Tuesday, 18 June 2013

TMNT Micro-series Villains: Baxter



“Baxter Stockman is busy working for Krang on the Technodrome... or so it appears. Little does Krang know that Baxter has secretly been working on his own project that is both mutant AND machine! But when creation turns on creator, Baxter's trademark smugness might be in short supply! Will Baxter come up with a plan B in time to save himself... and the world?”

In the second issue of IDW’s look at the villains of the TMNT universe, Erik Burnham peers into the past of Baxter Stockman, whilst we discover more about his motivations and present situation. The backbone of the story details a series of chess games with his over bearing Father, in which Baxter is schooled in thinking several steps ahead, and not to get careless.

Wrapped around this is Baxter’s work on Burnow Island in the present (set after the Krang War for those who wish to know). Not only do we see a little more of the Technodrome, but we are introduced to Baxter’s latest side project (Krang humorously informs him he is tired of his meddling with mutants), which not only ties well into the story, but gives a nice knowing wink to fans, especially those who saw Baxter in the 90’s cartoon show. This particular side project reminded me (as it does Baxter) of Frankenstein’s Monster, with a very sympathetic bent.

Back for art duties after his brief stint on the main TMNT title, Andy Kuhn does a great job on the Father/Son sequences, with faded sepia tones subtly taking us back in time. It’s handled well, which I can’t say about the action in the present. Fight sequences that aren’t all that clear and a lack of detail harm what could have been a really cool sequence. Panels that should have conveyed a real sense or speed and strength fall flat.

The main problem I have with both this issue and Krang’s story in issue one, is that it doesn’t really add anything. It is cool to get a different perspective on things, and see what shaped these TMNT baddies (In both cases it’s their Dad!), but it doesn’t change anything. I don’t now look at them in a different light. If they were well intentioned or somewhat different at first maybe, but both strike me as willing to go down the wrong path even at a young age. It would appear that some seeds are being sewn for later stories, but if you didn’t pick these up I don’t feel like you would really miss anything.

Although each issue in itself is decent, what is the series adding overall? Bar some backstory and a few winks, not much.

Rise of the Guardians

Director - Peter Ramsey
Running Time - 97 Minutes




Whilst reading up on how the film came together, I discovered that Rise of the Guardians actually made a loss for Dreamworks, which rather surprised me. It doesn't compete with the best that Disney and Pixar can offer, but as an entertaining hour and a half it can't really be faulted.

Following Jack Frost as he attempts to figure out his purpose in life, we are introduced to a cast of characters based on popular myths and legends. Jack joins the group in time to face the Boogeyman Pitch Black, played by a moustache curling Jude Law. Can they make the children of the world believe in them again?

Pleasingly, some real thought and imagination was put into each character, building upon the knowledge of the audience. Details such as Santa's naughty and nice forearm tattoos and Sandman not talking (presumably to not wake the kids up!)add texture and interest.

The all-star cast acquit themselves well, with Baldwin and Jackman standing out. For a character that appears to be a fairly young boy (and hasn't changed in appearance for years) Chris Pine sounds too old, but it doesn't particularly detract.

Secondary characters clearly take a leaf out of Despicable Me's book but are amusing; whilst their screen time is well judged and effective. In fact the whole story is judged well, with each character getting their time in the spotlight and the story not outstaying its welcome.

Some children may find the villain and his cronies a bit too much, but for children and adults who still believe Rise of the Guardians is a solid animated feature.


How Super Duper?

Abysmal
Poor
Disappointing
Average
Good
Great
Super Duper!

Thursday, 13 June 2013

A Good Day to Die Hard

Director - John Moore
Running Time - 97 Minutes


I had a bad feeling when I noticed who was directing this film. Not being able to place the name though, I pushed it to the back of my mind to see if I could enjoy the film. Turns out I couldn't do either. So after it finished a quick wiki revealed where that bad feeling in my gut came from.

John Moore directed Max Payne.

If that isn't enough of a warning for you then I don't know what is. I'd heard everyone round on the film, but really it couldn't be that bad could it? Sadly it is, with characters reduced to stiff cut outs moving from one set piece to another. All the wit and characterisation of the first few films has been utterly scrubbed away, and in it's place we have a half asleep Bruce Willis portraying a now borderline racist jerk-off McClane. There isn't even a convincing bad-guy, which for a franchise that contains one of the best villains ever is a real shame.

The barely there plot is laughable, with several moments not just stretching, but moving way beyond incredulity. The only highlight is getting to see Mary Elizabeth Winstead again. 

The pattern so far has been for odd numbered entries in the series to be stronger. So if like me you thought "It's a Die Hard film, I should check it out"....don't. A thorough waste of time and a real half hearted effort, this really isn't a good day for the franchise.


How Super Duper?

Abysmal
Poor
Disappointing
Average
Good
Great
Super Duper!

Thursday, 30 May 2013

TMNT #22

“Trouble is brewing in the streets of NYC. Crime and gang warfare increase while different underworld factions jostle for power. Meanwhile, Shredder has found an old ally in Kitsune, a long-lost witch from Feudal Japan.”





Reality rarely lives up to the anticipation. In the case of TMNT #22 though, not only has the anticipation been met, but it may lead to it being surpassed. Not only does this months’s issue kick off a new story arc, but we also welcome the return of Mateus Santolouco on art duties. 

From the beginning I've enjoyed the artwork on TMNT, but Mateus’s detail and design is on another level, and elevates the issue as a whole. The title page alone, with a sweeping and amazingly detailed view of New York, lets you know you’re in for a treat. Then you get to the Turtles themselves. You can feel Raphael’s angst and Michelangelo’s naivety in such a palpable way that you could take away the colours and still know exactly who was who. The amount of emotion elicited from each Turtle’s face not only draws us into their feelings, but gives us look into each of their different psyches. His work on Secret History of The Foot Clan was marvellous and universally well received, so it’s high time he was handed a crack at the main title.

Prying myself away from the sumptuous artwork for a moment, the script by Tom Waltz doesn't waste any time getting us into the thick of things. Not a word is wasted and though a lot is crammed in it never feels overpowered. It also leaves us on quite the cliff-hanger, and eagerly awaiting next month! I don’t like to wish time away, but June needed to be here yesterday!

But back to the artwork! Ronda Pattinson’s colours bring out of the best in the art’s lines and details, complimenting it perfectly. In fact there is so much detail and fine work here I have to wonder how the team will keep up with monthly deadlines. Here’s hoping they can stay as a team on the title for a long time to come.

Two points I have to bring up specifically. The first is someone finally making use of the Turtles “unique skills”, in not only a way that makes sense, but also looks damn cool. The second is Splinter. No other take on the TMNT has written him in such a thoughtful and deep way. He is not only a strong Father, but a wise master and a great warrior. 

After their off-world jaunt and run-ins with other mutants, this is shaping up extremely confidently, and is the TMNT story it’s all the previous arcs have been building up to. Shredder is the most menacing he’s ever been, and the Turtles (and their family) find themselves in an extremely perilous position. Bandanas off to the IDW team. If the rest of the arc lives up to this first part, we are in for a treat.

Sunday, 19 May 2013

The Fast and Furious 6 in 100 Words




The Fast and Furious 6 wastes little time bringing the gang back into the fold when former nemesis Hobbs offers them the chance to gain their freedom. With all the vehicular warfare you expect, this instalment brings together a surprisingly cool London, numerous trashed Vauxhall Astras, and an abundance of moments that will leave you both gasping and laughing. New villain Shaw doesn't get much time to shine amongst the ensemble cast but brings a certain class to proceedings. Completing its metamorphosis from street racing to crazily absurd action; what other series can claim their sixth entry is their strongest?

Friday, 17 May 2013

The Great Gatsby in 100 Words





When Nick Garraway moves to the fictional West Egg and befriends the elusive millionaire Jay Gatsby, little does he know the impact it will have on him.  Baz Luhrmann’s visuals, mixed with a thumping Jay-Z soundtrack, gorgeously convey the 1920’s decadence and splendour, which is bolstered by the most charming and damaged central performance (plus smile) from an actor since The Artist’s Jean Dujardin. DiCaprio’s quixotic attempts to live in the past show us the darkness hidden behind the whiskey, fast cars, and jazz. Dishonesty abounds as façades crash and dreams are dashed in an entertainingly strong but long adaptation.

Saturday, 11 May 2013

Batwing #20

This issue answers the question that’s been on everyone’s mind: Who is Batwing? 





Only having had a passing knowledge of the previous incumbent, I thought I'd be pretty open to a new Batwing and wouldn't take umbrage to a replacement so early on in a new titles life.

Batwing #20 proved me wrong with one line. When the subject of a new Batwing is raised, and Alfred questions Bruce's thought process, he points out that he was always his first choice. What a slap in the face for those who have purchased the previous 19 issues? You had just as well tell them they wasted their time!

On top of that they've replaced a guy who had real issues and wanted to clean up his own part of the world with another perfect young specimen who could be whatever he wanted to be. He has two degrees! He's an MMA fighter! My goodness it just sounds so clichéd. Where do they find all these people? It's only one issue in but I see nothing that I haven't seen from other members of the Bat-Family.

At least his new suit is cool, with a distinct Batman Beyond feel. Plus there was plenty of action which was decently choreographed. But as an issue that seemed perfect to jump aboard, I wanted a story that would really get its hooks into me and make me want to find out more about the new Batwing. All I got was a hollow story that seemed to want to maintain some semblance of continuity before going on to do its own thing. Why bother sending the new Batwing to Africa, when he has no ties and no investment? 

On this outing I don't feel much investment either.