Geekly TV: October 17, 2014

WalkingDeadThe Walking Dead

Jim’s Review

Consider this fair warning. I make fun of this show. Actually, I watch this show for the purpose of making fun of it. Well, I also watch it because I’ve promised Elizabeth that I would, but she’s used to my snarky comments. If you’re a regular reader of JK Geekly reviews, you know we try to stay positive, or at least to be fair. I make no such effort here. So, with that out of the way, on with the review.

The premiere did exactly what anyone who pays attention would have expected. Some people who don’t matter died to show the seriousness of the situation, and some people who wouldn’t matter if their faces weren’t on the promos got away. A lone woman used a herd of zombies to overrun a secure compound. Once freed, our heroes rescued some unnamed survivors from their secure position so they could wander, disoriented and unarmed through the fray and wind up as zombie food. The baby, Judith, was nearly murdered because Tyreese forgot to make a hostile prisoner pinkie-promise not to.

We got a teaser for the return of a popular character at the end, and that should make fans happy. The truth of this episode is if you’re a fan of the show, you’ll be glad to see (mostly) everyone reunited and back on the road, and the teaser for next week will have you pumped. If you’re like me, you’ll shake your head, laugh out loud, and ultimately decide gnawing Rick’s face off is a goal worth supporting.

Verdict: Satisfying, laughable, or satisfyingly laughable, depending on your standpoint.

Gotham01Gotham

Jim’s Review

It was an unusually mixed bag for me this week. I like the premise of the episode. Involving too many comic book characters runs the risk of emphasizing the super hero/super villain elements that Batman’s absence will cause to feel unsatisfying. Centering the story around a hitman and a struggle between the Falcone and Maroni families keeps this show in the realm of the more grounded aspects of Gotham City. There can be more of a payoff with that, I believe. The problem, or at least part of it, is that the episode tried to do so much.

Yet again, Bruce’s presence added nothing to the episode, and it continued to highlight the awkward and unbelievable relationship between Jim Gordon and a young Bruce Wayne. Gordon’s special relationship, and even borderline collaborative relationship with Bruce is made even more awkward by the conflict with Barbara over his secrecy. Barbara’s insistence on Jim’s openness is a problem for two reasons. The first is that Jim and Barbara’s relationship is still too undeveloped for us to care about the conflict in it, and the second is that it has the strangeness of a psychiatrist’s wife demanding that her husband break doctor/patient confidentiality. Her unwillingness to accept that he can’t discuss open cases makes her seem needy and unrealistic. A final note on their relationship, her defensiveness of her lesbian relationship with Montoya felt sloppy. She’s implying that Gordon’s objection is based on homophobia, and that rings hollow. She’s his fiancé. She knows Jim Gordon, and she’d know his feelings on same sex relationships. Getting that commentary felt like a desperate attempt on the part of the show to remind us how “modern” the show is. It worked better as a piece of information that everyone treated as normal, because it is normal.

Fish Mooney is getting on my nerves more and more. Her on again off again, pseudo-accent is distracting and over-the-top, and while I appreciate that she’s a wildcard in the war between the Falcone and Maroni factions, how she plans to make use of a teenage singer as her ace-in-the-hole, I have no idea.

Verdict: It’s still not bad, but it’s still not improving.

Kyle’s Take

The hitman works, and the Penguin wrinkle adds spice, but no Batman, no real Penguin. I know nothing about Jim Gordon’s and Barbara’s relationship—besides the fact they’re engaged for some reason—and I don’t care to know. The Barbara/Montoya relationship is tacked on because the creative team wants to horn in on the hot issue that is marriage equality. Never mind that the show’s title is “Arkham,” and even the most casual Batman fan knows what a show titled Arkham should be about: mental health and illness. But I guess mental health isn’t as sexy as two women making out on-screen. The Arkham angle should’ve had Batboy dealing more with his parents’ deaths and Alfred tending to Bruce’s wellbeing, but Alfred doesn’t seek therapy for Bruce, and Bruce has already decided he’ll serve as Gordon’s sidekick and suppress his feelings, even though the Bruce Wayne character works best when he fights his demons. From now on, the only Batboy I want to see in Gotham is the one retrieving foul balls for the Gotham City Knights baseball team. And Fish smells something fierce when it’s left out for three days. This was episode four.

TheFlashThe Flash

Kyle’s Review

The Flash serves as a nice counterweight to Arrow. While Arrow takes itself too seriously at times, The Flash with its gregarious titular character always looks on the bright side of life.

The characters continue to feed us exposition with their dialogue, but it wanes in the second episode—thank goodness. Most of the characters are settling into a groove. And I liked that they introduced Barry’s blood-sugar levels dropping from the Nineties Flash series. But in the Nineties’ Flash series, Barry suffered from the symptoms a lot sooner—I think in the pilot—and the science team diagnosed him quicker. If you’re going to lose that much glucose in your system each time you hit 300 mph, you’d suffer from hypoglycemia in a day or two. By this point he’s been running for weeks.

Multiplex as a villain works, but he doesn’t do much else but function as the catalyst that galvanizes the relationship between Barry and his adopted father, and I love the relationship between Detective West and Barry. Their connection comes through with all its levels. I enjoy the Cisco character, who reminds us that DC characters can be light-hearted. And Harrison Wells shines, pulling strings and showing his hand a bit. I won’t drop any spoilers, but will say that like the pilot this show gives us hints at other Flash villains.

To paraphrase Barry Allen, we have the introductions out of the way, let’s progress the story.

Verdict: The Flash continues its playful romp.

Jim’s Take

This was a nice build-up after a strong start. They’ve still got some awkward expositional dialogue, but the characters are engaging. The angle with Barry’s blood-sugar levels dropping and causing him to pass out seemed odd. I would think caloric intake would have occurred to the scientifically minded much sooner, but it’s encouraging that the writers are thinking in terms of complicating Barry’s powers. This show is definitely headed in the right direction.

ArrowArrow

Jim’s Review

I feel like I’m doing this a lot lately, but I’ll start this off with another fair warning. At this point, I’m going to assume if you’re reading a review for this week’s show, you’ve seen last week’s, so I won’t tiptoe around last week’s big development. With that in mind, read on, friends.

I’ll get to it. With Sara’s death coming at the end of last week’s episode, a part of me was suspicious of whether or not that would stick. I wondered if we were going to find out it was just a poisoned dart, and despite falling off a building afterward, there’s still hope to find and antidote, or worse yet, Sara would just be in a coma. As we all know, death in the world of comics is often just a temporary state, and so a show based on a comic book is subject to that same consideration, but at least for the time being, they’re letting Sara’s death stick. I’m glad for that. It shows they’re willing to make big moves, and to take chances.

Ollie’s reaction to Sara’s death was well done, and I even enjoyed his rant about needing to lead, and no having the luxury of “falling to pieces,” but I didn’t buy everyone’s response. Simply put, Felicity’s level of grief rivaling Ollie’s was unbelievable, as was Diggle’s. Yes, they’ve been through a lot together, but the show never developed individual relationships between Sara and the rest of the team, so their references to her being “family” rang hollow to me. As for Felicity’s sudden realization that one day, it could be Oliver killed in their crusade, I found it tough to buy. Tommy has already died, as has Moira. This team has been confronted with death before, and while Sara is different because like Ollie, she was trained, it’s still a bit of a leap for me.

Speaking of Tommy, it was good to see him back this week, if only in flashback form (this is not an example of death being a temporary setback). It really would have been nice to get more of his dynamic with Ollie, but given the situation, and what that would have done to the show’s continuity, it wasn’t possible. With that aside, therein lies my problem with the flashback sequence this week. It really didn’t do anything for the narrative. We didn’t learn anything new.

My last big concern for the show this week involves Thea and Laurel. We close with a glimpse of Thea in her new role, too easily donning her bad-guy clothes, and training under her too easily accepted daddy, Malcolm. Between that and the telegraphed punch of Laurel staring at Black Canary’s jacket, the show is running the risk of making first-aid certification look tougher to acquire than the skills of a world-class assassin.

With all that in mind, Season 3 is still off to an entertaining start. The narrative is moving forward, and there are still enough Easter eggs to keep any comic nerd smiling. Anyone catch the Amazonian Princess remark? How about Palmer calling it, “Star City?” Did I just hear that wrong?

This show is popular. Let’s not construe that to mean it’s perfect, but it’s popular for a reason. It hits more than it misses, and while the first two episodes of Season 3 have their shortcomings, they never had me bored.

Verdict: I remain confident

Kyle’s Take
This episode was a mixed bag for me but still entertaining. While I believe in Ollie’s reaction to Sara’s death and his motivation (even though I questioned it last week), the supporting cast stumbled. Like Jim, I don’t think Felicity could ever sell the “there was a death in family” line. I’m more willing to trust Diggle’s response to Black Canary’s absence, but not for the reason the script says. Diggle wants to get back into the fray, and Sara’s death opens a spot in Ollie’s support team. I don’t want Laurel to don the Black Canary costume—because the actress who plays her gets on my nerves—and Thea must’ve eaten her Assassin-Ohs every morning for the past seven to eight months. Either that or she slept in a Holiday Inn Express the night before. Despite these flaws, Arrow keeps my interest, and I can’t wait for next week’s episode.

 

AgentsOfShield01Agents of S.H.I.E.L.D.

Jim’s Review

This was really just more of the same, I’m sorry to say. We still haven’t moved forward in the narrative. We don’t have any real answers about what’s happening to Coulson, or what the alien writing is all about. Readers of Marvel comics can make some pretty solid educated guesses, but the show hasn’t played those cards yet. Beyond that, it was another instance of S.H.I.E.L.D. and Hydra fighting over an object, and that’s a formula this show has worked far too much. It’s beginning to feel every week like watching a football game where two teams are wrestling over a fumble. It’s okay for a while, but the show needs to give us a hint of the larger picture.

More so than usual, this episode had some really awkward dialogue. Coulson and May’s banter at the early stages of the mission felt forced, and in the end, it was all just a setup for the ending. The lengths those awkward “nostalgia” moments between Coulson and May were stretched to made the end feel like just another one of the show’s unearned moments.

Maybe I’ve put the writers in a bit of a no-win situation with Fitz. I’ve complained before that he’s had nothing to do this season, but this week it felt like he was given something to do just to be given something to do. I should be glad to see him earning his place back in the group, but it’s hard to give the show that credit when his conflict feels so incidental to the main plot.

They upped the production value this week, but all it gave us was another look at a trick that Winter Soldier already played. May fighting fake May in a nightie wasn’t exactly a chore to watch, but it also comes off as pandering.

Verdict: Nothing was ventured here, and nothing was gained.

Comic Book Reviews for the Week of 10/15/2014

Death of Wolverine #4

DOW

Marvel Comics

Soule/McNiven

 

Well, this is it, folks. The deed is done. Logan is dead. Talking about the conclusion to this run is tough because not much happened. There was a final confrontation, some verbal sparring, and Wolverine died. On the surface, that sounds like a knock against this book, but in truth, I think it was done as well as could have been expected. The Death of Wolverine run, judged in its entirety, really exceeded my expectations, and while #4 was a much quieter issue than I anticipated, there’s something satisfying about the way it’s done. They don’t seem to be expecting us to believe this will be permanent, or even very long-lasting. They didn’t try to shake the Marvel Universe to its core. This was more of a moment for fans of Wolverine in particular. McNiven’s art continues to impress here, and really ended up being a highlight of the run, and Soule’s storytelling delivers a conclusion that is satisfying without being sentimental.

Verdict: Excellent read

 

Daredevil #9

DD

Marvel Comics

Waid/Samnee

 

Daredevil followed up with the Purple Man story with this issue. If there’s a complaint to be made, it’s that this issue is a little light on action until the last act. Given the way the arc is progressing, that’s a little surprising, but the overall pace of the book doesn’t really suffer. One thing that Waid is doing particularly well is making the panels Matt Murdock spends out of costume remain interesting. He’s giving us a solid secondary plot here that makes the more grounded parts of the book engaging, instead of feeling like we’re being forced to eat our vegetables. Part of that is just the way Murdock is being written, but I also think it’s a testament to how well Waid is using the supporting cast.

 

Verdict: Solid read.

 

Justice League #35

JL

DC Comics

Johns/Mahnke

 

This issue carries on with the battle of wits between Bruce Wayne and Lex Luthor, but it leaves us off at the doorstep of a brand new leg of the story. The bulk of the issue is limited to Wayne and Luthor sizing each other up, and I would have really liked to see Johns keep the sparring a little more subtle, but it stops short of being obnoxious. The real payoff here is in the closing glimpse of where Justice League is headed, and I feel like this will be a great opportunity to get back to some solid, self-contained storytelling.

 

Verdict: Solid read

Quiz Answers: Dice Games

Craps02  Bunco02  Yahtzee02

DragonDice02  ZombieDice02  QuarriorsQuiz02

Let’s see how we did.

All 6 correct) Yahtzee!

4-5 correct) You lick your chops. Your belly full. Mmmm…brains.

2-3 correct) Queep on qrueeping through the quagmire, you quarrior.

0-1 correct) You got snake eyes. Everybody at the table groans.

Timeline: Dice Games

These games keep you rolling. Can you name these games in the order they were released?

ZombieDice01   Yahtzee01  DragonDice01

Craps01   Bunco01  QuarriorsQuiz01

GeeklyAnswers

VivaJava: The Coffee Game: The Dice Game

Designer: T. C. Petty III
Publisher: Dice Hate Me Games
Date Released: 2014

Number of Players: 1-4
Age Range: 10 and up
Setup Time: about 10 minutes
Play Time: about 30 minutes

Game Mechanics:
Deck/Pool Building
Dice Rolling
Modular Board
Press Your Luck

Game flow and Review:
This is another game we played while waiting for another game to open up at Nuke-con. But this one’s a lot more involved—certainly, not a game to learn, play and master in ten minutes.

VivaJava: The Coffee Game: The Dice Game (or simply VivaJava Dice) serves as a nice follow up to the board game of the same name. You play the role of a VivaJava CoffeeCo employee, and you’re tasked with finding the best coffee beans and then creating unique and flavorful coffee blends.

VivaJava02

You begin with a pool of six-sided dice (usually your dice pool consists of five dice, but the rules can change the number of dice you roll in a turn). Every die has a number and a color associated with each side, and on your turn you either try to match the color/number of the face of each die for the signature blend, which is worth the most victory points, or roll five different numbers/colors on the dice to make the rainbow blend, which isn’t worth as many victory points as the signature blend but you get to taste the rainbow.

VivaJava03

So the game play works a little like Yahtzee, but instead of scoring points immediately for rolling a lot of the same color but not enough for a signature blend, each color represents a special ability (except for black—black has a constant and powerful ability—but we’ll cover this one later) and you can research the ability, making it stronger, by placing research points into the research track for the corresponding color. Once you master an ability, you lose the ability for the rest of the game, but you score a heap of points. First person to 21 points wins.

VivaJava04

And VivaJava Dice has a ton of plug-and-play research abilities, at least fifty or so, which makes each game unique and changes the strategy to win each play through. But perhaps the best ability comes with the black coffee bean. Blacks are also sixes, so they make the most powerful signature blends, but you can also trade your black coffee bean rolls for black dice. Black dice function similar to the normal dice pool, but you may be able to roll twice as many dice on your next roll.

VivaJava01

We only played one game, and the demo player left a bitter coffee taste in our mouth by marking his research points so light no one could see them. We didn’t know he was about to win the game until we saw his pencil graze the 18 point mark. But still, we can see VivaJava Dice for the dynamic, fun game it is. It blends Yahtzee and other press your luck games with the strategy you get from deck/pool building and grinds up both games with a neat coffee theme. It never felt so good to be a barista.

Verdict: If you like Yahtzee or deck/pool building games, you should give this game a try. You can’t quite place which game it most closely resembles but you wouldn’t want to know what goes into your Frappuccino either. Every game is a fresh brew.

Burgoo

Designer: Dan Manfredini
Publisher: Gizmet Gameworks
Date Released: 2014

Number of Players: 2-5
Age Range: 8 and up (10 and up on the box)
Setup Time: less than 5 minutes
Play Time: 20 minutes or less

Game Mechanics:
Hand Management

Game flow and Review:

We played this game for the first time in the thirty minutes between tournaments at Nuke-con, and it only took that long to learn it, but it’s more difficult to master.

Now a Burgoo is a communal stew usually prepared by a group of people, and this game mimics a Burgoo by having the players get rid of all their ingredients on the table by adding their ingredients to the Burgoo while having the most ingredients in their hand at the end. The first player to get rid of all their ingredients wins. The number of ingredients in your hand acts as the tie-breaker.

Burgoo03Each player in Burgoo starts the game with a line (or batch) of twelve ingredients (two of each of the six types) and one ingredient of each type in his hand. During your turn you have three options: split a batch, add to the stew, or sample the stew.

You can split a batch or line by simply making two smaller lines out of one line. This causes other ingredients to show up at the top and bottom of each of your batches which is advantageous because of the second option on a turn, adding to the stew.

When you choose to add ingredients to the stew, you declare the color of ingredient and whether the ingredient is on the top or bottom of every batch. The player whose turn it is discards the matching color ingredient from their hand, and all players with that color type and location combo move their ingredients into the stew.

Burgoo02So you have to be able to get rid of all your ingredients of a certain type while remaining aware of what kinds of batches your opponents have. You don’t want to help an opponent get rid of their ingredients without paying for them. If a batch is only one ingredient, you can choose to declare that it’s either on the top or bottom, but it isn’t a good idea to split all your ingredients into one tile batches. If your opponent declares an ingredient to add to the stew on their turn and you have a one ingredient batch of that type in front of you, you don’t add your ingredient to the Burgoo; you add it to your opponent’s hand.

But let’s say you messed up and got rid of an ingredient from your hand without getting rid of all the matching ingredients in front of you. You can sample the stew by taking an ingredient from the communal pot to your hand. This wastes a turn, slowing how quickly you can get rid of all your ingredients, but you may be able to get rid of a certain ingredient type before your opponent which can work to your favor.

Burgoo01

No one at the table used the sample the stew option on their turn because we were just learning the rules and playing the game straightforward. I can see many strategies you can use in Burgoo, and that makes an abstract strategy game work.

Verdict: A fun, quick game that should be on your radar if you’re looking for a party, strategy game that doesn’t take long to play.

Catch Phrase: Week of October 13, 2014

We have some fresh comic book character catch phrases this week. Can you match the following phrases with the characters who said them?

Catch Phrase:

1)  Sweet Christmas!

2) Holy Moley!

3) Up, up and away!

4) Good gosh!

5) Not in the face! Not in the face!

6) Oh my stars and garters!

Character:

A) Supergirl

B) Luke Cage

C) Captain Marvel

D) Arthur

E) Beast

F) Superman

GeeklyAnswers