three cases within the golden box, each containing two-disc versions of the extended edition along with three discs of bonus features.  That’s 15 discs, over nine hours of movies and over 26 hours of bonus material. Try streaming that.

Jackson and co-writers Fran Walsh and Phillipa Boyens boiled the story down to Frodo Baggins returning the One Ring to Mordor where it would be consumed in fire. With that as their through-line, they made the necessary adaptations such as excising Tom Bombadil and Glorfindel, and rearranging lines and sequences to maintain that focus. To Tolkien, he was world-building and mythmaking focused more on lore and language than on characterization, which is where the filmmakers exceeded the source material. They had assembled a stellar cast that bonded in a unique manner allowing material to be tailored to give everyone a little more to do. We, as longtime readers of the material or new to Middle-earth, were taken on a journey that left us wanting more regardless of how long we had been sitting in the theater or living room. That’s a sign of success. (more…)

Review: “The Warrior’s Way”

Mixing genres can be fun. Take a traditional western story and set it in outer space. Take a submarine thriller and set it during the Civil War. Transplant a samurai to the western frontier. Should work, right?

The Warrior’s Way, a modestly budgeted flop from last year, is such a collection of joyless clichés that a sure-fire gimmick fails to impress, let alone entertain. The film, coming out this week from 20th Century Home Entertainment, had the makings of something fun or compelling or something instead of arriving limp

Yang (Jang Dong Gun) is an assassin for a clan in blood feud with a rival group. Without expression, he slices and dices his way through the opponents, turning the Japanese roads red with spilled blood. All that now remains is an infant girl and rather than kill her, he takes the babe with him and heads east to America. Somehow, other members of his clan find out this innocent child remains breathing and fear a renewal of the rivalry if she’s allowed to live, so they sail in search of Yang.

The stoic Asian arrives in a late nineteenth century town to seek a friend, who has died. Encouraged by Lynne (Kate Bosworth) to reopen the laundry, she teaches him how to wash clothing and a bond slowly forms. The oddball town has the local drunk with a past, Ron (Geoffrey Rush), and a carnival in residence, its misfit performers led by Eight Ball (Tony Cox). Life settles down and Yang becomes part of the fabric, enjoying the simple things such as planting a garden and delighting in the baby’s development.

Lynne, though, is a tortured soul, having seen her family gunned down by the corrupt ex-Army colonel (Danny Huston) who tried to rape her a decade earlier. When the Colonel returns to town, Lynne tries to exact revenge but is endangered. Yang is then forced to unseal his katana and defend her. The act, though, lets the sword sing, a sound heard leagues away by his clan who come seeking the baby.

After that it gets messily predicable until the end credits. We’ve seen the archetype characters before, all better written and the American cast has certainly done better work in similar roles. Even the wire work felt familiar and uninspiring. There’s little wonder the $42 million film grossed barely over $11 million worldwide. Been there, done that and done far better. This is neither clever or original, funny or a touching homage to what’s come before. This is just a clear misfire from the first frame forward.

I will give the video transfer props for looking great and the score sounds lovely. There are scant extras: a two minute production montage and 12 minutes of mildly interesting deleted scenes.

Review: ‘The Man from Atlantis’

man-from-atlantis-1269311In the 1970s, NBC was the network you could turn to when seeking high concepts series that never lived up to the expectations of its audience. A perfect example was Man from Atlantis, a short-lived concept about a man who could live under the sea.

One of the interesting conventions of the time was that concepts would be allowed to grow and develop through telefilms before a show went to series. In this case, there were four such films produced for the 1976-1977 season before the strong ratings convinced the Peacock Network to let this go to a weekly series. When it arrived in fall 1977, the demands of producing 22 episodes proved too much and the show was weakened, the ratings fell and the series became a footnote; another wreck during the network’s decline (Supertrain anyone?).

Warner Archive has recently released the pilot film on DVD and it’s interesting to see what could have been. Patrick Duffy, in his pre-Dallas days, played amnesiac Mark Harris who displayed the ability to breathe underwater and withstand the crushing deep sea water pressure. The producers extrapolated that he would need webbed hands and feet and the deep sea environment would mean he would have super-human strength out of the water. Found by the government, Harris is asked to work for the Foundation for Oceanic Research, a front for top secret activity. He is accompanied by a team of humans (co-stars Belinda J. Montgomery and Alan Fudge) aboard the high-tech sub called the Cetacean.

The real delight in the show is Victor Buono, the rotund character actor ComicMix fans recall as King Tut, but was a mainstay on prime time for years. His Mr. Schubert, the series’ antagonist, was a charismatic villain. (About the only episode I ever liked was the one that displayed Schubert flat broke after all his previous schemes failed; I had never seen a villain displayed in this way before.)

The pilot’s pacing is slow and everything has to be spelled out for the audience, a common downfall to debut episodes. The 96 minute running time should have allowed more interesting character development but such was not the expectation of science fiction shows of that decade. Duffy was fine as Harris, a bit dull for a hero, but he swam really well.

Marvel did far more interesting stories in their short-lived comic adaptation and the series remains popular with some fans so if you’re curious, this is a fine way to sample the show for yourself.

Video Game Review: “Alice: Madness Returns”

In the year 2000, American McGee’s Alice took the story of Alice in Wonderland and turned it on it’s already twisted head. As a sequel of sorts to the books, the game opens with an accidental fire destroying Alice’s home in Victorian London, in which her parents and sister die. Alice then attempts to commit suicide (due to survivor’s guilt) and is committed to Rutledge Asylum. While there, her shattered psyche has her (and players) revisiting the Wonderland of her childhood, now decayed under the rule of the Queen of Hearts. By the game’s end, she destroys the Queen (who some believe to be a manifestation of her own insanity) and restores Wonderland to its original charm and glory, and is declared stable (or stable enough) to leave the asylum.

Perhaps that wasn’t for the best, however. In [[[Alice: Madness Returns]]] (out now on PC, PS3 and Xbox 360), it’s eleven years since Alice left Rutledge (and, ironically, eleven years after the original game). Alice is living with and being cared for by a child psychiatrist in London (as his oldest patient), and the death of her family continues to stalk her. Her madness has manifested again, and now she finds herself returning to Wonderland – albeit the Wonderland that we now know to be imagined – in order to restore order to its now-recurring chaos. This time, though, there’s an bigger question fueling her madness: was the fire that caused it all accidental?

The game divides its time between two settings: Victorian London, with its bleak, muted color palette, and the visual mind-bender that is Wonderland. Take Tim Burton, throw him in a blender with Dali and Picasso, and add a dash of steroids and heroin, and you’ll have a rough approximation of the visuals here. The settings are stunning, from the steampunk-esque Hatter stage, to the underwater follies of the carpenter and the Walrus, to the card bridge and the Queensworld…it’s all, well, fairly crazy actually. The animation is also fluid, as Alice jumps, twirls and floats through demonic paranoias and her own destroyed psyche, made visual in Wonderland. She can even shrink in size to pass through keyholes, which also gives her a new perspective on the layout of a level, revealing hidden clues as to where to go next, or thing she just couldn’t see at normal size.

At it’s heart, Madness Returns is a platformer, but there’s a heavy bent on action. Alice has many weapons at her disposal to use against the negative densiens of her mind. At first, black slime with babydoll faces known as “ruins” populate the land, and Alice can dispatch them with her trusty Vorpal Blade (which goes Snicker-Snack!) or a Pepper Grinder (basically a hand-cranked machine gun). Later she gains a Hobby Horse, which she uses as a melee club to bash and smash. All of these weapons flow effectively into one another for combos, and when combined with the dodge move, become invaluable in escaping hasty death from an onslaught of enemies. After traversing some areas, the foes become more familiar, namely the Card Guards, only now more…demon-esque.

As a platformer, there’s also a good amount of gathering collectibles, and each one has it’s own use. Scattered throughout the land are memories, which piece together the story for Alice (and the player). There are also teeth, which Alice gathers from fallen foes or smashable objects, and are used as currency in the game to upgrade weapons. It all seems like typical fare for an action platformer, but teh setting and storyline are really what set this one apart. There’s some truly messed-up things here, and the game really pushes the M rating.

If there were one complaint to make towards the game, it’s more about the little hiccups you encounter during gameplay. Sometimes, Alice will get hung up on an invisible wall or something in the floor, usually after releasing the “shrink” button on the controller. It’s a minor setback, but when the animation is usualy so fluid, getting held up in a graphical glitch can take one out of the moment. Also, the level layout is preposterously long. One chapter can have several individual sections, feeling like their own levels, but are really part of the chapter istelf. Sometimes this works to move the story along, and sometimes it gives the player the feeling of the developers trying to drag out the length of the game. Alice herself even comments on this, in a manor, when asked repeatedly by various characters in the game to do tasks for her, acting as though the level would be much shorter had they simply done teh task themselves. But then, it wouldn’t be a game then, would it?

While it isn’t a perfect game, it is certainly a fun one, and visually, one that will take hold of you, with it’s abstract settings and newspaper cut-out style cut scenes. It’s all very stylized and slick. As an added bonus, the original American McGee’s Alice is included on the disc (unlockable by download on an online pass included with new copies of the game). Playing through it is definitely a treat to those not familiar with the original, though I will say, it hasn’t held up well over time.

If you’re looking for solid action, decent platforming and puzzles, and a intriguing storyline, you needn’t look much further than here. While it may seems a bit unfair at times with the number of enemies beset upon you, the story is one certainly worth going through, and the adventure is truly a fascinating one. Horiffic though it may be for our heroine.

Rating (based on a scale of BUY IT, RENT IT, SKIP IT):

BUY IT!

Superman The Complete Anthology

It’s interesting to watch how time and again, writers, artists, moviemakers, and studio executives struggle to find ways to adapt the very first comic book super-hero. Superman was something readers (and rival publishers) had never seen before, and he served as the template for the heroic fantasy that followed these last seven decades. When you have powers and abilities far beyond those of mortal men, you need visionaries to bring the character from the printed page to other media. Robert Maxwell figured out how to do that with the popular radio serial. In fact, Maxwell came up with various characters and concepts that seeped into the comics, a symbiosis that made both stronger.

I was given to considering Superman in his many forms when the eight-disc Superman The Complete Anthology Blu-ray set arrived for review. Warner Home Video has taken all the previous versions and spruced them up a bit, added some new features, and placed them in a handsome box. Despite the uneven content, this is a must-have for fans.

When the Fleischer brothers got a chance to animate the Man of Steel, they set the standard that all other animators have emulated or strived to match. It certainly raised the bar when Superman came to the movie serials, with Kirk Allyn looking the part but the low budget and low-tech kept his feats to the above-average, not super-human. Things got somewhat better with the George Reeve television series of the 1950s, imprinting the archetype on two generations of television watchers and comics readers. Again, Maxwell receives credit for his serious translation to the half hour demands of syndicated television before he left and it got dumbed down in subsequent seasons. (more…)

Green Lantern: Emerald Knights

To support The Dark Knight, Warner Premiere offered up Batman: Gotham Knight, a collection of stories from various animators that were dark and largely uninteresting. It’s gratifying to see that they have learned from this rare misfire and have offered up a companion to this month’s The Green Lantern feature film with Green Lantern: Emerald Knights, on sale Tuesday. There are five stories, largely culled from the comic books, with a sixth tale connecting everything together. Essentially, Krona, the fallen Guardian, has come back from banishment as an enormous, angry form, having coalesced within a star. Summoning Shadow Demons from the Anti-Matter Universe of Qward, Krona threatens the Guardians and their world of Oa.

The entire Green Lantern Corps has been summoned to deal with this cosmic danger but they pause to stand in line to take their turn recharging their rings. While waiting patiently to save all of reality, Hal Jordan (Nathan Fillion) spins tales for his latest recruit, the young, idealistic Arisia (Elisabeth Moss). On the one hand, Krona is a big menace and the climactic scenes are incredibly strong and powerful. There’s a scope to his rising from within the sun that is what animation and comics is all about. That sense of scope, though, is missing from the frame in that in the comics, the central Power Battery was large enough that scores of the Corps could float before it and recharge en masse. Watching them stand in a queue is absurd.

The frame and five stories along with the characterization and visualization of the Corps and Guardians are cherry-picked and modified from the fifty years comics featuring the second incarnation of the Green Lantern. It’s nice to see that several people with comic book roots, including GL editor Eddie Berganza, got a shot at penning some of these stories. About the oddest juxtaposition of realities is seeing Sinestro (Jason Isaacs) still a member of the corps in good standing. Why he’s here is clearly a nod to his role in the live-action film, done so as not to confuse viewers.

We’re told the story of “The First Lantern” (written by Michael Green & Marc Guggenheim) which tells us a variant version of how the Corps was formed. It’s still a solid story showing how anyone can become a hero and show others the way to act. There are mammoth space battles and lots of ring-slinging but why the planet is under attack and the motives of the attackers are never even questioned, let alone explored. (more…)

Review: Dissidia 012 [duodecim]

Drawing upon their rich history, Square Enix’s Dissidia 012 [duodecim] places a “Who’s Who” list of well loved characters from their “[[[Final Fantasy]]]” games into a novel setting – a combination of a role-playing game and a fighting game. Any “Final Fantasy” veteran may think about who would win in a fight between Lightning and Sephiroth, and now you can find out.

This may seem like an uneasy marriage, but it works. If you’re used to traditional fighting games like “[[[Street Fighter]]]” or “[[[Tekken]]],” this is very different. First off, combat is in three dimensions with aerial attacks as well as ground-based. Direction is automatically locked on to your opponent or power-ups. The RPG side of this pits characters in the middle of an eternal battle between Cosmos and Chaos. The focus is on combat, and you’ll have to go through different offensive & defensive techniques, as well as evasion. While the fighting engine is simple in principle, because of the high number of variables, execution can be tough. Along the way, you’ll be able to upgrade your weapons, armor, as well as swap out different attack techniques.

There’s also a “fighting only” option, but if you’re looking at this in the same frame of mind as a traditional fighting game, you’ll be slightly disappointed. You choose which character you want and match by match (no “best out of three” stuff here), you select your opponent. The opponent’s skill level is evenly matched to yours, and while this is fair, fighting games are usually not fair. There’s also no sub-boss or boss opponents, but any shortcomings Dissidia 012 [duodecim] may have as a fighting game are made up by the fact that any experience you rack up in the fighting area carries over in the RPG.

Square Enix graciously provided a free copy of this game for review. Thanks, guys.

Review: Page by Paige

[[[Page by Paige]]]
By Laura Lee Gulledge
192 Pages, Amulet Books, $16.95

Thankfully there are a growing number of graphic novels for young adults about subjects way beyond fantasy, science fiction, and superheroics. A new generation of creators are sharing their visions or lives (or both) with us and everyone benefits. The latest such offering is Page by Paige, produced by scenic painter Laura Lee Gulledge. Paige is a stand-in for Laura, whose family has relocated from Virginia to New York and being the new teen in high school is a rough experience. There’s the awkwardness of coming in during the school year coupled with navigating the courses, the hallways and the cliques. Fortunately for Paige, she is accompanied by her sketchbook and in private, she pours out her fears, anxieties, and hopes. She finally meets someone who is drawn to Paige, noticing the newcomer is reading an issue of Locas. Jules befriends Paige and introduces her to brother Longo and their friend Gabe. Suddenly, Paige has a circle of friends.

As Paige gets to know them, she creeps towards revealing her true self, that of a budding artist. Watching her crawl from her cocoon to become a beautiful red-headed butterfly is a joy. Better yet, once her friends see how true talents, they become her accomplices in beautifying their surroundings through Paige’s art, which literally leaps off the page.

The book is a lovely mix of Paige’s escapades and her sketchbook, providing insight and commentary into the first months of her new life in the big city. There’s absolutely nothing larger than life, but the canvass is a large one. There’s friendship, some romance, studying in the city’s great art museums, relating to one’s parents, and expressing one’s self artistically. Page by page, ahem, we are treated to inventive layouts and designs as we get insightful glimpses into Paige’s conscious mind.

Gulledge is an honest artist, laying out her fears and dreams out for all of us to examine. She’s very naturalistic in her character designs and makes certain every character has a distinctive voice. Paige herself is loudest, of course, and readers will truly enjoy getting to know this character.

The book may have just been released but it has already been nominated for a deserving spot on the Young Adult Library Services Association’s Great Graphic Novels for Teens list. This comes highly recommend to people seeking something fresh and different.

The Comancheros

At a time when movie stars were truly larger-than-life and iconic, few stood taller and were more memorable than John Wayne. The Duke more or less played himself, the tall, laconic keeper of the moral code regardless of era or genre. He’s best remembered for his work in Westerns, ultimately earning his one Oscar for True Grit, a tribute to a career spent along the dusty trails of a bygone America.

Bit by bit, Wayne’s oeuvre is being preserved on DVD and now Blu-ray, with [[[The Comancheros]]] being the most recent offering. In time for the perfect Father’s Day gift, the deluxe package from 20th Century Fox Home Entertainment offers up one of Wayne’s last big Westerns just as interest in the genre was beginning to wane. The movie is well regarded by many Western fans and Elmer Bernstein’s score has lived on, well beyond the film itself, used elsewhere ever since (including The Simpsons). It also has the historical footnote of being the final film from director Michael Curtiz, beloved for his earlier work on The Adventures of Robin Hood and Casablanca. He was laid low early on by cancer and Wayne himself took over much of the directing but refused credit. Second unit action sequences were handled by Cliff Lyons. The unfortunate many hands approach probably led to the film feeling incredibly uneven, talky without much punch to the dialogue sequences, and sluggishly paced for the first third. (more…)