Tumgik
#The Transylvania Adventure of Simon Quest
arcadebroke · 3 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
link
48 notes · View notes
crabsinvideogames · 4 months
Text
The Transylvania Adventure of Simon Quest (Demo)
Tumblr media Tumblr media Tumblr media Tumblr media
8 notes · View notes
screwfacecapone · 3 months
Text
0 notes
crazygamecommunity · 3 months
Text
The Transylvania Adventure of Simon Quest annunciato per PS5, PS4, Xbox Series, Xbox One, Switch e PC
Tumblr media
Retroware ha annunciato il platform 8-bit a scorrimento orizzontale The Transylvania Adventure of Simon Quest per PS5, PS4, Xbox Series, Xbox One, Switch e PC (Steam), in arrivo nel 2025. Read the full article
0 notes
tomorrowedblog · 3 months
Text
youtube
First look at The Transylvania Adventure of Simon Quest
A new trailer has been released for The Transylvania Adventure of Simon Quest. No release date was specified.
The Transylvania Adventure of Simon Quest (TASQ) is a parody/homage platformer set in a dark 8-bit world. Rival Stan Helsing robbed Simon of fame by killing Count Dracula first! Reclaim your glory by resurrecting Dracula piece by piece and slaying the dark count yourself!
0 notes
gonagaiworld · 3 months
Text
Tumblr media
Retroware Games ha annunciato il platform retrò The Transylvania Adventure of Simon Quest per PC e console Il gioco sarà lanciato in digitale per PC (Steam), PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One e Xbox Series X|S nel 2025. Info:--> https://www.gonagaiworld.com/retroware-games-ha-annunciato-il-platform-retro-the-transylvania-adventure-of-simon-quest-per-pc-e-console/?feed_id=422314&_unique_id=65a294f7d7e2e #NintendoSwitch #PlayStation4 #Retroware #Steam #TASQ #TheTransylvaniaAdventureofSimonQuest
0 notes
alpha-beta-gamer · 3 years
Video
The Transylvania Adventure of Simon Quest is a excellent NES styled Castlevania parody where you resurrect Dracula so you can kick his ass!
Read More & Play The Alpha Demo, Free (Windows)
413 notes · View notes
brain-leakage-blog · 6 years
Text
Running Castlevania with Old School D&D, Part 5
This is part of a continuing series. For part one, click here. For part two, click here. For part three, click here. And for part four, click here.
While the previous posts in this series have mainly been concerned with showing how to adapt Lamentations of the Flame Princess' various character classes to Castlevania-appropriate archetypes, this post will handle the setting of Transylvania itself. And while I dipped into Castlevania III: Dracula's Curse and Symphony of the Night to build a D&D style adventuring party with, neither game really offers much in the way of setting material outside the castle.
For that, I'm going to go back a little farther into the franchise's history, to the much-maligned proto-Metroidvania, Castlevania II: Simon's Quest.    
Please, hold all torches and pitchforks until the end.
Just a brief side note: If I really were to run a Castlevania-themed campaign for a group of PC's, I'd probably lean heavily on Simon's Quest to do it with. While the 8-bit NES wasn't quite up to the developers' ambitions, the game has some good bones to build off of. 
I would probably have the players roll up original characters, with at least one being the next heir to the Belmont line. I'd have the game take place a few years after one of the "major" Dracula battles outlined in the main series, and have the Belmont player character's relative be suffering from the same curse Simon did: The wounds taken in his battle against Dracula are not healing. He is slowly dying. As his condition worsens, he has visions of becoming a creature of the night. A fortune-teller reveals the truth. If he dies before the next full moon, he will become a vessel for Dracula to be re-born, stronger than ever. The only way to lift the curse is to bring Dracula's spirit back into its previous body. But Dracula's minions have scattered his remains, to ensure that his curse will run its course. 
Honestly, the only major difference in the set-up would be that the "cursed" Belmont wouldn't be accompanying the PCs. I'd hole him up in the basement of a church, surrounded by garlic and crosses, with monks praying over him day and night. It would then be up to the group of relatively green and inexperienced adventurers to run a desperate race against the clock, with only minimal guidance from their mentor. 
(I'd also make sure that the enemy kidnapped the cursed Belmont as the night of the full moon approached, giving the PC's one more thing to worry about. But that's just me...)
Anyway, there are a few resources I'd recommend using here. First and foremost is A Guide to Transylvania, which I mentioned back in my Alucard post. The PDF is available on DriveThruRPG for about eight bucks. The crunch inside is AD&D 2e specific, but everything else is system agnostic. This book details everything from Transylvanian history, to peasant superstitions, to secret societies. No other supplement will help you fill in the details of the Transylvanian countryside as well as this one.
The second (more expensive) resource is the current D&D 5e Curse of Strahd campaign book, which is an update and expansion of the original Ravenloft module. Why this one instead of the (many) older ones? First, it's widely available in hardcopy. And while I'm not completely in love with what I've seen of 5e's rules, you just can't deny that Wizards of the Coast puts out a high quality product these days. This thing will survive some wear and tear at the table. Second (and more importantly), it maps out and expands the land of Barovia far beyond what the older editions did. 
The third (completely free) resource is the Transylvania map that appeared in the old NES Game Atlas. A high-quality scan is available here at castlevaniadungeon.net.  
The simplest, easiest way to take care of mapping the Transylvania countryside is just to use the foldout map that comes with Curse of Strahd and swap out the names. For example, swap out the starting village of Jova from Simon's Quest with the Village of Barovia from Curse of Strahd. Swap out Yomi—the nearly-abandoned town just outside Castlevania—with the destroyed village of Berez.
While this won't be 100% faithful to the geography on the Castlevania map, enough of the landmarks in Simon's Quest have a rough Barovian equivalent to make it work. Below are some suggestions, with corresponding map and page references.
Castlevania Location / Barovia Location / Curse of Strahd Foldout Map Location / Curse of Strahd Page Reference
Town of Jova (Area 1) / Village of Barovia / Location E / Page 40 - 48
Town of Aljiba (Area 16) / Village of Valliki / Location N / Page 95 - 124
Yuba Lake (Area 14) / Lake Zarovich / Location L / Page 38
Town of Veros (Area 6) / Village of Krezk / Location S / Page 143 - 156
Town of Yomi (Area 48) / Ruins of Berez / Location U / Page 161 - 166
Laruba Mansion (Area 36) / Wachterhaus / N/A (Located in Vallaki) / Page 110 - 115
Brahm Mansion (Area 21) / Argynvostholt / Location Q / Page 129 - 142
That should be enough to get the idea. That said, I'd probably also swap out some of the obviously non-European names with some real-world Transylvanian ones. Targoviste for Aljiba, for example.
One pro to this approach is that it requires relatively little prep time, especially for an inexperienced DM. Curse of Strahd has plenty of fleshed-out NPCs, side-quests, and description boxes for just about every building and room, if you decide to use them. You can use the encounters, too. Stat conversions from 5e to LotFP are simple: Just use the closest equivalent monster from the free Basic Fantasy Roleplaying Game, and add two to the creature's Armor Class. Don't sweat the other details. 
Me? I probably wouldn't go that far. I'd probably just use the maps, crib or ad-lib all of the descriptions from the Transylvania Guide, and wing it with the NPCs and encounters. Similarities aside, Castlevania and Ravenloft are two different properties, with two entirely different feels to them. Relying too heavily on the published material just means you're playing Curse of Strahd. Which is okay. But it isn't Castlevania.
Which, of course, leaves open the question of Castlevania itself. 
The Castle Ravenloft layout in Curse of Strahd is unchanged from the original I:6 Ravenloft module. It makes a perfectly serviceable stand-in for Dracula's Castle, provided you're taking your inspiration from the first couple of games. But if you want something closer to the sprawling, changing, living embodiment of Chaos featured in Symphony of the Night and most of the later games, you'd be better off creating your own funhouse-style Mega-dungeon. As with anything, which you choose will depend heavily on your group, their preferences, and their play style. 
Before I close this installment out—and since I'm already mining Castlevania II for ideas—I'm going to give some sample stats for that game's two Boss monsters. For Carmilla, I used the Basic Fantasy Roleplaying Game version of the Vampire, with almost no modifications. For Death, I re-skinned the BFRPG Lich, added a bunch of Hit Dice, and swapped out his spell casting for a handful of specific, spell-like abilities.
If neither one seems challenging enough, both are easy enough to scale up in power. After all, when it comes to "end game" content, you're bound to have a pretty high level party. Watching them effortlessly steamroll the final bosses would be sort of anticlimactic. If that's a concern, my personal preference is to creatively choose the location for the encounter.
Instead of meeting Carmilla in her vampire lair right away, why not have the PC's encounter her at a masquerade ball, using the powers of her enchanted mask to appear as one of the living? Force them to use roleplaying and guile to maneuver her to a place they can fight her without harming innocents. What about having the PC's run into Death on the grounds of an old battlefield or cemetery? He could raise dozens of allies among the dead, forcing even the most powerful group of PCs into a pitched battle for survival.  
Granted, if you're planning to use Castlevania II as your template, you could always just let the PC's walk right by them with no consequence...
(Note: the Lamentations of the Flame Princess rules assume ascending armor class and a base, unarmored AC of 12. If using these creatures with a system that has a base AC of 10, simply subtract 2.)  
CARMILLA
Alignment: Chaotic
Armor Class: 21
Hit Dice: 9 (attack bonus +8)
No. of Attacks: 1 weapon or special
Damage: 1d8, or by weapon, or special
Movement: 40' or 60' (fly)
No. Appearing: 1 (Unique)
Save as: Lvl 9 Fighter
Morale: 11
Treasure Type: Special
XP: 1,225
Beautiful, vain, and cruel, the aristocratic vampire Carmilla is one of Dracula's most ambitious servants. Famous for her inventive and sadistic tortures, she is best known for bathing in the blood of young women. She possesses Carmilla's Mask, a powerful, cursed artifact.
Like all vampires, Carmilla casts no shadow and no reflection. She cannot cross running water, and may not enter another's home unless invited. She cannot tolerate the strong odor of garlic, and will recoil from a mirror or from a cross presented with conviction (for more information on these weaknesses, see the Vampire, p. 124 of the Basic Fantasy Roleplaying Game). 
Carmilla is immune to Sleep, Charm, and Hold spells. If unarmed, she will treat her hands like claws, raking her target for 1d8 damage. When armed, her vampiric strength gives her an additional +3 to damage when using melee weapons. Her bite (though seldom used in combat) inflicts 1d3 damage, and drains one level of energy from her target for each round she continues to feed. Feeding places her in a vulnerable position, and she suffers a -5 to her Armor Class.
Victims reduced to 0 hit points by Carmilla's feeding die, and they will rise as vampires during the next sunset. These new vampires are permanently under Carmilla's control, and always act as if under a Charm spell.  
Carmilla can command common nocturnal creatures. Once per day, she can summon 10d10 rats, 5d4 giant rats, 10d10 bats, 3d6 giant bats, or 3d6 wolves. The creatures must be nearby to be summoned. Once called, they arrive in 2d6 rounds and obey her commands for 1 hour.  If she chooses, Carmilla can also assume the form of a giant bat or a giant wolf at will.
In addition to the above abilities, Carmilla also shares the common vampire's Charm gaze, which her victims can save vs Spell to resist. Unlike her more common brethren, Carmilla's charm is exceptionally powerful, imposing a -3 penalty rather than the standard -2. 
Carmilla cannot be harmed by non-magical weapons. Exposing her to direct sunlight for more than 1 round destroys her, and submerging her in running water causes her to lose 1/3 of her Hit Points per round for three rounds, with death occurring on the third round. Any other method of reducing her HP to 0 merely incapacitates her, causing her to fall into an apparently death-like state. But if her body is not exposed to sunlight, submerged in running water, or burned, she will begin to regenerate 1d8 hours later, at a rate of 1 hp per turn.
Carmilla's Mask (Artifact)
This artifact is a smooth, silver mask, closely resembling the kind commonly worn during masquerade balls. When the mask is placed onto a human or a dhampir, dozens of hollow, silver spikes appear in the inside, causing it to latch onto the victim's face, and inflicting 1d3 damage. Each round the victim is prevented from removing the mask, it drains 1 energy level, feeding as a vampire, until the victim is reduced to 0 Hit Points. Once dead, the victims do not rise as vampires.
If the mask is freshly fed, bloody tears will pool in the corner of its eyes, and for the next 1d12 hours it will convey several abilities on any vampire that wears it. While wearing the mask, the vampire casts both a shadow and a reflection. Garlic, holy symbols, and holy water have no effect. The vampire may enter any home with no invitation, cross running water, and even walk in the sunlight—although this last will still be uncomfortable. 
Additionally, victims of the vampire's Charm gaze suffer a further -2 penalty to their saving throw.  
DEATH
Alignment: Chaotic
Armor Class: 26
Hit Dice: 15 (attack bonus +10)
No. of Attacks: 1 touch, weapon.
Damage: 1d8 touch+drain, by weapon.
Movement: 30' or 60' (fly)
No. Appearing: 1 (Unique)
Save as: Lvl 15 Magic User or Cleric (use lower)
Morale: 11
Treasure Type: Special
XP: 3,150
Death is Dracula's top lieutenant. Fiercely loyal to his master, Death will fight to protect him at all costs. Death's actual nature is unknown, although he is believed to be an evil manifestation of pure Chaos. His physical form resembles that of the classical "Grim Reaper," a skeletal body wrapped in a tattered cloak. He carries Death's Scythe, an artifact-level magical weapon.
Upon first encountering Death, all intelligent, living creatures must save vs Spell or flee in terror for 2d6 rounds. Even on subsequent encounters, Death's gaze is terrifying. All creatures that meet it must make a save vs. Spell or be paralyzed with fright for 2d4 rounds. Dhampirs, due to their half-undead nature, get a +2 bonus to this check.
Death prefers to attack with his scythe when possible. If forced to make a physical attack, his touch causes 1d8 points of damage and drains 1d4 points of Constitution, while simultaneously healing him for the equivalent amount.
The Constitution loss is permanent. It can only be healed by the casting of a Restoration spell, at a rate of 1 point per casting. If a character's Constitution score falls to 0, he or she immediately dies, and rises the following round as a lesser wight. This creature is identical to the wight described on p. 126 of the Basic Fantasy Roleplaying Game, except its attack causes 1d4 points of damage and 1 point of Constitution loss. All characters killed and transformed into wights are considered permanently dead, and cannot be Raised. They may still be Reincarnated. 
Death is able to cast Speak With Dead, Animate Dead, and Raise Dead at will. And while he rarely feels the need to disguise himself, he is able to do so with the aid of Polymorph Self. Additionally, Death is always treated as having an active True Seeing spell cast on his person. For purposes of spell duration and saving throws, Death's caster level is 20. 
Death is immune to all non-magical weapons. Like all skeletons, Death only takes half damage from bladed weapons, and only one point from arrows, bolts, or sling stones (plus any applicable magical bonus). Additionally, he is immune to Sleep, Charm, and Hold spells. Death cannot be turned by the cleric's Turn Undead spell.
Death cannot be permanently killed. When reduced to 0 Hit Points, Death's physical form is destroyed, and his spirit re-joins the primordial Chaos outside the world. After 1d10 months, Death will Reincarnate on the physical plane, although in a weakened form equivalent to a wraith (see Basic Fantasy Roleplaying Game, p. 127). He must then drain the equivalent life force of 2x his normal Hit Dice (a combined 30 levels) in order to regain his full strength and powers.    
Death's Scythe (+3 Great Weapon)
Like Death himself, Death's Scythe is believed to be an evil manifestation of Chaos. In combat, Death's Scythe delivers 1d10 damage, with an additional +3 magical damage bonus. On any natural attack roll of 18 or better, the target must save vs Magical Device or die instantly. Any mortal being who attempts to touch the handle of Death's Scythe must make the same saving throw, but at a -4 penalty.
3 times per day, Death's Scythe can create 1d3 Phantom Sickles. These are smaller, ghostly sickles that spin out towards their intended victim. The sickles last for 1d4 rounds, continuously attacking, and causing 1d6+1 damage per successful hit.
Creatures killed with Death's Scythe may not be Raised, but they may still be Reincarnated.
1 note · View note
arcadebroke · 4 months
Text
12 notes · View notes
Photo
Tumblr media
Simon Quest: Transylvania Adventure (Programancer)
Kick Dracula's ass, even if it means you have to resurrect him first in this homage to ClassicVanias!
Free to play (Windows)
0 notes
barbosaasouza · 5 years
Text
IGP First Look: ‘Simon Quest: Transylvania Adventure’ (Demo)
Simon Quest: Transylvania Adventure brings back memories of dangerous skeletons, creepy mansions, and bad nights to have a curse in this week’s IGP First Look.
Dracula is dead, leaving a whole bunch of skeletons and zombies unemployed, yet filled with an entrepreneurial spirit. This spirit drives them to attack people anyway, doing their best to break into the horror business all on their own. Their can-do spirit is almost touching, except it’s touching you with claws and fangs that make your life quite difficult.
The game is inspired by Castlevania II: Simon’s Quest, nailing the familiar feel of traversing a haunted countryside, seeking clues from fearful townsfolk, acquiring lethal holy weaponry, and facing your foes at a slow, yet deliberate pace. It’s engrossing quite quickly, although the wind-up from the whip will likely take some getting used to. This loads each swing with a little fear as you wonder if you’ll pull it off, which is a nice touch for a pixellated horror game.
It’s ruthlessly challenging (at least, for me), but then again, you’re trying to whip skeletons and zombies to death. This should not be an easy activity. Luckily, you can buy tools and seek help, and there is a save feature you can use to bring yourself back to the fight intact. It’s shaping up to be a wonderful successor to Castlevania, but one made vastly better by having a dog you can pet. I love that pup, and would save the world for it. Anything for you, doggy friend.
youtube
A demo for Simon Quest: Transylvania Adventure is available now on itch.io.
The post IGP First Look: ‘Simon Quest: Transylvania Adventure’ (Demo) appeared first on Indie Games Plus.
IGP First Look: ‘Simon Quest: Transylvania Adventure’ (Demo) published first on https://superworldrom.tumblr.com/
0 notes
thedroprate · 5 years
Video
First Look: 'Simon Quest Transylvania Adventure' by Programancer (Itch.io)
0 notes
Video
youtube
LIVE 🔴 Castlevania Anniversary Collection | Castlevania | NES Support the stream: http://bit.ly/2ME9EGw Released over 25 years ago, Castlevania Bloodlines has been a sought-after classic by retro game collectors worldwide and now will be playable on a PlayStation console for the first time ever. Castlevania Bloodlines follows main protagonist John Morris, and is one of the few times a Castlevania game did not include a member of the Belmont Family. Kid Dracula is a rare gem in the Castlevania Anniversary Collection. Since its original release in 1990 as Boku Dracula-kun in Japan, Kid Dracula is a cute and light-hearted take on the Castlevania franchise and is rumoured to be one of the first times we meet Galamoth, better known as one of the bosses in Symphony of the Night. Originally released in 1989, Castlevania the Adventure was the very first Castlevania game made for a portable console. As Christopher Belmont, players will experience new experiments in Castlevania gameplay adapted for a handheld console. Simon’s Quest evolved the gameplay from the original Castlevania, encouraging players to explore Transylvania in search for the scattered pieces of Dracula’s body. The game’s soundtrack, specifically is still one of the most recognizable pieces of video game music to this day with its iconic song, Bloody Tears. I’m sure you’ll agree — that’s a whole lot of retro Castlevania goodness. We hope you’re ready to sink your teeth into all eight of theses classics when the Castlevania Anniversary Collection launches as a digital exclusive at PlayStation Store on May 16.
0 notes
beastgamerkuma · 5 years
Text
This year marks the 50th Anniversary of Konami and that just means us gamers get an anniversary collection of a few retro classics famed. Right now, Konami is still working on the Contra Anniversary collection. However, revealed today is the Castlevania Anniversary Collection. 
Castlevania Anniversary Arrives on PS4
I know many gamers are excited about this announcement with the details already revealing the following titles.
Castlevania
Castlevania II: Belmont’s Revenge
Castlevania III: Dracula’s Curse
Super Castlevania IV
In addition to these titles, there will be four more titles added to the collection. Nice way to say thank you to the fans that voiced their opinions and enthusiasm for the title. 
Castlevania Bloodlines 1994 – Castlevania Bloodlines follows main protagonist John Morris, and is one of the few times a Castlevania game did not include a member of the Belmont Family.
Kid Dracula 1990 – Kid Dracula is a cute and light-hearted take on the Castlevania franchise and is rumored to be one of the first times we meet Galamoth, better known as one of the bosses in Symphony of the Night.
Castlevania the Adventure 1989 – As Christopher Belmont, players will experience new experiments in Castlevania gameplay adapted for a handheld console.
Castlevania II: Simon’s Quest 1987 – Simon’s Quest evolved the gameplay from the original Castlevania, encouraging players to explore Transylvania in search for the scattered pieces of Dracula’s body.
#gallery-0-4 { margin: auto; } #gallery-0-4 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 25%; } #gallery-0-4 img { border: 2px solid #cfcfcf; } #gallery-0-4 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */
A pretty good collection to be had even though one in the collection Simon’s Quest has a bad reputation. A collection would not be complete without it thought. I for one am looking forward to revisiting some old classics and happy to see a few additions that I have never played. 
All right you gamers of the night, you can sink your teeth into this collection on May 16th, 2019. This will be a digital exclusive in the PlayStation Store. – Beast Out – 
  Source| PlayStation Blog
Castlevania Anniversary Collection Revealed This year marks the 50th Anniversary of Konami and that just means us gamers get an anniversary collection of a few retro classics famed.
0 notes
gokinjeespot · 5 years
Text
off the rack #1245
Monday, January 14, 2019
 Sorry this is going out later than usual. It's freezing outside this morning -18 degrees C (or 0 degrees F for all you non-metric folks). A good reason to stay under the flannel sheets and down comforter a couple of hours longer.
 We had a National Geographic moment here yesterday when a hawk managed to capture a male cardinal right at our bird feeders. They are both beautiful birds and the hawk was only doing what comes naturally but it's still traumatic to witness the circle of life being played out right outside your window. Penny saw the raptor fly off with its bright red meal clutched in its talons.
 X-23 #8 - Mariko Tamaki (writer) Diego Olortegui (pencils) Walden Wong (inks) Chris O'Halloran (colours) VC's Cory Petit (letters). X-Assassin part 2. Laura and Gabby rescue their "sister" from the bad guys. Whether the X-Assassin appreciates it is still to be determined. I like this straight forward story where the girls are trying to do the right thing and the villain is clearly defined.
 Thor #9 - Jason Aaron (writer) Mike del Mundo (art) VC's Joe Sabino (letters). This lead up to "The War of the Realms" features Roz Solomon and it's great. Sometimes I'll read a comic book with a lot of writing and wonder partway through when is it going to finish? This time each word balloon and caption just carried me along as Roz fights a frost giant and gathers important intel as an Agent of Wakanda. I loved the little scene with ex-boyfriend Thor.
 Domino #10 - Gail Simone (writer) David Baldeon, Michael Shelfer, Alberto Alburquerque & Anthony Piper (art) Victor Olazaba, Ed Tadeo & Michael Shelfer (inks) Carlos Lopez (colours) VC's Clayton Cowles (letters). Soldier of Fortune conclusion. The team up with Longshot ends, tied up with a big fat bow. I found the pacing of this story to be too fast. The good guys go to the Mojoverse to see if they can heal Longshot, fight through an army of guards and get into the hospital where a doctor cures their friend. Then it's back to their own universe and a long nap. All in 20 pages. They glossed over the fact that both Domino and Longshot have a luck power, which was what made me want to keep reading this story. I would have liked more depth. I'm also not a fan of art by committee. I don't mind a couple of artists working on an issue but four different styles is too jarring visually for me.
 Young Justice #1 - Brian Michael Bendis (writer) Patrick Gleason (art) Alejandro Sanchez (colours) DC Lettering (letters). Yay Young Justice. When I saw the ads for the new Bendis books I was most excited to see this teen team. I loved the old series written by Peter David. I am so happy to see Impulse/Bart (RIP Mike Wieringo), Robin/Tim, Superboy/Conner, and Wonder Girl/Cassie back on the racks. It's going to be neat to see how Amethyst, Jenny Hex and Teen Lantern fit into the team. This intro is a pulse-pounding fight between the teen heroes and warriors from Gemworld. I probably would have read this no matter who drew it but Patrick Gleason makes this new book an automatic add to my "must read" list.
 Criminal #1 - Ed Brubaker (writer) Sean Phillips (art & letters) Jacob Phillips (colours). Meet lowlife Teeg Lawless fresh out of prison and already in the hole for 23 K. How's he going to pay that off? You'll find out if you stick with this story of a hardened criminal. I love how Ed Brubaker writes about these extraordinary ordinary people and Sean Phillips is perfect for this slice of noir life.
 Captain Marvel #1 - Kelly Thompson (writer) Carmen Carnero (art) Tamra Bonvillain (colours) VC's Clayton Cowles (letters). Yep, it's another number one for Carol Danvers/Captain Marvel and you can jump right in and follow her new adventures without missing a beat. You know there's a Captain Marvel movie starring Brie Larson hitting the big screens in March right? I've followed Captain Marvel ever since she was a he in 1967 wearing the green costume with the fin on his helmet. Carol is my favourite character to use the moniker. This first issue is a standard introduction with the requisite super hero fight where Carol saves the city from a giant monster with the help of another of my favourite super heroes, Spiderwoman. Nice to see Jessica back on the racks. The twist at the end will surprise fans expecting another boring super hero comic book as Captain Marvel finds herself leading a whole new crew of do gooders. I'm going to stay tuned.
 Batman #62 - Tom King (writer) Mitch Gerads (art) Clayton Cowles (letters). Knightmares part 2. This is a very intense fight between Batman and the villain Pyg. The last two pages makes this issue more than what it seems.
 Die #2 - Kieron Gillen (writer) Stephanie Hans (art) Clayton Cowles (letters). Die is not just the singular for dice but it's also the name of the place that five former Dungeons and Dragons players find themselves trapped in. It's a very scary place and I think their quest to get home will ultimately fail. I'm sure some of them will die in Die. I wish I liked this more but none of the characters appeal to me and I find the story depressing. This fantasy with real life characters can go on without me.
 Friendly Neighborhood Spider-Man #1 - Tom Taylor (writer) Juann Cabal (art) Nolan Woodard (colours) VC's Travis Lanham (letters). I was hooked on this new Spider-Man book as soon as I saw the names in the credits. Tom and Juann are in my top five list of writers and artists and they didn't disappoint me. Check out their X-23 story that just hit the racks as a trade paperback. Everything you need for a good comic book is here. You've got a little bit of super heroic action, mysterious bad guys, a damsel in distress and two little kids with glowing eyes on the last page to make you want to read the next issue right away. You have to wait until January 23 for that though. I know some Marvelites have complained that Marvel's new number ones are priced higher at $4.99 US but this one has a back-up story worth the extra buck. Peter Parker's Aunt May has been around since day one and has faced many threats. This latest one by Tom Taylor (writer) Marcelo Ferreira (pencils) Roberto Poggi (inks) Jim Campbell (colours) & VC's Travis Lanham (letters) might just break the two of them. If you've stopped reading Amazing, Friendly Neighborhood is a good replacement.
 Prodigy #2 - Mark Millar (writer) Rafael Albuquerque (art) Marcelo Maiolo (colours) Peter Doherty (letters). I love this kind of pure fantasy where the hero is a super intelligent guy with unlimited resources and the bad guys are pure evil. Showing the villains hunting children with rifles leaves no doubt. The threat is pure science fiction and the stakes are impossibly high. This is the kind of story that keeps me wanting to read every issue.
 Man Without Fear #2 - Jed MacKay (writer) Stefano Landini (art) Andres Mossa (colours) VC's Clayton Cowles (letters). Oh, so that's what happened. Matt was hit by a truck while saving a kid. That's why he's lying in a hospital crippled to the point where he has decided to retire Daredevil. This issue's narrator was a surprise and made me wonder if they're going to resurrect this character again. Jed has done a good enough writing this weekly mini so that I want to keep reading to see how Matt recovers to don the devil costume again.
 Avengers #12 - Jason Aaron (writer) Ed McGuinness & Cory Smith (pencils) Mark Morales, Karl Kesel & Scott Hanna (inks) Erick Arciniega (colours) VC's Cory Petit (letters). S.H.I.E.L.D. is gone. Now we have the Agents of Wakanda. This issue introduces some of those agents. They're a mix of misfits and oddballs. I like the I.T. guy and the guy out in space. Ka-Zar is a surprise but I like him too because I hope to see Zabu soon. These Avengers are dealing with Namor and his Defenders of the Deep but also another threat coming out of Transylvania. I like who they recruit to deal with the vampires but I thought he was in prison. Nope, just checked. He got 3 years for tax evasion and was released in April 2013.
 Miles Morales: Spider-Man #2 - Saladin Ahmed (writer) Javier Garron (art) David Curiel (colours) VC's Cory Petit (letters). I love the cover showing everything this young man has to juggle while living a dual life. Imagine trying to do it without a smart phone? I like that the Rhino doesn't have one just like me. So Miles and Rhino are trying to find some missing kids. The trail leads them to an old warehouse where they fight the bad guy but lose him. The good guy showing up on the last page will help them continue the search. Saladin must have gotten some writing tips from Brian Bendis to keep the audience panting for more.
0 notes