David tagged posts

The Shadow Over Westminster

The Shadow Over Westminster is a cooperative deckbuilding game for 1-4 players. Players each take the role of a member of The Agency, a mysterious group tasked with protecting the world from the Darkness and the impending Cataclysm it brings.

Each player selects a character, each with a unique starting ability and a second ability that can be unlocked later in the game. They also start play with a standard seven card starting deck. As the game progresses and smaller encounters are overcome, Agents will be able to acquire new cards as well as earn larger hand sizes and abilities, all with the hope of saving the world from one of 16 randomly selected Cataclysmic events.

The game feels a little bit like Arkham Horror (or several other Lovecraft themed games), although the game mechanics are ...

Read More

The Black Hood: Season 2 #5

This is the end for the Black Hood. That’s what “The story so far…” proclaims, at least. Last issue, Greg Hettinger, the current Black Hood, discovered that the original Black Hood, Kip Burland, is still alive and still hunting the assassin known as The Nobody.

As The Nobody leaves an explosive trail throughout Philadelphia, the two Hoods are forced to work together find and stop him for good. While they do manage to kill The Nobody and save his hostage, they aren’t able to do so before he activates a final explosive, engulfing them all in a ball of flame and rubble.

“The Nobody Murders” concludes as it began, with Duane Swierczynski’s beautifully dark writing and Greg Scott’s equally dark and gritty art work combining to tell a rare noir tale that has been a joy to read...

Read More

Project Superpowers: Hero Killers #2

So at the end of the last issue, Sparky, Captain Battle Jr., and Tim witnessed the evil Dr. Baron von Physics murder Black Terror. They then disarmed Dr. Barron and were forced to shoot him with his own disintegration ray. The ray gun then disappeared, possibly stolen by a corrupt cop. That’s what happened. That’s what the boys told everyone, and they are sticking to that story. Big Blue doesn’t believe it, though, and WHAT REALLY HAPPENED WILL SHOCK YOU! Whatever it was, it all worked out in the end. The boys got the key to the city, and Captain Battle Jr. got a chocolate malt.

Not long after, the key is then given to Rainbow Boy (this hero of the moment thing seems to be a regular occurrence in Libertyville, USA)...

Read More

Scooby Apocalypse #14

Scooby Apocalypse #14 has a lot of important development going on. At the end of #13, the gang is joined by Daisy, Velma’s sister-in-law, who brings an outside viewpoint to the group dynamic. We also have Scrappy Doo being promoted from backup stories into the main plotline.

Over the last few issues, a number of characters have noted that the post apocalyptic monsters have been acting oddly. As the group discusses possible reasons, Scooby tells them that he can also hear the signal that is drawing these creatures.

Scrappy Doo is also trying to figure out what is causing the zombie-like mass migration but, for some reason, doesn’t seem to hear the signal that Scooby does. Eventually, Scrappy crosses paths with Scooby, Velma, and Daphne...

Read More

Captain Canuck Vol. 1: Aleph

History lesson time (I’ll try to keep it brief): post World War II was a challenging time in Canadian comic book publishing. Crime stories in comics lead to the Comic Magazine Industry Association of Canada (CMIAC) being formed, just as the American Comics Code Authority was later formed for the same reason. By 1949, only 23 out of 176 comics that were available on Canada’s newsstands we published in Canada and, for almost 25 years, there would be virtually no original Canadian newsstand comic books until Richard Comely’s Captain Canuck was released in 1975. Being mostly published independently, Canuck would come and go from the publishing sphere for the next 35 years or so...

Read More