New Article – 5 Great Wii U Games for Toddlers

A list of fun, downloadable Nintendo eShop games for the Wii U that can be enjoyed by younger children and toddlers.

Read the full list on

games for toddlers

There comes a time in every gaming parent’s life when your young child is no longer content to sit there with an unplugged (or unconnected) controller, happily mashing buttons along with parents or older siblings. They know the controller is supposed to light up. They know the on-screen characters should respond to their inputs. 

When your young child begins to express an interest in games, there are sadly too few console games for toddlers they can explore. While the mobile market and tablets in particular have made leaps and bounds toward kid-friendly gaming, the big consoles still lag behind.

Nintendo is a bastion of family-friendly gaming. But for decades they’ve had a limited selection of games that very young children can operate and enjoy. I probed the depths of the Nintendo eShop and found several fun games for toddlers and younger children for the Wii U—all kid-approved by my own 3-year-old daughter….

Read the full list on

Shadowrun 5E “Road Rage” Session 5 Report

The runners finally make it to the exchange at the docks where they contend with a magical onslaught of thunderstorms and mind control that threatens to tear it all down.

Watch our sessions live on every Sunday night beginning at 9:30pm Central.

Read “Road Rage” Session 1 Report
Read “Road Rage” Session 2 Report
Read “Road Rage” Session 3 Report
Read “Road Rage” Session 4 Report

I was super excited going into our fifth and final session of this adventure. The last twenty or so minutes from last week’s session gave us a lot of delicious inter-team drama and deliberation – the kind I can’t plan or produce but can only hope evolves naturally (and enjoyably) during the adventure.

Last night’s session picked up just as a tense plan was coming together. Our runners needed to get inside the docks to complete their exchange of the goods they’d worked so hard to escort and protect. I was expecting some fun social tests to crop up; instead Ursev the troll shaman cast his ‘Jedi Mind Trick’ Control Thoughts spell (a malicious but effective form of temporary mind control) and basically forced the guard to wave them through.

Most of them clamored into the truck but Saran the decker and Mauta the weapons specialist both opted to leap across the chain link fence and sneak around the shipping containers. Mauta stuck to the high ground while Saran sneaked around the side. This was our first real use of a giant map and set piece in Roll20, and I was pleased that my players were impressed, and somewhat apprehensive with it. There was a funny bit where Saran wasn’t sure how to sneak around a simple dock worker taking a cigarette break. He was seriously thinking of killing the poor guy just because he was in his way, which the other players immediately balked at.

Things seemed to go pretty smoothly at the actual exchange. Mauta and Saran took up defensive overwatch positions while Falkirk, Ursev, and their NPC buddies Lapis and Crank showed up with the truck and the goods.

I made the buyer, Ares mid-level manager Ricardo Martin, an affable and outgoing guy. Falkirk made the surprisingly but brilliant call to use Edge on the Negotiation roll to try and squeeze more money out of the deal, pushing his total hits to 6 (and net hits over Ricardo’s roll to 3). From my notes that equaled another $6,000 nuyen in reward money per player, on top of the original $2,000 they were getting. Working for mega crops does have its advantages!


Of course I wasn’t about to let things go down that easy. I unleashed my secret weapon – a two-step mage attack from an unseen enemy. The skies darkened and a massive rainstorm erupted on the shipyards. At the same time a large group of people where suddenly mind controlled, and told to ‘Kill The Others.’ Ricardo and his Knight Errant guards pulled weapons and began engaging the runners. Falkirk was the only player in the area that was also mind controlled, and he was forced to attack (though I let the player decide whom he would attack and with what weapon).

Finally I added a Water Spirit into the mix as the storm-summoning culprit. This was an interesting combat scenario as our players didn’t want to actually kill their opponents, but instead attempt to subdue them, knock them unconscious, or disrupt or dispel the spell. Poor Falkirk didn’t have enough Logic and Willpower to be able to resist the spell on his own, but Ursev used all of his turns and Edge points to dispel the enchantment on his friend.

Speaking of natural spell resistance, that’s definitely the one bit of book keeping I totally dropped the ball on. I remembered it for Lapis and Crank but almost not at all for the Ares people until right at the end. Granted they only had 2 dice to roll and needed 4 hits (taking a minimum 2 turns if they rolled fantastically) but still, oops! As a GM there’s often a lot going on, especially in combat, so it’s very helpful when players and/or twitch chat can point out the things I forget.

Road Rage Scene 5 docks

There were two major ways the players could get themselves out of this situation without having to murder or knock out their opponents: block the Line of Sight to the harbor (either physically blocking it or moving the affected people out of the way) or attacking the source of the magical attacks. Mauta had the best vision and position, and a Perception test revealed one of the boats in the harbor and a figure with a magical aura around them, transfixed on the docks using mounted telescope-type device.

Mauta’s first turn was to unsuccessfully shoot at the water spirit. For her second she fired at the boat. In this case I wasn’t even interested in normal attack/defense tests as the boat was protected by a mana barrier. The impact on the barrier was enough to disrupt the spellcaster, and the Mob Mind spell was shattered. I’d originally planned on having the water spirit fight to the death but the mood of the players was of relief and ready for the epilogue at this point (we were also right up against our usual stopping time) so instead I had the creature slink back into the water. The storm subsided, Ricardo was greatful no one was killed (save a single dock worker but pffttt) and everyone went their separate ways. Mission completed!

For their troubles (and their great Negotiation rolls) the players received a total of $10,000 nueyn for the mission, as well as 10 Karma points. They also got Ricardo and Lapis as Contacts they can call upon. Campaign-wise the plot certainly thickened with the attack during the finale with this obviously powerful and magically-gifted assailant. My goal with the overall campaign is to loosely stitch together a bunch of missions with an overarching villain and frequent appearances by familiar NPCs, both good and bad. Basically creating my own comic book style story arc.

I was satisfied with the end result, though hopefully it didn’t feel too rushed or anti-climatic. I was definitely hoping we’d finish the adventure this week and be able to do the full recap and epilogue episode next week, and frankly the adventure was already very combat-heavy without having me draw out this final battle. Look for that recap and feedback session next week as we cap off this second adventure of our Shadowrun campaign!

Watch our sessions live on every Sunday night beginning at 9:30pm Central.

Marvel Comics Final Thoughts – Hulk: The Complete Collection Vol. 1

With Hulk imprisoned after World War Hulk, a new Red Hulk emerges! And he’s a complete asshole. Silly, stupid, but very action-packed, Hulk may be the Michael Bay of comic series.

With Marvel’s popular and successful foray into films with the Marvel Cinematic Universe, I’ve finally decided to get back into comics. I grew up a big fan of X-Men and other superheroes but haven’t really kept up since the 90s. Thus begins my grand catching-up of the last ten years of Marvel comics, events and stories.

Thanks in large part to trade paperbacks and the digital convenience of Marvel Unlimited I can make relatively quick progress, and I’ll write down my Final Thoughts for each collection here on my blog. Like my gaming Final Thoughts, this will be full of spoilers. You’ve been warned!

hulk volume 1Writer: Jeph Loeb

Artists: Ed McGuinness, Frank Cho

Issues: Hulk #1-12, King-Size Hulk #1, Incredible Hulk #600


I would imagine that most people in the world are familiar with the Hulk – he’s big, he’s green, he likes to smash. Up until I began reading Incredible Hulk (Vol. 3) beginning at issue #88, that’s all I really knew of him too. Planet Hulk changed my perceptions completely and me a huge fan of the big guy. As short and mildly disappointing as World War Hulk was, it still felt like a nice action-packed epilogue to those events.

Hulk is finally defeated and imprisoned after World War Hulk, and his Incredible Hulk series actually segues into Incredible Hercules (which I’m reading and surprisingly enjoying). But there must always be a Hulk comic, and an adjective-less Hulk series was born in early 2008 starring a new, vicious Red Hulk that was all villain. Though poorly written and brightly drawn, Red Hulk is a fun foil and adversary for our green anti-hero.

The initial hook of this new Red Hulk is who the hell is he? I already know seeing as this comic is seven years old and that cat’s out of the bag by now, but interestingly they keep it a hidden secret throughout this first collected volume, teasing (and eventually discrediting) that it’s Rick Jones or Doc Samson.

Red Hulk enters the scene in an action-packed manner that sets the tone for the entire series. Following a mysterious investigation over the murder of former Hulk villain Abomination, He crashes in on Iron Man and She-Hulk aboard a helicarrier, swiftly defeating them both. He then proceeds to kick the crap out of another new Hulk-type creature A-Bomb (the newly Hulkified Rick Jones) before Bruce Banner escapes from his prison facility and the fight we’ve all been waiting for is unleashed.

Hulk #4

Hulk and Red Hulk spend an entire issue fighting, and the dialogue is about as scintillating as you can imagine. I did enjoy how much of a straight-up asshole Red Hulk is, constantly taunting and making lewd remarks like a schoolyard bully. Rulk, as he’s referred to by many other characters, gets the upper hand. Then Thor shows up and the two of them fight for the entire next issue.

The plot of the initial story arc (#1-6) is very much just one battle after another, with Red Hulk showing off his immense power and talkative personality. The combination of Thor and Hulk together finally defeats Red Hulk, at least momentarily. At some point the Mighty Avengers show up to help with clean up duty (poor San Francisco). The mystery of Red Hulk’s identity remains present but everything takes a backseat to the rough and tumble fight scenes. The battles are fun but the art is extremely bright and exaggerated, reminding me a lot of glossy 90s comics, which is not a compliment.

hulk #9The next story arc (#7-9) attempts to tell two parallel stories – the Hulk fighting off Wendigos in Las Vegas (along with some other heroes) and Red Hulk fending off She-Hulk’s revenge as she gathers her own little army to take him down. The stories aren’t intertwined at all; the comic is simply divided with the first half going to Hulk.

Bruce Banner arrives in Las Vegas only to witness a sudden outbreak of Wendigos, those not-so-friendly flesh-eating werewolf type creatures from Canada. At the same time Ms. Marvel, the Sentry, and Moon Knight show up to join in the fray, and though they first begin battling (as comic book characters often do) they soon join forces to take down the rampaging monsters. It’s a fun if ultimately forgettable little romp.

Meanwhile She-Hulk is super pissed from her beatdown she got earlier in the series and wants to take down Red Hulk personally. She gathers an odd team of Thundara and Valkyrie and they all get their assess kicked until the rest of She-Hulk’s contacts arrive – just about all the other major women in the Marvelverse including Storm, Invisible Woman, and Black Widow. With their combined powers they are able to temporarily take Red Hulk, only for him to swiftly escape. If you haven’t learned by now, Red Hulk is ridiculously powerful.

The final arc takes the over-the-top silliness of the series to extremes as Grandmaster plucks Hulk along with various other powerful heroes from across time and space to battle each other for no real reason. Hulk, Namor, Dr. Strange, and Silver Surfer briefly battle the likes of Red Hulk, Tiger Shark, Baron Mordo, and Terrax.

It’s all incredibly stupid. At one point Red Hulk goes around and pretty much kicks everyone’s ass, including somehow absorbing Silver Surfer’s cosmic energy and riding his surfboard – c’mon! Villain’s are fun because of their motivations, their relationships with their heroes, and their personalities – rarely it’s based purely on raw strength and power.

hulk #12

The King-Size Hulk issue helps fill in a few blanks in the series, like where the Wendigo’s came from and why She-Hulk formed a team of “Lady Liberators.” None of it is important or even all that interesting. Incredible Hulk #600 technically kicks off the new Incredible Hulk series (Incredible Hulks in Marvel Unlimited) that launches out of this one in 2009. If you ever wanted an exercise in horribly confusing name changes and comic numbering, look squarely at Hulk around this time period.

Up until that last story arc I was generally on board with Hulk as a simple, glossy, beat ’em up comic series, but that last bit involving Galactus and a bunch of silly nonsense really irked me. Still, Hulk would continue on for nearly 60 issues into 2012, so clearly it either finds its footing, or people really enjoy seeing this mega-powered asshole continue to kick ass in random fight scenes. It does refreshingly stay mostly out of the greater Marvel continuity, which is mired in the events of Secret Invasion and Dark Reign during this time. I’ll stick with it for now, though its emphasis on pretty pictures and big action sequences with little substance may make it the Michael Bay of comic series.

Marvel Comics Final Thoughts – New Avengers: Illuminati

Professor X, Iron Man, Namor, Black Bolt, Dr. Strange, Mr. Fantastic – Marvel’s Illuminati take us on a tour of history as they deal with the infinity gauntlet, Secret Wars, and the Skrull Secret Invasion.

With Marvel’s popular and successful foray into films with the Marvel Cinematic Universe, I’ve finally decided to get back into comics. I grew up a big fan of X-Men and other superheroes but haven’t really kept up since the 90s. Thus begins my grand catching-up of the last ten years of Marvel comics, events and stories.

Thanks in large part to trade paperbacks and the digital convenience of Marvel Unlimited I can make relatively quick progress, and I’ll write down my Final Thoughts for each collection here on my blog. Like my gaming Final Thoughts, this will be full of spoilers. You’ve been warned!

new avengers illuminati coverWriter: Brian Michael Bendis

Artist: Jim Cheung

Issues: New Avengers: Illuminati #1-5


The concept of Marvel’s Illuminati – a think tank of the most powerful heroes, leaders, and figures, first appeared back in New Avengers Vol. 2 in 2005. Iron Man goes to the group (which is more of a casual get-together than a clandestine secret society) to seek advice on The Sentry, and brings together the Inhumans, Mutants, Fantastic Four and other heroes to help reign him in.

The Illuminati then spun off into a one-shot issue that helped set up the Civil War event in 2006, as well as showing the group deciding to exile Hulk in the Planet Hulk event.

It wasn’t until 2007 that New Avengers: Illuminati transitioned into a five issue limited series. The overall goal seems to act as a precursor and lead-in to 2008’s Secret Invasion, though only the first and last issue center on the Skrulls. By giving us various retcons we get a fun little tour of some of Marvel’s bigger events throughout history, as told by some of its biggest players.

It was shown back in that one-shot issue of Illuminati (which in Marvel Unlimited is listed as issue #0) that Black Panther (which would’ve been T’Challa’s father T’Chaka I believe) was initially asked to join but quickly refused, leaving the group with Black Bolt, Dr. Strange, Namor, Professor Xavier, Iron Man and Mister Fantastic. You’ve got representatives of all the major factions of Marvel heroes, as well as the mystical and science avenues.

Get a group of people together with wildly different viewpoints and backgrounds and it can spark some interesting conversations, as well as lots of heated arguments. To their credit the group functions surprisingly well together, with only Namor being the primary dissenting voice in most of their decisions and deliberations. The king of the oceans is a total asshole and overly aggressive (in a fun way), but I’ll be damned if he’s not correct in just about every situation: “Hey guys, maybe not shoot the Hulk into space because he’ll come back and be super pissed off!

new avengers illuminati #1The first issue has our group meeting after the Kree-Skrull War of the early 1970s. Our heroes decide to take a stolen alien ship to go talk with a Skrull warlord. It doesn’t go well as these leaders of men are eventually reduced to pithy threats, and they’re soon captured and tortured. The story is told mostly from Tony Stark’s perspective as he escapes and frees the rest of them, but not before the Skrulls may have gained some valuable technology from their experimentation.

The next few issues take us on the aforementioned tour of history, as our group is shown dealing with important Marvel events like the Infinity Gauntlet (early 90s), Secret Wars (80s) and the attack by Marvel Boy (no clue). Most of them seem like an odd but enjoyable excuse to revisit and provide epilogues to these events.

In issue #2 Mr. Fantastic reveals that he’s been gathering Infinity Gems in an attempt to destroy them. After their initial freak-out the group agrees to go after them in a mostly danger-free montage sequence. Reed can’t will them to disappear, so they split the gems up amongst each other. Issue #3 involves the awkward attempt to explain the terribly conceived sequel to Secret Wars – Secret Wars II, and ends up just further muddying the waters with continuity errors.

Those were big events, so it was strange to see Issue #4 focus on a character I’d never heard of – Captain Marvel/Mar-Vell’s son Noh-Varr (would that be Quasar/Phyla-Vell’s brother?) and didn’t much care for their extended scenes of trying to convince him to become a hero rather than rot in prison after his failed attack. More enjoyable was the first third of the book which centered on the various members’ women trouble when Dr. Strange announces a recent break-up. It’s a funny, grounded moment that takes all these grand men down to our level, though it also highlights the fact that there are no women on the Illuminati.

new avengers illuminati #3

Issue #5 finally takes us to the present day with the group deliberating and arguing over the sudden appearance of a disguised Skrull. The body of Skrull-Elektra, which was shockingly discovered at the end of New Avengers Vol. 6. is brought to the group by Iron Man after he was given it by Spider-Woman in Mighty Avengers Vol. 2. This body gets around!

While the group decides how they want to handle a possible body snatchers-style Skrull invasion, Black Bolt is revealed to be a Skrull in disguise! The Skrulls are not only undetectable by scanners (and powers like Wolverine’s scent) but can apparently reasonably mimic the powers of their shapeshifted persona, as Skrull-Black Bolt quickly demonstrates. Iron Man is able to defeat the Skrull while the others escape, but the implication that one of them was the enemy in disguise rocks them to their core, and the group is disbanded.

While that last issue is an important lead-in to Secret Invasion (and would help explain Black Bolt’s odd behavior in Silent War and his quick defeat in World War Hulk…) the overall series is a mostly unnecessary but somewhat fun look back at older Marvel events. The concept of a secret meeting of Marvel’s most powerful heroes and leaders is neat and I particularly enjoyed Jim Cheung’s art and penchant for two-page spreads with heroes taking center stage. To get the most out of Secret Invasion I’d definitely recommend the last issue, but at five issues you might as well enjoy the whole series.

new avengers illuminati #5

Marvel Comics Final Thoughts – Annihilation: Conquest

If Annihilation made me a fan of Marvel’s cosmic universe, then Annihilation: Conquest sealed that marriage and my love of these characters and the outstanding creative team of Dan Abnett and Andy Lanning.

With Marvel’s popular and successful foray into films with the Marvel Cinematic Universe, I’ve finally decided to get back into comics. I grew up a big fan of X-Men and other superheroes but haven’t really kept up since the 90s. Thus begins my grand catching-up of the last ten years of Marvel comics, events and stories.

Thanks in large part to trade paperbacks and the digital convenience of Marvel Unlimited I can make relatively quick progress, and I’ll write down my Final Thoughts for each collection here on my blog. Like my gaming Final Thoughts, this will be full of spoilers. You’ve been warned!

Annihilation conquest omnibusWriters: Dan Abentt, Andy Lanning, Christos Gage, Keith Giffen, Javier Grillo-Marxuach

Artists: Mike PerkinsPaul Pelletier, Tom Raney, Timothy Green, Mike Lilly, Kyle Hotz, Sean Chen

Issues: Annihilation: Conquest Prologue, Annihilation: Conquest – Star-Lord #1-4, Annihilation: Conquest – Quasar #1-4, Annihilation: Conquest – Wraith #1-4, Annihilation: Conquest #1-6, Nova #1-12, Nova Annual #1


Large-scale, blockbuster sequels are not solely in the realm of Hollywood movies. After the successful kick-start to Marvel’s cosmic universe via the epic Annihilation event in 2006-07, Marvel immediately responded with an equally epic and far-reaching special event called Annihilation: Conquest (2007-08). Building upon the characters and consequences from Annihilation, Conquest manages to be the rare sequel that keeps up with and even in many ways surpasses its predecessor thanks to superior limited series tie-ins, fantastic and consistent art, and a Game of Thrones-style plot with multiple cosmic heroes on varying missions to stop Ultron and the Phalanx.

In terms of these Final Thoughts I’ll be covering the entire event, as I did with Annihilation. That’s 30+ issues! A new omnibus (releasing this Summer) includes the ridiculous amount of issues I listed above, yet like its predecessor it’s still a refreshingly self-contained event compared to the Earth-bound stuff like Civil War. So strap yourselves in for my biggest Marvel Comics Final Thoughts yet!

The only ongoing series that was born out of Annihilation was a new Nova solo-series. The first two volumes (12 issues + annual) tie in to Annihilation: Conquest, and they’re utterly fantastic. Nova (Richard Rider) quickly evolved from a hero I really hadn’t even heard of (being completely unaware of most Marvel Cosmic stuff before I read Annihilation) to one of my new favorite Marvel heroes. He’s selfless, brave, and compassionate. Like the MCU Captain America, he also exemplifies the average human who was given extraordinary powers, and uses them solely to help others.

He’s also the last surviving member of the Nova Corp after the galactic peace-keeping armada was completely obliterated by the Annihilation Wave. In the process he absorbed the consciousness/super computer of the Xandarian Worldmind – basically his JARVIS that constantly gives him advice, berates him, and generally acts as a fun foil and unwitting partner in their galactic adventures.

Nova #3

In his first issue Nova is trying his best to be a one-man army, zipping around the universe with his boosted powers from the Worldmind, helping refugee colonies and defeating pockets of annihilation forces. Finally he pushes himself to near exhaustion, and Worldmind suggests he take a little break and return to earth.

Issues #2-3 are technically labeled as Initiative tie-ins, syncing them up with the post-Civil War era of Marvel continuity. In other words when Nova returns to say hi to his parents (who are not too pleased to see him), Iron Man shows up at his door and gives him 24 hours to register. Nova catches up on the Civil War shenanigans, and it’s a fun perspective to see such a major event reduced to a blip when compared to the insane galaxy-destroying event that Nova was just a part of.

Nova gets to talk a bit to his former New Warriors teammates and even briefly fights the Thunderbolts. He quickly realizes that Earth is not the place for him and returns to his life in space where things make sense, in their own way.

Issues #4-7 directly involve the events of Annihilation: Conquest, or at least the prologue. In the prologue issue Peter Quilll a.k.a. Star-Lord, man (Who?) arrives on the Kree Homeworld of Hala to upload a new defense system. The Kree want to be more pro-active in preventing anything like Annihilus’ sudden and devastating invasion from happening again. Unfortunately for everyone the system is really the Phalanx in disguise – a technorganic race that’s obsessed with assimilating everyone into its ranks.

The Phalanx’s invasion of Hala is nearly instantaneous as citizens either run or quickly become assimilated (denoted in this case by static-colored eyes and yellow-outlined dialogue bubbles). The prologue does a great job setting up the immediate threat of the Phalanx along with the various lead-in mini-series of Star-Lord, Quasar, and Wraith. A forcefield is erected around Kree space, keeping everyone in and out and while the Phalanx spreads and builds, leaving a nice sense of urgency and desperation to our few heroes caught inside.

Nova is busy responding to the Kree distress call when the forcefield is created. He’s forced to flee to prevent becoming infected in the battle, and runs headlong into the new forcefield before he can stop. Critically injured he falls to a remote Kree outpost on another planet that had been stranded since the Annihilation War. Reduced to a smoking crater, the Worldmind actually abandons ship and gives its power to another – Ko-Rel, the captain and leader of the survivors.

nova #10 coverWhile Nova is healed by the Kree medical facilities, the newly minted Nova Prime Ko-Rel immediately has her work cut out for her as a small war party of Phalanx attack the outpost, lead by an infected Gamora. Gamora acts as the primary antagonist throughout Nova’s volumes, an interesting twist considering their former romantic and competitive history.

Gamora sneaks into the medical lab while Ko-Rel fights off the Phalanx, murders a bunch of poor Kree soldiers and kisses Richard Rider, infecting him with the Transmode Virus that turns people into slaves of the Phalanx. Interestingly, we find out later that the Phalanx purposefully leave in a modicum of free will, as they find that organic life is much more willing to accept assimilation and be more effective if they have it. Considering most of our advantages over such robot/hive-mind type enemies are our free will, it’s a frightening though that the Phalanx are willing to be so adaptive.

Worldmind freaks out and orders Ko-Rel to now go kill Nova so the Phalanx can’t get their hands on it. The two have a fun battle of dueling rocket-powered people before it looks like Ko-Rel has the upper hand – before she’s stabbed in the back by Gamora. I was pretty bummed as they were giving just enough backstory and personality to make Ko-Rel a likable character, and I was hoping she’d become the first recruit to the new Nova Corps.

Instead her death releases the rest of the Worldmind back to Nova, where its able to put the virus in remission and allow him to regain control. Fly away, Nova! Gamora continues her hunt along with fellow Phalanx-infected warrior Drax. Drax unfortunately suffers from Too Many Characters syndrome (see Game of Thrones). His role is greatly diminished from the previous cosmic event into Gamora’s partner in hunting Nova.

In Nova’s second volume, “Knowhere,” Rider had opened an emergency stargate to escape the forcefield, and ended up at the edge of the universe. Specifically the gigantic celestial head of a dead god known as Knowhere (seen in the 2014 Guardians of the Galaxy film). The first few issues chronicle Nova’s little side adventure in Knowhere, involving an evil zombifying creature known as Abyss and an Avengers-style team from another planet. It’s a bit of a departure from the ongoing story of Annihilation: Conquest, and indeed Drax and Gamora don’t even catch up to Nova until he leaves.

nova #8

“Knowhere” introduces us to the best Marvel character ever – Cosmo, the thickly Russian-accented telepathic half Labrador/half Golden Retriever mix. Yup, a talking dog in a little space outfit. In his first ever appearance Cosmo is hilarious and wonderful (and surprisingly powerful) and I was devastated that he didn’t become a permanent sidekick of Nova’s, opting instead to remain on Knowhere where he’ll become an awesome addition to the Guardians of the Galaxy series that launches after Annihilation: Conquest. You’re the best, Cosmo.

From Cosmo Nova learns the location of the home planet of the Technarchy, the race that created the Phalanx. At this point the virus has been wrecking havoc on Nova’s systems, and it’s taking more and more of the Worldmind’s power to keep it at bay (leaving Nova weaker and weaker). The sense of urgency and hopelessness reaches a tense level of crescendo just as Nova reaches the nearly abandoned planet of Kvch.

If you’re reading Nova on Marvel Unlimited, make sure you read the Nova Annual issue between #10 and #11, it’s really fantastic. The Annual provides both a fun backstory or Nova’s origin as well as a What If that catapults us decades into the future as Nova, with a new Nova Corp armada, attempts to liberate a fully infected Earth from the Phalanx.

nova annual

The whole issue ends up being a mindfuck as the virus was fully attempting to gain control by attacking Richard’s mind, and was a wonderfully emotional and informative ride. Likewise issue #10 is also a bit isolated as it centers on Nova’s and Gamora’s relationship as the two fight their way out of a cosmic monster that’s eaten them on their way to Kvch. Their love-hate camaraderie is intensified thanks to Gamora’s constant “give in to the Phalanx” spiel. I like Gamora as a character but I can’t say I’m a fan of her ridiculous bathing suit outfit that barely covers up the naughty bits. Cool hooded cape though.

Dying on Kvch with the virus taking hold things look bleak for our hero when a blast from the past is able to heal him. Warlock, technarch and former member of the New Warriors welcomes Nova to his home planet. Having never read New Warriors I actually recognized the character from that one episode of X-Men: The Animated Series that also involved a Phalanx invasion. Warlock is on Kvch having found and raised a child, attempting to impart the more pacifist style that Warlock’s mutant strain (and time on Earth) had imprinted upon him.

Nova tries to get Warlock to aid him and help fight the Phlanx but he refuses. Gamora and Drax catch up only to be turned into a spire and summon an elder Technarch to the planet, a giant and powerful monstrosity. Nova tries to keep it at bay while the others escape. Warlock sacrifices himself to fully heal Nova of the virus that had been killing him since issue #5 while his son Tryo escapes, only to return and charge right at the monster. The plan works and Tyro takes over the creature’s body, restoring Warlock, Gamora, and Drax back to full health and free of the virus. Healed and bolstered with new allies, Nova and company return to Kree space to mount an assault on Hala.

nova #12All of this happens concurrently with the events of Annihilation: Conquest’s lead-in mini-series and event itself. Nova’s issues can be read independently as he only shows up in the final issue of Conquest. By giving him his own side adventures while still tying it altogether with the greater event, Nova’s series becomes an exciting ride that gets to keep the desperation surrounding the event while expanding the Marvel Cosmic Universe into new and exciting places. Both Knowhere and Kvch are fun new locations, and it was wonderful meeting new characters like Cosmo and seeing old characters like Warlock used in meaningful and logical ways.

But wait, there’s more! Like Annihilation before it, Conquest includes several four-issue limited series based on the major characters of the event that take place between the Prologue and the event itself. Unlike Annihilation, they’re all pretty good!

Annihilation: Conquest – Star-Lord begins with Peter Quill’s recovery from having been brutally attacked on Hala during the invasion. The Kree resistance patches him up, removes all his goofy cyberware, and tasks with him taking a team of criminals and prisoners into the heart of the Phalanx spire to destroy it from the inside. Star-Lord recruits his team that would eventually become the Guardians of the Galaxy later on. For now it consists of Bug, Mantis, Deathcry, Rocket Racoon, Groot, and Captain Universe.

The team goes through the typical drama of folks of wildly different backgrounds being thrust together. Deathcry is even killed by friendly fire from Captain Universe as she goes feral for, to put it in gamer terms, kill-stealing. The series is action-packed but the art isn’t very good and I didn’t find the overall plot all that interesting. It mostly serves to introduce us to this freedom-fighting team on Hala and it’s surprisingly the weakest of the mini-series.

Quasar’s series centers around Phyla-Vell, daughter of Mar-Vell, the former cosmic hero Captain Marvel. I’m wholly unaware of her family’s adventures and drama but thankfully the series focuses less on her history and more on her present situation. Adorned with the powerful quantum bands she had taken from Annihilus at the end of Annihilation (can you tell you really have to read Annihilation first), the new Quasar and her lover Moondragon (Heather Douglas, daughter of Drax and powerful telepath) live in a secluded temple in Kree space. When the Phalanx attack, she’s given a mysterious message to find the savior.

Quasar and Moondragon’s quest quickly resembles a Dungeons and Dragons style adventure as they fight giant space monsters and help defend outposts from the Phalanx. During a particular exciting moment, Heather’s incessant headaches reach a climax during a pitched battle, and she permanent transforms into a literal dragon! The plot isn’t too heavy though we are given a fun villain in the form of a Phalanx-infected Super Adaptoid, a robotic foe that can mimic the abilities of any of the Avengers.

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Phyla-Vell’s quantum bands are running out of power thanks to the forcefield cutting her off from the Universe’s energy, give a nice sense of desperation that I enjoyed from Nova. The real treat, however, comes from the incredibly fun artwork. Seemingly more suited for a fantasy epic rather than a comic space opera, artist Mike Lilly does a fantastic job drawing giant two-page spreads of exciting battles and events.

The plot does become integral to setting up Conquest as Quasar and Moondragon defeat the Adaptoid and awaken Adam Warlock, the supremely powerful cosmic being that’s gone toe-to-toe with Thanos, and plays an important role in the upcoming liberation.

With the third lead-in Marvel attempted to introduce an entirely new character – Wraith. Wraith could be described as Goth Clint Eastwood. Looking like a vampire-dark elf wearing a poncho, he’s got a powerful weapon that can change form and a motorcycle that flies through space. Basically he’s that dorky kind of cool that was very prevalent in the 90s, but doesn’t seem entirely out of place here.

His backstory as an orphaned child is uninteresting and his powerset of a weird negative fear energy is confusing. Luckily his comic quickly throws him headfirst into the Phalanx and the war on Hala, making his lead-in the most directly involved in the grand event. He’s captured and tortured by the Phalanx-infected Ronan, then breaks free and escapes with Annihilation stars Super-Skrull and Paxagoria. The three of them join up with the resistance on Hala to mount a full on attack on the Phalanx armada. Their goal – to stop Ronan and the Phalanx from sending out a psychic wave (from their semi-dead god/super computer) that will shut down all the Kree.

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Wraith is a goofy character who even has the black dialogue boxes a la Venom, but his supporting cast is fun. The mini-series is almost as much about Ronan as it is Wraith, as we see him struggle with enslavement and the semi-freedom he’s afforded. It ends up being another fun, short, action-packed story, and I was pleasantly surprised with how much I enjoyed it.

And now, finally, we reach the main six issue event. Annihilation: Conquest’s first issue ends with a massive HOLY CRAP moment, as it’s revealed that the mastermind behind the Phalanx’s sudden power upgrades and efficiency is none other than Earth-born Ultron! Considering my previous experience with Ultron was when he awkwardly took over Iron Man’s body and turned female in Mighty Avengers, I was pleased to see him in full traditional robot regalia, and menacing as all hell.

annihilation conquest #1 ultronThroughout the adventure our various groups that were introduced in the lead-ins are separated and all fighting the war in their own way. Star-Lord and the proto-Guardians team remain on Hala as an insurgency force, pretty much fighting Phalanx forces nonstop. Wraith, along with the freed Ronan and the rest of their group travel to a world that had been ceded to the remaining Annihilation forces to ask their former foes to join with them against the Phalanx. Quasar and company meet up with the High Evolutionary (who created Adam Warlock) and end up directly battling Ultron on several occasions. Nova has his own crazy adventures as he searches for a cure to the virus.

There’s a lot going on and interestingly none of their paths actually cross until the final issue or two. Like their lead-ins, Star-Lord’s story is again probably the least interesting, as they continue the good fight on Hala. They do manage to take down the giant spire with a plan involving Groot growing to massive proportions and then blowing up. The team is given only the bare minimum of growth and character development, and Peter Quill is just not a super interesting character yet. The team is also given the role of Most Character Deaths to make the situation more dire, as the incredibly dorky Captain Universe goes down, while Mantis is severely injured (and the aforementioned Groot explosion).

Quasar’s adventures become the most interesting. The High Evolutionary is a powerful figure in the Marvel Universe, neither good nor evil but very interested in biology. There’s a large battle when Ultron attacks, and he ends up punching Moondragon through the chest as she dives to protect Phyla-Vell. Noooo! I loved that character, but it’s nice to see a villain that actually kills people (at least to the extent that people can be killed in comics).

Near the end Ultron is able to get the High Evolutionary to help him download himself into Adam Warlock’s body, creating a near unstoppable union of robotic and organic abilities. This new view of organic life being useful instead of loathed by Ultron and the Phalanx is what makes them so formidable and frightening.

annihilation conquest #6 endIt all comes down to an exciting finale as Nova shows up in the nick of time. Warlock (the afro-sporting technarch dude) infects Ultron with the mutant virus strain that makes him unique, shutting him out of Adam Warlock’s body. Ronan and company then screw everything up by planning on taking Hala down to wipe the Phalanx out using a virus-proofed sentry army, but it goes horribly wrong, Paxagoria is taken over and killed by Ultron, and he proceeds to add the sentries to his body, growing massive in size.

In the end it takes a combination of Adam Warlock harnessing the freed souls of Hala (freed by the spire’s destruction), Wraith using his weird energy trapping powers, and Quasar focusing the souls into her Diablo-esque energy sword and killing Ultron. Yep, Quasar gets the killing blow. Seeing as she lost the person most important to her, it was a satisfying moment of badass revenge.

As a direct sequel to Annihilation, Conquest does kind of rehash the concept of a group of disparate heroes fighting against an unstoppable force. It would also be tricky to jump into it without first reading Annihilation, as most of the characters and the overall situation of the universe are directly referenced throughout. Ultimately I found Annihilation: Conquest even more satisfying than its predecessor, and one of my favorite Marvel events.

The multiple story approach remains logical and exciting, showing the devastating events from multiple angles and situations. The lead-ins are also very well done, and unlike Annihilation are all pretty integral into the main story. As the sole extra series tie-in Nova is probably the best part of the whole experience, which is not usually the case for solo character tie-ins. Ultron is a fantastic villain with logical motivations and suitably menacing dialogue and even more enigmatic characters like Adam Warlock are explained well enough to bring newer Marvel Cosmic converts like myself up to speed.

If Annihilation made me a fan of Marvel’s cosmic universe, then Annihilation: Conquest sealed that marriage and my love of these characters and the outstanding creative team of Dan Abnett and Andy Lanning. Now, bring on the Guardians of the Galaxy!

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Shadowrun 5E “Road Rage” Session 4 Report

Our runners fight off a pack of ghouls in some dark tunnels and finally make it to the docks where drama on how to get in ensues.

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Thus far in our sophomore adventure combat has been a major focus. Each scene has revolved around a big encounter as my runners make their perilous journey to the docks in downtown Seattle. I’ve attempted to give each battle a very different feel and situation, from a hostage crisis to a chase scene on a highway to a creepy ghoul infestation in some darkened tunnels.

This session began just as the ghouls began attacking my players after they’d cleared the blockage for their vehicles. I rolled Initiative for both the few ghouls that the players had discovered as well that ones still to come, hidden via the GM layer. I rolled sneak checks for each hidden ghoul and gave the players a chance to spot them. The idea was to give a sense of dread and foreboding as more and more of the creatures approached from the darkness. Unfortunately once combat began I couldn’t roll worth shit!

Road Rage Scene 3 tunnel combat

Seriously, I probably had my worst rolls ever as a GM during this lengthy combat encounter that lasted a good two hours (nearly the entire length of our session). Ghouls were my players’ first real encounter with a feral monster-type enemy. As a GM they’re pretty easy to control even with nearly a dozen of them, simply charging at the nearest foe with their claws. I’ve never seen so many ties in my life. So many Ghouls connected with the runners’ armor only to bounce off. It was becoming an ongoing joke!

The ghouls’ main strengths lie in their surprisingly high attack roll and their numbers, neither of which did much good with my rolling. My runners, meanwhile were able to almost completely slaughter them using teamwork and coordination, especially the Falkirk- Saran pair that was on the South (left) side of the tunnel. The players did have an edge with having their two NPC allies that I controlled, one of whom was completely worthless while the other got two one-hit-kills by herself – wow. Ironic that my best rolls were for the players’ ally.

The one nasty outcome was that Ursev, the troll shaman, was rendered unconscious thanks to continued spellcasting drain and the few hits I was able to get with the pack of ghouls on the North side. Mauta the street samurai was able to use her First Aid (and a point of Edge) to revive him back to consciousness, and I let the players heal a bit of stun damage as they continued their journey out of the tunnels and into the docks.

Road Rage Scene 4 docks entrance

I was pleased to see that the tunnel combat didn’t take up the entirety of the session, though it came close. Combat can be fun in its own way, but as a GM I very much enjoyed the sudden drama that cropped up at the end as my players frantically deliberated on how to approach the heavily guarded entrance to the dockyard.

Mauta chose this opportunity to reveal more of her dangerous past with Ares, whom the players were attempting to sell the shipment to. At the same time Saran the decker impulsively leapt across the shipping containers, over the barbed wire fence and landing on the other side. That one is probably going to be saddled with some kind of ‘loose cannon’ Negative Quality very soon!

We ended it just as a plan was seemingly being put together, even though team leader Falkirk was wholly unaware of it! I absolutely love these unexpected moments of panic, drama, and deliberation – the kind of fantastic questioning and role-playing that can only be born from a live game in the middle of the action. Next week’s session should be very interesting, and should mark the end of our runners’ action-packed escort mission.