As I mentioned in the previous article, this volume was my introduction to the Yu-Gi-Oh! comics. As far as an introduction to the series goes, this isn't half bad. It's all killer, and nothing even remotely resembling filler. Even by the high standards of filler in this series.
I won't be recapping the previous volumes of the series mostly to save time, so if you haven't read the last one, just scroll down a bit. Maybe click "Older Posts" if you have to.
The gang makes their way to Zorc's castle, but they find someone lying across their path. The young man tells them that bandits stole his treasure, a sword that can defeat Zorc. They tell him to take them into the forest, and run into a gaggle of powerful monsters.
Joey's character trips and falls, but Yugi tames a monster, Tristan kills another, and Téa nukes the rest with her characters magic.
The young man reveals himself to in fact be Zorc, and uses this surprise to take the first action. He uses this to steal Téa's soul and seal it inside the miniature of her character. Joey attempts to retaliate, but he fumbles and his soul is sealed inside his figure. Tristan tries to attack, but his character fails a courage test and loses the initiative. Bakura rolls a critical and Zorc steals his soul.
The only player left is Yugi, who now has to control everyone. Bakura challenges him to roll for his character, but Yugi tells him to seal his soul inside his characters miniature. Bakura is perplexed, but complies. He's about to claim his prize from Yugi, but instead of falling to the table, Yugi is sitting up straight. Confident. Dice between his fingers, a smirk on his face. Yami rolls the dice and makes Tristan attack Zorc, blowing off the dark lords hand. More monsters spawn from the severed hand, and Zorc retires to his castle, laughing. Joey cuts one monster in half, and Yugi tames the other.
Yami reveals that he knows how Bakura has been getting constant criticals, by spinning the dice on an axis that increases the chance of rolling a critical and tapping the table with his knee to direct the spinning die into another one with an undesirable result. The two agree to stop cheating the dice, and continue on with the game.
The party finds their way into Zorc's castle and fall prey to a trap. Yami solves it, but the trap and Zorc both manage to damage the party. Zorc attacks the tower they were trapped in, but the party managed to run out around behind him and attack. They pour everything into him, but they can't win. Bakura then takes a set of dice and seals a bit of his soul into them to control their results. He uses this to roll a crit in an attempt to wipe them out, but the math leaves them all with one HP left.
Bakura attempts to discern what happened and finds that his left hand has been working all on its own. The actual Ryo Bakura has been controlling this hand, and used this control to keep Zorc from killing the party.
Then Joey gouges out Zorc's eye, and we find that Yami Bakura apparently tied his soul a bit too closely to his in-game avatar. When the players manage to damage Zorc, it reduces Yami Bakura's control over his host-body.
A new round starts, and Téa tries to heal the party, but Zorc's initiative is tied with hers. They have to roll-off to see who goes first. Yami Bakura almost wins, but the dice fall against his favor, giving Téa the opportunity to max out the party's HP.
Yami Bakura finds that the dice he threw were regular dice, and when Zorc goes to attack, his left hand tosses out the brainwashed ones, causing Zorc to fumble and damage himself. Yami Bakura then impales his hosts hand on one of the towers spikes so he can stop it from sabotaging his plans.
This tips the gang off to the fact that this ain't Bakura, but in fact something possessing Bakura.
Yami and Yugi decide to try and use the beast-taming on Zorc and see what happens. Yugi's Beast-Tamer hand pulls the actual spirit of Bakura out of Zorc's stump.
Bakura uses his powers to weaken Zorc enough for Tristan to blast a hole in his side. Zorc then launches his final attack, but Bakura manages to block it with a magic-shield long enough to save the party.
One of Yugi's tamed monsters keeps Zorc's weak-point open long enough for Yugi to bust through it with his magic hand. Joey takes this chance to cut Zorc in half, but the dark lord still lives. It all comes down to one roll, the initiative.
Yami Bakura and Yami Yugi roll off, and they score the same, but Ryo Bakura uses the part of his soul sealed in the dice to shatter them. This gives Yami Yugi the chance to order Téa to blast Zork with all she's got. This cinches the victory for them, and Yami Bakura slumps to the desk. Yami Yugi then uses Cleric-Bakura's powers to transfer his soul back into his own body, and everyone Yami Bakura had sealed in his miniatures is freed.
If you don't know anything about the series, you pretty much have no idea how important this volume is to the overarching story. Everything used in this volume (And in the chapters from the last volume that started this arc) is used by Yami Bakura later on in the series. This is how you introduce your main villain. Hell, this is how you write a main villain. You make him the heroes problem, but you also give a decent climax to their first encounter. You keep bringing him back so he's actually doing things in the story, but prevent the heroes from having any permanent method of killing or defeating him. Make him out to be a threat, but keep his goals mysterious. Then, at the very end, pay off his plans and explore his goals without merely dumping it all upon the heroes and readers at once.
The only thing I can really complain about in this volume is once again, the placement of the chapters. The first two chapters of the arc really should have been moved from the end of the last volume to the start of this one to maximize the impact of the arc.
Volume eight brings back the Duel Monsters card game as the international subtitle of "Duelist" would suggest.
A package arrives for Yugi, but he doesn't open it for a while because he's thinking about how he wants to try and go head to head with Kaiba in a tournament.
Speaking of tournaments though, Yugi and the gang have been following the Japanese Duel Monsters championship tournament. It comes down to Weevil Underwood and Rex Raptor. Raptor whips out some powerful dinosaurs, but Weevil uses some clever maneuvering to power up his insects and win the match.
Maximilian J. Pegasus, the president of Industrial Illusions and the creator of Duel Monsters presents Weevil the trophy. He also announces the world Duel Monsters championship at Duelist Kingdom.
Yugi opens the package and finds within a glove, two star-shaped chips and an 8mm VHS tape. (God I feel old now) Yugi finds a recording or Pegasus on the tape, and it challenges him to a game of Duel Monsters. The tape predicts the cards Yugi is going to use, and Yugi begins to suspect that this might be a Shadow Game.
Yugi picks a card, and realizes that he didn't even think when he did it. He places the card face-down and asks the others there what the card was. Most of them guess correctly, as does Pegasus. From this,Yugi guesses that Pegasus was actually inserting frames into the video to influence what Yugi would play. Yugi reveals his card was in fact The Dark Magician, and destroys Pegasus's monster. Pegasus reveals that he knew this as well and starts a countdown timer to finish the duel. Yugi almost finishes the duel, but the timer runs out. In order to coerce Yugi into coming to Duelist Kingdom, Pegasus traps Solomon's soul in the VHS tape, and reveals that he holds another Millennium Item, The Millennium Eye.
The next day at school, Bakura sees the gang being all glum and wonders what's going on. He then sees Solomon trapped in the cam-corder, and they start talking about Pegasus's Millennium item. Bakura mentions that his Millennium Ring came from an antique shop in Egypt, and they figure Pegasus might know more about the items.
On his way home, Yugi finds an envelope stuck on the door to the game-store. Within he finds Duel Monsters cards, one with a date and time on it, one with a location, one with the rules, a blank card, and a card with treasure on it.
A mysterious tape comes for Joey, but it's a message from his little sister, Serenity. When his parents divorced, his mother took his sister and his father took him. Serenity is going blind, and has been moving in that direction her whole life. Neither Joey nor anyone in his family has the money to afford the surgery that would fix her vision, but Yugi gives Joey the treasure card and one of his two star-chips. That way they can both enter, and Joey can try to get the prize-money.
They spend the next week training to be better duelists, and come time to set sail, they board. There, they find Weevil Underwood and Rex Raptor boarding the ship as well. They also run into Mai Valentine.
On the ship, Yugi has a conversation with Weevil about the tournament, and about rumors that the second edition of Duel Monsters rules will be unveiled during this tournament. Later on they start discussing card strategies, and Weevil mentions that he's heard rumors Yugi used Exodia to defeat Kaiba. He then asks to see the cards, and tosses them off the side of the boat. Joey leaps off the side of the boat to get the cards, but he only finds two of them. Yugi becomes so angry that he transforms, and declares that Weevil will be his first target.
At Duelist Kingdom, Pegasus introduces the rules of the tournament. Take your star-chips, bet them on the outcome of a duel with your opponent and whoever wins gets the chips. Get ten star-chips, you enter the finals of the tournament to see who gets to take on Pegasus. After two days, whoever doesn't have ten chips gets eliminated and sent home. If you lose all your star-chips before then, you also get sent home. After the tournament starts, Yugi and the gang run into Weevil. Weevil lures them to a dueling box in the woods. Yugi stakes his life and his star-chip against Weevil's two so he can knock him out of the tournament early.
Here we learn about the new additions to the game, field-power bonuses. That's why Pegasus held the tournament on the island, because it's got a varied selection of biomes and landscapes.
Weevil manages to get the upper-hand for a while until Yugi baits him into activating his Mirror Force Trap-card, and destroys all of his own monsters. Weevil then plays his trump card, a cocoon that will transform into the ultimate great moth, but Yugi burns away the field with Burning Land. This removes the defense bonus it gets, destroying the cocoon. However, the monster within hatches prematurely, and begins to attack. Yugi then uses Polymerization to combine Curse of Dragon and Gaia: The Fierce Knight into Gaia: The Dragon Champion. However, the moth has a poison effect that will reduce a monsters attack points over time. Yugi uses Magic Mist to negate the effect, but the moth still blows Gaia away. Meanwhile, Yugi calls on The Summoned Skull to electrocute the great moth, and defeats Weevil. Yugi takes his star-chips and gives Joey Weevil's glove.
Joey gets challenged by Mai, and they both bet a single star-chip on the duel. Mai feigns being psychic to psyche out her opponents, which honestly isn't that much of a stretch in this series.
The decision to divide the series into three (Yu-Gi-Oh!, Duelist, Millennium World) for the international market is one I do not approve of. There's literally no reason for it. It's not like the second animated series was known as Yu-Gi-Oh! Duelist outside of Japan. We're not looking at a Dragon Ball Z case where the comics were one ongoing thing and the animated series got split into two accidentally in planning, and then the second got insanely popular outside Japan. The first series wasn't all that popular inside Japan for gods sake.
Joey is distracted by Mai's sleight of hand, enough for her to knock out a good chunk of his life-points. Yugi gives Joey a tiny hint, and while he despairs for a bit over the meaning of it, he smells the perfume on Mai's cards. This helps him concentrate, and he gets his strategy together to beat Mai with Baby Dragon and Time Wizard. Time Wizard throws the clock forward, aging the harpies to weakness and the dragon to strength. He uses the dragon to blow the harpies away and with the duel.
In the next chapter, the gang runs into Mako Tsunami, who shares some of his fish with them. Then he challenges Yugi to a duel. Mako's side of the field is ocean, Yugi's is land. Mako uses the water to hide his monsters until they attack. Yugi tries to electrify the water, but Mako uses his Jellyfish monster to soak it all up. Yugi tries to counter, but Mako floods the entire field with water, leaving two small islands. Yugi plays his Stone Soldier, and uses it to destroy the moon he used to amplify his wolf earlier in the game. This screws with the tides, giving Yugi back his half of the field. He then summons Curse of Dragon and uses Burning Land to vaporize the rest of the water, and beats Mako.
Next chapter, we find that some kid has been stealing star-chips and cards from other duelists. Pegasus's men inform him of the situation and we find out that the thief was a prisoner of Pegasus.
The kid then ambushes Yugi and bets him five star chips. Yugi beats him down to the wire, killing each and every one of his monsters. The kid tries to flee with all the sta-chips, but Yugi grabs his hand and yanks the bandanna off his face. Revealing the kid to be none other than Mokuba Kaiba. Mokuba reveals that Pegasus is trying to take over the Kaiba Corporation with help from The Big Five. Pegasus gets their support if he can beat the guy who put the CEO in a coma. Yugi and the gang convince Mokuba that Yugi can beat Pegasus and he's about to give him his star-chips back when The Hair Guy shows up to try and bust them for cheating. Yugi challenges him to a duel so he can get his star-chips back, but Hair Guy redirects him to a puppet-master who's working a Kaiba marionette. And using Kaiba's deck. Yugi beats one of his monsters, but the puppet-master pulls out one of Kaiba's Blue-Eyes White Dragons. He uses this to annihilate Yugi's Curse of Dragon and halve his life-points. Yugi uses his Magical Hats to conceal his Dark Magician, and his Spellbinding Circle. He uses the trap to seal up the Blue-Eyes and decrease its' attack points to where the Dark Magician can destroy it. Then the ventriloquist plays the second Blue-Eyes and attempts to attack Yugi, but at that moment Seto Kaiba finishes rebuilding the puzzle of his soul and wakes up. This causes the second Blue-Eyes to stop obeying the puppet-master and self-destruct. This gives Yugi enough time to formulate a strategy. Yugi baits the ventriloquist into attacking and activating his trap-card Mirror Force, but he chains another trap card Negate Trap. After that, Yugi uses Monster Reborn to bring back one of Kaiba's Blue-Eyes White Dragons, and uses the power of The Mystical Elf to boost his Blue-Eyes' attack to take out the last one on the puppet-masters side, and reduce his life-points to zero. Yugi then imposes a penalty-game on the ventriloquist where his puppets are his masters instead of the other way around.
Meanwhile, what does Seto Kaiba do? He gets his briefcase with his gear and flies himself off to Pegasus's island. Muscles atrophied? Bones weak from disuse? Screw it. His little brother has been kidnapped and his business partner is trying to screw him out of his life's work. Seto Kaiba's got things to do, and health issues ain't gonna stop him.
Mai tricks Rex into fighting for her, and she makes him fight Joey.
Joey draws Baby Dragon and Time Wizard right off the bat, but Rex smashes the Baby Dragon as soon as it's played. Joey keeps trying to use the field to his advantage, but Rex just powers his monsters up and keeps blasting him. Yugi tries to give him advice, but Yami councils against it. Joey finally pulls out The Flame Swordsman and starts cutting up Raptor's dinosaurs.
I like the diversity of content within this volume. There's the payoff to the cliffhanger the previous volume ended on, the encounter with Mako, the run-in with Mokuba, the duel against the ventriloquist, the return of Kaiba, and the start of Joey's showdown with Rex. It doesn't linger on any one thing for too long, while also giving each idea enough breathing room to be explored or set up something for later, as well as advancing the plot forward with each successive chapter.
Joey keeps up his offense until Rex finally draws one of the other iconic cards in the series, The Red-Eyes Black Dragon. Breaking with tradition, it's actually got red eyes and a black body, unlike the Blue-Eyes White Dragon. With that blue body and white eyes.
Rex uses the Red-Eyes to kill the Flame Swordsman. He then challenges Joey to up the ante and bet his Time Wizard against his Red-Eyes. In-universe it's worth a few hundred thousand yen (A few thousand USD) so naturally Joey accepts. Joey activates the Time Wizards Time Roulette, and it ages the Red-Eyes to death, leaving Joey's one remaining monster to wipe out Rex's remaining life-points. Joey gets the Red-Eyes and Rex's star-chips.
Apparently Pegasus didn't provide the duelists with housing and food, so the gang has to borrow stuff from Mai, and in exchange Bakura prepares dinner.
Mai gets Téa to talk to Yugi. While the two of them are talking, Mai is ambushed by one of the player-killers, PaniK. He out-duels her and tries to take all her star-chips, but Yugi shows up and challenges him. PaniK threatens to choke him out if he loses or tries to run, but naturally Yugi's got some Millennium Magic up his sleeve in the event that he wins.
PaniK plays the Castle of Dark Illusion to conceal his monsters. Yugi sets up his defenses, and then decides to attack to see if his Winged Dragon's attack can illuminate the darkness with its flames, and it can. Yugi uses this information to set up his plan, and his defense to psych PaniK out. PaniK tries to use his Reaper of Cards to destroy Yugi's trump card, but Yugi triggers Spellbinding Circle and freezes it. This lets him use Swords of Revealing Light to negate the Castle Of Dark Illusions effect, but PakiK plays Yellow Luster Shield to boost his monsters defense.
Yugi fuses Gaia: The Fierce Night with Curse of Dragon to make Gaia: The Dragon Champion, and launches them towards The Castle of Dark Illusion with Catapult Turtle. This causes the castles flotation right to be destroyed, and when The Swords of Revealing Light are gone, the castle falls and destroys all of PaniK's monsters.
Pegasus's goons try to assassinate Kaiba, but he tosses them out of the helicopter and flies it to Duelist Kingdom.
Meanwhile, Bakura's Millennium Ring has started glowing, and one of the needles has started pointing towards the castle. Then Kaiba shows up in his helicopter. Yugi gives him his deck back, and Joey challenges him to a duel for what he did to them at Death-T. Kaiba accepts, and uses that duel to test out his Duel-Disk prototype. He beats Joey and heads off to Pegasus's castle to rescue his brother and probably attempt to kill Pegasus.
This volume features gameplay mechanics that appear to have been an attempt to turn Duel Monsters into a tactical RPG. I don't have any real problem with that, but it's a shame we never saw any of those mechanics in the real-life version of the game. It'd add a lot more cool strategy.
A trio of duelists abduct Joey. They work for the former United States Champion, "Bandit" Keith Howard, and force him to duel one of them, a creepy kid named Bonz.
Yugi takes out a bunch of Bonz's monsters, but he brings them back with Call of The Haunted, which makes the zombies. Since they're in an underground tomb, zombies all get a field-power bonus. Joey tries to take down the zombies, but they keep coming back with more power. Joey manages to pull out the Time Wizard, but it hits a skull on Time Roulette and destroys itself and Joey's Flame Swordsman. Joey manages to keep defending, but Bonz pulls out monster after monster to boost up his offense. Meanwhile, Yugi uses The Millennium Puzzle to find Joey again, and the gang tracks them through the cave.
Joey finally gets his Red-Eyes out, and wipes out the Pumpking Bonz was using to power up his monsters. And since it was played as undead, Call of the Haunted couldn't bring it back. However, the Dragon Zombie manages to wipe out the Red-Eyes and knock Joey down below 200 Life Points. Fortunately, Joey manages to draw Sword and Shield, which lets him wipe out Bonz's life points with one attack from his last monster.
Yugi and the gang find Joey, but Keith and his goons blockade them inside the cave. So they have to follow Bakura's Millennium Ring to try and get out. Keith then beats up his henchmen and take their star-chips so he can get into Pegasus's castle.
The gang winds up in a maze, at the end of which they find The Paradox Brothers, who challenge Yugi and Joey to a tag-duel. A tag-duel that becomes a labyrinth tag-duel. The rules are as follows; Attack-mode monsters can advance spaces in the labyrinth based on their level.
Yugi plays Beaver Warrior and advances into the Labyrinth, but Para merges Shadow Ghoul with the labyrinth and kills it. The brothers bolster their defenses with trap-doors and a tank, but Yugi and Joey slay the wall-shadow, allowing them to proceed mostly unhindered. At least until Para readjusts the labyrinth and cuts Yugi's monsters off from Joey's. Joey then springs the trap-door monster, and one of his creatures gets eaten by a spider. Yugi then shuffles the monsters around with Magical Boxes, killing the spider and allowing The Dark Magician to blast the tank away.
Para and Dox begin to assemble The Gate Guardian, while Dox plays a Dungeon Worm to weed out the rest of the monsters. So Yugi plays Magical Hats to protect The Dark Magician and The Flame Swordsman. After the first attack, Joey uses The Flame Swordsman to incinerate the Dungeon Worm. Dox then manages to find the last card to summon The Gate Guardian. The Guardian tries to attack The Flame Swordsman, but Yugi activates Mirror Force, and uses it to kill one of the brothers monsters. They also find out that the Gate Guardian can defend itself with the various powers it's got. It then floods the labyrinth, killing The Flame Swordsman. This gives Yugi the opportunity to pull out the Summoned Skull, and use that to electrify the water. This, combined with the Spellbinding Circle, allows him to kill one of the component monsters. While Para manages to dispel the Circle, but Joey pulls out the Red-Eyes Black Dragon and Yugi fuses it with the Summoned Skull, creating the Black Skull Dragon.
Reading through the volumes of this arc, you can tell Takahashi wanted to write more than just a simple card-game. I don't blame him, it makes the chapters more interesting to have all of this placement strategy and random chance included in the game. If Yu-Gi-Oh! were actually played like this it would probably be a more interesting game. I for one would love to be able to play gimmick duels like the ones sometimes featured in the series.
Yugi marches his Dark Magician through the maze to the exit and uses Shift to send the Black Skull Dragon to the end of the maze, they blast away what's left of The Gate Guardian with it, win the duel, and get the star-chips they need to enter Pegasus's castle. Yugi then outsmarts the brothers key puzzle and they leave the room.
Meanwhile, Pegasus tells Kaiba that if he wants his brother back he has to beat Yugi. He gives Kaiba five star-chips, and tells him to bet them against Yugi. Kaiba confronts Yugi on the steps leading to Pegasus's castle.
Kaiba challenges him to a duel with the new duel-discs, and Yugi accepts. During the duel, Kaiba reveals the purpose of the Duel Discs. To interfere with and weaken Pegasus's psychic powers.
Kaiba uses the Crush Card Virus to weaken Yugi's deck, and gives him time to summon all three of his Blue-Eyes and use Polymerization to create The Blue-Eyes Ultimate Dragon!
Yugi uses Kuriboh and Multiply as a shield. Yugi then uses Living Arrow to target the Ultimate Dragon with a polymerization of his own, and fuses it with Mammoth Graveyard. The incompatible monsters begin rotting each other from the inside out. Yugi then starts cutting off its heads with The Celtic Guardian.
Despairing over the idea of not being able to save his brother, Kaiba threatens to walk off the side of the castle. Yami is about to call his bluff, but Yugi doesn't want to take the risk, and the two of them clash, eventually leaving Yugi weakened, unable and unwilling to order his monsters to attack. Leaving him open to Kaiba's attack.
At the time these chapters were published, the idea of a fusion-monster was clearly very new. I get the core idea behind most of the fusions so-far, combine elements of the two monsters and give it a power boost or drain depending on their compatibility. The idea of being able to take any monster and combine it with anything else is great. It'd be a lot of fun to just screw around with different combinations and see what works. However, that ain't how it works in real life. You've got to have very specific fusion-cards in order for them to be playable. Which kind of ruins the mechanics of fusion-monsters as they're laid down in the series in the first place. I'll get into that a bit more when I finally cover the card-game.
Alright, we've hit close to the 1/3 mark, but we've still got twenty-six volumes to go! Tune in this Sunday for the next part in this series!
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Wednesday, September 7, 2016
Yu-Gi-Oh! Volumes 7-12
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Sunday, September 4, 2016
Yu-Gi-Oh! (Volumes 1-6)
On September 30th 1996, in Issue #42 of Weekly Shōnen Jump, one of the few comics that Kazuki Takahashi managed to get published in his fifteen year career saw the light of day. Concepts he'd been working on since the start of his career and even before came to light. After years of honing his craft, several failed attempts at getting published, and even a few published comics that didn't go anywhere fast, the first chapter of the biggest series of his entire career was published. A fifty-four page horror comic about a kid with impossible hair and a puzzle. Thus was born one of the biggest franchises of all-time, the legendary juggernaut, Yu-Gi-Oh! Thirty billion plus trading cards printed. Two animated adaptations. Four feature films. Six spinoff series. A novel. Sixty-three video-games ranging all the way back to the original GameBoy. Action-figures, card catalogs, collections of card catalogs, board-games, Heroclix, Dicemasters. Merchandise from every single venue you can possibly think of. We have the twentieth anniversary of the series coming up at the end of the month, and to commemorate that I'm delving into the history of the franchise. This is The History of Yu-Gi-Oh!
Today we're looking at the thing that started it all. The original black and white comic, which paradoxically a lot of fans are likely unfamiliar with.
I will be reviewing the manga out of the 2012 reprinting of the Viz published tankoban (Trade-Paperback) collection from 2003. Further down the line I'm going to get to the bunkoban (Deluxe) edition printings, but not this year, because I don't have them yet.
Looking at those publishing dates, you can tell that this was a series published back in the early days of the Japanese culture boom. Facts that will become even more apparent the further we dig into the franchise. First is the seven year gap between initial publication of the comics in Japan and the introduction in the United States, second is the six year gap between the publication of the TPB's in Japan and their publication in the United States. I can sort of see why they didn't introduce the series internationally for a good long while, since Dragon Ball was still riding high outside the land of the rising sun, while within it the series was wrapping up only a year after Yu-Gi-Oh! debuted. I'm not saying that was the only reason, far from it, but it was likely one of many contributing factors. Another being the complete implosion of the comics industry outside of Japan during the 90's. As well as the fact that black-and-white comics were stereotyped as poorly made for a very long time. Most of the ones that saw any kind of release in the states were monumentally bad, at least until The Walking Dead came along. Plus, why would a kid pick up something that looks so bland when there are colorful comics with their favorite superheroes in them? This isn't just speculation, this was the exact reaction my friends and I had when our library started getting black and white comics in alongside the typical Marvel and DC fare. We learned better later obviously.
As usual, spoilers inbound. Also, for those of you wondering, I'll be referring to the characters by their international names as opposed to their Japanese ones where applicable.
Yu-Gi-Oh! begins rather innocuously, with a kid named Yugi Moto playing a game of Pop-Up Pirate by himself. He wishes to play with others, but he doesn't really have any friends. He takes out a golden box with a puzzle inside to fiddle with it, but Tristan Taylor snatches it away before he can open it. He and Joey Wheeler start tossing it around the room, teasing Yugi before Téa Gardner catches the box and runs the two of them off.
Yugi and Téa start talking about their mutual distaste for basketball before conversation drifts towards the box with the puzzle in it. Yugi shows her the puzzle, and tells her about how his grandfather found it in an Egyptian tomb, and how the writing on the box says that whoever solves the puzzle will be granted a wish. Yugi laments that he's been working on the puzzle for eight years with no progress, but Téa encourages him to keep going.
In the hallway, Joey and Tristan run into the hall-monitor Ushio while discussing bullies. Ushio leaves when Tristan keeps Joey from picking a fight. Apparently Ushio and his gang have taken over the school and run the place. Joey then tosses a piece of Yugi's puzzle out of the window into the pool outside.
Ushio goes to Yugi and tells him that he's going to be Yugi's bodyguard whether he likes it or not. Perplexed, Yugi and Téa go back to the game-store his grandfather owns. There, we meet Solomon Moto, Yugi's grandpa. Solomon mentions that the archaeologists who discovered the puzzle died and their last words were "The Shadow Games."
At school, Yugi finds that Ushio and his gang have beaten Joey and Tristan within an inch of their lives. Naturally horrified by this, Yugi tells them to stop, but Ushio beats them up more. Ushio encourages Yugi to do so, but he refuses. Ushio scoffs and says that Yugi owes him 200,000 yen (About $1,600 USD) for his services. Ushio beats up Yugi and then threatens to stab Yugi if he doesn't pay.
Yugi spends the rest of the day worrying and trying to put together the money to pay off Ushio, but he winds up working on the puzzle, the pattern becoming clear to him, the puzzle coming to him naturally. Until he comes to the end, the last piece. The missing piece. As he despairs, Joey, soaked to the bone gives the last piece to Solomon, who returns the piece to Yugi. Solomon also mentions that Joey told him about the issues with Ushio, and gives Yugi the money he needs to pay him off. Yugi finishes the puzzle, and an eye of Horus begins glowing on his head.
Yugi, now more imposing and confident, tells Ushio that he's upped the ante to 400,000 yen and that he wishes to play a game of courage with the knife. Put the bills on your hand, stab them with the knife, you get to keep the bills you stab. Gotta take more than one bill, and if you try to cheat and take it without stabbing, you forfeit the money to your opponent. Ushio naturally gets greedy, thinking that he can just overwhelm Yugi with sheer strength. Yugi Mind-Crushes Ushio, causing him to see money falling everywhere, and leaves with all the money.
The series continues much in this vein for the next several chapters. Not to say that it's formulaic, it's just mostly episodic, standalone stories. Things happen to set up the villains, Yugi gets involved, bad things happen to bad people, Yami Yugi is the angel of vengeance. Along the way, we see some incredible development of the principle cast, Yami Yugi being a bad-ass, cool concepts for games, and some amazing strategies from Yugi. Sometimes he outright punishes or kills people, other times he just screws up their minds, and sometimes he just wins outright. Yami Yugi is like The Punisher with magic powers, and he plays games. Thing is, Frank Castle wasn't quite this gleeful in his actions. Not quite as sadistic. He never stuck someone with a fate worse than death, not like this. Yami Yugi is a freaking beast. I would love to see an official crossover of him going up against someone like The Joker, or Wilson Fisk. Their encounter might not last very long, but it would be an epic showdown.
Before we move on to the more plot-heavy chapters of the series, I'm going to touch on Chapter 4, which is both important in terms of character development (like anything in this series isn't) but also contains one of the coolest moments in the entire series.
Yugi and Joey are going to get something to eat on the way home, and are headed to Burger World before Téa nervously tells them to go to Calorie Burger instead. Téa says that she can't join them because she's got chores and doesn't want to run into the escaped Prisoner 777 while she's out, and the teachers order them straight home anyways. Yugi and Joey start wondering why Téa acted so strange when they suggested going to Burger World, or why she hasn't been hanging with them lately. They follow her and strangely enough wind up at Burger World. While there, Prisoner 777 shows up demanding alcohol and cigarettes. I don't know what exactly fast-food chains serve in Japan, but I'm almost certain that they don't serve booze and smokes, for no other reason than if there was a McVodka and a McMarlboro in Japan it would be number one on all of these lists. Maybe Takahashi confused it with a convenience store, maybe I don't know jack about how Japan runs their fast-food chains, so if anyone has a clue why a burger chain has Russian vodka and Lucky Strike cigarettes please inform me.
Lucky 7 (This is what I'm calling him from here on out) takes Téa and everyone else in the restaurant hostage until he's had enough to eat and drink. He blindfolds Téa to scare her even more and orders Yugi to bring him cigarettes and alcohol. Téa shouts for him to stay away, but when Lucky 7 slaps her and tells her to shut up, causing Yugi to transform into Yami Yugi and start seriously screwing with the escaped prisoner. Yami Yugi challenges Lucky 7 to a game with only one rule. You can only move one finger. The prisoner chooses his right index finger and Yugi chooses his thumb.
Yugi uses his thumb to light Lucky's cigarette and drops the lighter on the mans hand. The one pouring out the vodka. Yugi yanks Téa away from the table as the cigarette slips from Lucky's lips and sets the man ablaze, burning him alive and establishing Yami Yugi as Téa Gardner's knight in shining armor.
This is by-far one of the most important moments in the series. While the previous chapter had a similar premise, with Yami taking over and beating someone down because someone hurt Yugi and Joey, this chapter introduced Téa's crush on Yami, something which would stay with the series all the way to the end. Plus, while it's really cool to see Yami punishing a corrupt news producer with seeing the world as mosaic, this chapter blurred the lines between Yami Yugi and regular Yugi, something else which would stick with the series up until the very end. Plus, Yugi saw one of his friends, his love-interest even being smacked around by a gun-wielding lunatic and what did he do? He burned the sumbitch alive. You can't say that was all Yami's doing, because while they are to some extent distinct strategists and distinct personalities, they're still inherently intertwined, irrefutably interlinked. Yami might be the driving force, but as the series later proved, Yami doesn't do what Yugi doesn't let him.
In the authors notes, Takahashi mentions how odd he finds the series as opposed to where he started from.The idea was to create a story about the mysterious nature of everyday life. Then it became a horror-comic. Then it became a horror-comic with strategy thrown in. Then it became a gaming-horror comic with ties to ancient Egypt. Then it became all about card games.
Despite the character development and some foreshadowing, there is very little resemblance to an overarching plot for the first eight chapters, until we hit the very first two-parter in the series, The Cards With Teeth. Here we are introduced to Yugi's recurring rival, Seto Kaiba, and the card-game that would come to define not just the series, but the entire franchise, Duel Monsters.
A card game popular in America (ironic) that is picking up some significant steam in Japan, Duel Monsters in its earliest form is much closer to Magic: The Gathering than it is to the current incarnation of the iconic card-game. As such, this version will be almost entirely unfamiliar to casual fans, and seems like what it is, a prototype that eventually led into the final version. There are only two types of cards, spells and monsters, and only one type of monster. In fact, no monster types are visible on the cards.
Eventually, talk drifts to how expensive the game can get, and how good some of the cards are. Solomon shows the gang his rarest card, the Blue Eyes White Dragon. Eventually they start
While they're talking about the game, one of Yugi's classmates, Seto Kaiba, walks into the shop and sees the card. Being a rich son of a bitch and wanting to be the best duelist in the world, Seto Kaiba offers Solomon whatever he wants for that card. Solomon refuses, and Kaiba slinks back into his gaming cave to plot his heist.
Later on Kaiba swaps out the card for a counterfeit, but Yugi catches him in it. Kaiba claims innocence at first before smacking Yugi upside the head with an aluminum briefcase full of Duel Monsters cards and pisses off back to his castle. Naturally, Yami Yugi takes over and challenges Kaiba to a duel.
Yami brings the monsters and the battlefield to life with his otherworldly powers. After some back and forth, Kaiba eventually cheats, and summons his stolen Blue-Eyes White Dragon. However, the monster refuses to attack, because it's not actually Kaiba's monster. It self-destructs, and on his turn, Yami activates Monster Reborn to resurrect the fallen monster. He wipes out Kaiba's life-points and traps him in a repeating illusion of death, returning the Blue-Eyes to Solomon.
The two chapters that follow this are some of the most important chapters in the entire series in terms of characterization and story. You see, "The Wild Gang (Part 1 &2)" delve into Joey Wheeler's back-story and the formation of the person we see throughout the series, from the beginning to the end. Joey lives with his abusive alcoholic father and used to run with a gang in junior-high, before they were split up when they went to different high-schools. A gang who's caught up with him now, and he's trying to play it cool with. At least until Yugi, Tristan and Téa catch up with them and one of the gangers clocks Yugi upside the head. Back at the gangs hideout, Joey knocks the guy out, but the rest of the gang still outnumbers and overpowers him despite his incredible brawling skills.
Tristan, Yugi and Téa manage to track them down to the warehouse the gang calls their base, and find the unconscious gangster. The three split up the search out the rooms.
Elsewhere in the designated torture-chamber, the gang beats on Joey and electrocutes him with tasers to within an inch of his life.
Yugi, pretty much unaware of his transformations at this point, tries to find Joey without much success, and holds the Millennium Puzzle tight, hoping for some kind of hint, a feeling about where Joey might be. Yami takes the reigns, and uses his powers to scope out the warehouse, finding the room where the gangers are keeping his friend.
Right in the nick of time too, because they were about to kill Joey if they keep on going. What follows is one the single most bad-ass beatdowns of the entire series, possibly the whole franchise. It's a masterful piece of planning on Yami's part, and one of the most brilliant gambits of the entire series. Not even kidding. With a cursory glance around the room, Yami exploits his environment and his opponents like he's the god-damn Batman. Except, he takes down every single bad-guy in the room without throwing a single freaking punch.
Yugi lets himself get hit to cover for propping up the arm of one of the taser-wielding gangers Joey knocked out, using the Millennium Puzzle as a Chinese water-torture device on the guys head to wake him up in time, and perching himself upon a rubber tire while the gang traipses around in the water looking for the "bomb" Yugi tells them he set. He knocks all of them out in one swoop and rescues Joey. Check-mate in two, maybe three moves if we're being generous.
Following the second two-parter is the third, "The Man From Egypt (Part 1 & 2)", although it's more like an eight-parter considering the fact that the story of Chapter 13, "The Man From Egypt (Part 1)" doesn't conclude until Chapter 20, "Game Over". These chapters set-up the overall narrative of the series, the one which would last all the way to the end. Within the first two chapters we see the debut of two more Millennium Items, the Key and the Scales. Held by the only other Millennium Item wielder we've seen thus far, Shadi. These eight chapters are among the most important in the series as well. Aside from the obvious points from above, it also builds on the character development we've seen in previous chapters.
Yugi is approached by Kanekura Kanchō, the curator of the Domino City Museum about displaying his Millennium Puzzle alongside his teams recent findings and Yugi agrees. However, Kanekura wants to sell off the puzzle (and presumably other artifacts from the museum exhibit) and bribe Yugi into silence. Usually this would end in Yami beating the guy within an inch of his life with his own museum and then finishing him off with a mind-crush or a steep dive out the nearest window. However, that's just the start, and it's not Yami who does it. It's Shadi. Yes, Shadi actually gets involved in the fray, killing the buyer and Kanekura, seeing the completed Millennium Puzzle, and running into Yugi on the way out of the building. Yugi asks him if he's seen the puzzle or Kanekura, and Shadi is naturally taken aback by the idea that a kid was the only one to solve the Millennium Puzzle in a good three-thousand years.
Shadi uses the Millennium Key to look inside Yugi's head and see if he's the one who could actually solve the puzzle. Within, we see two doors. One wide-open and full of toys like the room of a child, and the other sealed shut, with the Eye of Horus molded in. Inside, Shadi finds Yami, and a maze of other doors. He tries to find the right one, but winds up falling down a hole. Yami helps him up, and Shadi exits Yugi's mind, returning the puzzle, and leaving the museum.
Later that week, Yugi and company find out about the death of the curator. Solomon's old friend, Professor Yoshimori Kyōju, who was also involved in the recent excavation of the tomb, and wants to talk to someone about the death of his boss. He didn't believe in curses before Kanekura's death, and afterwards he's worried.
Sadi arrives to weigh Yoshimori's soul, but within the mans mind finds that he's waiting on Yugi, and decides to use this opportunity to try and lure Yami Yugi out into the open. He mind-controls Yoshimori and forces him to attempt to kill Joey once the gang shows up. This is a fairly decent cliffhanger to end Volume 2 on, since it would have less of an impact if it was followed by another chapter instead of punctuating the end of the volume.
Based on what Takahashi has said, he wasn't really expecting Duel Monsters to become the breakout game of the series. Indeed, he didn't expect it nor Kaiba to be more than one-offs, but fans were interested in the game, and wanted to know more about it.
The rules in the earlier, unrefined versions of Duel Monsters were closer to Magic: The Gathering than what we think of as Yu-Gi-Oh! today. (Although the game is practically unrecognizable in its current incarnation) The levels are practically meaningless, there are no trap-cards, the monster-types are basically non-existent and there are elements of random-chance introduced into the game. Not that I mind, I'd actually appreciate a bit more of those percentile chances in the game today. Mostly because the comics and television series had them, and it added strategies that could be used and tension as well.
While the MTG inspired roots of the game aren't too obvious today, what's known in-universe as "First Edition" Duel Monsters wears its influences on its sleeve. In fact, it's basically a Brand-X copy of Magic, with more interesting monsters, and better artwork. I'm glad that the game evolved over time into the one we play today, but I'd still like to see some form of the original concept preserved in the modern game as an alternate rules-set or something. It'd be kinda cool to see at least.
In the end, as we all know, fan-demand for more Duel Monsters became so great that Takahashi had to bring it back for what he thought would be one last epic arc.
Back in the story-arc, Téa whacks the professor over the head with a globe, before being possessed by Shadi herself.
Joey lures the possessed professor out of the room, while Shadi threatens to kill Téa in a successful attempt to draw out Yami. They begin a test of the strength of the heart on the roof. Shadi suspends a plank from the roof with ropes tied to Ushebti, which represent the strength of the persons heart. Yugi has four, Shadi has one. Téa has been made to stand on the end of the plank. Yugi's four Ushebti support the plank, while Shadi's one supports the Millennium Key. Shadi's Ushebti breaks, the Key touches Téa, Shadi's mind-control fades, Yugi wins. Yugi's four Ushebti break, Téa dies, Yugi loses.
The first two tests are a riddle and a logic puzzle, but the last one is versus Joey Wheeler. Not the real one, but an illusion. Not like Yugi can really know that because Shadi can control peoples minds and actions. This is a game of chance.Toss the Millennium Puzzle and your opponent moves two paces in that direction. Yami Yugi refuses to play the game, and ultimately defeats Shadi, saving Téa, dispelling Shadi's spell on Professor Yoshimori, and ultimately proving to Shadi what the puzzle means. The power of unity.
Despite Volume 3 being titled Capsule Monster Chess, that's actually the last chapter in the book. The other chapters are mostly dedicated to the Shadi arc, with a standalone single-part chapter and a standalone two-parter in-between them. The only reason Capsule Monster Chess is important is because Mokuba Kaiba makes his debut in this chapter.
Yugi uses his mad tactical skills and fast-learning to take Mokuba down a peg and promptly move on. This is probably the single shortest showdown when it comes to chapters immediately related to the plot, although it sets up possibly one of the most iconic moments in the series. One of the things everyone remembers when you hear the name Yu-Gi-Oh!
The foreshadowing to Yugi's inevitable showdown with Kaiba is diabolically brilliant, and that's all I really have to say about it until we finally get around to Kaiba's plan.
The next volume, appropriately titled Kaiba's Revenge is dedicated in its entirety to Seto Kaiba executing an elaborate revenge-plot against one Yugi Moto for beating him at a card-game and then proceeding to screw with his mind for god-knows how long Yami's illusions last.
Yugi and Joey run into a mugger in the arcade while hearing rumors about Seto Kaiba's new project. The mugger takes Yugi's Millennium Puzzle by cutting it off with a knife and legging it before Yami could challenge his ass to a game of Mortal Kombat that eventually evolved into the arcade-machine ripping the dudes spine out.
With Yami and Yugi separated, Joey takes it into his own hands to take the scumbag down a peg. As if possessed by the spirit of the Puzzle, the mugger challenges Joey to a game where they hold a knife in their teeth and try to kill each other. Joey agrees to hold one in his teeth, but he's not nearly as ruthless a killer as Yami Yugi is and demands the mugger not hold one in his own teeth. After dodging the guys punches, Joey blasts him in the face with the soda he got for Yugi and breaks his jaw with a massive uppercut.
A few minutes later, Mokuba Kaiba rolls up in a limousine and tells the duo that Seto wants to see them at his home. They agree and are treated to a Russian roulette lunch. Six dishes, two of which are poisoned (Or possibly just roofied, Mokuba doesn't really strike me as as much of a stone-cold killer as his brother is) you spin the lazy-susan and eat whichever dish lands in front of you. Joey gets the poison on the first turn and Yugi is naturally pissed. Mokuba tells him that he has thirty minutes to play the game and win the antidote before Joey dies. Yugi goes dark on him and out pops Yami, although with the sheer amount of rage on Yugi's face it's hard to tell which is which. Yami figures out the trick Mokuba is using to control who gets the poison, and smashes it with the Millennium Puzzle, stopping Mokuba's cheating and dropping the poisoned hamburger straight in front of the brat.
Yami doses Joey with the antidote and they promptly move the fuck on.
Meanwhile, Seto Kaiba continues to have nightmares about Yami beating him with the Blue-Eyes White Dragon and his continuing torture at the hands of Yami's illusions.
Despite knowing that at least one of the Kaiba brothers is out to kill them, Yugi and Joey spend the night, possibly because Yami has balls of steel or possibly because he just wants to show Kaiba up again.
Kaiba joins Yugi and Joey for breakfast before showing them to his latest creation, none other than Kaiba Land. While he's wearing a kings cape and looked on by thousands of adoring fans. Seto Kaiba has a huge ego and literally nobody is helping this.
Kaiba brings him to the dueling box, where Solomon Moto has been challenged to a game of Duel Monsters after kidnapping and blackmail by Kaiba. As fans of the show should know, Kaiba's holographic monster box scares the absolute hell out of Solomon. However, he pulls out his trump card, one of only four Blue-Eyes White Dragons known to mankind. He can wipe out Kaiba's remaining monsters and life-points with a single attack from this card. However, Kaiba has a trick up his sleeve. Or rather, three. The other three Blue-Eyes White Dragons. They ultimately wipe out Solomon's life-points and Kaiba floods the old man with holographic monsters to blackmail Yugi into agreeing to partake in the gauntlet of murder he's set up in Kaibaland. Yugi agrees and Solomon gives him his deck before being hauled off to the hospital. Joey won't let Yugi go alone and Tristan, who's babysitting his nephew at the park comes along as well.
Up on the next floor with the first challenge of the tower, they run into Téa, who works as the games guide. It's basically a form of laser-tag with a story. Evil dudes invading the space-station, drive them back, try to survive. The twist is that Kaiba has the vests set to electrocute the wearer if the guns are tuned to the right frequency. I know that's not what the comics actually said, but their explanation makes no sense. I don't know if it was lost in translation or what, but last time I checked lasers don't actually conduct electricity. Plus, considering Téa somehow wound up with a gun that actually trips the massive electro-shock setting on the vests, not to mention Tristan being able to adjust the level of voltage it trips I'd have to say this is Viz's translation at fault, not Takahashi's writing. I'll verify this sometime later on when I can get my hands on untranslated versions of these comics.
They make it through the entirety of Kaiba's crazy castle, braving voice-activated electric chairs. A literal murder mansion complete with its own version of Leatherface. A featureless room that turns into a twisted version of Tetris combined with Q-Bert. Tristan gets trapped in the room helping the others escape, and the volume ends on that note.
While having a few nonsensical moments, this volume was cool to read, and it was great to actually see Kaiba put Yugi in a position where he absolutely had to follow his plan. Plus, the tension and build-up over these chapters help to increase the impact of what happens in the next volume, although it could have been tightened up a bit with the absence of Tristan's nephew.
We only got to see a little bit of Duel Monsters in this volume, which is just enough to keep us going until the big showdown in the next volume.
Angered at Kaiba for putting the lives of his friends in danger and giving his grandfather a heart-attack, Yugi sparks with anger, blurring the lines between Yami Yugi and regular Yugi. Yugi confesses his fears about his other self to the remaining members of the gang, but they support him, and they proceed to the next stage of the tower. A game of Capsule Monsters Chess against Mokuba. There the gang catches their first in-depth glimpse of Yami Yugi in action. Mokuba has rigged the capsule dispenser to give Yami the weakest monsters while he gets the strongest. However, Yami uses the tactics and game-knowledge that's gotten him this far to utterly trounce Mokuba's overpowered army. Kaiba tries to punish his brother for losing the same way he did Solomon, but Yami busts into the dueling box and hauls Mokuba out, and heads for the final duel. Thus begins the duel that would define "epic" for the rest of time. One of the greatest encounters in all of comic-books. Goku vs Vegeta, Superman vs Doomsday, Batman vs Bane, Goku vs Frieza, Spider-Man vs The Green Goblin, and Yugi Moto vs Seto Kaiba are all moments that defined entertainment for years to come. Don't get me wrong, the other conflicts in the series all have their place on that list, but the monumental gravitas of this duel is positively unforgettable. Yugi does his best to build up a good defense to Kaiba's inevitable Blue-Eyes onslaught, but the billionaire gamer manages to cut through each of them, knocking Yugi's life-points down until he's forced into constant defense. Eventually, Yugi puts Swords of Revealing Light into play to prevent Kaiba from attacking until he can build up his defenses just as the second Blue-Eyes is played. Kaiba is beaten back upon Yugi's drawing of The Dark Magician, but as soon as his third Blue-Eyes comes onto the field, it blows it away. Yugi has one more turn, everything riding on just one card. With a hope and a prayer, Yugi draws his last card, and completes the ultimate monster. Exodia: The Forbidden One!
With the duel won, Yugi punishes Kaiba with a mind-crush, breaking apart Kaiba's psyche and destroying the evil in his soul that pushed him to where he is right now. Mokuba order's Kaiba's goons to stand down, and explains to the gang how Seto became the person he is now. Their parents died, relatives left them out to dry, and they wound up in an orphanage until Seto tricked Gozaburo Kaiba, Chess grandmaster and president of the Kaiba Corporation, into adopting them. Eventually Seto became ruthless and ousted Gozaburo as president of the company, which led to their stepfather flinging himself out a freaking window in front of Seto and the board of directors.
The next chapter is mainly important because it's the only time we ever see Yugi's mother. Yugi and Téa walk to school and she gives him a love-tester keychain. Some teacher starts giving them crap over their low test-scores (Something which makes no sense. Yugi's a certifiable genius) and then takes the keychain from Yugi. Yami challenges him to a game. Track down the keychain or be expelled. (Can teachers do that in Japan?) Yami uses deductive reasoning and Téa's matching keychain to track it down and wins the game. The main importance of this chapter was the development of Téa's crush on Yami. That's what makes this series so good, even the chapters that don't directly address the main plot are important to the characters. Plus they're usually just flat-out cool.
Can't say quite as much for the next chapter, since it doesn't really do much to advance the plot or the characters, it's just a one-off fun romp. Joey goes on a Japanese game-show (Complete with a game of Irritating Stick!) to win a million yen. The game is rigged, Yugi stops it from being rigged and exposes the producer on-air. It's cool, just not exactly necessary.
All in all, while this was easily one of the greatest volumes in the series, this is the point where the volumes start to end at points that have less impact. On the one hand, it's good that they were consistent with chapter distribution. On the other hand, I personally would have left the last two chapters out and saved them for the next volume just so they wouldn't wind up having a pair of extraneous chapters unrelated to the bulk of the content. But hey, that's just me.
The next volume marks a few historic moments for the series. For one, chapters 43 and 44 mark to first appearance of Yugi's iconic leather vest. For another, it marks the appearance of the series recurring antagonist, the spirit of the Millennium Ring.
Not to say that Chapters 43 and 44 are only good for a change of attire, but that's one of the few things that actually comes back later on in the series. Yami kind of mentions "levels" of Shadow-Game intensity, but those are never really brought up beyond this one chapter, and certainly don't come up at the end.
The next chapter on the other hand, 13 O' clock Terror is somewhat pivotal to the developing relationship between Yugi and Téa. Téa likes Yugi, but really likes Yami Yugi, and wants to see him again. A playing-card bomber attacks the amusement park they went to on their date, and Yami solves the "Clock Solitaire" game, saves Téa and they continue on.
Chapters 46 and 47 cover some kid name Imori from Yugi's school stealing the Millennium Puzzle and challenging Yugi to a game of Dragon Cards. Imori beats Yugi, and his soul gets sucked into the dragon pot, but Yugi gets his hands on The Millennium Puzzle long enough for Yami to take over and start the game anew. Yami has three months to get Yugi's soul out of the jar, which is plenty of time. Yami works out the rules of the game, gets Yugi's soul back and seals Imori's soul inside the jar. He then proceeds to seal the jar up and takes it... Somewhere it can never be found again.
Chapters 48 and 49 are a continuation of the earlier gang plot from Volume 2. Hirutani wants Joey in his gang, and baits Yugi and Joey into coming to the torture chamber. Hirutani threatens to hang Yugi if Joey doesn't join his gang, but Joey powers through and lifts Yugi off the chains.
Joey borrows The Millennium Puzzle and uses it to steal the Yo-Yo's from the gang. Yami challenges the gang to a game while Joey and Hirutani duke it out. Yami drops the gang through the rusty roof, and Hirutani throws glass in Joey's face, moving to kill him with a big shard. Joey manages to dodge out of the way, and knocks Hirutani off the roof. As the gangster clings with one hand, Joey uses his Yo-Yo to knock Hirutani's fingers out of place, causing him to fall to the ground below and presumably his death.
Come Chapter 50, we're finally introduced to the series recurring ally/antagonist, Ryo Bakura. Guy likes RPG's, and invites the gang over to his house to play a modified version of Dungeons and Dragons called Monster World. Unlike D&D, Monster World is a competition between one player who controls the monsters and the adventuring party. Find the boss, kill the boss, win the game. Or get killed by the Dark Master and lose.
They create their characters, Yami Bakura gives them their miniatures, and they begin their quest.
At a nearby inn, they learn that the dark lord Zorc Necrophades has assassinated the king and turned the world into one of frightful monsters. Within the game they run into miniatures based on other people Bakura knows, even the gym-teacher that bullied him earlier in the week.The NPC's tell them of the location of the dark creature, but they have to get there first.
The next volume was the very first volume of the comics I ever picked up, and it covers the rest of the Monster World arc, between Chapters 52 and 60. Between these chapters, they expand on certain concepts brought forth in Volume 6, namely soul separation, and the abilities of the normal and Yami versions of the host to interact with those separated souls. But that's going to have to wait until next time.
This volume appears to have been Takahashi's attempt to get the series back to the episodic beatdown format, while also creating foreshadowing for the unveiling of the series villain. Or more to the point, the concepts he would build the showdown off of. I don't know if this was his intention, but the chapters in this volume appear to be dedicated to testing out future concepts. The rest are dedicated to wrapping up loose ends.
Thank you for reading all the way through this review! If you liked it and wish to support my work, please check out my Patreon.
If you liked this, please let me know in the comments. I'm considering making this a yearly feature. If you want to see that, let me know and next September will be Yu-Gi-Oh! month all over again! I love Yu-Gi-Oh! and I really want to dig a bit further into it. Really, any excuse to talk about my favorite series.
The next article will be published on Wednesday, and I'll do my best to cover as much ground as possible. I originally intended to cover Volumes 1-12, but I ran up on the start of the month and had to cut it short. I then spent the next four days proofreading and improving the article as best I could.
Today we're looking at the thing that started it all. The original black and white comic, which paradoxically a lot of fans are likely unfamiliar with.
I will be reviewing the manga out of the 2012 reprinting of the Viz published tankoban (Trade-Paperback) collection from 2003. Further down the line I'm going to get to the bunkoban (Deluxe) edition printings, but not this year, because I don't have them yet.
Looking at those publishing dates, you can tell that this was a series published back in the early days of the Japanese culture boom. Facts that will become even more apparent the further we dig into the franchise. First is the seven year gap between initial publication of the comics in Japan and the introduction in the United States, second is the six year gap between the publication of the TPB's in Japan and their publication in the United States. I can sort of see why they didn't introduce the series internationally for a good long while, since Dragon Ball was still riding high outside the land of the rising sun, while within it the series was wrapping up only a year after Yu-Gi-Oh! debuted. I'm not saying that was the only reason, far from it, but it was likely one of many contributing factors. Another being the complete implosion of the comics industry outside of Japan during the 90's. As well as the fact that black-and-white comics were stereotyped as poorly made for a very long time. Most of the ones that saw any kind of release in the states were monumentally bad, at least until The Walking Dead came along. Plus, why would a kid pick up something that looks so bland when there are colorful comics with their favorite superheroes in them? This isn't just speculation, this was the exact reaction my friends and I had when our library started getting black and white comics in alongside the typical Marvel and DC fare. We learned better later obviously.
As usual, spoilers inbound. Also, for those of you wondering, I'll be referring to the characters by their international names as opposed to their Japanese ones where applicable.
Yu-Gi-Oh! begins rather innocuously, with a kid named Yugi Moto playing a game of Pop-Up Pirate by himself. He wishes to play with others, but he doesn't really have any friends. He takes out a golden box with a puzzle inside to fiddle with it, but Tristan Taylor snatches it away before he can open it. He and Joey Wheeler start tossing it around the room, teasing Yugi before Téa Gardner catches the box and runs the two of them off.
Yugi and Téa start talking about their mutual distaste for basketball before conversation drifts towards the box with the puzzle in it. Yugi shows her the puzzle, and tells her about how his grandfather found it in an Egyptian tomb, and how the writing on the box says that whoever solves the puzzle will be granted a wish. Yugi laments that he's been working on the puzzle for eight years with no progress, but Téa encourages him to keep going.
In the hallway, Joey and Tristan run into the hall-monitor Ushio while discussing bullies. Ushio leaves when Tristan keeps Joey from picking a fight. Apparently Ushio and his gang have taken over the school and run the place. Joey then tosses a piece of Yugi's puzzle out of the window into the pool outside.
Ushio goes to Yugi and tells him that he's going to be Yugi's bodyguard whether he likes it or not. Perplexed, Yugi and Téa go back to the game-store his grandfather owns. There, we meet Solomon Moto, Yugi's grandpa. Solomon mentions that the archaeologists who discovered the puzzle died and their last words were "The Shadow Games."
At school, Yugi finds that Ushio and his gang have beaten Joey and Tristan within an inch of their lives. Naturally horrified by this, Yugi tells them to stop, but Ushio beats them up more. Ushio encourages Yugi to do so, but he refuses. Ushio scoffs and says that Yugi owes him 200,000 yen (About $1,600 USD) for his services. Ushio beats up Yugi and then threatens to stab Yugi if he doesn't pay.
Yugi spends the rest of the day worrying and trying to put together the money to pay off Ushio, but he winds up working on the puzzle, the pattern becoming clear to him, the puzzle coming to him naturally. Until he comes to the end, the last piece. The missing piece. As he despairs, Joey, soaked to the bone gives the last piece to Solomon, who returns the piece to Yugi. Solomon also mentions that Joey told him about the issues with Ushio, and gives Yugi the money he needs to pay him off. Yugi finishes the puzzle, and an eye of Horus begins glowing on his head.
Yugi, now more imposing and confident, tells Ushio that he's upped the ante to 400,000 yen and that he wishes to play a game of courage with the knife. Put the bills on your hand, stab them with the knife, you get to keep the bills you stab. Gotta take more than one bill, and if you try to cheat and take it without stabbing, you forfeit the money to your opponent. Ushio naturally gets greedy, thinking that he can just overwhelm Yugi with sheer strength. Yugi Mind-Crushes Ushio, causing him to see money falling everywhere, and leaves with all the money.
The series continues much in this vein for the next several chapters. Not to say that it's formulaic, it's just mostly episodic, standalone stories. Things happen to set up the villains, Yugi gets involved, bad things happen to bad people, Yami Yugi is the angel of vengeance. Along the way, we see some incredible development of the principle cast, Yami Yugi being a bad-ass, cool concepts for games, and some amazing strategies from Yugi. Sometimes he outright punishes or kills people, other times he just screws up their minds, and sometimes he just wins outright. Yami Yugi is like The Punisher with magic powers, and he plays games. Thing is, Frank Castle wasn't quite this gleeful in his actions. Not quite as sadistic. He never stuck someone with a fate worse than death, not like this. Yami Yugi is a freaking beast. I would love to see an official crossover of him going up against someone like The Joker, or Wilson Fisk. Their encounter might not last very long, but it would be an epic showdown.
Before we move on to the more plot-heavy chapters of the series, I'm going to touch on Chapter 4, which is both important in terms of character development (like anything in this series isn't) but also contains one of the coolest moments in the entire series.
Yugi and Joey are going to get something to eat on the way home, and are headed to Burger World before Téa nervously tells them to go to Calorie Burger instead. Téa says that she can't join them because she's got chores and doesn't want to run into the escaped Prisoner 777 while she's out, and the teachers order them straight home anyways. Yugi and Joey start wondering why Téa acted so strange when they suggested going to Burger World, or why she hasn't been hanging with them lately. They follow her and strangely enough wind up at Burger World. While there, Prisoner 777 shows up demanding alcohol and cigarettes. I don't know what exactly fast-food chains serve in Japan, but I'm almost certain that they don't serve booze and smokes, for no other reason than if there was a McVodka and a McMarlboro in Japan it would be number one on all of these lists. Maybe Takahashi confused it with a convenience store, maybe I don't know jack about how Japan runs their fast-food chains, so if anyone has a clue why a burger chain has Russian vodka and Lucky Strike cigarettes please inform me.
Lucky 7 (This is what I'm calling him from here on out) takes Téa and everyone else in the restaurant hostage until he's had enough to eat and drink. He blindfolds Téa to scare her even more and orders Yugi to bring him cigarettes and alcohol. Téa shouts for him to stay away, but when Lucky 7 slaps her and tells her to shut up, causing Yugi to transform into Yami Yugi and start seriously screwing with the escaped prisoner. Yami Yugi challenges Lucky 7 to a game with only one rule. You can only move one finger. The prisoner chooses his right index finger and Yugi chooses his thumb.
Yugi uses his thumb to light Lucky's cigarette and drops the lighter on the mans hand. The one pouring out the vodka. Yugi yanks Téa away from the table as the cigarette slips from Lucky's lips and sets the man ablaze, burning him alive and establishing Yami Yugi as Téa Gardner's knight in shining armor.
This is by-far one of the most important moments in the series. While the previous chapter had a similar premise, with Yami taking over and beating someone down because someone hurt Yugi and Joey, this chapter introduced Téa's crush on Yami, something which would stay with the series all the way to the end. Plus, while it's really cool to see Yami punishing a corrupt news producer with seeing the world as mosaic, this chapter blurred the lines between Yami Yugi and regular Yugi, something else which would stick with the series up until the very end. Plus, Yugi saw one of his friends, his love-interest even being smacked around by a gun-wielding lunatic and what did he do? He burned the sumbitch alive. You can't say that was all Yami's doing, because while they are to some extent distinct strategists and distinct personalities, they're still inherently intertwined, irrefutably interlinked. Yami might be the driving force, but as the series later proved, Yami doesn't do what Yugi doesn't let him.
In the authors notes, Takahashi mentions how odd he finds the series as opposed to where he started from.The idea was to create a story about the mysterious nature of everyday life. Then it became a horror-comic. Then it became a horror-comic with strategy thrown in. Then it became a gaming-horror comic with ties to ancient Egypt. Then it became all about card games.
Despite the character development and some foreshadowing, there is very little resemblance to an overarching plot for the first eight chapters, until we hit the very first two-parter in the series, The Cards With Teeth. Here we are introduced to Yugi's recurring rival, Seto Kaiba, and the card-game that would come to define not just the series, but the entire franchise, Duel Monsters.
A card game popular in America (ironic) that is picking up some significant steam in Japan, Duel Monsters in its earliest form is much closer to Magic: The Gathering than it is to the current incarnation of the iconic card-game. As such, this version will be almost entirely unfamiliar to casual fans, and seems like what it is, a prototype that eventually led into the final version. There are only two types of cards, spells and monsters, and only one type of monster. In fact, no monster types are visible on the cards.
Eventually, talk drifts to how expensive the game can get, and how good some of the cards are. Solomon shows the gang his rarest card, the Blue Eyes White Dragon. Eventually they start
While they're talking about the game, one of Yugi's classmates, Seto Kaiba, walks into the shop and sees the card. Being a rich son of a bitch and wanting to be the best duelist in the world, Seto Kaiba offers Solomon whatever he wants for that card. Solomon refuses, and Kaiba slinks back into his gaming cave to plot his heist.
Later on Kaiba swaps out the card for a counterfeit, but Yugi catches him in it. Kaiba claims innocence at first before smacking Yugi upside the head with an aluminum briefcase full of Duel Monsters cards and pisses off back to his castle. Naturally, Yami Yugi takes over and challenges Kaiba to a duel.
Yami brings the monsters and the battlefield to life with his otherworldly powers. After some back and forth, Kaiba eventually cheats, and summons his stolen Blue-Eyes White Dragon. However, the monster refuses to attack, because it's not actually Kaiba's monster. It self-destructs, and on his turn, Yami activates Monster Reborn to resurrect the fallen monster. He wipes out Kaiba's life-points and traps him in a repeating illusion of death, returning the Blue-Eyes to Solomon.
The two chapters that follow this are some of the most important chapters in the entire series in terms of characterization and story. You see, "The Wild Gang (Part 1 &2)" delve into Joey Wheeler's back-story and the formation of the person we see throughout the series, from the beginning to the end. Joey lives with his abusive alcoholic father and used to run with a gang in junior-high, before they were split up when they went to different high-schools. A gang who's caught up with him now, and he's trying to play it cool with. At least until Yugi, Tristan and Téa catch up with them and one of the gangers clocks Yugi upside the head. Back at the gangs hideout, Joey knocks the guy out, but the rest of the gang still outnumbers and overpowers him despite his incredible brawling skills.
Tristan, Yugi and Téa manage to track them down to the warehouse the gang calls their base, and find the unconscious gangster. The three split up the search out the rooms.
Elsewhere in the designated torture-chamber, the gang beats on Joey and electrocutes him with tasers to within an inch of his life.
Yugi, pretty much unaware of his transformations at this point, tries to find Joey without much success, and holds the Millennium Puzzle tight, hoping for some kind of hint, a feeling about where Joey might be. Yami takes the reigns, and uses his powers to scope out the warehouse, finding the room where the gangers are keeping his friend.
Right in the nick of time too, because they were about to kill Joey if they keep on going. What follows is one the single most bad-ass beatdowns of the entire series, possibly the whole franchise. It's a masterful piece of planning on Yami's part, and one of the most brilliant gambits of the entire series. Not even kidding. With a cursory glance around the room, Yami exploits his environment and his opponents like he's the god-damn Batman. Except, he takes down every single bad-guy in the room without throwing a single freaking punch.
Yugi lets himself get hit to cover for propping up the arm of one of the taser-wielding gangers Joey knocked out, using the Millennium Puzzle as a Chinese water-torture device on the guys head to wake him up in time, and perching himself upon a rubber tire while the gang traipses around in the water looking for the "bomb" Yugi tells them he set. He knocks all of them out in one swoop and rescues Joey. Check-mate in two, maybe three moves if we're being generous.
Following the second two-parter is the third, "The Man From Egypt (Part 1 & 2)", although it's more like an eight-parter considering the fact that the story of Chapter 13, "The Man From Egypt (Part 1)" doesn't conclude until Chapter 20, "Game Over". These chapters set-up the overall narrative of the series, the one which would last all the way to the end. Within the first two chapters we see the debut of two more Millennium Items, the Key and the Scales. Held by the only other Millennium Item wielder we've seen thus far, Shadi. These eight chapters are among the most important in the series as well. Aside from the obvious points from above, it also builds on the character development we've seen in previous chapters.
Yugi is approached by Kanekura Kanchō, the curator of the Domino City Museum about displaying his Millennium Puzzle alongside his teams recent findings and Yugi agrees. However, Kanekura wants to sell off the puzzle (and presumably other artifacts from the museum exhibit) and bribe Yugi into silence. Usually this would end in Yami beating the guy within an inch of his life with his own museum and then finishing him off with a mind-crush or a steep dive out the nearest window. However, that's just the start, and it's not Yami who does it. It's Shadi. Yes, Shadi actually gets involved in the fray, killing the buyer and Kanekura, seeing the completed Millennium Puzzle, and running into Yugi on the way out of the building. Yugi asks him if he's seen the puzzle or Kanekura, and Shadi is naturally taken aback by the idea that a kid was the only one to solve the Millennium Puzzle in a good three-thousand years.
Shadi uses the Millennium Key to look inside Yugi's head and see if he's the one who could actually solve the puzzle. Within, we see two doors. One wide-open and full of toys like the room of a child, and the other sealed shut, with the Eye of Horus molded in. Inside, Shadi finds Yami, and a maze of other doors. He tries to find the right one, but winds up falling down a hole. Yami helps him up, and Shadi exits Yugi's mind, returning the puzzle, and leaving the museum.
Later that week, Yugi and company find out about the death of the curator. Solomon's old friend, Professor Yoshimori Kyōju, who was also involved in the recent excavation of the tomb, and wants to talk to someone about the death of his boss. He didn't believe in curses before Kanekura's death, and afterwards he's worried.
Sadi arrives to weigh Yoshimori's soul, but within the mans mind finds that he's waiting on Yugi, and decides to use this opportunity to try and lure Yami Yugi out into the open. He mind-controls Yoshimori and forces him to attempt to kill Joey once the gang shows up. This is a fairly decent cliffhanger to end Volume 2 on, since it would have less of an impact if it was followed by another chapter instead of punctuating the end of the volume.
Based on what Takahashi has said, he wasn't really expecting Duel Monsters to become the breakout game of the series. Indeed, he didn't expect it nor Kaiba to be more than one-offs, but fans were interested in the game, and wanted to know more about it.
The rules in the earlier, unrefined versions of Duel Monsters were closer to Magic: The Gathering than what we think of as Yu-Gi-Oh! today. (Although the game is practically unrecognizable in its current incarnation) The levels are practically meaningless, there are no trap-cards, the monster-types are basically non-existent and there are elements of random-chance introduced into the game. Not that I mind, I'd actually appreciate a bit more of those percentile chances in the game today. Mostly because the comics and television series had them, and it added strategies that could be used and tension as well.
While the MTG inspired roots of the game aren't too obvious today, what's known in-universe as "First Edition" Duel Monsters wears its influences on its sleeve. In fact, it's basically a Brand-X copy of Magic, with more interesting monsters, and better artwork. I'm glad that the game evolved over time into the one we play today, but I'd still like to see some form of the original concept preserved in the modern game as an alternate rules-set or something. It'd be kinda cool to see at least.
In the end, as we all know, fan-demand for more Duel Monsters became so great that Takahashi had to bring it back for what he thought would be one last epic arc.
Back in the story-arc, Téa whacks the professor over the head with a globe, before being possessed by Shadi herself.
Joey lures the possessed professor out of the room, while Shadi threatens to kill Téa in a successful attempt to draw out Yami. They begin a test of the strength of the heart on the roof. Shadi suspends a plank from the roof with ropes tied to Ushebti, which represent the strength of the persons heart. Yugi has four, Shadi has one. Téa has been made to stand on the end of the plank. Yugi's four Ushebti support the plank, while Shadi's one supports the Millennium Key. Shadi's Ushebti breaks, the Key touches Téa, Shadi's mind-control fades, Yugi wins. Yugi's four Ushebti break, Téa dies, Yugi loses.
The first two tests are a riddle and a logic puzzle, but the last one is versus Joey Wheeler. Not the real one, but an illusion. Not like Yugi can really know that because Shadi can control peoples minds and actions. This is a game of chance.Toss the Millennium Puzzle and your opponent moves two paces in that direction. Yami Yugi refuses to play the game, and ultimately defeats Shadi, saving Téa, dispelling Shadi's spell on Professor Yoshimori, and ultimately proving to Shadi what the puzzle means. The power of unity.
Despite Volume 3 being titled Capsule Monster Chess, that's actually the last chapter in the book. The other chapters are mostly dedicated to the Shadi arc, with a standalone single-part chapter and a standalone two-parter in-between them. The only reason Capsule Monster Chess is important is because Mokuba Kaiba makes his debut in this chapter.
Yugi uses his mad tactical skills and fast-learning to take Mokuba down a peg and promptly move on. This is probably the single shortest showdown when it comes to chapters immediately related to the plot, although it sets up possibly one of the most iconic moments in the series. One of the things everyone remembers when you hear the name Yu-Gi-Oh!
The foreshadowing to Yugi's inevitable showdown with Kaiba is diabolically brilliant, and that's all I really have to say about it until we finally get around to Kaiba's plan.
The next volume, appropriately titled Kaiba's Revenge is dedicated in its entirety to Seto Kaiba executing an elaborate revenge-plot against one Yugi Moto for beating him at a card-game and then proceeding to screw with his mind for god-knows how long Yami's illusions last.
Yugi and Joey run into a mugger in the arcade while hearing rumors about Seto Kaiba's new project. The mugger takes Yugi's Millennium Puzzle by cutting it off with a knife and legging it before Yami could challenge his ass to a game of Mortal Kombat that eventually evolved into the arcade-machine ripping the dudes spine out.
With Yami and Yugi separated, Joey takes it into his own hands to take the scumbag down a peg. As if possessed by the spirit of the Puzzle, the mugger challenges Joey to a game where they hold a knife in their teeth and try to kill each other. Joey agrees to hold one in his teeth, but he's not nearly as ruthless a killer as Yami Yugi is and demands the mugger not hold one in his own teeth. After dodging the guys punches, Joey blasts him in the face with the soda he got for Yugi and breaks his jaw with a massive uppercut.
A few minutes later, Mokuba Kaiba rolls up in a limousine and tells the duo that Seto wants to see them at his home. They agree and are treated to a Russian roulette lunch. Six dishes, two of which are poisoned (Or possibly just roofied, Mokuba doesn't really strike me as as much of a stone-cold killer as his brother is) you spin the lazy-susan and eat whichever dish lands in front of you. Joey gets the poison on the first turn and Yugi is naturally pissed. Mokuba tells him that he has thirty minutes to play the game and win the antidote before Joey dies. Yugi goes dark on him and out pops Yami, although with the sheer amount of rage on Yugi's face it's hard to tell which is which. Yami figures out the trick Mokuba is using to control who gets the poison, and smashes it with the Millennium Puzzle, stopping Mokuba's cheating and dropping the poisoned hamburger straight in front of the brat.
Yami doses Joey with the antidote and they promptly move the fuck on.
Meanwhile, Seto Kaiba continues to have nightmares about Yami beating him with the Blue-Eyes White Dragon and his continuing torture at the hands of Yami's illusions.
Despite knowing that at least one of the Kaiba brothers is out to kill them, Yugi and Joey spend the night, possibly because Yami has balls of steel or possibly because he just wants to show Kaiba up again.
Kaiba joins Yugi and Joey for breakfast before showing them to his latest creation, none other than Kaiba Land. While he's wearing a kings cape and looked on by thousands of adoring fans. Seto Kaiba has a huge ego and literally nobody is helping this.
Kaiba brings him to the dueling box, where Solomon Moto has been challenged to a game of Duel Monsters after kidnapping and blackmail by Kaiba. As fans of the show should know, Kaiba's holographic monster box scares the absolute hell out of Solomon. However, he pulls out his trump card, one of only four Blue-Eyes White Dragons known to mankind. He can wipe out Kaiba's remaining monsters and life-points with a single attack from this card. However, Kaiba has a trick up his sleeve. Or rather, three. The other three Blue-Eyes White Dragons. They ultimately wipe out Solomon's life-points and Kaiba floods the old man with holographic monsters to blackmail Yugi into agreeing to partake in the gauntlet of murder he's set up in Kaibaland. Yugi agrees and Solomon gives him his deck before being hauled off to the hospital. Joey won't let Yugi go alone and Tristan, who's babysitting his nephew at the park comes along as well.
Up on the next floor with the first challenge of the tower, they run into Téa, who works as the games guide. It's basically a form of laser-tag with a story. Evil dudes invading the space-station, drive them back, try to survive. The twist is that Kaiba has the vests set to electrocute the wearer if the guns are tuned to the right frequency. I know that's not what the comics actually said, but their explanation makes no sense. I don't know if it was lost in translation or what, but last time I checked lasers don't actually conduct electricity. Plus, considering Téa somehow wound up with a gun that actually trips the massive electro-shock setting on the vests, not to mention Tristan being able to adjust the level of voltage it trips I'd have to say this is Viz's translation at fault, not Takahashi's writing. I'll verify this sometime later on when I can get my hands on untranslated versions of these comics.
They make it through the entirety of Kaiba's crazy castle, braving voice-activated electric chairs. A literal murder mansion complete with its own version of Leatherface. A featureless room that turns into a twisted version of Tetris combined with Q-Bert. Tristan gets trapped in the room helping the others escape, and the volume ends on that note.
While having a few nonsensical moments, this volume was cool to read, and it was great to actually see Kaiba put Yugi in a position where he absolutely had to follow his plan. Plus, the tension and build-up over these chapters help to increase the impact of what happens in the next volume, although it could have been tightened up a bit with the absence of Tristan's nephew.
We only got to see a little bit of Duel Monsters in this volume, which is just enough to keep us going until the big showdown in the next volume.
Angered at Kaiba for putting the lives of his friends in danger and giving his grandfather a heart-attack, Yugi sparks with anger, blurring the lines between Yami Yugi and regular Yugi. Yugi confesses his fears about his other self to the remaining members of the gang, but they support him, and they proceed to the next stage of the tower. A game of Capsule Monsters Chess against Mokuba. There the gang catches their first in-depth glimpse of Yami Yugi in action. Mokuba has rigged the capsule dispenser to give Yami the weakest monsters while he gets the strongest. However, Yami uses the tactics and game-knowledge that's gotten him this far to utterly trounce Mokuba's overpowered army. Kaiba tries to punish his brother for losing the same way he did Solomon, but Yami busts into the dueling box and hauls Mokuba out, and heads for the final duel. Thus begins the duel that would define "epic" for the rest of time. One of the greatest encounters in all of comic-books. Goku vs Vegeta, Superman vs Doomsday, Batman vs Bane, Goku vs Frieza, Spider-Man vs The Green Goblin, and Yugi Moto vs Seto Kaiba are all moments that defined entertainment for years to come. Don't get me wrong, the other conflicts in the series all have their place on that list, but the monumental gravitas of this duel is positively unforgettable. Yugi does his best to build up a good defense to Kaiba's inevitable Blue-Eyes onslaught, but the billionaire gamer manages to cut through each of them, knocking Yugi's life-points down until he's forced into constant defense. Eventually, Yugi puts Swords of Revealing Light into play to prevent Kaiba from attacking until he can build up his defenses just as the second Blue-Eyes is played. Kaiba is beaten back upon Yugi's drawing of The Dark Magician, but as soon as his third Blue-Eyes comes onto the field, it blows it away. Yugi has one more turn, everything riding on just one card. With a hope and a prayer, Yugi draws his last card, and completes the ultimate monster. Exodia: The Forbidden One!
With the duel won, Yugi punishes Kaiba with a mind-crush, breaking apart Kaiba's psyche and destroying the evil in his soul that pushed him to where he is right now. Mokuba order's Kaiba's goons to stand down, and explains to the gang how Seto became the person he is now. Their parents died, relatives left them out to dry, and they wound up in an orphanage until Seto tricked Gozaburo Kaiba, Chess grandmaster and president of the Kaiba Corporation, into adopting them. Eventually Seto became ruthless and ousted Gozaburo as president of the company, which led to their stepfather flinging himself out a freaking window in front of Seto and the board of directors.
The next chapter is mainly important because it's the only time we ever see Yugi's mother. Yugi and Téa walk to school and she gives him a love-tester keychain. Some teacher starts giving them crap over their low test-scores (Something which makes no sense. Yugi's a certifiable genius) and then takes the keychain from Yugi. Yami challenges him to a game. Track down the keychain or be expelled. (Can teachers do that in Japan?) Yami uses deductive reasoning and Téa's matching keychain to track it down and wins the game. The main importance of this chapter was the development of Téa's crush on Yami. That's what makes this series so good, even the chapters that don't directly address the main plot are important to the characters. Plus they're usually just flat-out cool.
Can't say quite as much for the next chapter, since it doesn't really do much to advance the plot or the characters, it's just a one-off fun romp. Joey goes on a Japanese game-show (Complete with a game of Irritating Stick!) to win a million yen. The game is rigged, Yugi stops it from being rigged and exposes the producer on-air. It's cool, just not exactly necessary.
All in all, while this was easily one of the greatest volumes in the series, this is the point where the volumes start to end at points that have less impact. On the one hand, it's good that they were consistent with chapter distribution. On the other hand, I personally would have left the last two chapters out and saved them for the next volume just so they wouldn't wind up having a pair of extraneous chapters unrelated to the bulk of the content. But hey, that's just me.
The next volume marks a few historic moments for the series. For one, chapters 43 and 44 mark to first appearance of Yugi's iconic leather vest. For another, it marks the appearance of the series recurring antagonist, the spirit of the Millennium Ring.
Not to say that Chapters 43 and 44 are only good for a change of attire, but that's one of the few things that actually comes back later on in the series. Yami kind of mentions "levels" of Shadow-Game intensity, but those are never really brought up beyond this one chapter, and certainly don't come up at the end.
The next chapter on the other hand, 13 O' clock Terror is somewhat pivotal to the developing relationship between Yugi and Téa. Téa likes Yugi, but really likes Yami Yugi, and wants to see him again. A playing-card bomber attacks the amusement park they went to on their date, and Yami solves the "Clock Solitaire" game, saves Téa and they continue on.
Chapters 46 and 47 cover some kid name Imori from Yugi's school stealing the Millennium Puzzle and challenging Yugi to a game of Dragon Cards. Imori beats Yugi, and his soul gets sucked into the dragon pot, but Yugi gets his hands on The Millennium Puzzle long enough for Yami to take over and start the game anew. Yami has three months to get Yugi's soul out of the jar, which is plenty of time. Yami works out the rules of the game, gets Yugi's soul back and seals Imori's soul inside the jar. He then proceeds to seal the jar up and takes it... Somewhere it can never be found again.
Chapters 48 and 49 are a continuation of the earlier gang plot from Volume 2. Hirutani wants Joey in his gang, and baits Yugi and Joey into coming to the torture chamber. Hirutani threatens to hang Yugi if Joey doesn't join his gang, but Joey powers through and lifts Yugi off the chains.
Joey borrows The Millennium Puzzle and uses it to steal the Yo-Yo's from the gang. Yami challenges the gang to a game while Joey and Hirutani duke it out. Yami drops the gang through the rusty roof, and Hirutani throws glass in Joey's face, moving to kill him with a big shard. Joey manages to dodge out of the way, and knocks Hirutani off the roof. As the gangster clings with one hand, Joey uses his Yo-Yo to knock Hirutani's fingers out of place, causing him to fall to the ground below and presumably his death.
Come Chapter 50, we're finally introduced to the series recurring ally/antagonist, Ryo Bakura. Guy likes RPG's, and invites the gang over to his house to play a modified version of Dungeons and Dragons called Monster World. Unlike D&D, Monster World is a competition between one player who controls the monsters and the adventuring party. Find the boss, kill the boss, win the game. Or get killed by the Dark Master and lose.
They create their characters, Yami Bakura gives them their miniatures, and they begin their quest.
At a nearby inn, they learn that the dark lord Zorc Necrophades has assassinated the king and turned the world into one of frightful monsters. Within the game they run into miniatures based on other people Bakura knows, even the gym-teacher that bullied him earlier in the week.The NPC's tell them of the location of the dark creature, but they have to get there first.
The next volume was the very first volume of the comics I ever picked up, and it covers the rest of the Monster World arc, between Chapters 52 and 60. Between these chapters, they expand on certain concepts brought forth in Volume 6, namely soul separation, and the abilities of the normal and Yami versions of the host to interact with those separated souls. But that's going to have to wait until next time.
This volume appears to have been Takahashi's attempt to get the series back to the episodic beatdown format, while also creating foreshadowing for the unveiling of the series villain. Or more to the point, the concepts he would build the showdown off of. I don't know if this was his intention, but the chapters in this volume appear to be dedicated to testing out future concepts. The rest are dedicated to wrapping up loose ends.
Thank you for reading all the way through this review! If you liked it and wish to support my work, please check out my Patreon.
If you liked this, please let me know in the comments. I'm considering making this a yearly feature. If you want to see that, let me know and next September will be Yu-Gi-Oh! month all over again! I love Yu-Gi-Oh! and I really want to dig a bit further into it. Really, any excuse to talk about my favorite series.
The next article will be published on Wednesday, and I'll do my best to cover as much ground as possible. I originally intended to cover Volumes 1-12, but I ran up on the start of the month and had to cut it short. I then spent the next four days proofreading and improving the article as best I could.
Labels:
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遊☆戯☆王
Monday, August 29, 2016
AO (Video Game)
Some of you are probably wondering "Why aren't you reviewing Shin Megami Tensei IV this week?" and you would be justified in wondering that. Unfortunately, I wasn't able to get the game finished, or even to the point where I could write up a third or so of the game in a first impressions. On the other hand, I've been playing a little indie puzzle-game that I got in the mail recently.
About a week ago I saw a post on a forum I frequent about a game that was published by the publisher of this one, Bomb on Basic City. During my correspondence with the publisher, they offered this game to me for review as well. It sounded like it would be cool, so I accepted, and now here we are.
I'm unaware of any kind of deeper meaning behind the title. There is of course the obvious character in the center. I'm not sure whether it's Japanese or Chinese (Which is kind of embarrassing) but I'm pretty sure it reads as "AO" or something to that effect.
AO is a top-down puzzle game similar to Super Monkey Ball. You've got a thing that you need to roll to the exit, avoid the obstacles, don't fall off the edge. The added challenge is in the fact that you're rolling a rectangular box around instead of a ball. It starts out deceptively easy and becomes pretty hard as the game progresses.It's pretty cool at first, but as time goes on it gets somewhat tedious. It's not a bad game by any means, but some of the later levels seem to have been deliberately designed to be intuitive. However, that makes it all the sweeter when you ultimately figure out how to get to your destination. On that front I would say that the game is incredibly satisfying. On the other hand, there is absolutely no replay value whatsoever. Best I can tell there are one or two different solutions to each of the thirty-three puzzles, possible three for some of the more open levels. There's no story, there are no characters, just you, the instructions, your box and the levels. Not to say that every puzzle game has to be Portal, just that it'd be nice to have some kind of a theme to it. You can't just re-release the original Tetris over and over, you've got to add new play modes, new background elements, things like that.
Let's go over the mechanics quickly. You've got your block, which can be rolled lengthwise or width-wise.There are two different kinds of switches. Light switches, which merely require one or more halves of the block to rest on top of them to activate, and heavy switches which require the block to be standing on-end to trigger them. These switches can add platforms to the level or remove them. Which they do is up to the player to find out. There are teleporters that take you to a designated spot, (Again, up to the player to find out) hard floors that can be rolled on any way, weak floors that can only be rolled on horizontally, and the goal, where you have to stand the block to complete the level. All of this is shown in the manual, and again on the screen around the single-player mode. This means that the entirety of the level is always visible on-screen, which is good because it helps you figure out what all you can do. Plus you don't have to have the manual at all times to figure out what to do. The issue with this is that the levels never fill the whole screen, and the stakes don't get amped up all that much. I was expecting some kind of gigantic, screen-filling level that made use of all of the mechanics that the game had, as opposed to a gigantic maze full of light switches tied to two bridges and one heavy-switch tied to a single platform required to get the block in the right orientation so you can get it onto the island where the exit is. After that you get a screen with your score. If you press start you get dumped back to the title-screen.
Your score is determined by how quickly you completed the game. Your score goes down by about one point per every second and a half by my count. As if there's any reason to care about score. It's not like the game just ends when you run out of time/score either, you can keep going for as long as you want, and I did. I beat the last ten levels of the game with triple zeroes across the board.
I will congratulate the developers for not feeling the need to include lives in the game, because you will roll off the edge a lot in this game, and forcing you to play through the whole thing over again just because you depleted an arbitrary number would basically make the game impossible to complete, or just deplete the players patience. Just like most of the NES library.
Then there's the soundtrack, or rather the single loop that keeps playing in the background in perpetuity. Fortunately this can be turned off by pressing the Select button, but it shouldn't have to be. With the lack of enemy AI, the two animations in the game, the six tile types, and a total of three splash-screens with very little detail to them, you'd think there would be enough space on the cartridge to fit a decent sound-track. Not much, just give me five decent tunes and I'll be happy.
All in all, while I don't think that the game isn't worth playing, it's certainly not worth the $35 asking price, especially not for the thirty-three levels that it's got. If there were maybe a hundred or so levels with more complexity and better variety, then it'd be worth at least twenty bucks. I also doubt that the game is hiding any kind of unlockables behind a score-wall, because I played through the game twice and found nothing other than a mild dislike for the color blue.
There's only one additional mode that I can find, and that's competitive two-player. The map is replicated in green in the lower right and the two players race to see who can complete the game the fastest. It's not much, but it's something. I would have also liked to have seen co-operative two-player where one player controls the X-axis and the other the Y-axis, kinda like Katamari Damacy's multiplayer.
Speaking of which, the controls are a bit touchy. I can't count the amount of times I rolled off the edge because the controls react too quickly when you're trying to roll around tight edges quickly. Thankfully the game doesn't go full-on amateur and keep moving the box when you're holding the d-pad down. The d-pad is the only thing you use to control your block. That's not bad, a limited control-scheme is alright when the game isn't particularly demanding.
By the way, in case you haven't figured it out yet, this is a new NES game. As in a game someone made for the NES in this day and age. I commend the dedication the developers and publisher had to have to put out an actual physical NES game in a box with a manual. The cartridge is pure black, and it's not like the old unlicensed NES carts like the kind you'd see back in the day. This is a legit cart based on the old NES cartridge molds. The ridges, the arrow, everything. It's a three-screw cart, but still. As for build-quality, it has only a bit more give to it than regular NES carts do when I squeeze it, and it's not made of the kind of brittle hard plastic that tends to make up the hilts of dollar-store knives and swords. The one thing I feel the need to mention negatively is that the cartridge bows outwards at the bottom like a bunch of my original licensed NES games do. I would have liked to see them improve a bit on that design-flaw, but it's not like it's a huge breaking point.
The manual that comes with the game is only four pages long, but it is printed in full color, and gives a decent summary of what the game's about and what you need to do. The unfortunate thing is that there are actually six pages in the manual, two of which are blank.If those two had been printed on then a whole piece of paper could have been cut from the manual without losing anything. Plus, the manual's contents aren't exactly well-arranged, and the text is pixelated to hell. I have been informed that Second Dimension is aware of this however, and will be fixing it as soon as possible.
Something that kind of bugs me is that the cartridge itself comes inside a thin plastic bag inside of a cardboard box instead of the thick plastic sleeves that NES games came in back in the day. Plus, the case for Bomb on Basic City tells me that Second Dimension are capable of putting out a game in a plastic box, which would be infinitely preferable to cardboard. Even if they kept it at the same size as the actual NES boxes and just changed the material to something sturdier, it would be a lot better. Then again, this is just my outright distaste for cardboard boxes and slip-covers talking.
The interesting this is that they apparently didn't harvest parts from other games, AO cartridges are made of entirely new material, which is a good thing in my book. Probably costs less in this day and age of people charging extortionate prices for Super Mario Bros./Duck Hunt carts too.
While AO is short, it's pretty satisfying to complete and not what I would call a waste of your time. However, the levels that we got seem like a chunk of a much larger game, akin to that of the shareware versions of Doom, Quake and Wolfenstein. If this was part of a bigger whole, like Portal was to The Orange Box, or something like that, the $35 asking price wouldn't be too much, but as it is I'd much prefer to pay somewhere in the order of $10-$15 dollars for a physical release and somewhere closer to $5 for a digital one. The core problem is that I've played games like this for free on places like Newgrounds and other flash sites for most of my life, and I can't get that price-point of "free" out of my head. With a bit more polish and a bit of interesting context a sequel might be well worth a $30+ price-point.
In the end, I give AO a 5.1*. I feel like the developer can and should do better. Maybe move up to SNES or Genesis for the next game? At the very least you'd have access to better sound hardware.
Thank you for reading my review. If you liked it, please feel free to toss me a few bucks on my Patreon. Anything you can give me helps, even if it's just a dollar.
Game provided for review by Second Dimension. It can be found for purchase at Second-Dimension.com. Cover scanned by me.
About a week ago I saw a post on a forum I frequent about a game that was published by the publisher of this one, Bomb on Basic City. During my correspondence with the publisher, they offered this game to me for review as well. It sounded like it would be cool, so I accepted, and now here we are.
I'm unaware of any kind of deeper meaning behind the title. There is of course the obvious character in the center. I'm not sure whether it's Japanese or Chinese (Which is kind of embarrassing) but I'm pretty sure it reads as "AO" or something to that effect.
AO is a top-down puzzle game similar to Super Monkey Ball. You've got a thing that you need to roll to the exit, avoid the obstacles, don't fall off the edge. The added challenge is in the fact that you're rolling a rectangular box around instead of a ball. It starts out deceptively easy and becomes pretty hard as the game progresses.It's pretty cool at first, but as time goes on it gets somewhat tedious. It's not a bad game by any means, but some of the later levels seem to have been deliberately designed to be intuitive. However, that makes it all the sweeter when you ultimately figure out how to get to your destination. On that front I would say that the game is incredibly satisfying. On the other hand, there is absolutely no replay value whatsoever. Best I can tell there are one or two different solutions to each of the thirty-three puzzles, possible three for some of the more open levels. There's no story, there are no characters, just you, the instructions, your box and the levels. Not to say that every puzzle game has to be Portal, just that it'd be nice to have some kind of a theme to it. You can't just re-release the original Tetris over and over, you've got to add new play modes, new background elements, things like that.
Let's go over the mechanics quickly. You've got your block, which can be rolled lengthwise or width-wise.There are two different kinds of switches. Light switches, which merely require one or more halves of the block to rest on top of them to activate, and heavy switches which require the block to be standing on-end to trigger them. These switches can add platforms to the level or remove them. Which they do is up to the player to find out. There are teleporters that take you to a designated spot, (Again, up to the player to find out) hard floors that can be rolled on any way, weak floors that can only be rolled on horizontally, and the goal, where you have to stand the block to complete the level. All of this is shown in the manual, and again on the screen around the single-player mode. This means that the entirety of the level is always visible on-screen, which is good because it helps you figure out what all you can do. Plus you don't have to have the manual at all times to figure out what to do. The issue with this is that the levels never fill the whole screen, and the stakes don't get amped up all that much. I was expecting some kind of gigantic, screen-filling level that made use of all of the mechanics that the game had, as opposed to a gigantic maze full of light switches tied to two bridges and one heavy-switch tied to a single platform required to get the block in the right orientation so you can get it onto the island where the exit is. After that you get a screen with your score. If you press start you get dumped back to the title-screen.
Your score is determined by how quickly you completed the game. Your score goes down by about one point per every second and a half by my count. As if there's any reason to care about score. It's not like the game just ends when you run out of time/score either, you can keep going for as long as you want, and I did. I beat the last ten levels of the game with triple zeroes across the board.
I will congratulate the developers for not feeling the need to include lives in the game, because you will roll off the edge a lot in this game, and forcing you to play through the whole thing over again just because you depleted an arbitrary number would basically make the game impossible to complete, or just deplete the players patience. Just like most of the NES library.
Then there's the soundtrack, or rather the single loop that keeps playing in the background in perpetuity. Fortunately this can be turned off by pressing the Select button, but it shouldn't have to be. With the lack of enemy AI, the two animations in the game, the six tile types, and a total of three splash-screens with very little detail to them, you'd think there would be enough space on the cartridge to fit a decent sound-track. Not much, just give me five decent tunes and I'll be happy.
All in all, while I don't think that the game isn't worth playing, it's certainly not worth the $35 asking price, especially not for the thirty-three levels that it's got. If there were maybe a hundred or so levels with more complexity and better variety, then it'd be worth at least twenty bucks. I also doubt that the game is hiding any kind of unlockables behind a score-wall, because I played through the game twice and found nothing other than a mild dislike for the color blue.
There's only one additional mode that I can find, and that's competitive two-player. The map is replicated in green in the lower right and the two players race to see who can complete the game the fastest. It's not much, but it's something. I would have also liked to have seen co-operative two-player where one player controls the X-axis and the other the Y-axis, kinda like Katamari Damacy's multiplayer.
Speaking of which, the controls are a bit touchy. I can't count the amount of times I rolled off the edge because the controls react too quickly when you're trying to roll around tight edges quickly. Thankfully the game doesn't go full-on amateur and keep moving the box when you're holding the d-pad down. The d-pad is the only thing you use to control your block. That's not bad, a limited control-scheme is alright when the game isn't particularly demanding.
By the way, in case you haven't figured it out yet, this is a new NES game. As in a game someone made for the NES in this day and age. I commend the dedication the developers and publisher had to have to put out an actual physical NES game in a box with a manual. The cartridge is pure black, and it's not like the old unlicensed NES carts like the kind you'd see back in the day. This is a legit cart based on the old NES cartridge molds. The ridges, the arrow, everything. It's a three-screw cart, but still. As for build-quality, it has only a bit more give to it than regular NES carts do when I squeeze it, and it's not made of the kind of brittle hard plastic that tends to make up the hilts of dollar-store knives and swords. The one thing I feel the need to mention negatively is that the cartridge bows outwards at the bottom like a bunch of my original licensed NES games do. I would have liked to see them improve a bit on that design-flaw, but it's not like it's a huge breaking point.
The manual that comes with the game is only four pages long, but it is printed in full color, and gives a decent summary of what the game's about and what you need to do. The unfortunate thing is that there are actually six pages in the manual, two of which are blank.If those two had been printed on then a whole piece of paper could have been cut from the manual without losing anything. Plus, the manual's contents aren't exactly well-arranged, and the text is pixelated to hell. I have been informed that Second Dimension is aware of this however, and will be fixing it as soon as possible.
Something that kind of bugs me is that the cartridge itself comes inside a thin plastic bag inside of a cardboard box instead of the thick plastic sleeves that NES games came in back in the day. Plus, the case for Bomb on Basic City tells me that Second Dimension are capable of putting out a game in a plastic box, which would be infinitely preferable to cardboard. Even if they kept it at the same size as the actual NES boxes and just changed the material to something sturdier, it would be a lot better. Then again, this is just my outright distaste for cardboard boxes and slip-covers talking.
The interesting this is that they apparently didn't harvest parts from other games, AO cartridges are made of entirely new material, which is a good thing in my book. Probably costs less in this day and age of people charging extortionate prices for Super Mario Bros./Duck Hunt carts too.
While AO is short, it's pretty satisfying to complete and not what I would call a waste of your time. However, the levels that we got seem like a chunk of a much larger game, akin to that of the shareware versions of Doom, Quake and Wolfenstein. If this was part of a bigger whole, like Portal was to The Orange Box, or something like that, the $35 asking price wouldn't be too much, but as it is I'd much prefer to pay somewhere in the order of $10-$15 dollars for a physical release and somewhere closer to $5 for a digital one. The core problem is that I've played games like this for free on places like Newgrounds and other flash sites for most of my life, and I can't get that price-point of "free" out of my head. With a bit more polish and a bit of interesting context a sequel might be well worth a $30+ price-point.
In the end, I give AO a 5.1*. I feel like the developer can and should do better. Maybe move up to SNES or Genesis for the next game? At the very least you'd have access to better sound hardware.
Thank you for reading my review. If you liked it, please feel free to toss me a few bucks on my Patreon. Anything you can give me helps, even if it's just a dollar.
Game provided for review by Second Dimension. It can be found for purchase at Second-Dimension.com. Cover scanned by me.
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Sunday, August 21, 2016
Sausage Party
Having just seen Sausage Party I'm beginning to wonder if Sony is at all capable of producing, distributing or even being in the vicinity of a movie without it becoming overloaded with references. Indeed, I'm left wondering if Sony is even capable of being involved with a movie without having an out of nowhere musical number in it. I'm almost glad Sony isn't making Spider-Man films anymore, because at this point I wouldn't be at all surprised if The Sinister Six ended with a sing-off between Peter and a glorified boy-band.
I honestly don't know what I was expecting, this is 2016 after all, we're not exactly looking at an Oscar-bait year. There are scant few contenders for Best Picture this year, and Sausage Party is no The Lego Movie. Despite pretensions to something greater, Sausage Party isn't subversive, it isn't satirical, and it isn't nearly as horrifying as The Lego Movie! That's right, an R-rated movie pales in comparison to a PG one in terms of horror and subversive qualities. It's everything that The Lego Movie wasn't. A heartless corporate cash-in without a god-damn soul to speak of.
Let's start from the beginning. Anyone here remember Food Fight? That's basically what this movie is, sans the whole "Brand-X" plot, instead replaced with a wholesale rip-off of Toy Story and The Lego Movie. We've got the mysterious council of know-it-all's from The Lego Movie, the adventure kicked off by a characters stupidity from Toy Story (Except more on the stupid and nothing on the jealousy), and a bunch of typical cinematic bullshit from every movie made in the last thirty years. Remember how I said that Ghostbusters was basically the same as The Angry Birds Movie? Well I seem to have spoken too soon, since this film is literally the same, at least in terms of plot.
Character who finds out about a horrible plot to exploit the good-will of everyone in his society? Check. Suspicions not heeded by the others until it's almost too late? Check. Quest to find an old wise character who might be able to help them? Check. Wise character refuses to help out at first and then capitulates in the end? Check. Characters all come together at the end for a medieval siege and have a party afterwards? Check.
Somehow though, despite having less memes in it, Sausage Party manages to stuff in as many if not more out-of-place references than Ghostbusters and The Angry Birds Movie combined. No, those italics aren't there by accident, I'm almost certain that between background references, character names, licensed music, stupid punny dialogue and scenes ripped-off wholesale from better movies turn the reference-scale up to eleven and bust Vegeta's scouter. We've got "Hungry Eyes" from Dirty Dancing. "I'd Do Anything For Love (But I Won't Do That)" by Meat Loaf sung by an actual meat-loaf. "Wake Me Up before You Go-Go" by Wham! A bell-pepper named Sergeant Pepper. Kareem Abdul Lavash, Sammy Bagel Jr., Teresa del Taco, tons of other stupid things that are a bit too numerous to keep track of mentally, but there's one thing. One specific thing that really sticks out. After drugging and murdering a bunch of humans, the food has an orgy-party at the end of the film, a character that's a walking (or rather rolling) reference to Stephen Hawking named Gum, reveals that while high, he and Fire-Water figured out that they are nothing more than a figment of Seth Rogen's twisted imagination. Gum builds a stargate (His words not mine) to the real-world that the characters use in an attempt to get revenge on Rogen and the others who worked on the film.
No joke, the ending pulls a Leisure Suit Larry 3, and the characters come into the real-world to kill their creators.
I suppose now I should get into a bit more of the specifics of the plot.
Long ago, food was terrified of being picked to be purchased. So, Fire-Water and Twink, two of the immortal non-perishables wrote a song to placate their terror. Later, an agnostic hot-dog named Frank (Seth Rogen) questions if there really is anything beyond the doors of the market. He runs into a jar of returned honey-mustard who says that beyond the doors is terror. Frank tries to keep the jar from committing suicide, but a big old crash happens and a bunch of products are tossed around the store. Some are destroyed, others are merely lost. Frank goes on his quest to find out what the hell's going on and makes it to the grilling section where he sees a paradoxical cookbook. One that is clearly meant to be illustrations as opposed to actual pictures, but it shows the food screaming out in agony as it's eaten.
This brings me to a plot-hole. Condoms, gum, disposable douches, bags of chips, paper towel rolls, those are all sentient. How are the knives, the grill, the shelves, etc not sentient too? We see various sentient things with metal and plastic as parts of their bodies, but no sentient utensils.
Also, some bags of chips are inanimate full of sentient chips, some are sentient full of inanimate chips.
That's before you get into the logistics of sentient jars, bottles and food in the first place. While Seth Rogen says that sentient food is a naturally horrific thought, the movie can't sell that concept because humans have to literally be high to find this out. There's a reason Sid worked as an antagonist in Toy Story. He was sadistic, he liked blowing things up, he liked tearing toys apart and sticking the parts together at random. The reason this works, the reason that this can get to the audience is because we all played with toys. We could see characters in them, we could see them as people and we all knew how much it hurt when a toy broke. That in turn fed into the idea of Toy Story as a movie, because we could all imagine our toys going on adventures. I don't know about you, but I could never see food as anything but. It's interchangeable, and above all consumable. Sure I remember flavors, textures, and scents, but that's it. I suppose that's my problem with the film, I can't buy into the core conceit because I'm clearly not operating on the same wavelength as the film-makers were. Did Seth Rogen get high and watch a bunch of Aqua Teen Hunger Force and Toy Story before writing this? Did the director? Did everyone?
Anyways, the food kills a bunch of people and a food orgy happens. Literally not kidding, they dose a bunch of people with bath salts (The drug not the stuff you put in the bath) so that they can see the food and literally blow a bunch of people up, bludgeon others, and so forth. I have a feeling this particular market is going to be visited by either The Men In Black or The Doctor soon, because this is some bullshit.
I could go into how the logistics of a food-orgy are total bullshit, how the female lead Brenda randomly breaks into song, or wonder how a taco shell can be attracted to a hot-dog bun when to the best of my knowledge there's very little crossover between those two foods in terms of cuisine. It would have made more sense if there was an unorthodox but still somewhat reasonable pairing, but that's further into it than I should go.
No, I'm going to mention a few things here before I wrap up the review that don't require investing much more time into this film so I can get back to playing SMTIV and Senran Kagura 2.
First off, Frank is referred to as a sausage despite very obviously being a hot-dog. Hot-dogs are sausages granted, but nobody calls them that.
Second is the fact that any and all pretense is thrown out of this film in the first three minutes of the film. Not even kidding. The opening musical number tosses every bit of subtlety and subtext off Mount Everest and then proceeds to explain every single innuendo that the film has. Not that the film would have had much subtlety anyways, the innuendos are some of the most inept I've seen in my freaking life. Not to mention that a bunch of them that weren't explained in the opening musical number are laid straight the hell out for the viewers in the second one.
Third, this film is absolutely filled with stereotypes. Some are the funny kind, like you'd find in Axis Powers Hetalia, others are just cringe-worthy. They trot out the same old tired agnostic, atheist and religious stereotypes that you can possibly find, put them together and then don't bother coming to any kind of actual conclusion despite one character actually being in the right. Opting instead for the most limp-wristed, non-committal resolution one could possibly imagine.
All in all, this was a bad fucking movie. I sincerely wish I hadn't watched a second of it, because despite the rather funny moments, there's nothing in this film that can grab me and make me all that interested. If it wasn't for the fact that they were shooting for an R-rating this film would be your run-of-the-mill kids trash pumped out by studios that aren't Pixar or Disney. To go back to something I said at the beginning of the review, I'm not sure what I expected out of this film exactly, but generally speaking? I wanted a bit more impact. Something more revolutionary and monumental. This is the first R-rated CGI film ever made, and as far as I can tell that's the only thing this film manages to do that's unique. I wish I could say this is a less embarrassing movie than Ghostbusters, but it's up there. Especially with some of the things Kristin Wiig's character has to say.
One more thing. Edward Norton? Be in better movies. You were Bruce Banner, you were the protagonist of Fight Club, you were nominated for three academy awards god-dammit! Go over to DC, try out for The Riddler, Deathstroke, Two-Face, anyone! Just do something other than any more of these movies!
In the end, I give Sausage Party a 1.2* I'll see you next week.
If you like my content, please consider donating to my Patreon, even if you can only donate a dollar, every little bit helps.
Image from Impawards.com
I honestly don't know what I was expecting, this is 2016 after all, we're not exactly looking at an Oscar-bait year. There are scant few contenders for Best Picture this year, and Sausage Party is no The Lego Movie. Despite pretensions to something greater, Sausage Party isn't subversive, it isn't satirical, and it isn't nearly as horrifying as The Lego Movie! That's right, an R-rated movie pales in comparison to a PG one in terms of horror and subversive qualities. It's everything that The Lego Movie wasn't. A heartless corporate cash-in without a god-damn soul to speak of.
Let's start from the beginning. Anyone here remember Food Fight? That's basically what this movie is, sans the whole "Brand-X" plot, instead replaced with a wholesale rip-off of Toy Story and The Lego Movie. We've got the mysterious council of know-it-all's from The Lego Movie, the adventure kicked off by a characters stupidity from Toy Story (Except more on the stupid and nothing on the jealousy), and a bunch of typical cinematic bullshit from every movie made in the last thirty years. Remember how I said that Ghostbusters was basically the same as The Angry Birds Movie? Well I seem to have spoken too soon, since this film is literally the same, at least in terms of plot.
Character who finds out about a horrible plot to exploit the good-will of everyone in his society? Check. Suspicions not heeded by the others until it's almost too late? Check. Quest to find an old wise character who might be able to help them? Check. Wise character refuses to help out at first and then capitulates in the end? Check. Characters all come together at the end for a medieval siege and have a party afterwards? Check.
Somehow though, despite having less memes in it, Sausage Party manages to stuff in as many if not more out-of-place references than Ghostbusters and The Angry Birds Movie combined. No, those italics aren't there by accident, I'm almost certain that between background references, character names, licensed music, stupid punny dialogue and scenes ripped-off wholesale from better movies turn the reference-scale up to eleven and bust Vegeta's scouter. We've got "Hungry Eyes" from Dirty Dancing. "I'd Do Anything For Love (But I Won't Do That)" by Meat Loaf sung by an actual meat-loaf. "Wake Me Up before You Go-Go" by Wham! A bell-pepper named Sergeant Pepper. Kareem Abdul Lavash, Sammy Bagel Jr., Teresa del Taco, tons of other stupid things that are a bit too numerous to keep track of mentally, but there's one thing. One specific thing that really sticks out. After drugging and murdering a bunch of humans, the food has an orgy-party at the end of the film, a character that's a walking (or rather rolling) reference to Stephen Hawking named Gum, reveals that while high, he and Fire-Water figured out that they are nothing more than a figment of Seth Rogen's twisted imagination. Gum builds a stargate (His words not mine) to the real-world that the characters use in an attempt to get revenge on Rogen and the others who worked on the film.
No joke, the ending pulls a Leisure Suit Larry 3, and the characters come into the real-world to kill their creators.
I suppose now I should get into a bit more of the specifics of the plot.
Long ago, food was terrified of being picked to be purchased. So, Fire-Water and Twink, two of the immortal non-perishables wrote a song to placate their terror. Later, an agnostic hot-dog named Frank (Seth Rogen) questions if there really is anything beyond the doors of the market. He runs into a jar of returned honey-mustard who says that beyond the doors is terror. Frank tries to keep the jar from committing suicide, but a big old crash happens and a bunch of products are tossed around the store. Some are destroyed, others are merely lost. Frank goes on his quest to find out what the hell's going on and makes it to the grilling section where he sees a paradoxical cookbook. One that is clearly meant to be illustrations as opposed to actual pictures, but it shows the food screaming out in agony as it's eaten.
This brings me to a plot-hole. Condoms, gum, disposable douches, bags of chips, paper towel rolls, those are all sentient. How are the knives, the grill, the shelves, etc not sentient too? We see various sentient things with metal and plastic as parts of their bodies, but no sentient utensils.
Also, some bags of chips are inanimate full of sentient chips, some are sentient full of inanimate chips.
That's before you get into the logistics of sentient jars, bottles and food in the first place. While Seth Rogen says that sentient food is a naturally horrific thought, the movie can't sell that concept because humans have to literally be high to find this out. There's a reason Sid worked as an antagonist in Toy Story. He was sadistic, he liked blowing things up, he liked tearing toys apart and sticking the parts together at random. The reason this works, the reason that this can get to the audience is because we all played with toys. We could see characters in them, we could see them as people and we all knew how much it hurt when a toy broke. That in turn fed into the idea of Toy Story as a movie, because we could all imagine our toys going on adventures. I don't know about you, but I could never see food as anything but. It's interchangeable, and above all consumable. Sure I remember flavors, textures, and scents, but that's it. I suppose that's my problem with the film, I can't buy into the core conceit because I'm clearly not operating on the same wavelength as the film-makers were. Did Seth Rogen get high and watch a bunch of Aqua Teen Hunger Force and Toy Story before writing this? Did the director? Did everyone?
Anyways, the food kills a bunch of people and a food orgy happens. Literally not kidding, they dose a bunch of people with bath salts (The drug not the stuff you put in the bath) so that they can see the food and literally blow a bunch of people up, bludgeon others, and so forth. I have a feeling this particular market is going to be visited by either The Men In Black or The Doctor soon, because this is some bullshit.
I could go into how the logistics of a food-orgy are total bullshit, how the female lead Brenda randomly breaks into song, or wonder how a taco shell can be attracted to a hot-dog bun when to the best of my knowledge there's very little crossover between those two foods in terms of cuisine. It would have made more sense if there was an unorthodox but still somewhat reasonable pairing, but that's further into it than I should go.
No, I'm going to mention a few things here before I wrap up the review that don't require investing much more time into this film so I can get back to playing SMTIV and Senran Kagura 2.
First off, Frank is referred to as a sausage despite very obviously being a hot-dog. Hot-dogs are sausages granted, but nobody calls them that.
Second is the fact that any and all pretense is thrown out of this film in the first three minutes of the film. Not even kidding. The opening musical number tosses every bit of subtlety and subtext off Mount Everest and then proceeds to explain every single innuendo that the film has. Not that the film would have had much subtlety anyways, the innuendos are some of the most inept I've seen in my freaking life. Not to mention that a bunch of them that weren't explained in the opening musical number are laid straight the hell out for the viewers in the second one.
Third, this film is absolutely filled with stereotypes. Some are the funny kind, like you'd find in Axis Powers Hetalia, others are just cringe-worthy. They trot out the same old tired agnostic, atheist and religious stereotypes that you can possibly find, put them together and then don't bother coming to any kind of actual conclusion despite one character actually being in the right. Opting instead for the most limp-wristed, non-committal resolution one could possibly imagine.
All in all, this was a bad fucking movie. I sincerely wish I hadn't watched a second of it, because despite the rather funny moments, there's nothing in this film that can grab me and make me all that interested. If it wasn't for the fact that they were shooting for an R-rating this film would be your run-of-the-mill kids trash pumped out by studios that aren't Pixar or Disney. To go back to something I said at the beginning of the review, I'm not sure what I expected out of this film exactly, but generally speaking? I wanted a bit more impact. Something more revolutionary and monumental. This is the first R-rated CGI film ever made, and as far as I can tell that's the only thing this film manages to do that's unique. I wish I could say this is a less embarrassing movie than Ghostbusters, but it's up there. Especially with some of the things Kristin Wiig's character has to say.
One more thing. Edward Norton? Be in better movies. You were Bruce Banner, you were the protagonist of Fight Club, you were nominated for three academy awards god-dammit! Go over to DC, try out for The Riddler, Deathstroke, Two-Face, anyone! Just do something other than any more of these movies!
In the end, I give Sausage Party a 1.2* I'll see you next week.
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Image from Impawards.com
Sunday, August 14, 2016
Suicide Squad
After seeing basically the perfect Suicide Squad in Arrow I wasn't entirely sure what to expect out of the DCEU version. We got the cool villains, some cool operations for them to flex their skills with, and some decent characterization to boot. I've never gone from loathing to loving a character the way I did Michael Rowe's Floyd Lawton. A suicidal depressive veteran turned hitman who would rather die a hero than live on as a villain if that meant his family could be taken care of. Will Smith is a damn fine actor, but once you've seen Rowe in action it's hard to imagine anyone else in the role. It's like Stephen Amell as Oliver Queen, Andrew Garfield as Spider-Man, or Henry Cavill as Superman. It's hard to recreate perfection.
Fortunately, there weren't that many re-casts between the television universe and the movies. In fact, the only other one that had a major role in this movie was Amanda Waller.
It's rather odd to see the Suicide Squad get a movie before the Justice League, but as far as the narrative goes it works fine. The DCEU seems to be going for a very natural story progression, a natural escalation of the stakes. From Man of Steel to BvS to Suicide Squad, I can clearly see the decisions that lead up to every action and reaction in each succeeding film.
Spoilers inbound as usual, for Man of Steel, BvS and Suicide Squad alike, but if you're on the fence about watching this movie, do yourself a favor and watch it now, because you need to experience this film.
After the death of Superman, the United States government is looking into creating a team of superhumans that can combat a threat akin to that of General Zod, or Doomsday. At the very least they want something that can combat a group of supervillains. Amanda Waller (Viola Davis) pitches the idea of a team of supervillains, the best of the criminal underworld, people that they can control with force, people who can be disposed of without raising the eyebrows of the public if they go rogue. There's Deadshot (Will Smith), who was taken in by Batman (Ben Affleck). Captain Boomerang, an Australian bank-robber (Jai Courtney in one of the best roles of his career) who was taken in by The Flash (Ezra Miller). El Diablo, a pyromancer who turned himself in. Killer Croc, a dude who looks like a croc who lived in the Gotham sewers until he was driven out by Batman and captured by Waller's people. Slipknot (Adam Beach), who is the guy you call if you need to climb, rappel, or otherwise need to use ropes and grappling technology to their most effective in your criminal activities. Harley Quinn, (Margot Robbie) the Arkham Asylum psychiatrist assigned to The Joker (Jared Leto) after his capture by Batman and the Gotham City Police Department subsequent to The Clown Prince of Crime's murder of Bruce Wayne's second adopted son, Jason Todd. Or possibly subsequent to his capture in The Dark Knight, depending on how Ben Affleck's Batman movie goes down. Over time she fell in love with The Joker and wound up assisting him in escaping from custody and returning to his place as the king of crime in Gotham City, with Harley as his queen until Batman caught up with them and captured Harley. For those of you wondering, the vast majority of this films takes place after BvS. The captures of Deadshot and Harley for one thing definitely do. However, a good amount of the flashbacks could easily take place beforehand, depends on what you personally think I suppose.
Then there's Dr. June Moon (Cara Delevingne), an archaeologist who is possessed by The Enchantress, an Aztec spirit who can take command of her body and basically do whatever. Enchantress is basically the thing that seals the deal as far as Task Force X is concerned. She delivers classified documents from enemy nations to the committee deliberating on whether to approve the formation of the team.
Finally, there's the leader of the team, the greatest special-ops soldier the US military has produced, Colonel Rick Flag (Joel Kinnaman) one of two people who don't fall under the "suicide" purview of the titular Suicide Squad. He was assigned to Moon in the hopes that they would get romantically entangled and it worked. This lets Waller rope Flag into any stupid plan she wants him to be involved in as long as she's got June to manipulate him with.
For as powerful and useful as The Enchantress is, she's unreliable as all hell when she wants to be. She'll plant a bomb, but not activate it. She'll teleport to nowhere and then come back, freaking out June and Rick alike. She'll give Rick a vision of June dying in his arms for absolutely no reason, and then piss off to resurrect her brother, Incubus so she can attempt to take over the world and gain revenge for being sealed away after being worshiped as a god. This leads to her going completely rogue and laying siege to Midway City. Waller then activates Task Force X to extract high-profile subjects from Midway, but the actual team are told they're dealing with human terrorists. They are injected with explosives to blow their heads off if they go rogue, and gear up to fly out to the city. On the way out, they're joined by the only other member of the squad who is here voluntarily, Katana (Karen Fukahara) who serves as Flag's bodyguard.
As they're leaving, The Joker continues his investigation into Harley's whereabouts, eventually blackmailing one of the people who works for Waller into telling him where she was being held. There, he finds out about the explosives planted inside the Suicide Squad and steals what they need to defuse them, and sets out to rescue Harley.
On the approach to the LZ, Task Force X's chopper is shot down, and they have to approach on-foot. Boomerang tricks Slipknot into trying to escape to see if the explosives are for real, and sure enough they are, because Slipknot's head is blown off like he took a fifty millimeter bullet to the head. Thus was born a million stupid Slipknot memorial memes.
What follows are some absolutely incredible action-scenes and some great interactions between the cast. Enchantress's minions attack the team, but they fight them off, and make their way to the safe-house where their extraction target is revealed to be Waller herself, who is in the process of wiping servers, destroying documents, and capping her henchmen in the head.
One chopper evacs Waller, but the other has been hi-jacked by The Joker and his gang, who suppress the Suicide Squad enough to deactivate the bomb in Harley's neck. Harley escapes, but the chopper gets shot down, and The Joker pushes her out of the falling helicopter onto a rooftop below, and the chopper explodes, presumably killing The Joker and his men.
Meanwhile, Waller's chopper gets shot down, and The Enchantress's minions capture her. Deadshot finds Waller's files on superhumans and finds out why Enchantress's people have been going after Flag specifically, because she inhabits his girlfriend and Enchantress is scared of him. Because she's super powerful, is gathering an army of monsters to her side and they'll be killed whether or not they follow Flags orders, they decide to chill in a bar in their last moments of life. Eventually, Flag sits down for a drink with them, and lays all of his cards on the table. He deactivates his detonator that controls the explosives in the teams necks and tells them they're free to go as he sets off to rescue June on his own. This tugs at the heart of the family man inside of Deadshot, who decides to accompany Flag on the mission. Harley joins them, and Killer Croc goads the others into coming along.
They figure out where The Enchantress put the bomb she misplaced earlier in the week, and decide to force Incubus over top of it and kill him so that they can cut Enchantress's heart out and force her to vacate June's body. However, Enchantress feeds the Suicide Squad pictures of their ideal lives, but El Diablo manages to break out of it, and this helps everyone else break free as well.
Killer Croc leads the group of Navy Seals that accompanied Flag down into the sewers to detonate the bomb, while the rest of the team tries to get Waller and June free.
El Diablo goes one-on-one with Incubus, and eventually kills him at the cost of his own life. Enchantress gives them a chance to join her again, and it seems like Harley is going to join in exchange for Enchantress resurrecting The Joker, but she uses Katana's sword to cut out Enchantress's heart, and Deadshot uses Harley's Colt Python to blast the sorceress in the head. June breaks out of the shell of The Enchantress's dead body, everyone gets a decade off their sentences, and some reward. Deadshot gets time with his daughter, Killer Croc gets cable TV, Harley gets an espresso machine, Boomerang gets locked up even tighter because he didn't ask for anything doable, and June gets discharged because she's no longer possessed by The Enchantress.
While Harley is enjoying her coffee, a SWAT team breaks into Belle Reve and uses a K-12 to bust into Harley's cage. The leader takes off his mask, and reveals himself to be, of all people, The Joker!
Due to the fact that Waller made some monumentally stupid decisions, she goes to Bruce Wayne for protection. In exchange, she gives him the governments files on superhumans, setting up for the Justice League film.
All in all, this was a damn good movie. I've seen films that try to do the same thing Suicide Squad does and fail. The Expendables is probably the worst example of an ensemble action film in existence, not counting the sequels obviously. Suicide Squad proves that you only need another twenty minutes to your run-time, better characters, better sub-plots, a better main plot and better effects to really make that work. It's not an impossible feat, you just need to have a decent studio behind the movie, rather than one that routinely produces sub-standard direct-to-video action vehicles.
As far as characters go, we've got a brilliant line-up for the most part. Everyone gives a pretty good performance at the very least, so I won't bother name-checking every individual member. However, there are a few specific instances I would like to bring up. First off, I'd like to congratulate Jai Courtney for finally finding a good movie to be in. A Good Day to Die Hard was a movie that didn't really need to exist, and Jai Courtney didn't particularly sell himself as Jack McClane anyways. On the other hand, from the moment he spoke a single word in this film I bought him as the bogan-y bank-robber.
I could tell from the production stills and the handful of trailer clips I couldn't avoid that Margot Robbie was going to be a good Harley Quinn, and she didn't disappoint. She's not quite Tara Strong, but hardly anyone is.
This brings us to Will Smith as Deadshot, possibly the biggest issue with this film. I love Will Smith as an actor and a comedian alike, but his portrayal shifts back and forth between a pitch-perfect version of Deadshot and Agent J from Men In Black. This might be a product of the re-shoots DC ordered, but there's no way to tell until the film comes out on home media later in the year so we can take a look at all of the deleted and alternate scenes. If they decide to put all the cut footage onto the home release. I'm erring more on the side of studio-mandated re-shoots, considering the fact that a good number of Joker scenes appear to have been left on the cutting-room floor, not to mention the sheer amount of plot-sensitive content they cut out of Batman V Superman.
This brings me to The Joker himself, Jared Leto. I'll admit, I was apprehensive when I first saw Leto as The Joker. The tattoos and crowns were off-putting to say the least, but when Leto started performing, I was blown away. I didn't think anyone could pull off a combination of the Nicholson, Hamill and Ledger Jokers, but Leto and Ayer managed it. I wouldn't go as far as to say that he's better than Ledger, we'll have to wait for Ben Affleck's Batman movie to determine that, but he's up to par, certainly.
I like the chemistry Leto and Robbie have in this film. It's a twisted sort of chemistry, but it's still a good romantic chemistry. As opposed to some previous incarnations of their relationship, it seems to be a bit less exploitative on the part of The Joker and more of a mutual attraction. The two of them seem to genuinely care for each other, considering the lengths that The Joker goes to to rescue Harley, and even puts her safety above that of his own. It's sweet in an incredibly demented sort of way. Granted, he's still the freaking Joker, and given an assault-rifle with one magazine, an approaching zombie horde and The Joker as my only partner, I'd empty my rifle into his head and neck, steal everything he's got on him and bludgeon my way out of the horde with the rifle, because an empty gun is less likely to kill you than the freaking Joker.
I'm interested to see more out of the characters this film has introduced, and I'm also interested in seeing where the DCEU goes from here. Justice League, Suicide Squad 2, Teen Titans, wherever it goes from here I'm on-board. I want to see more of this.
Finally we come to the soundtrack. From the licensed tracks to the original score, we're looking at a brilliant selection of tracks. Out of the two films with "Paranoid" by Black Sabbath featured in them, Suicide Squad is the better film, but that's not saying much.
The one slightly off selection I can find is the placement of "Without Me" by Eminem while the Suicide Squad are gearing up. It would have fit into the film better if it played during the credits after the return of The Joker. However, there's less artistic bankruptcy to this licensed soundtrack than there are to most. I would prefer a mostly original soundtrack, but some things you just can't evoke without a specific song from a specific artist, and some scenes just scream awesome with their associated tracks. "Dirty Deeds Done Dirt Cheap" by AC/DC is used to great effect during The Flash's encounter with Captain Boomerang.
However, the actual soundtrack album that was released is absolutely insane. In the film and trailers Queen's original version of "Bohemian Rhapsody" plays, but the Panic! At The Disco version is the one included on the album.
Then there's the fact that more than half of the tracks from the movie weren't included on the soundtrack album. This is somewhat absurd to me, but considering you can basically get those tracks on any number of other albums, it's not as egregious as certain films which don't include original compositions on their soundtrack album, like Top Gun. Worse, some don't have soundtrack albums at all, like Highlander.
Before we wrap up the review, I'd like to make one final note. This has been a terrible year for trailers. BvS had way too much being shown in the trailers, Ghostbusters had monumentally horrible trailers and TV spots across the board, and this film had way too many deleted-scenes shown in the trailers. That's something that I've always wondered about, why would they think that's a good idea? That's a tacit admission that the director wasn't involved with the marketing, and that's a horrible decision. There are some scenes that shouldn't be shown outside of the theater, and marketing shouldn't be allowed to spoil that for any reason. Then there are some scenes that were never meant to be shown at all that somehow wind up in the trailers. This is why I don't watch trailers anymore, they're ludicrous and absolutely superflouous. They're almost never representative of the final product, and typically wind up being deceptive. Bad movies tend to get good trailers and good movies tend to get bad ones. The art of trailer construction appears to have been lost to the ages, because the only good trailer I've seen in the last several years was for The Force Awakens. The Civil War trailers either got worse, spoiled more or both with every subsequent piece of additional footage after starting out with fairly strong trailers.
I might have to write a full article on the art of the trailer. Hell, I might even wind up ranking best and worst trailers this year. However, the quality of the trailers do not impact the rating of the movie.
In the end, I give Suicide Squad a 9.3*. I'll see you next week with either Senran Kagura 2: Deep Crimson or Sausage Party.
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Image from Impawards.com
Fortunately, there weren't that many re-casts between the television universe and the movies. In fact, the only other one that had a major role in this movie was Amanda Waller.
It's rather odd to see the Suicide Squad get a movie before the Justice League, but as far as the narrative goes it works fine. The DCEU seems to be going for a very natural story progression, a natural escalation of the stakes. From Man of Steel to BvS to Suicide Squad, I can clearly see the decisions that lead up to every action and reaction in each succeeding film.
Spoilers inbound as usual, for Man of Steel, BvS and Suicide Squad alike, but if you're on the fence about watching this movie, do yourself a favor and watch it now, because you need to experience this film.
After the death of Superman, the United States government is looking into creating a team of superhumans that can combat a threat akin to that of General Zod, or Doomsday. At the very least they want something that can combat a group of supervillains. Amanda Waller (Viola Davis) pitches the idea of a team of supervillains, the best of the criminal underworld, people that they can control with force, people who can be disposed of without raising the eyebrows of the public if they go rogue. There's Deadshot (Will Smith), who was taken in by Batman (Ben Affleck). Captain Boomerang, an Australian bank-robber (Jai Courtney in one of the best roles of his career) who was taken in by The Flash (Ezra Miller). El Diablo, a pyromancer who turned himself in. Killer Croc, a dude who looks like a croc who lived in the Gotham sewers until he was driven out by Batman and captured by Waller's people. Slipknot (Adam Beach), who is the guy you call if you need to climb, rappel, or otherwise need to use ropes and grappling technology to their most effective in your criminal activities. Harley Quinn, (Margot Robbie) the Arkham Asylum psychiatrist assigned to The Joker (Jared Leto) after his capture by Batman and the Gotham City Police Department subsequent to The Clown Prince of Crime's murder of Bruce Wayne's second adopted son, Jason Todd. Or possibly subsequent to his capture in The Dark Knight, depending on how Ben Affleck's Batman movie goes down. Over time she fell in love with The Joker and wound up assisting him in escaping from custody and returning to his place as the king of crime in Gotham City, with Harley as his queen until Batman caught up with them and captured Harley. For those of you wondering, the vast majority of this films takes place after BvS. The captures of Deadshot and Harley for one thing definitely do. However, a good amount of the flashbacks could easily take place beforehand, depends on what you personally think I suppose.
Then there's Dr. June Moon (Cara Delevingne), an archaeologist who is possessed by The Enchantress, an Aztec spirit who can take command of her body and basically do whatever. Enchantress is basically the thing that seals the deal as far as Task Force X is concerned. She delivers classified documents from enemy nations to the committee deliberating on whether to approve the formation of the team.
Finally, there's the leader of the team, the greatest special-ops soldier the US military has produced, Colonel Rick Flag (Joel Kinnaman) one of two people who don't fall under the "suicide" purview of the titular Suicide Squad. He was assigned to Moon in the hopes that they would get romantically entangled and it worked. This lets Waller rope Flag into any stupid plan she wants him to be involved in as long as she's got June to manipulate him with.
For as powerful and useful as The Enchantress is, she's unreliable as all hell when she wants to be. She'll plant a bomb, but not activate it. She'll teleport to nowhere and then come back, freaking out June and Rick alike. She'll give Rick a vision of June dying in his arms for absolutely no reason, and then piss off to resurrect her brother, Incubus so she can attempt to take over the world and gain revenge for being sealed away after being worshiped as a god. This leads to her going completely rogue and laying siege to Midway City. Waller then activates Task Force X to extract high-profile subjects from Midway, but the actual team are told they're dealing with human terrorists. They are injected with explosives to blow their heads off if they go rogue, and gear up to fly out to the city. On the way out, they're joined by the only other member of the squad who is here voluntarily, Katana (Karen Fukahara) who serves as Flag's bodyguard.
As they're leaving, The Joker continues his investigation into Harley's whereabouts, eventually blackmailing one of the people who works for Waller into telling him where she was being held. There, he finds out about the explosives planted inside the Suicide Squad and steals what they need to defuse them, and sets out to rescue Harley.
On the approach to the LZ, Task Force X's chopper is shot down, and they have to approach on-foot. Boomerang tricks Slipknot into trying to escape to see if the explosives are for real, and sure enough they are, because Slipknot's head is blown off like he took a fifty millimeter bullet to the head. Thus was born a million stupid Slipknot memorial memes.
What follows are some absolutely incredible action-scenes and some great interactions between the cast. Enchantress's minions attack the team, but they fight them off, and make their way to the safe-house where their extraction target is revealed to be Waller herself, who is in the process of wiping servers, destroying documents, and capping her henchmen in the head.
One chopper evacs Waller, but the other has been hi-jacked by The Joker and his gang, who suppress the Suicide Squad enough to deactivate the bomb in Harley's neck. Harley escapes, but the chopper gets shot down, and The Joker pushes her out of the falling helicopter onto a rooftop below, and the chopper explodes, presumably killing The Joker and his men.
Meanwhile, Waller's chopper gets shot down, and The Enchantress's minions capture her. Deadshot finds Waller's files on superhumans and finds out why Enchantress's people have been going after Flag specifically, because she inhabits his girlfriend and Enchantress is scared of him. Because she's super powerful, is gathering an army of monsters to her side and they'll be killed whether or not they follow Flags orders, they decide to chill in a bar in their last moments of life. Eventually, Flag sits down for a drink with them, and lays all of his cards on the table. He deactivates his detonator that controls the explosives in the teams necks and tells them they're free to go as he sets off to rescue June on his own. This tugs at the heart of the family man inside of Deadshot, who decides to accompany Flag on the mission. Harley joins them, and Killer Croc goads the others into coming along.
They figure out where The Enchantress put the bomb she misplaced earlier in the week, and decide to force Incubus over top of it and kill him so that they can cut Enchantress's heart out and force her to vacate June's body. However, Enchantress feeds the Suicide Squad pictures of their ideal lives, but El Diablo manages to break out of it, and this helps everyone else break free as well.
Killer Croc leads the group of Navy Seals that accompanied Flag down into the sewers to detonate the bomb, while the rest of the team tries to get Waller and June free.
El Diablo goes one-on-one with Incubus, and eventually kills him at the cost of his own life. Enchantress gives them a chance to join her again, and it seems like Harley is going to join in exchange for Enchantress resurrecting The Joker, but she uses Katana's sword to cut out Enchantress's heart, and Deadshot uses Harley's Colt Python to blast the sorceress in the head. June breaks out of the shell of The Enchantress's dead body, everyone gets a decade off their sentences, and some reward. Deadshot gets time with his daughter, Killer Croc gets cable TV, Harley gets an espresso machine, Boomerang gets locked up even tighter because he didn't ask for anything doable, and June gets discharged because she's no longer possessed by The Enchantress.
While Harley is enjoying her coffee, a SWAT team breaks into Belle Reve and uses a K-12 to bust into Harley's cage. The leader takes off his mask, and reveals himself to be, of all people, The Joker!
Due to the fact that Waller made some monumentally stupid decisions, she goes to Bruce Wayne for protection. In exchange, she gives him the governments files on superhumans, setting up for the Justice League film.
All in all, this was a damn good movie. I've seen films that try to do the same thing Suicide Squad does and fail. The Expendables is probably the worst example of an ensemble action film in existence, not counting the sequels obviously. Suicide Squad proves that you only need another twenty minutes to your run-time, better characters, better sub-plots, a better main plot and better effects to really make that work. It's not an impossible feat, you just need to have a decent studio behind the movie, rather than one that routinely produces sub-standard direct-to-video action vehicles.
As far as characters go, we've got a brilliant line-up for the most part. Everyone gives a pretty good performance at the very least, so I won't bother name-checking every individual member. However, there are a few specific instances I would like to bring up. First off, I'd like to congratulate Jai Courtney for finally finding a good movie to be in. A Good Day to Die Hard was a movie that didn't really need to exist, and Jai Courtney didn't particularly sell himself as Jack McClane anyways. On the other hand, from the moment he spoke a single word in this film I bought him as the bogan-y bank-robber.
I could tell from the production stills and the handful of trailer clips I couldn't avoid that Margot Robbie was going to be a good Harley Quinn, and she didn't disappoint. She's not quite Tara Strong, but hardly anyone is.
This brings us to Will Smith as Deadshot, possibly the biggest issue with this film. I love Will Smith as an actor and a comedian alike, but his portrayal shifts back and forth between a pitch-perfect version of Deadshot and Agent J from Men In Black. This might be a product of the re-shoots DC ordered, but there's no way to tell until the film comes out on home media later in the year so we can take a look at all of the deleted and alternate scenes. If they decide to put all the cut footage onto the home release. I'm erring more on the side of studio-mandated re-shoots, considering the fact that a good number of Joker scenes appear to have been left on the cutting-room floor, not to mention the sheer amount of plot-sensitive content they cut out of Batman V Superman.
This brings me to The Joker himself, Jared Leto. I'll admit, I was apprehensive when I first saw Leto as The Joker. The tattoos and crowns were off-putting to say the least, but when Leto started performing, I was blown away. I didn't think anyone could pull off a combination of the Nicholson, Hamill and Ledger Jokers, but Leto and Ayer managed it. I wouldn't go as far as to say that he's better than Ledger, we'll have to wait for Ben Affleck's Batman movie to determine that, but he's up to par, certainly.
I like the chemistry Leto and Robbie have in this film. It's a twisted sort of chemistry, but it's still a good romantic chemistry. As opposed to some previous incarnations of their relationship, it seems to be a bit less exploitative on the part of The Joker and more of a mutual attraction. The two of them seem to genuinely care for each other, considering the lengths that The Joker goes to to rescue Harley, and even puts her safety above that of his own. It's sweet in an incredibly demented sort of way. Granted, he's still the freaking Joker, and given an assault-rifle with one magazine, an approaching zombie horde and The Joker as my only partner, I'd empty my rifle into his head and neck, steal everything he's got on him and bludgeon my way out of the horde with the rifle, because an empty gun is less likely to kill you than the freaking Joker.
I'm interested to see more out of the characters this film has introduced, and I'm also interested in seeing where the DCEU goes from here. Justice League, Suicide Squad 2, Teen Titans, wherever it goes from here I'm on-board. I want to see more of this.
Finally we come to the soundtrack. From the licensed tracks to the original score, we're looking at a brilliant selection of tracks. Out of the two films with "Paranoid" by Black Sabbath featured in them, Suicide Squad is the better film, but that's not saying much.
The one slightly off selection I can find is the placement of "Without Me" by Eminem while the Suicide Squad are gearing up. It would have fit into the film better if it played during the credits after the return of The Joker. However, there's less artistic bankruptcy to this licensed soundtrack than there are to most. I would prefer a mostly original soundtrack, but some things you just can't evoke without a specific song from a specific artist, and some scenes just scream awesome with their associated tracks. "Dirty Deeds Done Dirt Cheap" by AC/DC is used to great effect during The Flash's encounter with Captain Boomerang.
However, the actual soundtrack album that was released is absolutely insane. In the film and trailers Queen's original version of "Bohemian Rhapsody" plays, but the Panic! At The Disco version is the one included on the album.
Then there's the fact that more than half of the tracks from the movie weren't included on the soundtrack album. This is somewhat absurd to me, but considering you can basically get those tracks on any number of other albums, it's not as egregious as certain films which don't include original compositions on their soundtrack album, like Top Gun. Worse, some don't have soundtrack albums at all, like Highlander.
Before we wrap up the review, I'd like to make one final note. This has been a terrible year for trailers. BvS had way too much being shown in the trailers, Ghostbusters had monumentally horrible trailers and TV spots across the board, and this film had way too many deleted-scenes shown in the trailers. That's something that I've always wondered about, why would they think that's a good idea? That's a tacit admission that the director wasn't involved with the marketing, and that's a horrible decision. There are some scenes that shouldn't be shown outside of the theater, and marketing shouldn't be allowed to spoil that for any reason. Then there are some scenes that were never meant to be shown at all that somehow wind up in the trailers. This is why I don't watch trailers anymore, they're ludicrous and absolutely superflouous. They're almost never representative of the final product, and typically wind up being deceptive. Bad movies tend to get good trailers and good movies tend to get bad ones. The art of trailer construction appears to have been lost to the ages, because the only good trailer I've seen in the last several years was for The Force Awakens. The Civil War trailers either got worse, spoiled more or both with every subsequent piece of additional footage after starting out with fairly strong trailers.
I might have to write a full article on the art of the trailer. Hell, I might even wind up ranking best and worst trailers this year. However, the quality of the trailers do not impact the rating of the movie.
In the end, I give Suicide Squad a 9.3*. I'll see you next week with either Senran Kagura 2: Deep Crimson or Sausage Party.
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Image from Impawards.com
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Sunday, August 7, 2016
Attack The Block
Every now and again, one way or another, some cult-film crosses my path somehow. Either by total accident, or because I just couldn't ignore it any longer. This time, Netflix was out and the PSN wouldn't connect to download the Amazon Prime app while the free trial is valid, so we wound up browsing through YouTube looking for something to watch. Eventually, we stumbled upon this film somehow, and I recommended that we keep watching because it has John Boyega in it. I wasn't really expecting much, since I'd never heard anything about the film except that it existed. What I got was possibly one of the best horror-comedies of all time. Not exactly Blood Punch levels of hilarious and brutal, but still pretty damn freaking good, especially for a directorial debut. The directors of The Angry Birds Movie could learn a thing or two from Joe Cornish. Not that these movies share a genre or anything, but if someone made an Angry Birds horror-comedy I would watch it. Probably wouldn't be that great, but it'd be interesting to see.
Spoilers inbound as usual, let's go!
While walking home on Guy Fawkes Night, Samantha Adams (Jodie Whittaker) is robbed by a gang of hoods, consisting of Pest, (Alex Esmail, not the second Gorgoroth front-man) Dennis, (Franz Drameh) Jerome, (Leeon Jones) Biggz, (Simon Howard) and the leader of the gang, Moses, (John Boyega). They steal some things from Samantha, but a meteorite crashes into a nearby car, allowing her to get away.
Moses goes to check it out and loot the car, but is scratched by a creature that emerges from the wreckage. The thing runs away, but the gang gives chase, and kills it. If you've seen Ben 10, just picture a hairless, miniature Wild-Mutt.
The gang hauls their prize back to the council-estate (Government-funded public housing) they live in, nick-named "The Block" and get high at their drug-dealer, Ron's (Nick Frost) apartment while they discuss their plans to get rich off the corpse of the alien.
They ask Ron and his boss Hi-Hatz (Jumayn Hunter) if they can store the alien in the weed-room while they sort things out. Hi-Hatz agrees, but only if Moses will sell some weed for him. They go back to their weed for a bit, and then more creatures start falling from the sky. Feeling confident in their abilities, they head out to hunt more of the creatures. Armed with swords, bats, fireworks, a machete, and a dog, they head out on bicycles and a mo-ped towards the park. There, they find that the other creatures that have landed are big, brawny, and have glowing teeth. The dogs runs off and is presumably eaten by the creature, and the gang flees the scene.
Meanwhile, Samantha has told the police about her encounter with the gang, and the two officers who responded intercept Moses, and arrest him.They find the weed that Hi-Hatz told him to sell, and confiscate it. They throw him in the van, but both of them are killed by two of the monsters. The gang drops a smoke-bomb into the fray and Dennis dashes to the van and drives it away from the monsters.
Eventually they crash into Hi-Hatz' car, who doesn't believe that Moses and them were attacked by gorilla-sized aliens before losing the weed until him and his goons are attacked by one of them. The gang flees back to the block, but Pest is attacked by a monster and bitten, and Biggz is separated from the group, and winds up hiding in a dumpster.
Moses and company make their way through the building, eventually finding Samantha. Having found a hospital nurses ID in her wallet, they force their way into her apartment and make her treat Pest's injured leg. She doesn't believe them about the monsters until one of them forces its way into her apartment and Moses has to kill it with the Katana Dennis was using earlier. The gang flees the compromised apartment, and Samantha joins them since she's more likely to be safe with them than on her own, taking a kitchen knife to defend herself with.
They go to the apartment of... I think the sister of one of the gang members, who have a gate on their door. The gate doesn't protect them since the monsters climb up the side of the tower and break in. Moses tries to fight back, but the Katana gets stuck in the wall. Samantha stabs the monster going after Moses in the neck, and the other monsters get zapped, chopped and generally beaten to death by the girls who live in the apartment. In the hallway, the gang get attacked by Hi-Hatz and his crew, who have armed themselves with heavier weapons to kill the monsters faster. Fortunately, one of the monsters goes after Hatz and his crew after being attacked, giving the gang time to escape.They decide to barricade themselves inside Hatz's weed-room and wait the invasion out. On the way up, they meet up with one of Ron's customers, Brewis (Luke Treadway). Brewis was the one whose car the first monster smashed into at the beginning of the film. He's high off his ass on weed, and is kind of useless, but they take him with them back up to the penthouse. On the way they run into some monsters, and pull out some more fireworks to distract then. The hallway is filled with smoke, and the gang gets disoriented. Dennis smashes into a wall and gets jumped by a monster. Pest goes back to look for him, but a monster bites Dennis's head off, and the gang flees to the penthouse.
Meanwhile, Biggz is saved by a couple of local kids who kill a monster with a super-soaker full of gasoline and a rocket. Biggz calls up the rest of the gang to tell them the monsters are vulnerable to fire as well as bullets and swords. A good thing to know, since they can tank lots of bullets.
They come up with a plan to blow up the monsters, but can't figure out how to lure all the monsters to one place until they notice some stains on Moses's clothes under the black-lights. Brewis suggests that the smaller creature they killed earlier might have excreted pheromones onto the gang that cause the others to come after them, with Moses having the vast majority of the stains on him, since he encountered the creature first. Moses has Samantha go into his apartment and turn all the gas on in the place, and then to flee to the outside. They pack all the contaminated clothing and the corpse itself into Pest's backpack, and Moses makes a mad dash for his apartment. With the katana, a lighter, and two remaining fireworks in-hand, he rushes through the horde, blows them up, and saves the world, presumably. None of the other monsters really show up in the ending, and I'd prefer to think of this as a happy-ending. Yeah, there's the question as to why all of them landed in Britain in that one spot, but if you can believe it for Doctor Who you can believe it for this.
Moses is blown out of the open window, but catches himself on a Union Flag. He and a few other members of the gang are arrested by the police, but hailed as heroes by the crowd and defended by Samantha. I presume that they get commendations and knighthoods because of this, before being recruited by UNIT or Torchwood, depending on who gets to them first. Possibly both depending on who's running UNIT.
All in all, this is one damn fine movie. It more than filled the gap between Star Trek Beyond and Suicide Squad. I would have watched the last Bourne movie, but I completely forgot that the new one was coming out. I wasn't even aware that Jason Bourne was the films final title. I thought they'd go for the name of one of the novels. Jason Bourne makes me think of Rocky Balboa or John Rambo, same-name sequels that aren't reboots.
The Anglosphere seems to do horror-comedy the way nobody else does. Visceral, punchy, and humorous in a way that's darker than the fur of the monsters in this film. As I said before, while the movie isn't quite as visceral and punchy as Blood Punch, it makes up for it with the moments of sheer laugh-out-loud absurdity that it does have. It's also got better visual and audio effects than Blood Punch, but that alone can't make it a better movie. I will say this though, at least there's no bizarrely-shot, poorly choreographed gun-fight towards the end of the film.
In the end, as much as I can compare it to Blood Punch, they are two very different films trying for very different feels. I give it an 8.5* rating.
If you liked this review, please consider donating to my Patreon. I publish new reviews every Sunday.
Image from Impawards.com
Spoilers inbound as usual, let's go!
While walking home on Guy Fawkes Night, Samantha Adams (Jodie Whittaker) is robbed by a gang of hoods, consisting of Pest, (Alex Esmail, not the second Gorgoroth front-man) Dennis, (Franz Drameh) Jerome, (Leeon Jones) Biggz, (Simon Howard) and the leader of the gang, Moses, (John Boyega). They steal some things from Samantha, but a meteorite crashes into a nearby car, allowing her to get away.
Moses goes to check it out and loot the car, but is scratched by a creature that emerges from the wreckage. The thing runs away, but the gang gives chase, and kills it. If you've seen Ben 10, just picture a hairless, miniature Wild-Mutt.
The gang hauls their prize back to the council-estate (Government-funded public housing) they live in, nick-named "The Block" and get high at their drug-dealer, Ron's (Nick Frost) apartment while they discuss their plans to get rich off the corpse of the alien.
They ask Ron and his boss Hi-Hatz (Jumayn Hunter) if they can store the alien in the weed-room while they sort things out. Hi-Hatz agrees, but only if Moses will sell some weed for him. They go back to their weed for a bit, and then more creatures start falling from the sky. Feeling confident in their abilities, they head out to hunt more of the creatures. Armed with swords, bats, fireworks, a machete, and a dog, they head out on bicycles and a mo-ped towards the park. There, they find that the other creatures that have landed are big, brawny, and have glowing teeth. The dogs runs off and is presumably eaten by the creature, and the gang flees the scene.
Meanwhile, Samantha has told the police about her encounter with the gang, and the two officers who responded intercept Moses, and arrest him.They find the weed that Hi-Hatz told him to sell, and confiscate it. They throw him in the van, but both of them are killed by two of the monsters. The gang drops a smoke-bomb into the fray and Dennis dashes to the van and drives it away from the monsters.
Eventually they crash into Hi-Hatz' car, who doesn't believe that Moses and them were attacked by gorilla-sized aliens before losing the weed until him and his goons are attacked by one of them. The gang flees back to the block, but Pest is attacked by a monster and bitten, and Biggz is separated from the group, and winds up hiding in a dumpster.
Moses and company make their way through the building, eventually finding Samantha. Having found a hospital nurses ID in her wallet, they force their way into her apartment and make her treat Pest's injured leg. She doesn't believe them about the monsters until one of them forces its way into her apartment and Moses has to kill it with the Katana Dennis was using earlier. The gang flees the compromised apartment, and Samantha joins them since she's more likely to be safe with them than on her own, taking a kitchen knife to defend herself with.
They go to the apartment of... I think the sister of one of the gang members, who have a gate on their door. The gate doesn't protect them since the monsters climb up the side of the tower and break in. Moses tries to fight back, but the Katana gets stuck in the wall. Samantha stabs the monster going after Moses in the neck, and the other monsters get zapped, chopped and generally beaten to death by the girls who live in the apartment. In the hallway, the gang get attacked by Hi-Hatz and his crew, who have armed themselves with heavier weapons to kill the monsters faster. Fortunately, one of the monsters goes after Hatz and his crew after being attacked, giving the gang time to escape.They decide to barricade themselves inside Hatz's weed-room and wait the invasion out. On the way up, they meet up with one of Ron's customers, Brewis (Luke Treadway). Brewis was the one whose car the first monster smashed into at the beginning of the film. He's high off his ass on weed, and is kind of useless, but they take him with them back up to the penthouse. On the way they run into some monsters, and pull out some more fireworks to distract then. The hallway is filled with smoke, and the gang gets disoriented. Dennis smashes into a wall and gets jumped by a monster. Pest goes back to look for him, but a monster bites Dennis's head off, and the gang flees to the penthouse.
Meanwhile, Biggz is saved by a couple of local kids who kill a monster with a super-soaker full of gasoline and a rocket. Biggz calls up the rest of the gang to tell them the monsters are vulnerable to fire as well as bullets and swords. A good thing to know, since they can tank lots of bullets.
They come up with a plan to blow up the monsters, but can't figure out how to lure all the monsters to one place until they notice some stains on Moses's clothes under the black-lights. Brewis suggests that the smaller creature they killed earlier might have excreted pheromones onto the gang that cause the others to come after them, with Moses having the vast majority of the stains on him, since he encountered the creature first. Moses has Samantha go into his apartment and turn all the gas on in the place, and then to flee to the outside. They pack all the contaminated clothing and the corpse itself into Pest's backpack, and Moses makes a mad dash for his apartment. With the katana, a lighter, and two remaining fireworks in-hand, he rushes through the horde, blows them up, and saves the world, presumably. None of the other monsters really show up in the ending, and I'd prefer to think of this as a happy-ending. Yeah, there's the question as to why all of them landed in Britain in that one spot, but if you can believe it for Doctor Who you can believe it for this.
Moses is blown out of the open window, but catches himself on a Union Flag. He and a few other members of the gang are arrested by the police, but hailed as heroes by the crowd and defended by Samantha. I presume that they get commendations and knighthoods because of this, before being recruited by UNIT or Torchwood, depending on who gets to them first. Possibly both depending on who's running UNIT.
All in all, this is one damn fine movie. It more than filled the gap between Star Trek Beyond and Suicide Squad. I would have watched the last Bourne movie, but I completely forgot that the new one was coming out. I wasn't even aware that Jason Bourne was the films final title. I thought they'd go for the name of one of the novels. Jason Bourne makes me think of Rocky Balboa or John Rambo, same-name sequels that aren't reboots.
The Anglosphere seems to do horror-comedy the way nobody else does. Visceral, punchy, and humorous in a way that's darker than the fur of the monsters in this film. As I said before, while the movie isn't quite as visceral and punchy as Blood Punch, it makes up for it with the moments of sheer laugh-out-loud absurdity that it does have. It's also got better visual and audio effects than Blood Punch, but that alone can't make it a better movie. I will say this though, at least there's no bizarrely-shot, poorly choreographed gun-fight towards the end of the film.
In the end, as much as I can compare it to Blood Punch, they are two very different films trying for very different feels. I give it an 8.5* rating.
If you liked this review, please consider donating to my Patreon. I publish new reviews every Sunday.
Image from Impawards.com
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