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chuckro ([personal profile] chuckro) wrote2025-07-18 09:20 pm
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Humble Comics Bundle: IDW 25th Anniversary

I wasn’t super worked-up about this bundle, but it had a bunch of things my dad was interested in, so we picked it up.

Arca - A fun (if mildly formulaic) sci-fi tale of a generation ship that fled a dying Earth, where the workers serve the “citizens” until they turn 18 and then supposedly get promoted. But like all good sci-fi, all is not as it seems. This is a Plato’s Cave allegory and a critique of what rich people will do to maintain their status (which works), though the big reveal at the end—while reasonably telegraphed—is a bit overdone.

Bermuda – A wealthy brother and sister are in a plane crash in the Bermuda Triangle, which strands them in an alternate-dimensional island full of monsters, pirates, and a wild action girl named “Bermuda.” This is a pretty standard bright-n-shiny adventure story that feels like the writer asked the artist, “What splash panels do you feel like drawing?” and then pants’d a story around that.

Brynmore - A recovering alcoholic moves back to the island he grew up on where everyone hates his family because one of his ancestors laid a curse on the place. It’s a horror movie done as a comic and it could have used a better editing pass on the script, because a lot of the details don’t actually make sense. (“Brynmore” is the name of the monster made by a different ancestor to deal with the curse from the first ancestor but somehow buried with the original curse attached and…yeah.) But hey, the guy reconciles with his estranged daughter and they can live happily together on the island where zombies killed almost everyone else.

Dark Spaces Wildfire - A heist comic starring an all-female crew of convicts working as firefighters and fighting wildfires. One of their number had been a CEO who took the fall for a ponzi scheme, and knows about a secret safehouse full of art and a crypto server that’s in the way of the fires. This tries to make some statements about how the systems screws people over and kinda bungles its message in the ending, but it’s a neat idea.

Earthdivers (Volume 1) - In 2112, Earth is a wasteland and many people have fled to space, but a small group of American Indians finds a cave that lets you travel through time, and send one of their number back to kill Columbus and send history in a different direction. (It goes poorly, especially since there are smaller badly-explained time loops happening at the same time.) The second volume (of three, irritatingly) is in the bundle, but I’m more interested in just finding a synopsis of the ending.

Essex County – Oh, Jeff Lemire. Though this thankfully is a series of stories about people who lived on family farms in Essex County (Ontario, Canada) and not about people with other organisms growing out of them. In the first book, Lester is obsessed with superheroes and lives with his uncle Ken after his mom dies of cancer; and has a Calvin-and-Hobbes-esque adventure with the former hockey player who works at the gas station (some of which might be imaginary). The second book revolves around an old man reminiscing about playing semipro hockey with his brother and how his life turned out. The third book follows the old man’s nurse and ties the stories together by revealing various family relations between the characters. This is a moderately poignant slice-of-life series that holds together decently by the end, but Lemire’s work continues to not be my favorite.

Underwater Welder – Meanwhile, also by Lemire is this story about Jack, whose wife is expecting their first child and who has a weird encounter while working underwater at an oil rig, which leads him on a psychedelic journey to make peace with his father’s disappearance years before. Might be a real supernatural occurrence; might just be in his head while he’s oxygen-deprived. Comes out as an interesting take on generational trauma, though.

From Hell – A massive collection of the 10-part Alan Moore graphic novel exploring his (semi-historically accurate) theories about the Jack the Ripper murders. (The prince had a baby with a low-class shopgirl and the whores learned about it, so the queen gave orders to have them all killed.) I gave it a try, but it somehow manages to skip around but also drag at the same time; and it’s insanely long.

Joe Hill’s Thumbprint - An adaptation of the novella by Joe Hill (which is reproduced in the same file—the graphic novel is only 75 pages) about a former Abu Ghirab interrogator attempting to readjust to civilian life and terrorized by someone leaving her thumbprints. It’s an interesting vignette but it feels unfinished—the backstory provides the twist, but the characters don’t develop or resolve at all.

Joe Hill’s The Cape - This one is apparently adapted from a short story by Joe Hill. It stars a man who has by all accounts fucked up his own life and discovers his childhood costume cape actually allows him to fly. Unfortunately, this doesn’t change the fact that he’s a giant asshole who blames everyone else for his problems and he goes all serial-killer. Toxic masculinity with a body count and you cheer when he dies; but frankly it has the same problem of not examining anything. The magic cape is the only thing that makes this a story at all, rather than an everyday news item about guy with a gun.

Sleeping Beauties (Volume 1) – A graphic adaptation of the novel by Steven King, this is a horror story about a “sleeping sickness” that only affects women, who then become crazed killers if forced awake. (Credit that it’s a magical sleeping sickness that is fully trans-inclusive, I guess?) A mysterious woman named Eve Black is soon the only woman left awake, while the others all meet in a psychedelic alternate dimension. It’s annoying that this volume is only half the novel, but fortunately Wikipedia was able to take me to the other half of the story. And it’s fine if you like Steven King’s style, but I wasn’t super into it anyway.

The October Faction (Volumes 1-5) - Tales of a dysfunctional family of monster hunters. If I had been reading these as pamphlets, I suspect I would have been really annoyed at how little happens in each chapter; basically each trade is about enough plot for a single episode of a TV series. Which means you have the juxtaposition of a few weeks worth of plot and character advancement and several years worth of power-creep of the team (particularly the kids and their magic). It’s not brilliant but it’s entertaining.

Locke and Key (Volume 1) - When a family is terrorized and the father killed by a serial killer, the survivors move back to the “Keyhouse” in Lovecraft, MA. It turns out this was the wrong move and a monster trapped in the house is working an elaborate plan to collect a series of magical keys. There were 5 more volumes in the bundle (the entire series), but despite the interesting worldbuilding this moved too slowly and spent too much time on splatter-horror elements to really win me.

They Called Us Enemy - George Takai’s memoir about his childhood in the Japanese internment camps during World War Two. This is an upsetting reminder of how much we’re living in a repeat of history because no one learned from it.

This bundle also included Cosmoknights, which I read a few years back (it’s a fun queer anti-princess sci-fantasy story) and lots of volumes of 30 Days of Night, which didn’t interest me.

Overall: Takai’s book was good; a bunch of the others were entertaining but didn’t stand out. It was kind of a forgettable lot, unfortunately.
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chuckro ([personal profile] chuckro) wrote2025-07-13 07:29 pm

Humble Sales Are Very Dangerous – Part Twenty

Flowstone Saga – In the isolated island town Ocean’s End, an amnesiac girl named Mirai stumbles upon a mysterious power that lets her fight monsters and construct objects; and traces it back to her connection with relic “Pangaean” technology as pirates and the local Empire bear down on the island. This won me with the concept of a jrpg where the battles are all games of Tetris. They do a decent job with that concept! You get “perks” as you level up, can equip items and consumables, and can change classes; all of which affect the pieces you get and the special effects they cause on monsters. (I never really got the knack of strategy within battle using powers and equipment—you can win just by being good at Tetris.) There’s a lot of scrabbling for materials for upgrades and sidequests and most of the gameloop is “watch a scene with a villager request, then go to the new area and find 100% of the stuff in it.” My complaints are that most of the actual sidestories and some of the lore is hidden away in the restaurant cutscenes; and the lategame feels a little unfinished. Oh, and getting 100% is annoyingly hard because there’s no way to skip battles with weak enemies when you revisit an area searching for the single thing you missed. (And a few of the percentages and an achievement may be bugged!) But in general, it’s an excuse to play lots of Tetris with a plot, but manages that without microtransactions. Works for me!

Axiom Verge – I’m pretty sure I picked this up in a Steam sale at some point; I think it had been on my Wishlist for a while. It’s an interesting metroidvania, emphasis on the “Metroid”, as both the graphical style and the fact all of your initial upgrades are different guns would indicate. I found the difficulty level a bit too high (as is often the case for me with metroidvania games that don’t have any rpg elements), and was all set to cull this until I discovered that it has a cheat system: You can enter the Konami code at the start screen to start a new game with the password item (that you otherwise find about a third of the way into the game) and you can enter an invincibility code. Once I wasn’t constantly dying, I thought the navigation puzzles and upgrades were very clever. (There are some really inventive power-ups including a glitch gun and an upgradable teleporter that lets you pass through one or more blocks.)

Trinity Trigger – In a world where the gods of order and chaos had a war that left their gigantic weapons scattered over the land, our protagonist has a magical mark that names him the Warrior of Chaos, destined to continue the battle for the gods in proxy. (I will give this credit for the worldbuilding, because the giant god-weapons as both dungeons and hazards that warp the world around them really works.) His first companion is a Trigger, a cute little sidekick monster that can shapeshift into different weapons; and he’s eventually joined by two more humans with their own triggers and ties to the tumultuous world political structure. This feels like an Ys game, between the 3/4 -view action-rpg style with rotating weapons to hit enemy weaknesses; and also given the extensive vendortrash-based crafting systems. The character designs share a lot with The Legend of Legacy, which at least some of the same developers worked on. It honestly feels a little padded for what they have here—despite the areas having distinct looks and some unique features, the gameplay loop gets very repetitive and there really isn’t enough plot and character development to support a 15-20 hour game. It’s a fun little action-rpg, but I skipped the postgame (apparently just more sidequests and superbosses) because I was ready to be finished.

Blossom Tales II: The Minotaur Prince – The second in a series of 2D Zelda-like adventures that are framed as Grandpa telling a story to his two grandkids; which also means there are bits where the kids argue about what enemies you should fight or what sort of puzzle you face, so you get to choose. The prologue section is a tutorial and is deceptively easy; this isn’t insane but it’s not a beginner’s game. It’s also much more linear than you’d think, as the item/plot gating is very effective in keeping you to the areas you’re supposed to be in. But it is a solid 2D Zeldalike, with a full variety of tools and puzzles (both tool-based and brainteasers) and plenty of sidequests and hidden prizes. Basically, if you want something cute and A Link to the Past inspired, this has got you covered.

Lenna’s Inception - I played this a few years ago, and was in the mood to do it again when it showed up in the Games Done Quick Humble Bundle. (Also, it meant I could get the Steam achievements for it.) It still delights as a randomized 2D Zeldalike drawing from the culture of randomized Zelda speedrunning; and I totally recommend it if that appeals to you.

And two games I’m culling:

Eastward – Clearly inspired by Earthbound and Undertale, but this is an action-rpg with Zeldalike combat and puzzle solving. (And it’s very linear, broken up into chapters with missable sidequests but without backtracking.) You play an orphan and her adopted father in a repressive, dirt-poor underground society who believe there’s nothing in the world above but disaster. This also features a Dragon Quest-inspired game-within-a-game that you can play at an arcade machine. I’m not entirely certain why I didn’t click into it very well, because it’s ostensibly things I like. Maybe it was the extended sections with two-character switching; maybe it was the chapter progression forcing you to play very carefully to avoid important missables. I played more than 5 hours and into chapter 3, so about a quarter of the game, but I’ve been avoiding going back to it. It’s a shame that the aesthetic is really cool; it’s got a serious MOTHER 3 (“Cute, quirky, heartrending”) vibe going and the story is interesting. I just didn’t vibe with it as a game.

I Am Setsuna – An official Square-Enix game that tries to recapture the magic of the SNES era with prettier graphics. You’re a mercenary from a tribe of mercenaries who is tasked with killing a girl named Setsuna; but she’s the designated “sacrifice” who’ll stop monsters from overrunning the world, so you end up as her protector on her pilgrimage instead. It’s straightforwardly derivative in the way I’ve come to expect from KEMCO; with blatant references to other games mashed together but no real commentary on them. The plot has clear allusions to FF10; the battle system is much more like Chrono Trigger; and the upgrade system is closer to FF7’s materia crossed with FF12’s vendortrash setup. And the VFX artists really like snow. I made two attempts at this, each several years apart before finally making a third go at getting into it—and giving up about a quarter of the way into the game. (This is another game where only 65% of players have the Achievement you automatically get for following the plot for an hour.) It’s too derivative and insufficiently fun.
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chuckro ([personal profile] chuckro) wrote2025-07-12 07:09 pm

Ampown MagicX Zero 40

This is an Android-based handheld with a unique feature: A tall vertical screen. It’s clearly intended as a compact DS-emulator device, as it runs DraStic really well and the screen is the correct size to display both screens (with a bar in-between to represent the hinge space that most games accounted for) and it’s a touchscreen. It also works great for vertical arcade games originally intended for a tall screen.

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Overall: This ran me $93 after shipping and tariff costs; I specifically wanted to try it out because of the gimmick. Kinda like the Powkiddy V10, this has one specific use-case that it’s good at (compact DS emulation) and pretty much everything else…meh. So it’s only worth the money if you’re excited for that specific use-case.
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chuckro ([personal profile] chuckro) wrote2025-07-09 03:27 pm
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Straight No Chaser (Summer 90s Concert)

Originally formed as an undergrad acappella group at Indiana University in the 90s, the founding members re-formed their group in 2007 as professional performers after a video they made in 1998 went viral. Since then, they continued to rotate in new members (apparently all of whom were once in the still-extant undergrad group), and currently touring with a nine-man lineup.

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Overall: This was a fun concert, and nostalgic in more ways than one, as it was an extremely 90s acappella group doing 90s songs. College acappella has evolved (often for the better, but not always), and this felt like a time capsule in a bunch of ways.
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chuckro ([personal profile] chuckro) wrote2025-07-07 09:46 am
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Ritual Zero Proof Whiskey Alternative

For some reason, Facebook decided I was really interested in non-alcoholic liquor replacements and started spamming me with advertisements for them. I did a little research and found a coupon that let me get two bottles from Ritual Zero Proof for $50 with free shipping, so I tried the Whiskey Alternative and Rum Alternative. (Their gimmick is that in addition to being no-alcoholic, these are only 5 calories per serving.)

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Overall: At least with this brand, it makes for tasty, interesting mocktails but it’s not actually a good substitute for the real thing if you’re going for a specific flavor set. (Actually, it makes me want to make up distracting names for all the mocktails so that nobody confuses them with the originals. Try a Disappointed Sailor, a Charlie Peanuts or a Turbo Lime Wedgie.)