Written By: Rick Remender
Artwork By: Daniel Brereton & Tony Moore
Published By: Marvel Comics
***SPOILER ALERT***
Starting in Dark Reign The List: Punisher, in which Norman Osborn, the current head honcho in the Marvel Universe, comes up with a list of people he wants dead, sends Wolverine's demented son Daken to kill Frank Castle, The Punisher.
In a bloody fight on a rooftop, Daken literally tears The Punisher to pieces, dropping the remains of Frank Castle in a darkened, disgusting alley way.
Starting in Punisher #11, we learn that the Legion of Monsters has gathered the remains of Frank Castle and has been able to bring him back to life. But Frank is not exactly alive or human, but a true Frankenstien, in this case a FrankenCastle.
(Haha, get the play on words there? I didn't come up with it.)
In the next two issues we learn that Frank is not happy at all having been brought back to life, there is a monster hunter who has an entire army of monster hunters that wants to destroy the Legion of Monsters, and the Legion of Monsters are having a really tough time trying to convince Frank to help them.
***END SPOILER***
In Punisher #14, Frank learns who this head monster hunter is and there is a little twist to the guy.
Having read around the internet and the letters to the editor in the Punisher comics, I know that some people are not happy with the direction that the Punisher is being taken.
I, for one, think it is great. I think I have always liked the idea of reading horror comics and now the new Punisher arc allows me to do so.
I am very interested to see how they are going to bring Frank Castle back, or even if they are!
Punisher #14: 9 out of 10
Tuesday, March 9, 2010
Sunday, March 7, 2010
BioShock
Developed By: 2K Boston/2K Australia
Playable On: XBox 360, Playstation 3, & Windows Operating System
Released in 2007, Bioshock tells the story of a city that was built under the Atlantic Ocean named Rapture. Rapture was built by a man named Andrew Ryan who believed that artists should not have to worry about censorship and scientists should not be held back by what is "morally right." Another man, Frank Fontaine, creator of plasmids, the ability to throw fire, electricity, and more from your hand, wants to be able to control the city. Soon, a power struggle commences between Ryan and Fontaine. You play as Jack, the lone survivor of a plane crash, that crashed over the Atlantic Ocean. You head down into Rapture only to learn that you are only a pawn in the ever growing war between Ryan and Fontaine.
Out of order, I played through BioShock 2 before I played through part 1. But having played through them both now, it was very easy to spot the differences between the two games and decide which one, in my opinion, is better.
BioShock is quite a lengthy, lengthy game. I probably put in somewhere between 13 and 15 hours before I actually beat it. The objectives that fill the story line in BioShock, I thought were so grand and epic, I always thought I was just around the corner from beating it. But I would actually end up putting in another two hours or so. I realize now that at those times, I was actually no where near beating the game.
The biggest difference, I believe, between part one and two is the combat system. If you read my review for part two, then you already know that BioShock is a first person shooter that allows you to have guns as well as plasmids, the ability to throw fire, electricity, use telekinesis, and more from your left hand. The major difference here is in part one. In part one, you can only have either one of your guns or one of your plasmid abililites out and ready for combat. You actually have to pull out either your gun or hand, not both, choosing which one would be more effective during a fight. In part 2, you can have your choice of which gun and plasmid you want out at the same time. A combo, such as stunning an opponent with electricity and then killing them by shooting them, is much more fluid in part 2 because both your gun and plasmid are out at the same time.
In addition to the combat system in part one, you can only melee with one weapon, the wrench! In part two, you can melee with every weapon, giving the combat system in part two another reason to be better. In part one, I hated not being able to shoot a splicer (enemies in BioShock) with a shot-gun (a close range weapon) and melee the splicer for the kill. In BioShock 2, this little combo would have resulted in instant death for a splicer.
As in BioShock one and part two, you have a EVE meter. Once you drain your EVE meter, you can no longer use your plasmids. However, throughout both games you can find EVE hypodermic needles and once you deplete your EVE meter, you can fill it back up if you have a EVE needle. With this system my complaint lies in part one. Once you drain your EVE meter, if you switch to a gun, your EVE meter will not refill. In part two, if you have a EVE needle and your EVE meter runs out, it will automatically refill. I found it to be very frustrating in part one to be in a fight with a bunch of splicers only to have my EVE meter drain and not refill because I had switched to a gun to continue the fight. In part one, when you do fill your EVE meter back up a squence on-screen commences in which you see Jack shoot-up with a EVE needle, which is cool like the first 10 times you see it, but then it gets pretty old when you have already put in about five hours into the game.
In both BioShocks, you have the ability to hack machines. Some of the machines that can be hacked in the BioShocks are vending machines that sell ammo and even gatling gun turrets that will fire at enemies once you have hacked them. In part one, when you go to hack a machine, the game pauses and goes into a mini-game in which you have to place a tube in correct order for a metalic liquid to go throw it. If you are too slow, the machine will shock you, causing you to lose life and have to start your hack over again. Some machines will set off an alarm when you don't successfully hack them, causing flying gatling gun turrets to chase you. In part two, the developers made the hacking system a little cooler. When you start a hack in part two, the game does not pause and you have to stop a needle, that is going back and forth, into small green areas, trying to aviod red areas, that will cause an unsuccessful hack and sometimes set off alarms. In addition to the hacking system in part two, you can hack machines from a distance using hack darts. That certainly beats having to walk up to a gatling gun turret or security camera to hack it as you have to do in part one.
The mini game that commences when you start a hack in BioShock
One type of machine that made an apperance in part one, but not in part two is the U-Invent machine. Throughout the game you find things such as glue, empty shell casings, kersone, and other random objects. When you take these random objects to a U-Invent machine, you can create new types of bullets and other items. This actually brings me to another complaint about part one. Throughout the story, you are forced to find objects to create something that is necessary for you to be able to proceed. I reason I don't like that is because it causes you to have to back track through the levels to find the items that are needed for whatever you are trying to make. The U-Invent machines and this system did not appear in part 2.
There are plenty of differences between BioShock one and two. But obviously part one paved the way for part two. And I am sure I am in the minority when I say this, but I liked part two more than part one. I will probably play through part 2 again, before I play through part one again.
I give Bioshock: 9 out of 10
Trailer for Bioshock:
Saturday, February 27, 2010
BioShock 2 "We Will Be Reborn"
Developer: 2K Marin & Irrational Games
Playable On: XBox 360, Playstation 3, & Windows Operating System
The game is set in fictional dystopian city Rapture, in a steampunk alternative history 1968, eight years after the events of BioShock. The protagonist and player-controlled character is a Big Daddy, a being that has had its organs and skin grafted into an atmospheric diving suit. Among the first of its kind, the player-controlled Big Daddy reactivates with no recollection of the past decade's events, and scours the city in an attempt to relocate the Little Sister that he was paired with. When it becomes obvious that Rapture's leader Sofia Lamb will become responsible for the city's destruction, the Big Daddy attempts to overthrow Lamb and her army of Big Sisters.
(The above was taken from wikipedia.com)
The gimmick of Bioshock is that it is a first person shooter and you are able to upgrade your character by obtaining plasmids. With your left hand, plasmids allow you to throw electricity, fire, use telekinesis, and much more while still having a gun in your right hand. One of my favorite combos to use was stunning a opponent ("Splicers" as they are called in Bioshock for having used to many plasmids on themselves) with electricity and then finishing them off by shooting them with a double barreled shotgun.
In addition to all of the crazy guns your character can use, a giant drill, a rivet gun, shot-gun, rocket launcher, to name a few, you can get different types of ammunation for each gun. For example, with the shot-gun, why use regular shells when you can use phosphorus shells, shells that will ignite an enemy into a giant ball of flames after you shoot them.
In addition to the different types of ammo, you can even up grade your weapons. For example, with the gatling gun, you can upgrade it to reduce recoiling every time you fire it.
The environment, although gritty and dark, is still very inviting. With most games, I just want to run through them as quick as possible, but with Bioshock 2, I wanted to investigate every room and see what I could find, even if it had nothing to do with whatever my current objective was.
Aside from the gameplay and the great art direction found in Bioshock 2, probably my most favorite feature is the checkpoint system that is used. Through out the levels there are "Vita-Chambers." Every time you die, you respawn at the nearest Vita-Chamber. But what is so cool about Vita-Chambers is that you do not lose any progess that you have made after you die. For example, say you are in a boss battle and you take down half of the boss's life and then die. After you come out of a Vita-Chamber the boss's life will still be half down. You never, technically I guess, have to start over even after you have died.
One new addition to Bioshock 2 that part one didn't have is online multiplayer. The multiplayer uses a fairly common upgrade and ranking system that allows you to choose which weapons, plasmids, and tonics you spawn with. The more you play, you are given access to better weapons, plasmids, and tonics that you can choose to use in a match. And although I do think the multiplayer is cool, I'd rather just play Halo 3 or Modern Warfare 2 if I am going to be doing some online gaming.
The score is also way good. It certainly makes moments that need to be tense, such as preparing for a boss fight, tense. And the music that was used during load screens, sounding like 1950ish jazz music, I thought also really set the mood for the game. I know the special edition on Bioshock 2 came with a vinyl and I am assuming it is that music. I am sure it is cool to have.
Beleive it or not, as of this writing, I have never played through the first Bioshock. But after beating Bioshock 2, I have already gone and bought a copy of Bioshock 1 to play through.
I really don't think I found anything wrong with this game.
I give it: 10 out of 10 stars.
Trailer for Bioshock 2:
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