Tuesday, July 15, 2025

Superhero Media: Marvels

Probably one of the best Marvel comics ever written, drawn and poured over, Marvels is a must-have in any comics collection, even if the Golden and Silver Ages of Marvel comics isn't typically your thing. Telling the story of the 616 Marvel Universe itself, through the eyes of photographer Phil Sheldon, who undergoes his own personal journey with what superheroes, "Marvels", as he calls them, mean to him and the broader world. Every panel of Marvels is hand-painted by Alex Ross, and could well be his best work ever, even if the subject matter is sometimes as mundane as Gwen Stacy walking down a street. Written by Kurt Buisek, Marvels can be read as just an exercise in classic Marvel trainspotting, and my version does come with a list of references at the back, but the story is more about how what came to be known as the Marvel Universe came together out of a bunch of comics written by different people over a series of years. And if Marvels was just a nostalgia trip, it wouldn't be as great as it is. 


Broken into four issues, Marvels uses specific moments of Marvel history to tell its broader narrative, The Human Torch Vs Namor, the first appearance of Galactus on Earth, the wedding of Reed and Sue and the death of Gwen Stacy. Within these larger events, other things are happening, and not just on the scale of the big superhero fights; Phil has doubts about his marriage, works too hard and finally prioritises his family above his obsession with the Marvels, often providing excellent contrast with the world-shaping events happening around him. Readers of Marvel comics "know" plenty of ordinary people, like J Jonah Jameson, Mary Jane Watson and Willie Lumpkin, but Phil Sheldon is different, because whilst his profession often engages with the Marvels, he himself doesn't know any or really have much to do with them. Though a few small moments with Peter Parker and Danny Keltch are fun for that little twist of the fantastic.

Since appearing in Marvels, Phil has popped up here and there in broader Marvel media, from mentions in the Ultimate Alliance games through to a cameo in The Superhero Squad Show, of all things. Marvels started as an analysis and celebration of the history of the Marvel Universe, but has become an integral part of it as fans have embraced Phil Sheldon and his world and enshrined them alongside the very events he chronicles. I don't honestly expect to see Phil in the Marvel Cinematic Universe anytime soon, but once you know about him, he does pop up here and there, just keep an eye out. Various attempts have been made to recapture the brilliance of Marvels, some of which we'll go on to explore soon, but most of which don't really come close. Rather than decry these efforts though, I welcome any attempt to get back to this place, to take another swing at recapturing the unparalleled magic of Marvels.

Tuesday, July 8, 2025

Superhero Media: Upgrage

I've heard Upgrade referred to as "the good Venom movie", or at least "a good Venom" movie, and whilst I'll admit that it is a much better film than Venom; there is a lot more going on here than that one notion. Set in a near-future where automation and surveillance are so ubiquitous that criminals are forced to pay hackers to scramble their online identities, most Police are drone pilots and most people have chips in their bodies, Upgrade is strictly more of a Horror film than Superheroes, but it may be worth the watch anyway. Grey Trace is a motor mechanic specialising in old cars who refuses to upgrade to any cyberwear, married to a successful tech professional, when tragedy strikes and he is paralysed in a violent assault. Offered a way to walk again by reclusive tech billionaire, Eron Keen, Grey soon finds himself host to "STEM", a learning AI that can take over his body to do awesome fight scenes and basically just be better than the symbiote in Venom in every way. 

Logan Marshall-Green does a brilliant job of moving like a puppet cadaver in many scenes of Upgrade, and that tends to be the end of most reviews, but as the film was shot in my home town of Melbourne, it actually means a lot more to me than just being cool and fun to watch. You see, part of my Undergraduate Major in Film Studies was focused on Australian Cinema, so I've watched quite a few films made in Melbourne and they always feature two locations, the National Gallery of Victoria and the carpark at Melbourne University. You see, the carpark was the set of the "Last of the V8s" scene from Mad Max, so it's iconic and a bit of a film nerd reference. The Gallery is just a beautiful building, so that's no shocker. Upgrade uses neither building, but opts for some out-of-the-way locations and sections of industrial land that really sell the burgeoning dystopia of the setting, which is fantastic. 

As much as Upgrade is reminiscent of Venom, I got more of a Punisher and Ghost in the Shell vibe from it myself, with revenge not being something Grey wants to do, but feels driven to and the not-quite-cyberpunk-yet milieu of the entire film. Alought much better, Upgrade makes an excellent companion to films like Code 8 and Night Watch, which provide a "darker" setting, but still sit adjacent to the superhero genre in many ways, and could work together along their shared themes of dehumanisation and the entropy of progress. Would STEM be a villain in this world, or is the dial already so far against humanism that wholesale murder doesn't invalidate the possibility of heroic motives? I don't think I'll be going back to Upgrade all that often, other than just to show people something cool that they have not seen, as I did have fun, but there's not a lot to dig down into beyond that. Still, I'll be watching this before I watch Venom again. 

Friday, July 4, 2025

Drokk the Law!! - Part XVII

Game day with Andy rolled around again, and we got another three quick games in. We actually could have managed another one or two games in all likelihood, but Andy was feeling poorly after a flu shot, so we were lucky to get to play at all. As I recently picked up some Warlord Kleggs, I rushed to get them done for the day, and I have to say, for Contrast Paints and a little overbrushing, they look pretty damn good. 

Now, when Andy and I started playing the Mongoose Judge Dredd Miniatures Game, we said that we would stay away from Gangs that were built around characters, like The Angel Gang, or Chief Judge Kal's Retinue, which is where the Klegg rules lay. After looking these rules over though, there was the option to have a Klegg hero, so the list can be used as the basis for a Klegg gang. A little discussion with Andy and we decided to give them a try. With only 3 Kleggs in my collection and no Klegg Hounds as of yet, it's a pretty limited gang, but it is somewhere to start with yet another gang. I'll have to amend the Mercenary list in my next one of these. 

We put together a fairly basic setup with Andy's buildings and some of my vehicles for cover. I do have some Dredd terrain in the works, but it'll be a while before it's really table-ready. Until then, this table works alright so long as both Andy and I play reasonably fair, as a heavy weapon in one of the buildings can quickly dominate the table, as we'll find out in the second game for the day. 


For the first game, my Kleggs had to break through a blockade set up by Andy's Sky Surfers and escape. With such a stark difference between our gangs, Andy had a speed advantage but the Surfers are far more fragile, any hit from a Klegg would be lethal, selecting the right mission is paramount to having a fun game. Neither Andy nor I are super competitive when it comes to JDMG, though I do tend to win more games as I'm a tad more aggressive, but it is never really fun to start a game that one has no hope of winning. 


As regular readers will know, one of the changes we've made to JDMG is shrinking the table down to 3x3', which has mostly been good, but we also haven't tried everything in the rulebook yet. Turns out the Power Boards used by Sky Surfers can move most of the length of the table and back in a single turn, which wasn't a problem for this mission, but could be pretty brutal for others. My Kleggs pushed up the centre of the table, taking what cover they could, but the simple fact was, the surfers could get a line on me no matter where I was thanks to their huge movement. The Kleggs had to rely on their general toughness and heavy armour to stay alive. 


My return fire, basically machine guns on both models, was almost always deadly when it hit the unarmoured Surfers, so for me, it was a matter of time before I drove the surfers off. Admittedly, Andy wasn't rolling the best, but he still only managed to take half the Hits off my leader and the other Klegg was untouched. Part of the issue was the small amount of gear Sky Surfers can carry, meaning most high-damage options are eschewed. They're just not very killy, at the end of the day, which is a problem in a miniature wargame. 


After a few turns, I drove the Surfers off and it was fun, we even got a close combat to see how brutal the Kleggs can be up-close. From this game we suspected that maybe the Sky Surfers needed some tweaks to the rules, but that would get solidified with another game later in the day, so I'll discuss it below. 


Game two was a more straightforward punch-up between our two Street Gangs, with my Miameg Porpoises being outnumbered and outgunned by the Brian Ansell Blockers, but I was relying on my heavy Sports Armour to keep me safe as I picked off the enemy. 


So an issue with our current terrain set (belonging mostly to Andy) is that the big buildings are great sniper spots and the roads are too open to cover the distance most of the time. In the first two turns of this game, the only important interactions where mine and Andy's heavy weapons blasting across the street between two buildings until I came out on top. Whilst, as you'll see below, it didn't win me the game, I would like to not have this be the case when we play. Hopefully, with some stuff that I'm working on, we'll have a better terrain density and reduce the lines of sight somewhat. 


After the heavy weapon shoot-out, this was a really fun game, with both gangs pushing to occupy the centre of the table. I do try and build my gangs with an eventual campaign in mind, meaning some of the Porpoises are really under equipped and I have to get pretty close to do much damage. I have one Punk with just a hammer and he and my leader with chainsaw crept up through cover to get to Any's pistol toting Punks. 


I got my bloody close combat against a Punk and things were looking up for me, but a lucky shot from Manimal's spit gun took out my Leader and my entire gang's morale collapsed within a turn after that. This is JDMG at its strongest and why I really hope to get a campaign running someday, as my team decided that seeing their leader shot down was enough and called it a day, turning Andy's probable defeat into a victory. That makes for a fun game and drives narrative for campaigns nicely. 

Final game of the day saw Andy's Sky Surfers return against my Lone Vigilante, Bubba Feet. This turned out to be another great match-up as Bubba's jet pack gave him a decent amount of movement to keep up somewhat with the powerboards. 


It was in this game that the Surfers really showed how they don't quite work with the rules as written. I'll expand on this in a future article, but the Surfers move like infantry that can just ignore terrain, which makes sense, but makes them play like Jump Pack infantry rather than guys on flying surfboards. Shooting and charging them is pretty normal, but they can't fight melee at all unless charged and have to take a whole action to shoot. Being able to turn 360 degrees at any time during movement also makes them not quite "feel" right when being played. As much as we don't enjoy re-writing the rules or adding complexity where it's not needed, we have been going back and forth on email over how to get the Powerboards closer to how we want them to run, so keep an eye out for that getting worked out here as we move forward. 


In better news, this was Bubba's first win in a game, thanks again to the Surfers not being able to pack high damage or AP weapons. Also a first, the Concussion Grenades, wielded by the Surfers, came into the fore. When successful, the Concussion Grenades rob targets of Actions, which can really shut down more elite teams and models. We'll be experimenting with this as we build new gangs, and I can see the right combination being pretty nasty. Until the next game session rolls around though, I'm back to painting and should even have some terrain happening soon. 

Tuesday, July 1, 2025

Superhero Media: Swamp Thing (1982)

After watching the disappointing Swamp Thing television programme, I went through what other Swamp Thing media I had access to, to get a better feel for the character. Mostly comics, and mostly guest spots at that, I did find that I had a digital copy of the 1982 film adaptation on my hard drive from somewhere, so I checked that out. Swamp Thing is amazing! A prime slice of direct-to-video, 1980s cheese, complete with exactly the kind of cast and crew that makes you want to go back to this again and again, despite the dodgy costume and cookie-cutter story. Directed by Wes Craven, only his sixth time in the chair, and starring Ray Wise and Adrienne Barbeau in the leads, this could almost be an alt-universe prequel to Twin Peaks, if that's the kind of odd mental gymnastics you're into. Following basically the same story as the series, science goes wrong, Swamp Thing is born from an accident and then we chase a monster around for about sixty minutes. 


Look, I, and pretty much any other fan of Swamp Thing, really prefer when the comics are about comparative mythology, spiritualism and postmodernist philosophy, but that's not really going to make a good film; or at least a film most audiences would want to watch. Once you strip away everything that makes Swamp Thing unique, you're left with a monster in a swamp and yet another retread of Frankenstein. With that being the case, I'd much rather sit through a quickie monster movie than a ponderous series that fails to capitalise on the premise in any significant way. Plus this version ends with a a sword fight with a pig man rather than a spoiler for a terrible villain, so what more could you ask for, really? I think the only real missed opportunity, other than a gloss coat on the Swamp Thing costume to make it look wet, is that Jeffery Combs isn't playing the villain, who is seeking a lurid green goo to make himself immortal. 


Also, a young Reggie Batts, of absolutely nothing else, plays Jude, the best "sassy black kid" in any film you will ever see. I was really disappointed to discover that Swamp Thing was his only appearance, he was the best part of many scenes. Despite the director, cast and material, Swamp Thing doesn't tend to enjoy the cult status of, say, Spawn or The Maxx, which I would say is due more to the overall blandness of the picture than any individual blemish. Individual parts of the film are fine, even great for moments, but it never coalesces into anything more than a mildly interesting watch. I seem to remember reading that there are a number of films in this series, but the internet was a bit light-on for information with just a quick search. If there's more, you can be I'll track them down at some stage, but for now I'm thinking maybe some Troma to keep the schlock vibe going? Also some other oddities in the pipeline, but time will tell.