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Messages - Dark Jimbo

Pages: [1] 2 3 ... 543
1
Games / Re: Gamebooks
« on: 01 October, 2022, 06:19:28 PM »
Oh, what?! And here was I wondering when to post my Demons of the Deep write-up...!  😅

Okay, here's my SotS playthrough instead (without, I stress, having read Richard's yet).


Sword of the Samurai

Sometimes, as a grown man of 38 playing 1980s gamebooks that feel pitched squarely at 7-year olds (hello, Demons of the Deep!) you can wonder what you’re doing with your life. Can Sword of the Samurai re-engage me? It’s a new one for me; Japanese mythology has never hugely interested me, and the awful (original) cover never helped, so it was a book I had never sought out. But the effusive reviews of the authors’ Way of the Tiger books are more than enough to earn the benefit of the doubt…

So we’ve said goodbye to the Potions, but provisions are still hanging around for now. There’s also a new Honour stat to keep track of, and a choice of special skills – Archery, Fast Draw, Heroic Leaping, and Dual-Wielding (of which you can choose one). I choose Archery, and roll up a character of Skill 10, Stamina 20 and Luck 11. Not too bad at all…

The Playthrough
Part 1 – Of Samurai and Shikome
I, Samurai Kensei for the Shogun Hasekawa, am charged to recover the legendary Dai-Katana, Singing Death – the very soul of the land of Hachiman. The sword must be wrested from the grasp of Ikiru, the Master of Shadows, before he overruns our fair and pleasant land of cherry blossoms with all manner of demons and ghosts. The dominions of Konichi are still at peace, but I’m not far into the province of Lord Tsietsin before my eyes speak to me of a burning village nearby. Bandits, most likely, emboldened by the loss of Singing Death. I could not square it with my honour if I closed my ears to the despairing screams of the villagers, and immediately turn off the main road. Before I’ve reached the village, a horseman comes barrelling towards me – a SAMURAI WARRIOR, in the green-and-blue lacquered armour of Lord Tsietsin. What infamy is this?! Lord Tseitsin is a vassal of the Shogun – how can it be that his warriors openly prey on defenceless peasants?  Well, If the capital letters hadn’t already clued you in, I have to fight him



I’m given the option to prowl the edge of the village firing arrows, but – despite being mightily tempted – I elect to stride straight into the middle of the village and demand the SAMURAI face me in single combat. These men are not entirely lost to honour, at least, for three of them take me up on my challenge. One by one, I cut them down. Their more cowardly brethren decide discretion is the better part of valour, and flee. I approached the village on 20 stamina; I’ll leave it on a mere 4. Such is the price of honour. But I’ve gained 1 Honour for taking on the samurai, 1 Honour and 1 Luck for saving the village – and a further 1 Honour for sparing the life of a wounded young samurai, left behind by his fellows, whom the villagers are trying to lynch. The grateful warrior offers to be my retainer – perhaps as a way to remove the stain of his dishonour. When I accept (to the open disgust of the villagers) he introduces himself as Yomitsume Moichi. I tell Mungo I’m glad to know him. ‘Moichi,’ he corrects. Why? What did I say?



Together we take to the road once more, Moichi telling me – at some length, it has to be said – all about his family history. He’s a likeable young sort, although I’m still not sure if I entirely trust him. Soon a vast edifice looms on the crest of the next hill – the palace of Lord Tseitsin. My eyes narrow. I know exactly what I must do. Moichi looks appalled when I tell him my plans; but he doesn’t try to talk me out of it. Supposedly he knows of a litte-guarded postern gate, and the password to get through – and I’ve little choice but to put my life in his hands.

On guard in the courtyard are two Shikome – vile humanoid beasts, squeezed into rusty armour in mockery of true samurai. So! Tseitsin is in league with Ikiru, and his legions of darkness. All the more important to visit the Shogun’s justice on him, then. I don the armour of the unconscious guard, and we march boldly up to the Shikome, demanding audience with Tseitsin. Three of the creatures are called to leads us through the palace. We bide our time a litte, then strike. Mungo Moichi gamely takes on one Shikome, while I engage the other two. Despite having to fight them both together, they don’t prove as much of a challenge as the samurai earlier, and we manage to slay them before any alarm is raised (though it all ends up hinging on a buttock-clenching Luck roll, to make sure we finish them in the allotted nine rounds). Poor old Moichi seems to have taken the worst of it – though he’s not lost any of his sass. We now blunder somewhat ineptly through the palace, passing gawking servants and slaves aplenty. I suppose I had been assuming that Moichi knew the layout – had, perhaps, been in his feudal Lord’s own palace before. Alas, not – despite knowing of the postern gate, and the password. Hmm.



By mere blind chance we bump into Lord Tseitsin himself, waddling down a corridor with a samurai either side! His jowls wobble as he gapes at us, incredulous. Looking him up and down (it’s quicker than going across) I notice he is wearing the hat which indicates the office of shogun, and my blood boils within me. He barks a command, and TSEITSIN’S BODYGUARD rush to defend their master. Faithful Moichi darts forward to engage one, while I set about the other. I fare better than he does, as I’m told afterwards – yet again! – that he’s been wounded. That’s at least three times now, just in the short while I’ve known him!

The two of us then dash after Tseitsin (me bolting down some Spicy tuna rolls as I go). His Lordship was not built for speed, and despite his lead we’ve soon cornered him in one of the many richly-decorated palace rooms. None too soon, either – he’s on the brink of manouvering his vast bulk down into a trapdoor. The traitorous swine protests his loyalty to Shogun Hasekawa – a pitiful display of false contrition that he quickly shows the lie to. Tseitsin’s eyes narrow with malice, and he suddenly flings a needle-like dagger from within his sleeve, catching me on the leg and losing me 3 Stamina points. Thank Hotei I munched all that sushi! A curt nod passes between Moichi and I, and we slay the perfidious patrician together.

Well, I’m no closer to the Singing Death, but an important bannerman of Ikiru has been slain, and the honour of Hachiman restored. In a gold-and-black lacquered chest I find a new suit of armour, 100(!) gold pieces, and an arrow with the power to dispel evil spirits. There’s no time to enjoy these spoils, though – no sooner has Moichi helped me into the new armour than Tseitsin’s guards are hammering on the doors. We dart down into the stygian darkness of the trapdoor, and the unknown…



It's down in the gloom, among the piled bones of countless luckless sacrifices, that Moichi’s luck finally runs out. A Mukade – a horrific, forty-foot centipede from Hell itself – darts from the gloom, and takes his whole arm and most of one shoulder in a single bite. Noooooo! Mungooooooooo-! Ahem. I’m not sure why I said that. It must have been the grief. I vent my fury on the wretched monster, which, while having an impressive Stamina of 20, doesn’t give me any trouble with its Skill of only 7. I’m in time to speak a little with Moichi before he departs this life; a sad loss, but I know that he’ll be received well in the halls of Heaven. A light went out in Hachiman today. A light called Moichi.

Intermission – Of Riddles and Rotters
Soon I reach the Forest of Shadows. It has an air of deep and abdiding mystery – something magical in the air. So I’m almost prepared for a wingless dragon – a TATSU – to coil lazily down from the canopy above me. It grins with an impossible number of teeth, and invites me to try to answer its riddle. The implications of not even attempting to answer are not worth thinking about. It’s one of those ‘Once you think you have an answer, convert the letters of the alphabet to numbers, add them together and see if it’s the right paragraph’-type games. I hate these. I really do. To the extent that I’d frankly rather just fight the dragon, and save myself the headache. But I do have one possible answer… So before it comes to sword-swinging, I convert my answer to numbers, turn to the paragraph, and… nobody is more astounded than myself when the Tatsu immediately curls up and dies! The forest immediately loses all sense of mystique, and becomes… just a forest.



After the Forest comes the Hang-Kiang river, and the Hagakure Bridge. As soon as I set foot on it, everything changes – the sky becomes darker, the river becomes blood-red, and skeletal bodies are now floating on its surface. A hideous UNDEAD SAMURAI now stands upon the other end of the bridge, advancing with katana in hand. It fights in eerie, absolute silence, and things don’t get any less creepy when it turns invisible for a while! Frankly it’s a relief when, after taking five wounds, the skeleton leaps back to the other end of the bridge. But this isn’t much of a reprieve – it makes a strange, ululating cry. To my horror, the bodies beneath the bridge begin to stir and swarm it. Enough of this necromancy! I notch Tsunewara’s special spirit-dispelling arrow into my bow, and send it straight into the breast of the undead samurai. It dissolves with a shriek, and the cadavers become just that. The river and sky return to their normal colours, and I can feel a great evil has been dispelled. I walk over the pile of ash that was the undead samurai – stopping to pick an ivory horn from the detritius – and then the Shi’Oni montains stand before me.

Part 2 – Of Demons and Doorways
I begin to work my way up the mountainside when a muscular man-like figure, in robes of gold and silver, materialises before me. His face radiates power and malice, and I recognise him as a Dai-Oni, or greater demon. Here’s where the adventure suddenly goes a bit… psychedelic. Everything around me disappears, and I’m suddenly floating among the countless stars, in open Space. Eight doors appear, suspended in the vacuum. The voice of the Dai-Oni gloatingly informs me that, before he grants me entry to the domain of Ikiru, I must try to win over as many of the powerful creatures behind the doors as I can, before facing the Dai-Oni and his own allies for a smackdown at the Place of Battle. So let’s see – in no particular order – how we fare…

There’s a GREAT SERPENT that doesn’t seem particularly inclined to chat. I lift my ivory horn to my lips and blow, but the serpent doesn’t even seem to have ears. It comes down, inevitably, to a brawl. Scratch one Great Serpent. Failure…?

I meet a strange composite creature; a horse-like beast with vast wings and a benevolent lion’s face – the noble KI-RIN. He looks me up and down, and judges my quest a worthy one. I have followed the path of honour wherever possible, as my Honour score of 7 attests. He will aid me, come the Battle. Success!

I face a PHOENIX, but, as I don’t have a Phoenix Ruby, he isn’t much interested in what I have to say. I’m given a little lick of flame for my troubles. Scratch 2 Stamina and 1 potential ally. Failure.



The TATSU is back, and, just to show that there’s absolutely no sour grapes over my killing him in the Forest, immediately blasts me in the face with magic fire, for a loss of 4 Stamina. Touchy lot, these immortals. Failure.

There’s a confused woman in a forest with blue fire crackling around her hands. She doesn’t seem to know who she is, and I’m not really the man to help her there! The only item that I have (that I’m given the option to try) is my ivory horn. When I blast it in her face, she bursts into tears and runs off into the trees. Which is a fair enough response. Failure.

A giant Sabre-tooted Tiger sizes me up, decides that I’d make a nice snack, and charges, fangs dripping with saliva. Surely this is what the Ivory horn is for…? Surely? My desperate blast has an immediate effect; the tiger calms, studies me, and gently licks my face. I get a sense that I have made another ally. Success!

Finally I meet nine noble warriors – samurai, perhaps, but men of strangely pale complexion and hair the colour of straw, wearing white surcoats over golden armour the likes of which I’ve never seen before. Do I return to them the War-fan of their King? Thankfully, I do – I picked it up in the catacombs below Tseitsin’s palace, after poor Moichi died. The Golden Company pledges their support. Success!

That’s it, then. I’ve been through every door, for good or ill – nothing else to do but head to the Field of Battle…



I arrive in a vast colosseum, where the Dai-Oni and his allies await. Ghostly figures of a bygone age materialise in the seats all around, to start laying bets on the outcome. The Dai-Oni’s champions are an, ahem, ‘eclectic’ lot; a toad, a giant Preying Mantis and a fifteen-foot man of bronze with goat legs and eyes of glowing red flame. The Dai-Oni barks an order to something called a ‘GRAALSCH’, and the enormous toad-thing hops forward. I’m asked which of my allies I’ll send against it. (So this is evidently how it’s going to go down – not a free-for-all, but one-on-one). I motion the Sabre-toothed Tiger forward, holding back what I feel are the more impressive of my allies for the later rounds. I chose wisely here – my tiger immediately lays open the Graalsch’s side with its talons, then proceeds to casually tear it to pieces. After my tiger dematerialises, I’m actually left feeling rather embarrassed at how easily my champion won.

I needn’t bother, as that’s about as good as it gets! I send the Golden Company against the MANTIS DEMON, and have to watch as they are slaughtered to a man; their weapons unable to pierce the chitinous armour of the Mantis. Reluctantly, I motion the Ki-Rin forward, despite hoping to hold him back for the bronze giant. To my horror and utter disbelief, the Mantis lazily beheads the noble beast. That’s it – no allies left. I stand alone, with the Dai-Oni and two monsters still left to defeat. Quaking somewhat in my armour, I walk forward, hardly daring to face the Mantis that made such short work of my otherworldly allies. How can I, a mere mortal, possibly hope to – wait, Skill 7? Skill 7?! After all that build-up the Mantis Demon goes down easily, only getting in a single scratch.

GARGANTUS, the bronze giant, now lumbers forward, and I have a feeling he’ll prove a little tougher – especially as, every third round, I have to roll an extra die, and if it’s an odd number then the Gargantus blasts me with his eye beams. I dodge the first such beam, but get hit by the second. The battle goes as close as it’s possible to go – the Gargantus and I both end up on 2 Stamina apiece, before I manage to bring him down (and just before a third eye-beam attack!) I bolt back my penultimate provision to take me back up to a still-measly 6 Stamina, and then the DAI-ONI steps forward, less than pleased that I took down all his champions (never mind that he started this whole bloody thing!) He doesn’t have the worst stats ever – Skill 10, Stamina 20 – but whenever he lands a blow, I have to roll a die for an extra, horrible effect; once I lose a Luck point; and twice – as if this battle wasn’t hard enough – I lose a Skill point. Needless to say, it isn’t a battle that lasts too long. May the Shogun forgive me.

The Verdict
The dice did not like me. Despite two different playthroughs, both on Skill 10, I fought several Skill 7/8 enemies who made absolute mincemeat of me. That’s hardly the book’s fault, though, and it's by and large a cracker! The art is by Alan Langford, last seen on Island of the Lizard King, and he’s obviously having as much fun as the reader.

I loved the sudden move into mythical psychedelia, with the Hub of eight doors and the big arena confrontation. Who will you recruit for your cause? Who will you send against the enemy champions? It’s superb stuff, the likes of which we haven’t really seen thus far in the FF series. The only disappointment is that the Dai-Oni is a complete randomer – nothing really to do with your quest at all. It would have felt much more narratively fitting if this part of the book had been the climactic confrontation with Ikiru.


2
General / Re: FFT - What if? Derby Week Tie 13 - Future Shocks vs 3rillers
« on: 30 September, 2022, 03:00:12 PM »
For the wonderful and absolutely hilarious "Reefer Madness" alone, I'm giving my vote to 3rillers. Hands down, it is, without doubt, one of my favourite ever short strips published in Tooth's history.

"Munchies! Must have Munchies!"

Um, that was a Terror Tale.

3
Games / Re: Gamebooks
« on: 30 September, 2022, 02:13:31 PM »

4
What was in the Prog when the first Case Files was released? Was it around 2006?

Yep, December 2005. Running in the prog were the likes of Ten Seconders, Caballistics, Red Seas and Leatherjack. Dredd had just wrapped up Mandroid.

5
General / Re: FFT - What if? Derby Week Tie 10 - Savage vs Invasion
« on: 28 September, 2022, 09:20:27 AM »
Savage is great - Invasion is a bit grating.

6
General / Re: FFT - What if? Derby Week Tie 11 - Halo Jones vs The Out
« on: 27 September, 2022, 11:44:44 AM »
For some reason, I thought we’d already had this one.

Yep.

7
Games / Re: Gamebooks
« on: 23 September, 2022, 01:21:56 PM »
I'm glad you finished it! I remember the Time Serpent bring much harder to beat than that, so much so that I thought it was the hardest of the four books!  I don't know if I just struggled to find the correct route or if the Past Light Towers weren't in the book (I don't remember them, but it's been about 20 years 🤷‍♂️). You seem to be indestructible!

Though it didn't seem like it in the write-up, the middle section of the game (the Forest/Marsh/Steppes) took me aaaaaaaages. I haven't used the 'rewind' function much up until now, but there was a section I tried again, and again, and again with increasing frustration - in the present, the second Past Light tower was impassable and I just couldn't work out how to get into it (and until I did, there was no discovery of the 'fast travel' system and no lightbulb moment, not to mention no fixing of the bridge).


8
Games / Re: Gamebooks
« on: 23 September, 2022, 09:44:05 AM »
Sorcery! – The Seven Serpents III: Lake Ilkala
...because I know how desperate my loyal audience of *checks notes* two must be for me to complete the adventure!

Shamutanti Hills
Kharé part I
Kharé part II
Seven Serpents part I
Seven Serpents part II

Tinpani
Walking down out of the mountains, I’m immediately set upon by the Earth Serpent! Lava, avalanches, rockslides, earthquakes – it’s an admittedly terrifying onslaught of attacks to dodge. Once I have, though, it’s actually a fairly simple matter to cast my levitation spell on him. Contact with the ground thus broken, he’s temporarily powerless, and I take great pleasure in crushing his neck between my fingers.



Five Serpents down, two to go!

Lake Ilkala awaits, but the shoreline looks fairly bleak and uninviting. I turn North instead, to explore the ruined city of Tinpani, destroyed by the Archmage long years ago. There isn’t much to find even among the rubble, so complete was the city’s destruction.  A few animal teeth are all that reward my search. The Past Light tower is the only building still standing; one trip up to the mechanism and the city comes alive again. The streets suddenly full of merchants, traders and miners who'll only be alive for as long as I have the beam trained on them.

I go back into the building in whose future ruins I found the teeth. It’s the home of… well, not quite a dentist. A… tooth merchant? Toothmonger? Whatever he prefers to be called, he’s desperate for teeth for his business. I sell him back his own teeth, plus a few of those I’ve picked up myself on my travels, and walk away positively groaning with gold! I have a chat with a few of Tinpani’s denizens, then it’s back to the Tower. Now I swing it south, to shine on the lakeshore. Tinpani once more becomes dead and empty, a city only of ghosts, but now there is a thriving fishing community on the shores of Ilkala. My attention is immediately drawn by a fishwife, offering to grill the day’s catch. As the grilled fish in my pack were the only rations to survive my encounter with the Air Serpent (and I suspect there may be more drenchings to come in my immediate future!) I stock up on fish with the money from the Toothmonger. The smell and spit of the griddle makes my stomach groan with hunger, but when the fishwife hands me what I paid for, wrapped carefully in waxcloth, I carefully stash them all in my pack for later.

Mooching impatiently around on the lakeshore doesn’t get me anywhere much. I heard about a boatman on my travels, but he doesn’t seem to be anywhere in sight, and there’s a bell on a post that doesn’t seem to summon anything at all. Tired of the fishermen and traders giving me strange looks, I resign myself to a long swim, and dive into the lake. To be honest, I’m expecting the Water Serpent to make its move the moment I’m away from the shore, but nothing happens. It’s hard going, but feels almost like paradise after so many weeks of tramping along dusty roads, and eventually I make it to the first of several small islands in the middle of the lake, and stagger ashore for a badly needed rest. I lay my head on my pack and sleep the sleep of the dead; but I’m then rudely awoken by a FIREFOX (other web browsers are available).



Once he’s dispatched, I continue a recent theme and help myself to his teeth (handily, they can be used to start fires). I go back into a fitful sleep, waking in the grey of another dawn to what sounds like a voice calling my name. I wander inland, calling back. The voice seems to know exactly who I am – but it’s warning me away, not calling me closer. I ignore the warning and press on to the centre of the island, to find a man tied to a single, blasted tree. With a jolt of recognition, I realise it’s a sightmaster… Not just that, it’s the Sightmaster Sergeant who saw me off on my travels when I left Analand. Abducted by the Archmage’s birdmen, he’s been deliberately left here in my path – as a trap, he says, but it also seems to be a very petty, very personal kind of message. The encounter doesn’t have a happy outcome, and I leave the island more determined than ever to end the Archmage’s misrule.



The WATER SERPENT finally makes its move a short time after leaving the island. It’s frankly a relief, and nice to have something to vent my anger on. A cast of SSS, and it tells me to beware the breath of Mucalytics; then it comes for me, fangs bared, wings outstretched. I have a second or so to think about what to throw into its open mouth. Thanks to Flanker, I know that its weakness is oil (always assuming he was telling the truth) but Fenestra said that the Sun and Water Serpents have a doomed love affair, because it would be fatal if they were ever to touch. I can’t deny I’d like to watch apocalyptic fireworks like that, but I also like the idea of having the Sun Serpent in an orb at my belt, and who knows but it might yet come in handy, perhaps at the fortress of Mampang? So I throw the flask of oil. It has an almost instant effect. The Serpent breaks into splashes of water, which rain down on the lake surface. And… that’s it! Easiest yet.

Six Serpents down, one to go.

An exhausting swim eventually gets me to the far shore of the Lake, and finally – finally! – the road to Xamen stands before me. I’ve done it. I’m the first Analander ever to survive the Baklands. Mampang Fortress is within sniffing distance… but there’s the small matter of the Time Serpent in my wake. Call it hubris if you like, but I just can’t abide the thought of letting the last one evade me; so I turn my back on the Xamen road and dive back into the lake, striking out for the island where the Time Serpent rests.



There’s something very strange about this place. Clouds shift; stop; move once more. Insects fly backwards, or sometimes stop completely. It’s as though the whole place runs on faulty clockwork. The Time Serpent is coiled in a pit at the island’s centre, totally immobile. It occurs to me that it might be sleeping, of course, but my descent into the pit is hardly quiet or dignified, and still it doesn’t stir. I allow myself to believe I’ve done it – worked out the key to its defeat. Lorag translated a verse from the goblin’s parchment that claimed to give the clue to defeating the Serpent – something about the Back and Forth of Ages Past. So I played a hunch, and trained the lights of the three nearest Past Light towers on the Serpent’s lair. Sure enough, the intersecting shafts of time seem to have pinned it in place. I run the creature through – still not quite believing it can be this easy – and still it doesn’t stir, except to open one baleful eye and watch me do so.

Seven Serpents down!

…but time was every bit as much my enemy here as the Serpents, and time might still be my downfall. It took me two full weeks to cross the Baklands. Even though his Serpents are dead, there’s every chance the Archmage is, by now, well aware of my approach. I suppose I won’t really know until I get to Mampang. So… call it a win with qualifications? Perhaps knowing I need the morale boost, an unseen Flanker has one last flirt with me – a curved assassin’s sword left in a tree beside the Xamen road, with the words A GIFT carved into the pommel. That boy really is very sweet. I hope I don’t have to kill him in the next adventure…



The Verdict
Still no swindlestones! Boo!

It’s a very nicely balanced game, this; I spent time travelling all over the place, talking to as many people as possible, stocking up on a wealth of items and clues – meaning most of the Serpents, for all their reputation, were actually quite easy to defeat – but doing this took a long time, which may have undone me in the final game. If I’d just bulldozed through on a wing and a prayer I’d have got through the game much faster, but probably found the Serpents a harder prospect.

Another great Sorcery! edition overall. I’m really going to miss not having another one ready to go when I finish the current game.

9
Megazine / Re: Meg 448: Graveyard Shift
« on: 22 September, 2022, 05:49:26 PM »
More of the same, but concludes the whole shebang.

10
Prog / Re: Prog 2300: On the Day of Judgement...
« on: 22 September, 2022, 04:16:58 PM »
Also, I notice Henry Flint snuck in a zombie Torquemada. I think that's the first time since the Pat spat that a Millsverse character has been depicted in the prog (not counting generic things like dinosaurs).

Zombie Slaine? Zombie Ukko? Zombie Ro-jaws?

11
General / Re: FFT - What if? Tie 8 - Armoured Gideon vs Mechastopheles
« on: 22 September, 2022, 07:58:58 AM »
Armoured Gideon. Annihilate!

12
Prog / Re: Prog 2300: On the Day of Judgement...
« on: 21 September, 2022, 12:54:37 PM »
pedant mode has to be engaged here - Torso was killed years before the events of Judgement Day, as was more obviously Wulf, so why are they here other than fan service? 

Torso was killed on the Doghouse by the Stix Brothers. Could he have been laid to rest there? Then been reanimated by whatever force is bringing the zombies back to life. Same goes for Evans.

The last panel of Outlaw is Alpha and the survivors launching the coffins of their fallen friends out into space. As for Wulf, Alpha uses a time bomb on the corpse after his brief zombie reanimation during The Final Solution to give him, too, a space burial.

13
Prog / Re: Prog 2300: On the Day of Judgement...
« on: 21 September, 2022, 11:21:54 AM »
Seems strange to do a zombie thing in 2022. maybe about 15 years ago this would have been new & novel? Seems old fashioned & tired.

Try 30 years ago - because I think a lot of people are missing the point. It's a bit of silliness to mark Judgement Day's anniversary, that's all. And Judgement Day was all about zombies, so it would be hard to do that without 'em!

14
General / Re: FFT - What if? Tie 6 - VCs vs Fiends of the [Various] Fronts
« on: 21 September, 2022, 11:14:51 AM »
I think the first VCs run is one where 'you had to be there.' I read it recently and it was... fine. I loved the first series of Abnett's revival, but I think that had a lot to do with Henry Flint, because my interest quickly dwindled there, too.

Fiends hasn't all been plain sailing, but there's no doubt it's had far, far more moments of greatness than VCs has ever managed.

15
Suggestions / Re: Judge Dredd TV series
« on: 20 September, 2022, 12:51:03 PM »
Not kind to fans leaving them in limbo for so long or making them scour the net for hours periodically to see what's what.

The word 'making' doing a lot of heavy lifting there...

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