Geek Out

X-Men ’97 Season 2 “A Force to Be Reckoned With” Review

Hey, hey, Geekly Gang! This is our second of four planned posts today. Four posts in one day? Yikes! X-Men ’97 graced us with three episodes last week–we’re still catching up on those episodes–and a fourth episode dropped this week. If you want to read our review of the previous episode, “Days of Past Future,” you can check that out here. In this post, we’ll only discuss the events of “A Force to Be Reckoned With.” I’ll kick things off with my thoughts.

Kyra’s Take

“A Force to Be Reckoned With” may have done the near impossible. It made Jubilee cool. Seriously. Her breakout scene, near the end of the episode, catapulted her into one of X-Men ’97 season two’s better characters. And that’s saying something. But I’m getting ahead of myself. X-Men ’97: A Force to Be Reckoned With” didn’t need as much setup as the previous episode. The episode’s title originates from X-Force, which is famously Cable’s team from the Nineties, and how they fight for mutant freedom against X-Factor, a government-sanctioned team of mutants. The power struggle between these two teams is comic book accurate and excellent.

Neither team embodies the X-Men. X-Factor is a government lapdog; they’re an extension of the mutant registration program. And Cable assembled X-Force to take down Apocalypse by any means necessary. He doesn’t care as much about human-mutant relations and mutant freedom, and this gets me back to Jubilee. She joins Cable’s side of the aisle because it’s closer to the X-Men’s ideals.

When she has a chance, Jubilee frees mutant children held captive by X-Factor. I want to take a moment and take note of the volume of various lesser-known mutants held captive in X-Factor’s helicarrier and/or shown during “A Force to Be Reckoned With.” Here are a few: M, Mark, Kid Omega, Chamber, Penance, and the Stepford Cuckoos. The Stepford Cuckoos may be the best example of how callous X-Factor treats these mutants. Each one of the Stepford Cuckoos has a power dampener around their necks, and X-Factor still placed one of the triplet sisters in a different cell. Sure. The Stepford Cuckoos use their powers as a trio, but they have power dampeners. Separating them was cruel.

Through her act of freeing the captive mutants, Jubilee did the most to live up to Charles Xavier’s example. She reminded the rest of X-Force what they’re fighting for. Cable’s mission to take down Apocalypse is a noble one, but he often gets blinded by this goal. Again, all of this is mostly comic book accurate. The original X-Men: Animated Series made sure to stay as close to the source material as possible, and X-Men ’97 continues that tradition.

There’s little else to discuss with “A Force to Be Reckoned With.” This episode feels tighter than “Days of Past Future,” not that the previous episode meandered too much. I just wanted to note “A Force to Be Reckoned With’s” great pacing. Maybe that’s the trick with making Jubilee cool. Leave the audience wanting more. The original X-Men: Animated Series used Jubilee as a surrogate, so Jubes showed up in most scenes. We physically see less of Jubilee during “A Force to Be Reckoned With,” but the episode does a lot to show her true character. And shout out to Polaris and Havok. I love Jubilee’s snide remark of Havok being “Knock-Off Cyclops.” LOL

Those are my thoughts on X-Men ’97 “A Force to Be Reckoned With.” Let’s see what Season has to say.

Season’s Take

I can’t believe I was actually rooting for Jubilee. Outside of being cool and sticking to her guns, her cheeky moments were cute, too. The scene of her jumping off the roof was iconic.

I appreciated the lack of exposition in “A Force to Be Reckoned With.” “Days of Past Future” was good and had a lot of emotionally charged moments, but there was a lot of repetition with Jean Grey’s and Cyclops’ dialogue. Their feelings about leaving Nathan behind were sad, but they lost some impact each time they expressed themselves. The emotional moments in “A Force to Be Reckoned With” combine punchy dialogue with action. It feels like each moment doesn’t linger.

Also, kudos to the alternate intro. X-Force ’97 has a nice ring.

Hey, hey! Kyra Kyle again. Those are our thoughts on X-Men ’97: “A Force to Be Reckoned With.” What are yours? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

X-Men ’97 “Days of Past Future” Review

Happy Saturday, Geekly Gang! Kyra Kyle here. X-Men ’97 returned with the first few episodes of season two last week. We didn’t cover the animated series when it first launched because we were in the middle of writing our Supergirl review. We’ve had time to watch each of these episodes. I may be joined by Season in this post. Woo hoo! I can’t wait to talk about X-Men ’97 Season Two’s first few episodes. We’ll be releasing separate posts for each of the released episodes (four in total), so let’s begin with “Days of Past Future.”

Kyra’s Take

Geekly hadn’t returned when X-Men ’97’s first season originally aired, so I may take a quick moment to discuss the series as a whole. X-Men ’97 is a joy. I love how they brought back most of the cast and the creative team behind the scenes of the original Nineties X-Men Animated Series. This show mainlines Nineties nostalgia. With the exception of a few modifications, like a new voice actor for Rogue, who took some getting used to, X-Men ’97 captured the original’s charm. X-Men’s animation hadn’t aged the best, and while X-Men ’97 updated the animation style, it kept most of the visuals intact. Fantastic.

I also liked how X-Men ’97’s first season picked up right where the original X-Men Animated Series ended. This makes X-Men ’97 a continuation of the original. This is not a reboot. Sort of. And I liked how the showrunners decided to incorporate characters who were introduced (in the comics) during the original show’s run. Mild spoiler ahead. The first season’s main villain, Bastion, wouldn’t have been in the original X-Men Animated Series run because he was too new a character. Still, he fits into the animated series because the X-Men comic book was wildly popular in the early to mid-Nineties. Say what you will about X-Men #1’s role in the comic book collection market’s collapse, but X-Men had the it factor. Including characters and story arcs from the Nineties run of X-Men is a great choice.

Okay. Now, let’s talk about “Days of Past Future.” X-Men ’97 picks up immediately where the first season concludes. Apocalypse returns. Yay! X-Men ’97 continues to include characters from that Nineties run of X-Men comics. Brilliant! We’re going to go into more minor spoilers for “Days of Past Future.” You’ve been warned. Mother Askani (1993-1994) has a deceptive name. She’s actually Rachel Summers, Jean Grey and Cyclops’s daughter, from a different timeline. In fact, she is able to manipulate the timestream, so X-Men ’97’s reveal that Mother Askani was the one who sent the two X-Men teams into the past and future to stop Apocalypse makes sense with the original comic book. The show takes liberties. This isn’t a one-to-one, but I like Mother Askani’s inclusion.

Mother Askani harkens to a 1994 mini-series (The Adventures of Cyclops and Phoenix), where Jean and Cyclops bond with a young Nathan Summers (Cable). Even better, the tail end of X-Men ’97 season one foreshadowed that Jean and Cyclops’s relationship with their son would be explored. X-Men ’97 kept its promise in “Days of Past Future.” I can’t say enough great things about this series. I squeed. I did, and we get another season of episodes after this one airs. Yay!

Most of “Days of Past Future” focuses on the X-Men team sent into the future. I’m reviewing these episodes as I watch them, so there may be a few things I don’t notice in one episode that will become more important in the next. I love the direction X-Men ’97 is taking Cyclops, Jean Grey, and Cable (Nathan). X-Men ’97 has done a lot with fleshing out Cable’s backstory. The original X-Men Animated Series showed Cable as a random guy trying to save his future. Heck, Deadpool 2 portrayed Nathan Summers in a similar light. I liked both depictions of Cable. But X-Men ’97 has given Cable depth.

Supposition time: X-Men ’97 season two will build toward the classic X-Men Event, Age of Apocalypse. Sure, X-Men ’97 season two is borrowing elements from Age of Apocalypse, but I believe the animated series will fully embrace Age of Apocalypse with its following season. The post-apocalyptic world where Mother Askani exists paved the way for Age of Apocalypse. Fans and the writers enjoyed a world in the distant future without the X-Men and controlled by Apocalypse, so they wanted a world with the X-Men and controlled by Apocalypse (Age of Apocalypse). We’re only getting a taste of Age of Apocalypse this season. We’ll have to wait until the tail end of season two or next season to meet Sugar Man.

Those are my thoughts on X-Men ’97 “Days of Past Future.” Let’s see what Season thinks.

Season’s Take

I’m also watching these episodes one at a time before reviewing them, so we’ll see what I pick up on in future episodes. I’m a sucker for familial relationships being explored, and “Days of Past Future” did that more than I thought it would. A lot of characters were featured in “Days of Past Future,” but they each got adequate screen time. Actually, it’s more like each character was given plenty of depth despite the episode only being thirty-three minutes. I’ve never read Age of Apocalypse, so I’m unfamiliar with the plot. I know. I need to up my comic book game.

I’m excited to see where X-Men ’97 takes us next. I’m a huge fan of Rogue, so any chance I get to see her in action is amazing. I’m not the biggest fan of her voice in X-Men ’97, though. Girl, cough. Or, like, clear your throat.

Hey, hey! Kyra Kyle again. Those are our thoughts on X-Men ’97: Days of Past Future.” Feel free to share yours in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Whatcha Reading, Geekly: July 8, 2026

Happy Wednesday, Geekly Gang! Today, our writers share what they’ve been reading over the past month. Feel free to share what you’ve been reading over the past month, because we’re all part of the Geekly Gang. I’ll get things started with what I’ve been reading this past month.

Kyra’s Fiction

I’m still on my DC Compact Comics kick. I love this series. So many of my collected graphic novels take up too much space on my bookshelf. As the name suggests, these versions do reduce the amount of space a graphic novel will take on your shelf. My only gripe is that I’m more likely to have pages with text that falls inside the crease. It’s a minor issue. By now, I’ve read five or six of these graphic novels. Overall, great series.

Alright, pitch over for the DC Compact Comics series. I had never read Batman: Hush before this month. Gasp! How could I have gone this long before reading one of the better Batman stories of this millennium? I’m joking…slightly. Batman: Hush is one of the more popular Batman stories since 2000, and it deserves that distinction. I don’t want to give too much away. After all, Batman: Hush is a mystery. By the way, I just realized DC Compact Comics has a genre notification in the top right corner. What?

I don’t want to spoil too much in Batman: Hush. The mystery did string me along. That’s good. The reader had to figure out who Hush was. Harvey Dent was a red herring. Sorry. I spoiled it. But Dent does reveal himself as “Hush” midway through the story. Classic red herring. I didn’t believe it for one minute. Honestly, I didn’t want Hush to be who he was. I shouldn’t say anything else. If you haven’t yet read Batman: Hush, you should give it a read. It deserves the praise it gets. Jeph Loeb knows how to spin a good Batman yarn, and some of the splash pages by Jim Lee are iconic.

I had never read a Green Arrow solo comic book before picking up Green Arrow: Year One. Sure, I’ve read plenty of Green Arrow/Green Lantern, and I’ve read Green Arrow in Justice League and other team-up books, but never a solo comic book. Green Arrow: Year One is a great place to start. It’s the basis for the Arrow television show, the island portion at least. And Arrow takes plenty of liberties with the source material, but still. I got plenty of Arrow vibes while reading Green Arrow: Year One.

Green Arrow: Year One has a brisk pace. Great for an adventure story. I was surprised that writer Andy Diggle was English. He sold Oliver Queen’s West Coast voice well. And Jock’s artwork at times cleanly conveyed action and at other times dipped into Ollie’s emotional state. Green Arrow: Year One features a section where Ollie detoxes from opium addiction. I don’t want to spoil too much.

I’m loving this new DC Compact Comics Series. Uh oh! The pitch is back. While I could’ve picked up Green Arrow: Year One in a single, standard-sized volume, I chose to pick it up in the DC Compact Comics Series. At $9.99, the books in this series are half the price of typical trades. I’m down for more books at the same price.

The House in the Cerulean Sea Book Cover

This month was a month for finishing novels for me. I start so many novels at once, reading several at the same time, and occasionally forget to finish one or two or all of them. The House in the Cerulean Sea is a fantastic novel to finish during Pride month. I have a poetry collection for this month as well; more on that in a minute. I’d classify The House in the Cerulean Sea as a romantasy. In fact, I appreciate that The House in the Cerulean Sea can be viewed through this lens. It’s cozy. It even qualifies as cottagecore. It’s not overly sexual. Throw in some comedic moments, usually revolving around a ragtag team of magical children, and The House in the Cerulean Sea sings.

I love The House in the Cerulean Sea’s message. Magical children and beings are a stand-in for LGBTQ+ people. While T.J. Klune does get on his soapbox at times (one time, protagonist Linus Baker literally stands on something akin to a soapbox), The House in the Cerulean Sea tells an adorable, heart-warming story that just happens to contain a strong message. Works like The House in the Cerulean Sea can speak to the LGBTQ+ community while still delivering a story that non-community members can enjoy. I still like the blurb on The House in the Cerulean Sea’s cover. It is like being wrapped up in a big gay blanket. Ah! And that blanket feels so warm and comforting.

Kyra’s Poetry

I covered Alok Vaid-Menon’s Beyond the Gender Binary in a previous Whatcha Reading. I highly recommend reading Beyond the Gender Binary. It’s so good. This past month, I read Alok Vaid-Menon’s poetry collection your wound / my garden. There is some striking imagery in your wound / my garden, especially in the poems near the beginning of this collection. “what lives in death” is a fantastic opening poem. Here’s a taste at some of Vaid-Menon’s images:

“i’m all the packages no one claimed at the post office.”

“if you want to know how people live, spend some quality time with their trash.”

“the discarded do not die, they go somewhere else.”

I like a lot of Vaid-Menon’s imagery in your wound / my garden. There are a few standout poems in the middle of the collection, like “pronouns” and “disassociation,” but I found myself editing some of the poetry in my head. I haven’t edited poetry in years, but some of the enjambment could’ve used work. your wound / my garden featured a lot of repetition. Some repetition was used to great effect, like “the dead, the dead speak over the living.” Other moments of repetition felt like Vaid-Menon repeating themselves without purpose. And inchoate is too conspicuous a word to use in more than one poem. After the second occurrence of inchoate, I literally thought, this poetry collection is brought to you by the word inchoate.

Still, I love your wound / my garden’s message. This collection takes the reader on a journey of self-exploration and acceptance. It’s a great collection to read for Pride, and that’s what I did. I do love a lot of Alok Vaid-Menon’s imagery. “dying is the longest verb” hits hard.

That’s what I read over the past month. Let’s see what Season and Skye have been reading.

The House in the Cerulean Sea Book Cover

Season’s Fiction

I also read T.J. Klune’s The House in the Cerulean Sea. The characters were adorable. I loved all of the kids, the two main characters, and some of the townsfolk. The plot moves at a decent pace and the setup is straightforward. Linus gets assigned as a caseworker to Arthur’s orphanage and gets way more involved than he’s supposed to by company rules. Who cares about rules anyway? I highly recommend The House in the Cerulean Sea if you’re looking for a cozy read with civil rights elements. If you aren’t, you may or may not get brained.

There’s a second book in The Spellshop universe, and you bet I read it. The Enchanted Greenhouse features different characters (Terlu and Yarrow) from The Spellshop. I enjoyed The Enchanted Greenhouse, but the plot followed similarly to The Spellshop. Without giving too much away, Terlu starts a new life on the Isle of Belde, far away from the capital (Alyssium), without the government or her family knowing where she is. Like The Spellshop, The Enchanted Greenhouse has stakes that feel more severe than they are. Terlu’s goal is to restore magic to the greenhouse because the magical greenhouse’s rooms keep failing. That’s good to have, but the rate at which Terlu learns spell casting and how to experiment with spells feels a bit unbelievable. She’s not trained. At all. Also, the story takes place over a few months.

The Enchanted Greenhouse was still fun to read, and I recommend it if you’re looking for something cute and cozy. I believe there’s a third book in The Spellshop series that I plan on reading. You know, for research.

Hey, hey! Kyra Kyle here again. Those are the books our writers have been reading this past month. What’ve you been reading? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Geekly News: July 5, 2026; Sony Ends Physical Game Discs

Hey, hey, Geekly Gang! Kyra Kyle here with another week of Geek News. After the family emergency (surgery), we’re getting back into the swing of things with Geekly News. We have plenty of new releases for board games and video games, but first, let’s cover this week’s headline. And Sony makes yet another headline. Sony Interactive Entertainment just can’t stop making news, can they?

Sony Ends Physical PlayStation game discs in 2028

I know. I know. I’ve mentioned Sony numerous times during this year. When I first learned Sony had made the news, I wondered what they did this time. You may tire of Geekly covering Sony and PlayStation news, but we’re tired of the company making news. We’ll begin by being as objective as we can and then editorialize a little bit.

In a blog post this week, Sony Interactive Entertainment announced it will end production of physical game discs in January 2028. Sony cites gaming trends as the chief reason for making this change. Games released before January 2028, along with existing physical titles, will not be affected. Players will still be able to purchase and play those games as they do today. Sony said the move will allow the company to “align more closely with how most of our community prefers to access and play games today.”

In a separate announcement, Sony stated that they will close the PlayStation Store for the PlayStation 3 and PlayStation Vita in July 2027. The digital storefront will shut down even earlier in some countries across Latin America and the Middle East. Sony claims the PlayStation 3 and PlayStation Vita can no longer support their updated payment processing standards. Players will still be able to re-download games and other content they have already purchased for the “foreseeable future,” the company said.

Some of that may ring true. The PS3 and PlayStation Vita are aging systems. But the fact that Sony can cut off the digital libraries of those gaming systems proves why physical media matters. Players don’t own games they “purchase” digitally. Sony can yank player access to games on their digital store at any time. And while I do believe more gamers “purchase” their games online, “purchasing” games online is more like renting them. Players will need to pay full price for a game they don’t even own.

I know I’m in the minority here, but I hate the direction video games are headed. I may purchase older systems and get back into retro gaming. One may believe the PS3 is an old system. Who cares? But the PS4 and PS5 aren’t backwards compatible with the PS3. When those games disappear from the PlayStation store, some may vanish forever. That’s the thing about retro gaming and why I’m considering buying some of those older systems. I don’t have to worry about Sony (or some other video company) clicking a button and deleting my access to those older games. I own those games. Isn’t just big business to deny customers to own anything.

Okay. I’m done ranting. Let’s get to the fun stuff. New releases. Yay!

Sprout Launches on KickStarter

Sprout is a cozy, yet thrilling push-your-luck strategy game for 2-5 plant parents. Players take the role of roommates trying to sprout their newly adopted houseplants.

Choose how long to stay in your apartment collecting nutrients including Sunlight, Water, Plant Food, and even Love! The longer you care for your plants, the more nutrients you add into your pot.

Use nutrients to sprout your plant babies by meeting their picky needs. Every plant you sprout not only earns you bragging rights, but they also have unique sprout effects that help you further grow your plant family.

But be careful! If the same nutrient shows up too many times, you overwhelm your plants and wilt them! You’ll then need to give a little Love to bring them back to life.

You can also use Love to adopt new plant babies from the nursery. And with over 100 unique plants to choose from, there are infinite plant collections waiting for you to sprout.

Sometimes you’ll lend your roommates a helping hand by playing Roommate Cards. But other times, you’ll have to do what’s best for your own plants. Because at the end of the game, only one of you can claim bragging rights to the best plant collection!

Thank you for the description, Rabble. Nature-themed games have dominated the tabletop space. Sprout has plenty of competition. I’ve even recently played Verdant with a similar theme. But I like Sprout’s inclusion of push-your-luck and semi-cooperative game mechanisms. Semi-cooperative games are difficult to pull off. Believe me. I’ve tried. I’m interested in seeing how Sprout tackles the balancing act of players working together but having a reason to go against the good of the group. Rabble has a short but strong history of delivering solid games. Sprout looks charming. I’ve heard great things about the game’s player interactions. I’m keeping an eye on this project. Pledge levels range between $39 – $127. If you’re interested in Sprout, check out its KickStarter page.

Rolling Deep Launches on KickStarter

Rolling Deep is a Balatro-inspired roguelike dice-building adventure featuring a cornucopia of unlockable content, addicting challenges, and delicious combos. Each round, you roll dice representing your team’s daring actions as you push deeper underground. Decide when to act (scoring a roll) and when to try your luck (rerolling individual dice in pursuit of a stronger outcome).

When you score a roll, its value advances your progress toward a target score, the difficulty required to overcome the current stage of the journey. Each set of 3 rounds is called a chapter. Each chapter raises the challenge, and the final round of every chapter features a boss — a dangerous encounter that alters the rules for that round.

Between rounds, you visit the shop, where you spend coins to acquire upgrades and consumable gear. Some upgrades permanently alter the sides of your dice, changing their values and allowing them to generate coins or reroll potions when scored. Others boost your score, either every roll or when you score specific result ranges, rewarding careful control over how boldly (or cautiously) you push forward.

Your most valuable resources are time and reroll potions. Time determines how many opportunities you have to score your dice and accumulate a total score for the round, while reroll potions allow you to take a chance and — you guessed it — reroll individual dice before committing to a result.

Your goal is to survive 5 chapters and reach the volcano’s core. If you can overcome the final boss, you claim the treasure of the deep and escape, winning the game (and possibly discovering more mysteries to pursue in another expedition). If you fail to meet a round’s target score, you lose. Better luck next expedition!

Thank you, Bitewing Games, for the description. Bitewing has a strong history of delivering strong games. Rolling Deep looks to be another great game for their catalogue. Look at those components (pictured above). They look amazing. Rolling Deep allows players to modify dice. This concept has been tried with varying degrees of success. If anyone can pull off this feat, it’d be a publisher like Bitewing Games. I also like that Balatro serves as the basis for Rolling Deep’s DNA. I stink at Balatro, but I love how much strategic depth the game possesses. I wouldn’t mind if a board game attempted to adapt Balatro at face value. Adding the twist of a dice builder makes Rolling Deep an intriguing game combination.

And I love the Cuphead-inspired art. Yes. It may be a little overplayed, but Rolling Deep’s visuals look amazing. Bitewing Games is known for its production value, and Rolling Deep is no different. This is definitely a game you should have on your radar. Pledge levels range between $59 and $149. If you’re interested in Rolling Deep, check out its KickStarter page.

Artifox Launches on GameFound

Step into the bustling city of Artifox Famous for it’s beautifull Artifacts. As a fox living on the street, life is tough, but your cunning and courage can take you far! You dream of more, and you know that by perfecting the art of stealing, you can amass great wealth. Do you dare to take on the challenge?

Artifox is a strategic and interactive card game for 2 players that takes you on a whirlwind adventure full of cunning and deception. Start with a base deck and traverse the city to steal from various shops. Each card stolen will be added to your hand and eventually your deck. Use these tools, tricks or traps to manipulate the field and steal valuable loot. Guards are on the lookout so be carefull!

However, you are not the only one eyeing the city’s treasures. Your opponent is after the same loot and will do everything possible to outsmart you and steal your findings!

Have you gathered a Trick, Tool & Trap? Then it’s time to steal Mayor Silverfang’s treasures! These valuable artifacts are added to your deck and can be stolen by your Opponnent. When no Artifacts are left at Silverfang Manor, the fox with the most Artifacts wins!

Thank you, Octo Push Games, for the description. At first, I thought Artifox would include deck building. It does not. It’s more of an open drafting card game with plenty of hand management and a healthy dose of take that. If you know me, you know I don’t typically care for take that games unless they have a short run time. Artifox takes about thirty minutes to complete, which is on the long side of short. But Artifox is also a two-player only gaming experience. I don’t mind a longer take that game if it’s two-player only. Yes. I target you with all my nasty abilities, but since the game is two-player only, it feels less like I’m picking on someone because I choose to pick on them. They’re my only opponent. Great!

I love Artifox’s theme of sneaking through a bustling city and stealing items. Not enough board games include stealth. I’m interested to see how Artifox expresses this idea. My guess is that players will “push their luck” and journey deeper into the city. It also looks as if Artifox may have workers, but their write-up doesn’t include “worker.” I wonder if the meeples (pictured above) are guards. If so, neat. We have a healthy collection of board game new releases this week. If you’re interested in Artifox, check out its GameFound page.

Council of Serpents is a manipulative tug-of-war game with hidden objectives. Three noble Houses are vying for power, but you are not one of them… You are a member of the Council of Serpents, and manipulate these Houses to achieve your own ambitions.

You scheme to orchestrate the triumph or collapse of one of these great Houses by manipulating their three attributes; the strength of their army, the amount of gold in their coffers and their popularity with the people. If one of these attributes ever reaches the top of its track, the game is immediately over, and that House triumphs. Whereas if an attribute reaches zero, the game is also immediately over, and that House collapses.

You achieve this by playing Influence cards to cause Conflicts, escalate Conflicts into Wars, prepare for these Wars by playing facedown Intrigue cards, make Peace and orchestrate support from powerful Guilds. After playing an Influence card, you enact the top card of the timetrack, often causing the Houses themselves to act. When the timetrack runs out of cards you collectively build it anew, shaping the plans of the Houses for the turns to come.

Thank you, Wulfhorn Games, for the description. Council of Serpents sounds like a variant of a party game like We’re Doomed with more political intrigue. It features multiuse cards (always a favorite mechanism of mine), hidden roles, and negotiation. I’m not the best with negotiation, but I love it when a game uses the mechanisms. I can’t wait to see how I’ll screw up this mechanism. Council of Serpents’s production value looks amazing. That’s to be expected, most board game that launch on GameFound tend to have higher quality production values. Council of Serpents sounds like one of those games I’d love to play but wouldn’t be very good at. Still, color me intrigued. If you’re interested in Council of Serpents, check out its GameFound page.

Star Fox Releases on the Nintendo Switch 2

The original Star Fox gets its glow up with a brand new release on the Nintendo Switch 2. While I would’ve loved a new entry into the series (Nintendo has put Star Fox on the back burner for far too long, and his appearance in the recently released Super Mario Galaxy movie should’ve been accompanied by a new game, in my opinion), I’ll take a remaster or remake. The graphics look phenomenal.

Star Fox for the Nintendo Switch 2 is more of a remaster. It doesn’t take long to finish, but finishing the story is only part of the game’s joy. Star Fox’s multiplayer modes offer extensive replayability. Players can play cooperatively to complete challenging missions, or they can challenge each other in a competitive mode. I don’t know if I care for Star Fox’s more “realistic” graphics. The game loses a little bit of its charm by deviating from its cartoon art design. Still, it’s Star Fox. If you’ve always wanted to play the original, the Star Fox remake on the Nintendo Switch 2 may be a great way to experience this classic.

That’s all the geek news we have for this week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Supergirl Movie Review

Hey, hey, Geekly Gang! Kyra Kyle here. A couple of our writers watched the DCU’s second movie entry, Supergirl, this past week. Sure. We’ve only watched the movie once, so this may be more of a reaction than a review. Typically, I like to watch a movie at least twice before dubbing my thoughts a “review.” But I do have some thoughts, and I may be joined by another of our writers for Geekly’s Review/Reaction of Supergirl.

Kyra’s Thoughts

Supergirl is a good movie. I don’t know where all the hate for the movie originates. I’d even say Supergirl is on par with last year’s Superman, with one significant flaw holding it back: “the brides.” The brides represent an even larger issue of Supergirl attempting to cater to a wider audience. We’ll return to the brides and the rest in a minute, but back to Supergirl as a whole. The acting is on point. Eve Ridley gives a great performance as Ruthye. Milly Alcock is perfect as a Supergirl: Woman of Tomorrow (the movie’s source material) version of Supergirl. And Jason Momoa was more believable as Lobo in three seconds than he was as Aquaman through three DCEU films.

However, Lobo is also the reason why Supergirl isn’t as good as it could be–Lobo was a ploy to get other demographics interested in the movie, but we’ll talk more about that later, too. Again, I love Momoa in the role, but the character disrupted this movie. Other critics claim that Supergirl’s plot is scattered. Lobo is the main reason the movie’s plot goes off course. The writers shoehorned a character who didn’t exist in the source material: Supergirl: Woman of Tomorrow. While a scattered plot may be a fair criticism of Supergirl, last year’s Superman had a far more scattered narrative. I didn’t look at some of these critics’ reviews for Superman, but I venture to guess they didn’t dock Superman nearly as much as Supergirl for the same flaw. And Superman was worse in that regard.

My biggest gripe with Supergirl also stems from Lobo’s presence: the brides. I told you we would return to this topic. In the source material, the main villain, Krem, is a mercenary who really loves killing people. Lobo is also a mercenary who really loves killing people. How do we differentiate between them? Make Krem a sex trafficker. No. Just no. The brides (girls around 13) gave me the ick while I was watching Supergirl. It took me a minute to figure out why the brides made me cringe. I can see why this could be a dealbreaker for some. Supergirl could’ve omitted Momoa’s Lobo (or given him a cameo, seriously, three seconds was all Momoa needed to show he embodied the character) and replaced his scenes with a hopeful scene or two from the source material. This could’ve brightened the movie. Possibly even allowed for more comedic moments, which brings me to my next point.

Supergirl’s darker tone could also be a dealbreaker for others. Supergirl is a very different character from Superman. And that’s a fantastic thing. Corenswet’s Superman never knew Krypton. Alcock’s Supergirl watched her family, her home, and her people die. I love how Supergirl showed the difference between these two characters when they shared screentime. If anything, Supergirl upstaged the DCEU’s Superman. Cavill’s Superman had PTSD for unspecified reasons. Alcock’s Supergirl has PTSD for a very concrete reason: she watched the last of Krypton die. This is the equivalent of Cavill’s Superman as a CIS man trying a menstrual cramp simulator and screaming at the first setting. Alcock’s Supergirl would claim that setting tickles.

I could even see some people disliking Supergirl’s use of trauma to propel the narrative. Sometimes, you just want a dumb, fun movie. Heck, 2025’s Superman could be categorized as a dumb, fun movie, so the DCU conditioned audiences (through one movie) that the new DCU will be bright and fun. Despite its tonal differences, Supergirl fits within the DCU. And I’d argue that Kara overcomes her trauma, and that should be lauded. Supergirl’s trauma makes her interesting. Kara possesses numerous conflicting emotions. At one point, Supergirl was a red (rage) lantern in DC Comics. The fact that she chooses hope makes her a hero. While Supergirl is dark for a PG-13 movie, it’s nowhere near as dark as 2008’s The Dark Knight. So those critics need to stop clutching their pearls or throw that same vitriol at The Dark Knight.

The final negative I’ve seen from most Supergirl critics is the movie’s sepia-toned world. Supergirl: Woman of Tomorrow features vibrant colors. The Supergirl movie doesn’t. And this is where I’m bringing back the idea that Supergirl included certain things in the hopes of appeasing different demographics. Supergirl’s sepia-toned worlds resemble the Snyderverse films. News flash, DCU. Snyderverse fans only want the DCEU to return. Nothing you can do can change that, so why not go with more vibrant colors? And we return to Lobo. Yes. Lobo was that problematic of an addition to this story. At first, I thought the DCU wanted another marketable character in the Supergirl cast (sell some toys or a variant popcorn bucket), but the more I thought about it, Lobo’s presence was meant to appeal to testosteroni males. After all, Lobo is the Main Man.

Supergirl works as a worthy follow-up to 2025’s Superman. I’d like to see where the DCU takes the Superman family. Yes, there are more members of the Superman family the DCU could explore. Supergirl suffers from appealing to a lot of different demographics that it had no hope of winning over. Synderverse fans are a lost cause. And despite Lobo’s inclusion, many of the testosteroni boys whom Lobo was meant to win over still dubbed Supergirl “woke” because it’s a movie about a super-powered woman. Supergirl has the bones of a fantastic movie. The performances are phenomenal. Too bad the DCU tried to cater to certain demographics.

Those are my thoughts on Supergirl. Let’s see what Season thinks about the film.

Season’s Thoughts

I also think Supergirl got too much hate from critics. If you isolate Supergirl from Supergirl: Woman of Tomorrow, it’s an enjoyable movie. It’s fun to watch regardless, but I couldn’t help myself from comparing it to the source material. I’ll get to the source material later.

Supergirl showed Kara overcoming adversity, but that got overshadowed by Lobo and the sex trafficking of young girls. The reason the movie gave for the sex trafficking of young girls was because the Brigands were an all-male race. Okay. I suppose you can argue that reason, but the sex trafficking was so unnecessary and ham-fisted into the plot. It was plain gross for the sake of being gross. Krem also killed one of the girls for sport. If the Brigands really needed these girls to continue their race, why kill one of them instead of capturing them?

Speaking of Krem, an interesting design choice was made for him in Supergirl that doesn’t match with Supergirl: Woman of Tomorrow. My guess is it goes back to Lobo’s inclusion. Lobo is already an interesting looking character with extreme expressions and mannerisms. In Supergirl: Woman of Tomorrow, Krem looks like a red-headed barbarian with crazy eyes. Supergirl made Krem out crazy-fie Lobo with several piercings across his face, leather clothes, and a rat tail turned into a braid. They also gave him red eyes. You know, to match Lobo. Since Krem was the more evil between himself and Lobo in Supergirl, he had to have a more extreme appearance. I see you, Craig Gillespie.

I’m sorry to all the Lobo fans out there, but he was a distraction. Spoiler alert: Lobo stole Comet’s scene in Supergirl. In Supergirl: Woman of Tomorrow, Comet is the one who saves Supergirl from the onslaught of Brigands, losing his life in the process. This is a very dark and emotional moment in the source material. I cried when I read it. In Supergirl, Lobo rescues Supergirl from the Brigands and turns it into a slapstick comedy moment. Supergirl explained Lobo’s reason for being present was that he was after the bounty of one of the Brigands. That makes sense for Lobo’s character, but Supergirl is only one-hundred and seven minutes. All of Lobo’s screentime is distracting from the main story.

On to the positives. Supergirl was fun to watch. Milly Alcock did an amazing job of capturing Supergirl as a character. Eve Ridley also did a good job of portraying Ruthye. Ruthye’s internal monologue wasn’t included in Supergirl, but I didn’t mind. The movie could have easily been lengthened to over two hours if Ruthye narrated the movie.

I didn’t think Supergirl would include the green sun. I was pleasantly surprised. Not only was it included, but it cut out the extra exposition in Supergirl: Woman of Tomorrow, which was much appreciated. Supergirl: Woman of Tomorrow dragged a bit on the extent of Supergirl’s affliction to the green sun. In Supergirl, Ruthye’s strength was portrayed through her restraint and perseverance. We didn’t need to watch her slay monsters.

That’s my take on Supergirl. Geekly Gang.

Hey, hey, Geekly Gang. Kyra Kyle here again. Did you agree with our takes? What do you think of Supergirl? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Game Design Brain Dump: July 3, 2026

Happy Friday, Geekly Gang! Kyra Kyle here with another board game design brain dump. I’ll be honest. This past month, most of my focus has been on writing my personal fiction, blogs, and tabletop RPG. I haven’t even had a chance to playtest the changes I made (to Monster Chef) during the previous game design brain dump. Today’s game design brain dump will center on Rustbucket Riots. Ah! Rustbucket Riots has seen plenty of changes throughout the year and a half I’ve been developing the game. And it looks like Rustbucket Riots could see another change in the near future. Let’s talk about it in today’s Board Game Design Brain Dump.

I’ve already made changes to Rustbucket Riots. For those of you who didn’t check the previous link, the above image is what the Rustbucket Riots game board used to look like. This was the board for a good many months–years–until I had it upgraded. I’ll share that picture in a bit, but gaining some space gives anyone perspective.

For the months I haven’t been working on Rustbucket Riots, I’ve been working on Monster Chef. This gave me two things: cognitive distance from Rustbucket Riots, cross-pollination of ideas with Monster Chef. Rustbucket Riots and Monster Chef are nothing alike. One is a cooperative, dice placement game with interlocking gears (Rustbucket Riots), while the other is a competitive, card management game with a cook timing mechanism (Monster Chef). But working on Monster Chef, figuring out how to make that game easier to teach and faster to play made me view Rustbucket Riots in a new light. I needed to look at Rustbucket Riots through the same lens as Monster Chef.

Ah. The board above is beautiful. I forgot how pretty Rustbucket Riots’ current board is, and it’s functional. The board illustrates which region a die belongs. Whatever color the die rests is the region it belongs to, so a die placed in the yellow wedge (of the large gear) will touch the orange and yellow regions. Easy! Before this change, playtesters would complain it was too difficult to tell. I haven’t received that feedback as much after this change. So, it might be time for more change. Players are supposed to simultaneously roll dice, lock them in, place them, and remove the dice from the gear spaces to use the die.

That’s a lot of mechanical things going on at once. The rolling, locking, and placing can get long and difficult to explain. The change I’m thinking of making is replacing dice with tokens, converting Rustbucket Riots from dice placement to a bag builder game. If I do this, this will fundamentally change the game. I won’t change the board, at least not right away. If I go through with this, I’ll make the tokens die-shaped. No. I’m concerned about how this change will affect Rustbucket Riots’ flow. I’ll need to rebalance the game. Some boss robots may need new abilities (many of their current abilities revolve around dice manipulation). And how does busting work in this new setup?

I don’t know. I guess this post lives up to its title of a game design brain dump, emphasis on the brain dump. In the coming weeks, I’ll playtest the current version of Rustbucket Riots and see where these changes could be implemented. Thankfully, I won’t need to change any of Rustbucket Riots’ major set pieces. I can produce die-shaped tokens and alternate cards. We can play the game both ways. See which one flows best. My guess will be the tokens. I’ve spent so much time explaining how die rolling and locking die faces work. Explaining that you just pull out X number of tokens will be a relief. And I could see minions (the orange and pink dice) finding their way into player bags. Perhaps that’s the bust trigger.

Thank you for reading this week’s game design brain dump. You’re awesome. And wherever you are, I hope you’re having a great day.