All posts by Noob of All Trades

Shawn Lucas is the self identified "Noob of All Trades". He is married and the father of three boys, two of whom help with their own podcast every couple of months. Raised on Atari, Nintendo, and Sega, he enjoys all games and will play all of them to the best of his ability, which is often average at best. Currently, he is most interested in Magic, Heroclix, and other games that he can play with Chris and his sons.

Temple of Trials: Fallout 2 Journal

Introduction

After watching the show, I got the idea to do a week of Fallout content. Then, as often happens, I suffered from delusions of grandeur. Why only a week? Why not a month. Nothing scheduled for June and school ends. The Fallout from the end of school! Perfect. Las week I wrote about the first couple of sections of Fallout. This week, I continue with Fallout 2 and the Temple of Trials.

What Makes Me SPECIAL?

Note: If you never played the Fallout games, they organized character stats into the acronym, SPECIAL. In the interest of time, I consulted a walkthrough for the game.

Strength: 4

Perception: 6

Endurance: 6

Charisma: 8

Intelligence: 10

Luck: 6

Name: Lucy. Age: 21. Yes, I became that which I hate and use names from other pop culture related to the games. Sue me.

The Chosen One

Sometime in 2241: A village elder calls me into her hut.

Come in, Chosen One. The village is dying. Crops, livestock, sick children. However, there is hope. The Garden of Eden Creation Kit. It brings life to the Wasteland. It will be your main quest if you show yourself worthy. Travel to the Temple of Trials to prove yourself, find the G.E.C.K. and be our salvation.

The Chosen One?

Still in 2241 (The Temple is a short walk from the village): A guard takes me to the temple and I enter. It consists of stone corridors with lit torches on the wall. At the very least, the village knows how to set the mood. What are the trials?

At least, initially, it seems like the only trial is as exterminator. I kill bug after bug, all ants and scorpions. At the end of the hall is a locked door. I could search for a key, but it’s quicker just to pick it. Easy, peasy.

Oh crap!

This next corridor is filled with pressure plates that trigger spears shooting from the wall. No time to disarm them. Instead, I just run through and hope for the best. Then, more ants and scorpions. A chest with an antidote for the poison that the scorpions injected into me. At least they thought of that.

Another door. This one steel. I see no lock to pick. Hmm, what about these explosives that I found randomly sitting in an “inconspicuous” jar in the middle of the temple just past the massive hole in the ground? Set timer, GTFO. KABOOOM! The door is gone.

More ants and scorpions. Another chest with more antidote and healing powder. Yet another door. This one opens without picking or exploding. A guard stands before what I now assume to be the exit. He says that we must engage in unarmed combat with the victor emerging as worthy. Do we really have to fight? I ask him. Yes, of course, the elders deemed that the final test. Yes, but accidents happen. What if one of us ends up accidentally dead? I give him a look that says, “We both know which one, right?” He stammers before regathering his composure. Uh, yes, of course. I wouldn’t want to accidentally kill the chosen one. Then he runs from his post, presumably to pick on some other poor soul.

I emerge victorious. My prizes are a vault suit and the Pip Boy 2000!

The Verdict

A very different feel from the introduction of the first game. You still start the game underground in the Temple of Trials. But, after that, you go back to an above ground village to begin your main quest. I like that they changed things up because the whole starting in a vault thing, while classic, sometimes gets old. Join me in a couple of days for the next installment!

Again, because I’m playing a game made over 25 years ago, I used and old school guide.

Fallout Episode 6: The Trap

Introduction

We continue our Fallout from the end of the school year with the next episode of the Fallout TV show. I wrote my journal the other day to finish up, for now, my coverage of the original game. And, now, I get to talk about the fate of Shady Sands as revealed in Fallout episode 6.

Plot Summary and Analysis

Click here for the plot summary.

After an episode without The Ghoul, this one delivers more on his current adventure while adding much to his backstory. He and his wife don’t see eye to eye on the dealings of her employer, Vault-Tec. Cooper hates the extra baggage that comes with his starring roles in the ads for the vaults. He puts all of this aside because he loves and trusts his wife. In 200 years, she might be the only person he ever truly loved and trusted.

Speaking of the vaults. Through his and Barb’s conversations and Lucy’s and Max’s interactions in Vault 4, we get more information about the post apocalyptic living quarters. While on the surface, not much happens (Cooper and Barb argue and Lucy and Max spend the entire episode in the vault), the episode brings up new questions even as it starts to answer some of the old ones.

An episode that easily could have fallen into the trap of being “filler”, they avoid that trap quite nicely. Almost no action. Very few sets. An extended introduction centered around a vault ad and a Hollywood party. And, yet, probably the best episode of the show so far.

Character Profiles

The Ghoul: We see The Ghoul humbled by his captors several times. He never allows that to dampen his swagger. He simply bides his time and deals with the riff raff as he always does before turning his sights on the bigger fish.

Cooper Howard: Little of the man before remains in The Ghoul other than his memories. They serve to develop Cooper’s character as a former military man who values his freedom above all. I suppose that part also exists in The Ghoul. Even so, he’s willing to go to the Communist’s meeting when invited by Charlie. He also uses those memories to remind himself of his wife and daughter, the reasons for keeping himself alive and non-feral for over 200 years.

Lucy: She starts the episode convinced that they have nothing to fear in the vault. It’s a great place to rest and relax before setting off again to find the head and then her father. When her eyes open to the fact that not all is what it seems, she digs deeper and it ends up with her in deep trouble.

Max: On the other hand, Max starts off suspicious of the vault and its dwellers. Either because the pampering erodes away at his resolve or they drug him in some way, but he finds himself at home by the end of the episode and ready to settle down. The obvious juxtaposition between the two main characters goes a long way to adding to the unsettling realization that nothing is ever easy.

Cycloptic Overseer: As usual, Parnell plays a character that makes you laugh and makes you think with an underlying message. More on that later. I remember some people didn’t like the idea of a cyclops, especially one that looked so odd, but I love the character and what he brought to the episode.

Supporting Characters: Birdie has her hand in everything both inside and, seemingly, outside of Vault 4. Sorrel, likewise, stepped in to fill a power vacuum. However, it looks like his reign might soon be at an end either by the hand of The Ghoul or as a consequence of changing allegiance. We see Moldaver in the before times but only that she is involved in the Communist movement.

World Building and Setting

As I wrote above, the Fallout episode 6 takes place mostly in a Vault, a bit on the surface, and the rest in a bar. Even so, they show that the vaults weren’t all developed to repopulate the planet after the radiation dissipated. Long time fans of the game know this, but it may have come as a shock to those who just joined us with the TV show.

Likewise, they give us a glimpse of the politics of the surface. It isn’t all just pockets of civilization with no connecting fabric. In addition, some figures rose from the ashes to build factions that work to protect their citizens and try to gain resources for themselves and their territories. Sometimes, with tragic consequences.

Themes and Social Commentary

They continue the theme of trust in the “official story”. Cooper starts to question the wisdom of Vault-Tec even as he fights to keep his reputation as a country loving favored son. The, Lucy must again question the validity of the vaults and their reputation as places of safety and understanding.

The conversation between Charlie and Cooper brings up the question of unregulated capitalism and the need for, maybe, just a little bit of communism to keep the ghouls (those who reduce everything to a dollar sign, not the radiated one) honest. You know my feelings on this and how they only get stronger as the days tick by. People starve. The planet burns. And, all we talk about is the Dow Jones and how to properly market the end of the world. Sound familiar?

While Lucy changes her mind and becomes more suspicious, Max eases into a life of comfort. It numbs him to his own skepticism and lures him into a (perhaps false) sense of security. If they keep you fat, dumb, and happy, maybe you won’t realize just how they’re screwing you.

Narrative Pacing, Structure, and Soundtrack

They step up the quick switches between scenes by adding in Fallout episode 6 Cooper’s flash backs to his former life at important parts in the story. This allows them to compare and contrast the before times to the current Wasteland. As they say, the more things change and all that. There will always be two types of people. Will they ever learn to live together? I’m not so sure anymore.

Likewise, the outsiders and their ritual in Vault 4 transposed with Cooper’s visit to the mausoleum for the Communist’s meeting serves a dual purpose. One, it makes you think that there are parallels between the cult like behavior and the Communists. I welcome such dialogue. If your ideas don’t stand up to scrutiny, then are they worth having? The second purpose establishes Moldaver as a force to be reckoned with. Even more so than as a dad kidnapper.

The soundtrack takes a bit of a back seat, especially when compared with the previous episode. It serves more as garnish, so to speak, in this episode. You’re aware of the music as adding something to the story. But, it didn’t have those exclamation point moments like the previous episode.

The Verdict

I called Fallout episode 6 possibly the best episode yet. I stand by that. As the series has gone on, the episodes have gotten stronger and stronger. That’s exactly what you want from a television show. Some may question the choice to introduce new stories and ask new questions so late in the season, but they must have known that people would love what they made and want more. I, for one. agree.

Shady Sands Part 1: Fallout Journal

Introduction

In this second and, for now, final installment of my Fallout journal, I want to tell you about my trip to Shady Sands Part 1. As you saw in my first entry, I wanted to spice this series up by writing it in journal form. I’m not sure how well I succeeded then, but I feel like this entry raises the entertainment value some. Let me know if you agree.

150 days to get the water chip.

Shady Sands Part 1

5 December 2161 (Vault 13 Entrance): Ahead, I see a natural light. For the first time in my life, I’m looking at the outside world. It looks…

Hideous. I want to go home. Something inside…and the urgent message about the water chip on my Pip Boy 2000…urges me to ignore that feeling and go on.

12 December 2161 (The Wasteland/Shady Sands): After about a week of travel through the Wasteland, I pass an outpost. An adobe wall surrounds a peaceful looking village. “Welcome to Shady Sands,” a guard says. He introduces himself as Seth. “The town,” he continues, “other than radscorpions and raiders, have no problems.” The radscorpions menace their Brahmin and attacked one of the farmers. The raiders, on the other hand, attack mostly from the southeast. I thank Seth for the information and assure him I will come back to deal with the radscorpions. He tells me to visit their leader, Aradesh.

Before moving on, I talk to the other woman at the entrance. She introduces herself as Katarina. Concerned, she asks me to put my dagger away. She assures me that my instinct that this world is dangerous is correct, but Shady Sands is peaceful. When I sheath my dagger, she is willing to talk to me. She assures me that her old home, Vault 15, had a functioning water chip the last she knew. Even though she came from Vault 15, she doesn’t remember much about the world. Ian can help me with that. After the conversations, she suggests that I visit Aradesh.

The first person that I meet besides them tells me suspiciously that the last visitor to the town screwed the village. I assure him that I’m not like that. “Just stay out of trouble.” Okie dokie.

Radscorpion Cave

During the search for Ian, I find ammo and a book. The book talka about surviving the Wasteland. I’m thankful for the knowledge. When I get to Ian’s place, he tells me that he lived in The Hub. Like Katarina, he got injured, but not as badly. Now, he works as a wandering trader for the town since he’s one of the only ones who ever left the town. I ask him two favors. 1. Directions to The Hub and Junktown. 2. Help with the radscorpions. He tells me the directions and agrees to help for some caps. We go back to Seth, who takes us to the Radscorpion cave.

Ugh. Back in a cave already.

Ian and I make quick work of the 9 radscorpions. I’m thankful for his help and willingly pay his bounty. One of them poisons me. Where to find an antidote? Perhaps these tails will come in handy.

I bid farewell to Ian and go back to Razlo. Without the poison, he can’t make an antidote to heal me. Aha! The tails. Razlo makes the antidotes. Thank you, Shady Sands. I should rest.

13 December 2161 (Shady Sands Garden): I find another book and some rope. The books talks more about surviving in the Wasteland. It’s a long book and I need to rest again.

14 December 2161 (Shady Sands Garden): I chat with one of the farmers about their crops and how they grow them in the harsh conditions of the Wasteland. Alas, my time here is done for now. Off to Vault 15.

To be continued…

The Verdict

I hope you enjoyed Shady Sands Part 1. As I said, I tried to make this one more entertaining by including more personal details. I think I still have some way to go. But, it’s definitely an improvement. So, join us for a new segment on the page, Final Friday Fallout. Every last Friday of the month, I plan to continue the games until finishing them. As for next week, I start Fallout 2.

Since I’m playing a 25 year old game, I decided to use a blast from the past for my walkthrough.

Vault 13 Part 1: Fallout Journal

Introduction

After the release of the show, I wanted to celebrate the Fallout series for a week. Then, I realized that June was perfect for an entire month’s worth of Fallout. With that plan on paper, I worked to flesh it out more. As recently as two days ago, I came up with the idea to format this as a journal. Then, yesterday, I played through the introduction of the first Fallout game to tell you about Vault 13 Part 1.

War. War never changes.

What Makes Me SPECIAL?

Note: If you never played the Fallout games, they organized character stats into the acronym, SPECIAL. In the interest of time, I consulted a walkthrough for the game.

Strength: 5

Perception: 8

Endurance: 6

Charisma: 6

Intelligence: 8

Agility: 7

Luck: 7

Vault 13 Part 1

5 December 2161: The overseer came to see me today. He says that the control chip in the water purifier is faulty. We only have 4 or 5 months until we run out of clean water. He tells me that I am quite possibly the only hope for the Vault. They are sending me out to find another chip and save my fellow dwellers. He suggests Vault 15 as a first stop.

They lead me to the entrance. Only the vault door stands between me and whatever horrors await me on the surface. I check my supplies. 4 Stimpaks, a pistol, some ammunition, and a knife. Red lights flash all around me as a horn sounds. The gears of the vault door grind. It shifts backwards and then an arm attaches to pull it to the side.

I’m out.

But still in. They dug the entrance into a cave. After my eyes adjust, I see a skeleton. The poor guy left behind a knife and some more ammo. Well, he’s not going to need it anymore. Even with the extra ammo, I decide to conserve and pull out my knife in case of attack.

That attack comes quickly! And from all sides! Rats all around me bite and claw. With my trusty knife, though, I am become death. Destroyer of Rats. In a particularly harrowing battle, the little bastard darts all over the place, making it almost impossible to hit him. I finally kill him but not before he injures me quite severely. I conserved ammo, but now I need to use a Stimpak.

Into the Wasteland

After my epic battles with the rats, I figure it’s a good idea to take a rest before stumbling out into the Wasteland. I pause at the mouth of the cave, set up a make shift bed from the roo skeleton there, and lay down for a well deserved nap. Luckily, the rat families don’t come to avenge their dead. I both anticipate and dread what the Wasteland has in store for me.

To be continued….

The Verdict

I actually played through the rat cave twice because I never saved my first game and ended up getting killed by a pack of moles. Thankfully, I learned from that mistake and saved the second time around. That way, when I pick up the game again, I can start from the mouth of the cave. Stay tuned for more of my adventures in Fallout.

Since I’m playing a 25 year old game, I decided to use a blast from the past for my walkthrough.

Marvel Comics June 2024

Introduction

I took the Blood Hunt tie in issues out of the pile. Not really caring all that much about the main title, that gives me no reason to read the tie ins. Without them, Marvel Comics June 2024 is only 5 other titles. And, yet, I still fell behind and released this article two days late. Oh well, better late than never.

Amazing Spider-Man #50 (Legacy 944)

Note: I’m only going to review the main story. The additional stories are a fun diversion, so maybe I’ll put them in their own article.

Writer: Zeb Wells, Artist: Ed McGuinness. Well, we made it 50 issues with Wells as writer. About a month ago, I became so disgusted with this title that I stopped reading it. Then, I picked it up again last month. The current story still feels dumb. A living (now walking) brain? Okay, fine, whatever. But, he brought back the goblin in this issue and the fight between the two old enemies makes up for the other stuff for now. Plus, we get McGuinness on the title for an issue. That’s always welcome. My verdict: Decent

Captain America 9 (Legacy 759)

Writer: J. Michael Straczynski, Artist: Jesus Saiz. JMS drops Cap and us in a Chilean desert where he encounters a lost penguin. This leads to a substory about the nature of what normal is and how we react to those that are different from us. Yeah, he gets a bit philosophical on this one. In the course of bringing the penguin back to the shore, he rescues one of his allies. An interesting issue, if not terribly unique. My verdict: Decent.

Fantastic Four 20 (Legacy 713)

Writer: Ryan North, Artist: Carlos Gomez. Johnny and Ben get fired (pun fully intended) from their job at the brewery. They take another job at a grocery store. They also get let go from that one. Too much publicity for the store. Oh, and monsters are attacking outside, so they are needed by the FF. Sounds like a boring story, but North makes it fun as usual. Not as much fun as some during his run, but that’s okay. My verdict: Good.

The Immortal Thor #11 (Legacy 772)

Writer: Al Ewing, Artist: Valentina Pinti. Ewing takes some swings with this title since taking over. Some miss, but most hit. And, honestly, the missed become hits eventually because he makes them pay off. Honestly, I’m just glad that we’re out of the Jason Aaron Thor days. I like Aaron, but I didn’t like his Thor. This issue is more standard Thor and it mostly works for what it is. Just the usual team up with his siblings to solve a problem. My verdict: Good.

Sensational She-Hulk 8 (Legacy 186)

Writer: Rainbow Rowell, Artist: Andres Genolet. I can’t say enough good things about this title. It’s got everything. Action. Humor. Love. Betrayal. Cake. I’ve said it before, but I will say it again. Rainbow Rowell gets this character on a deep level and writes the title with love and respect. If you aren’t reading She-Hulk right now, can you even call yourself a comic book fan? My verdict: Great.

The Verdict

None of the titles from Marvel Comics June 2024 outright annoy or offend me, so that’s a step in the right direction. I may come back to Blood Hunt eventually, but I seriously doubt it. Vampires aren’t my thing. Zombies are my thing. But, even I can admit that they’ve been overdone over the last decade or so. Give the vamps their day in the sun. Not literally, of course.

Head on over to the mothership for all your Marvel comic needs.

Fallout Episode 5: The Past

Introduction

This hiatus is not inexplicable. In fact, I easily explained our absence last weekend in the plot summary. For those who TLDR that, let me repeat myself here. Christine and I celebrated our 23rd wedding anniversary in Boston. We went to see Come From Away and watched the Free Jacks beat Dallas in a Major League Rugby match. But, this weekend, I return with a discussion of Fallout episode 5.

Plot Summary and Analysis

Click here for the plot summary.

Fallout episode 5 continues one great story and gives a heck of an introduction to another. The ghoul takes this episode off. Instead, they concentrate on Max and Lucy meeting one another and attempting to track down the head and Norm and Chet’s big adventures through Vault 32 and, nearly, Vault 31.

Alas, they made us wait for the reveal of what secrets Vault 31 contain. But, they reveal one massive bread crumb along that trail. Every overseer from both Vault 32 and Vault 33 came from Vault 31. Not content with the surface explanations, Norm looks to uncover another secret that he’s convinced exists. Hey, it’s not paranoia if they really are lying to you.

Meanwhile, Max and Lucy form an alliance through her skills of negotiation. Those later fail when faced with a couple of cannibals, but Max negotiates much more successfully with her pistol. During their trek, they stumble on Shady Sands and we get more of Max’s backstory. All that time, Thaddeus has the head and makes his way back to the Brotherhood to deliver the goods.

Character Profiles

Max: Max again tries to do good and gets screwed for it. Thaddeus immediately turns on him when he discovers that he took the armor from a dead Titus. When faced with the option to tell the truth to Lucy, he lies to her about his name. But, he works together with her and protects her from herself a couple of times.

Lucy: As a result, Lucy grows to trust him more and more as they travel together. She even lets her guard down again when faced with the fiends on the bridge. This comes back to bite her, almost literally, but Max’s experience makes up for her naivete. It looks like she gets to repay the favors in the next episode as they find themselves in her domain at the end of this one.

Norm: While he lays off of the badassery in this episode, Norm still pushes to find the truth behind the 3 vaults. He makes a huge discovery about each of the overseers in the vaults but he gets stonewalled again and must wait to learn more.

Betty: Works as Norm’s main foil. Always seems to pop up when he’s just about to find something big or put some clues together. Then, she becomes a huge stick in his craw by cleaning Vault 32 and burying much of the evidence.

Supporting Characters: Chet again accompanies Norm on his adventures, but mostly tries to tell him that there’s ultimately no reason for his suspicion. Stephanie, also from Vault 31, only has a couple of lines, but they give Norm an idea. Thaddeus, too, only has a couple minutes of screen time, but opens a major plot by taking the head.

World Building and Setting

Fallout episode 5 went a long way to building the world for us. We see the fate of Shady Sands (controversial for some fans). They show us the inside of another inhabited vault and, we have to assume, will learn more about it.

On the way to that Vault, we see the Vault Tec insignia outside of the medical center as foreshadowing. Lucy learns that the stories of Vault 33 returning civilization to the surface are a lie. This lends credence to Norm’s suspicion and the possibility that Vault Tec is completely corrupt.

Themes and Social Commentary

They play all the hits in this one. Max’s comment about everyone wanting to save the world but disagreeing on how cuts right through the bullshit and lays it all out for us. Granted, it assumes good intentions for people that, perhaps, I assume are inherently evil. That, most likely, is my issue that I need to work out. And, there you have it. Is there such a thing as “good” and “evil” or do we simply disagree on how? Pretty deep for a game that sometimes seems to pride itself in its ability to shock its players. Certainly too deep for me to discuss right here, right now. But, maybe with the extra time I have over the summer, I can release a companion YouTube or podcast series exploring these issues. Stay tuned for that.

The Norm, and to some extent Lucy and even Max, story lines cause us (well, me at least) to question the wisdom and trustworthiness of those in charge. Even if they have difference of opinion from us, often their opinions involve who, exactly, is worthy of being called human and who, in a term I actually heard used out loud, is human capital. I’m sorry, you have a tough time convincing me that someone who views people only in terms of their monetary value is not evil. Save it for the show, Lucas.

Lucy’s, and Max’s, main contribution is the question of how to stay “good” (if you believe that sort of thing) in the face of overwhelming “evil” (if you believe that sort of thing). She won’t initially let her guard down around Max, but then does on the bridge and pays for it. Likewise, Max gets punished for telling Thaddeus the truth but finds a companion in Lucy after lying to her about his name. I’ve been rewatching “My Name is Earl” and I got to the season where he starts to question Karma and her influence on events. That feels very in line with this sort of thing.

Narrative Pacing, Structure, and Soundtrack

I still like the alternating between story lines. It moves the episodes along and I never feel bored while watching. I also appreciate that they take a break from some characters to focus on others. Absence, as they say, makes the heart grow fonder. I recently saw a rumor that they might run the show for 5 seasons. If so, that gives them plenty of time to explore these characters and more.

One of the highlights of the soundtrack this time is the Battle Hymn of the Republic. It plays a few times, different versions, to a different effect each time. Once, it marches Max and Lucy into the Wasteland. Another time, it bolsters Betty’s message. The final time, it highlights the sometimes crooked democratic process. A good way to change the mood with music.

Another good example of that is the “What A Difference A Day Makes” when they show the scenes from the old and new Vault 32. When the line “and that difference is you” plays, Betty arrives to either goal or put Norm’s mind at ease. Perhaps both. Either way, the song emphasizes the importance of the scene perfectly.

The Verdict

I’ve seen (and heard) some reviews that claim that the only good character in the show is The Ghoul. Fallout episode 5 disproves that. With no screen time for either The Ghoul or Cooper, I still enjoyed this episode immensely. Lucy and Max work well together. And, Norm is a chip off the old block in his search for the truth.

Battle Report 1: Warhammer Age of Sigmar 4

Introduction

Those who follow the page regularly (welcome back to all 6 of you!) know that I spent the better part of the last 10 years wishing that I knew how to play miniature games. Chris, the boys, and I dabbled in Heroclix and Dicemasters, but I never took the plunge into the traditional powerhouse, Warhammer. That changed last year when I saw a subscription service to the game. I put together a schedule that allowed me to dedicate a night to assembling, painting, and play testing the miniature. That’s the quick, quick version of how we arrived at Battle Report 1 for Warhammer: Age of Sigmar.

New Rules

Once of the nice things about the subscription model is that it eases you into new rules. This time, they introduced the concept of Rend. That value gets subtracted from the save roll, thereby theoretically causing more damage. They also gave me a helpful run down of the attack sequence with the new rule built in. It made the play test go smoothly.

The Set Up

They also set up a scenario for the models to get me started. They suggested pairing the “bosses” for each faction against the armies of underlings, as you can see here. I wondered how the match would end up with anything besides the armies against each other, but that’s why they roll the dice, dear reader. And, as I wrote to Chris later that night, it’s a ton of dice rolling.


The Battle

After you set up the armies, you then move them together to meet on the field of battle. The script moves you through the different scenarios as models are defeated until you arrive at a final show off. During this part of the battle, Christine noticed me playing with myself and she asked me if I wanted a partner. I replied, “No, just testing things out.” Truth was, I didn’t want to have to spend time explaining it to her right then. But, nice to know she’s open to the possibility.

The Final Showdown

As I surmised, it came down to the armies in the final battle. The one Stormcast Eternal fought valiantly after losing the rest of his troop. But, he finally succumbed to his injuries and the “bad guys” came away victorious. During this time, I actually really got into the match and started rooting for the guy and cheered when the die rolls went in his favor. Then, I tried to come up with a way to cheat him to victory.

The Victors

But, the Kruleboys won, fair and square. I still enjoyed playing and look forward to the next scenario in a few weeks after building and painting the next set of models.

The Verdict

I apologize that I didn’t use my powers of storytelling to make this Battle Report 1 more compelling. Once I’m out of school and I have more time and energy, I promise to make the next one better. In any case, as I said, I loved playing the game. Chris said that he wanted me to bring the models next time we hang out and Christine also showed interest. So, who knows, maybe the next time I won’t be playing with myself.

Check out the subscription.

DC Comics June 2024

Introduction

After reviewing only two books in the Spawniverse, I received only 5 books for DC Comics June 2024. Not sure the reason for the lull in production, but we work with what we have around here. One more thing before the reviews. I know you all came here for the “Fallout from the End of School”. That’s next week. I plan to put together the new theme this weekend and play some of the games to write those articles.

Decent

Writer: Tini Howard, Artist: Ivan Shavarin. This arc continues it’s uneven pace. While I like the vibe of the story in this issue. But, it feel misplaced right now. Then again, she may have just pumped the brakes a bit to bring us a big finale over the next couple of issues. Plus, the art in this issue is a bit too cartoony for me.

Good

Writer: Chip Zdarsky, Artist: Jorge Jimenez
Writer: Tom King, Artist: Daniel Sampere

While I hate the Zur-En-Arrh persona and this issue revolves heavily around that, I like the version of Bruce Wayne on the run. Forced to rely on his wits alone, he ends up in hiding. Plus, two of the Robins come to his rescue in their own special way. Fun issue. The existential theme of Wonder Woman in this issue makes sense, but I hope that we get some sort of resolution soon. The slow play of this story just doesn’t work for me. I thought we might get something after last issue. But, no.

Great

Writer: Joshua Williamson, Artist: Rafa Sandoval
Writer: Joshua Williamson, Artist: Rafa Sandova

This mini event got off to a great start last month. Williamson hits the ground running and keeps it going this month. In Action, he shrunk the Super Family, but they still work to help Braniac’s hostages try to get free. Then, at the end, we get the heel turn from Lobo and a battle between him and Superman. By the end of the main title, Braniac succeeded in raising his queen and leaves us with a hell of a cliffhanger. Can’t wait for next month.

The Verdict

Overall, I enjoyed DC Comics June 2024. Even with the misstep in Catwoman, IMO, and the slow play of Wonder Woman, Action Comics and Superman more than make up for it. I also hope that more books come next month since I’ll have more time to read and review them.

Check out the mothership for more.

Marvel SNAP June 2024: The Celestials’ Finest

Introduction

A week of comic reviews usually means a new Marvel SNAP season. And this week is no different. After last month, a month that saw me briefly try to get to level 40 for a title reward, I again fell into my habit of simply finishing daily and weekly quests for the season pass rewards. I don’t see anything changing for Marvel SNAP June 2024.

New Locations

Both of these locations look annoying. I absolutely hate random locations because they always seem to work against me. I build up a lead and then it turns into the bullshit one that destroys all the cards if you have more than one card or the one that ends the game after turn 4 when I have only 5+ drops in my hand. The Ark seems more easily played around because the effect is consistent. Just build up a lead in the other two locations and win. However, I think we might see an increase in Trib decks as a result. Ugh.

New Characters

Arishem

Image 1 of 6

At the start of the game, +1 Max Energy. Shuffle 12 random cards into your deck.

On first glance, I thought, “I don’t think I want to play any of these cards unless I need to finish a quest.” Then, as I put together the gallery, I softened my stance some. I still don’t see a point in Makkari other than a free card if you draw it. Arishem looks fun just for the chaos factor. Phastos might see play in my Evolutionary deck because I like the possibility of less cost in that deck. Thena works in my ones deck, and Gilgamesh and Sersi might just be good. Both of them could see play in a few of my decks.

The Verdict

I never grew up as a fan of The Eternals. I never watched the movie and not because I heard it was bad. I’ve watched nearly everything Marvel, bad or not. I just don’t have the same connection to them as some of the other heroes. But, Marvel SNAP June 2024 at least gives me some fun cards to associate if I ever watch the move.

Images SNAPped from Marvel SNAP Zone.

Spawniverse June 2024

Introduction

Last month, we eschewed all other comics to celebrate the end of an era with TMNT #150. Well, the universe paid me back this month by sending only two comics from outside of the major publishers. Therefore, Spawniverse June 2024 may feel slightly underwhelming. From the looks of it, we’ll be back next month with more books. If I knew how to market better, I might say something like, “twice as many books!” which sounds impressive until you realize that two times two is four.

Gunslinger #31

Writer: Uncle Todd, Artist: Carlo Barberi. A few issues ago, Uncle Todd and company blew up the Spawniverse. Not literally, that took place in issue 300 and 301. But, they took away all of the powers of any demon, angel, and hellspawn. And, since then, at least in Gunslinger, he took the opportunity to reintroduce the character. Kind of strange only 30 issues in, but when you commit to only soft reboots, you find yourself in strange situations sometimes. Javi tells the story of his sister to a woman and then finds himself at the mercy of a medicine man who gives him a piece of his mind. As always, Barberi’s work is impeccable. I, for one, am glad that Uncle Todd spawned (pun totally intended) many artists with his style. The book doesn’t feel the same without that Uncle Todd touch. My verdict: Good.

Spawn #353

Writer: Rory McConnville (with Uncle Todd on additional script, Artist: Brett Booth. This title, similarly, spent some time in this issue reviewing the after effects of the war on hell. It also brings to light a new character and implies that character might have a deeper connection to the overall story. Perhaps I’m reading too much into it, but I feel like we’ve seen this person before in some capacity. Brett Booth, too, gives the Spawn look with his own subtle touches. Both of these books are in good hands right now. My verdict: Good.

The Verdict

It surprised me that only two books from Spawniverse June 2024 came in the shipment. But, you take the good with the bad when it comes to these titles. Decent to good stories and, usually, great artwork. But, with that comes delays. Like I say, next month looks to be back to normal.

Images taken from the mothership.