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By SarahTheRebel On 30 Sep, 2013 At 08:25 AM | Categorized As Comics/Manga, Reviews, ROG News | With 0 Comments

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First appeared on www.NerdyButFlirty.com

Star Wars: Legacy #7 takes place 138 years after the events in Star Wars: Episode IV – A New Hope and features a descendant of Han Solo – Ania Solo – and a jedi named Jao on their quest to save the galaxy. Yup, the main characters of this expanded universe Star Wars series are a black man and a female Han Solo. Everything I ever wanted in a comic.

star wars legacy 7

The plot is fast-paced and interesting, with plenty of mysteries, but never so many as to leave the reader frustrated. Ania is a straight-talking, “shoot first” kind of girl with plenty of room for her character to grow.

I also love the art and all the fantastic creatures in the series. The colors and design is dark and lovely, and really fits the Star Wars universe.

I can’t wait to read the next issue! Damn cliffhangers…

Check out our other Star Wars: Legacy reviews!

Plot

After a terrible vision of Empress Fel being struck down by a Sith, Ania Solo and Imperial Knight Jao ignore direct orders and set out in search of the murdering Sith. It’s the right thing to do…but it’s also scratching their itch for adventure!

The Deets

Writer:
Corinna Bechko, Gabriel Hardman
Artist:
Brian Thies
Cover Artist:
Livio Ramondelli
By SarahTheRebel On 29 Sep, 2013 At 07:51 PM | Categorized As Comics/Manga, Reviews, ROG News | With 0 Comments

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First appeared on www.NerdyButFlirty.com

Mass Effect: Foundation #3 is supposed to be the story of a great assassin working for Cerberus, but we’re treated along the way to a few old friends, like Wrex, and in this issue, Ashley Williams.

mass effect foundation 3

I love the classic BioWare storytelling, the strong female characters, and the bloody fight scenes. The art is still meh, but the story is so good that I don’t really care.

I don’t want this series to end.

Check out my review of ME: Foundation issues 1 and 2!

Plot

The loss of the human colony Eden Prime was the first in a series of catastrophes to mark the return of the Reapers—a race of sentient AI that would threaten all life in the galaxy. Now, in her own words, Gunnery Chief Ashley Williams reveals what she saw.

The Deets

Writer: Mac Walters

Artist: Tony Parker

Colorist: Michael Atiyeh

Cover Artist: Benjamin Carre

Buy Mass Effect: Foundation #3 here!

By SarahTheRebel On 20 Sep, 2013 At 08:15 PM | Categorized As Featured, PC Games, Reviews, ROG News | With 0 Comments

No GravatarFirst appeared on www.NerdybutFlirty.com

Skullgirls is a 2D indie fighting game that was released on PSN and Xbox Live last year. The game has just come out on PC. So how does it hold up?

Amazingly, as long as you have a controller or a fight stick.

I had no problems with lag or dropped connections, and the art is just as stunning and unique. I think this is a solid port of the game. On the other hand, the immaturity of the character design and the lack of polish on some of the gameplay aspects leave me wanting more.

Skullgirls is really a fighting game for people who love fighting games. It’s very meta and constantly references other fighting games and even pop culture. Peacock, in particular, is an inspired character. And no, I’m not just saying that because she references Popeye.

Plot

“Legend tells of a mysterious artifact known as the “Skull Heart” that has the power to grant a young woman’s wishes. Of course, there’s a catch. If she has an impure heart, even a selfless wish will be twisted in the most vile of ways: peace brought through brutality, eternal life through perpetual childhood, or a lost love returned as an undead monster.

Hundreds have sought the Skull Heart, but so far none have been deemed worthy and spared its cruel power. Those judged impure are transformed into the fearful instrument of their twisted wish…a pale and lovely tempest, a beautiful nightmare – the Skullgirl!”

As with most fighters, the plot is pretty threadbare, and in story mode you will often find yourself in fights with no context, which I really disliked, especially since some of the fights DID have context. It just seemed sloppy.

On the other hand, what little plot there is is very deep and dark, with themes such as assault, mutilation, sexual assault, and the torture of young girls.

Skullgirls

Another disconnect is between how very unique and interesting these fighters are with their female bodies but often masculine symbiotes. I can appreciate the attempt to be different, but I also think it was very clumsy, and many of the stories left me a little angry. For example, Filia is being sexually assaulted. Her (male) symbiote beats the bricks off the guy touching up on her. Immediately afterwards, Filia chides the symbiote for making a scene…uhh…hello, rape culture, anyone?

Anyway, I think most people won’t get too hung up on the issues, as the emergence of a fighting game that attempts to make women more interesting than “boobs” is still cause for praise. Even if five of the seven playable characters have ridiculous boob physics. They are also batshit insane and kind of gross. So, like I said, points for trying.

Graphics

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Skullgirls is gorgeous, with art hand-drawn by Alex Ahad. It also has the most animation frames per character to ever be displayed in a fighting game, the result of which is an almost Disney-like vibrancy.

I cannot gush enough about the art, so just trust me: it’s distractingly good.

Sound

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Oooh, that sweet jazz music will just make you feel like a boss. The music team included Vincent Diamante from Flower as well as Michiru Yamane, who did the Castlevania games released after Symphony of the Night. Yamane’s involvement marks the first time a Japanese composer has scored a Western-developed game.

The voices are also pretty cool for each character, as they quip, pun, and smack talk their way through the fights. If you know me, you know I love puns, so I quite enjoyed the scant dialogue.

My only complaint is actually just a wish for even more voices! I know, however, that Skullgirls is an indie game, so I’m not mad at them, but the snippets I can hear sound so intriguing.

Gameplay

gameplay

Each character has a completely unique fighting style, making up for the lack of characters. Some are quick, some are powerful, some use tech, some are best for airborne attacks, the list goes on. I truly appreciate how much effort went in to creating such different characters.

Additionally, there is perhaps the greatest tutorial I have ever run across in a fighting game. As in, I’m now better at all fighting games because it taught me how to actually use the tools provided in fighters. In the tutorial mode, you’ll learn about mix-ups, OTG attacks, and cancelling. Although I missed the opportunity to gain muscle memory for combos, I was able to fill that need in the training room, and this information was much more helpful than memorizing a long combo chain I never get to use because I get my butt handed to me.

In Skullgirls, you can fight with one, two, or three fighters on your team, trading versatility for raw strength and health. You can also stop infinite combos, which is a relief to a rage quitter like myself (only that one time in MvC3, but still…). You can also customize your assists, which is a nice touch and kind of makes you wonder why more games don’t allow you to do that.

Other than that, the gameplay really resembles any 2D fighter, in particular Marvel v Capcom 2. As a novice fighter, I found the controls very similar to Street Fighter.

As for the matchmaking, if you aren’t familiar with fighting games the choices might look confusing, but basically you can either play local (someone in your house) or play online. If you play online, you can either get in a lobby or do a quick match. As a beginner, you will probably get your butt handed to you the majority of the time, so getting in a lobby can be a good way to practice against the same fighting style for a while to improve and learn.

Something I kind of hated was the lack of spectator mode. When in a lobby but not fighting, I couldn’t figure out a way to watch the fight that was taking place.

Final Verdict

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While this is, without a doubt, a gorgeous and refreshingly different fighting game, it doesn’t quite have the polish of a grade-A game. But is it fun? Hell yes.

Skullgirls is available on Steam for $14.99.

By SarahTheRebel On 20 Sep, 2013 At 03:15 PM | Categorized As Comics/Manga, Reviews, ROG News | With 0 Comments

No GravatarFirst appeared on www.NerdyButFlirty.com

Kiss Me, Satan is a new series by Victor Gischler (Buffy the Vampire Slayer: Spike—A Dark Place, Punisher MAX, X-Men) and Juan Ferreyra (Colder, Rex Mundi).

I’m really enjoying the story so far. It’s a very grown-up fairy tale story, but not too mature to have some fun. I get a very Dogma vibe, and since that’s one of my favorite movies, I take it as a good sign. All-in-all, the writing is engaging and fun, and I can’t wait to see how our ‘heroes’ get out of this one.

As for the art, it’s just perfect. Dark, saturated, intricate and, at times, disgusting. Oh yes, be warned that this comic is graphic. I’m loving the character designs and the ingenious way Ferreyra is able to capture the essence of a monster in a human face. For example, the werewolves actually kind of have dog-like faces when they’re human, allowing one to instantly recognize which mystical species you’re looking at.

The first issue was a fun, action-filled, supernatural ride, and I can’t wait for issue two!

Free Preview

kissmesatan

Plot

Cassian Steele is the boss of the werewolf mafia in the Big Easy, and he’s got a problem. The old witch Verona knows his secret and has gone into hiding. Cassian wants her dead. So he sends out the word: An open contract. The first monster to dust Verona gets a big payday. What no one realizes is that Barnabus Black, a demon desperately trying to regain his halo, is her protection.

The Deets

Writer: Victor Gischler

Artist: Juan Ferreyra

Cover Artist: Dave Johnson

Buy it here!

By SarahTheRebel On 20 Sep, 2013 At 03:16 AM | Categorized As Comics/Manga, Reviews | With 0 Comments

No GravatarFirst appeared on www.NerdyButFlirty.com

Let’s just get this out of the way: I’ve had a strange crush on Akuma from the moment I laid eyes on him, at the tender age of sixteen. So I will do my best to give you a reasonable review instead of fan-girling all over the place.

akuma_origins_cover

Street Fighter Origins: Akuma is Udon’s first ever book-length graphic novel, which tells the origin story of the Street Fighter character Akuma. At 128 pages, the hardcover retails for $34.95, while the digital copy is $19.99.

I loved the story, and I have to say I was presently surprised with the writing. It’s almost prose at times, and, although most people know the basic outline of Akuma’s story, the graphic novel brings its own flavor to what we know and fills out the lore. The foreshadowing is excellent, and I loved the cyclical nature of the story.

streetfighteroriginsakuma_preview2

Street Fighter Origins: Akuma is a gorgeous book. The art is lush, and I think they picked the perfect medium to tell Akuma’s story. The color palette is in harmony with the Street Fighter series, and I enjoyed watching Akuma’s gradual change into the badass monster.

Along with the story itself, there is a bit of art and explanation in the back, though not as much special content as I’ve normally seen in compilations.

Check out a preview of the first chapter!

Plot

“He is the world’s most feared martial artist, mentioned only in whispers. Few have dared to challenge him, and even fewer have survived to speak of the nightmare. He is Akuma – Master of the Fist, wielder of the Dark Hado. But he was not always trapped on the path of chaos. Street Fighter Origins: Akuma reveals the secrets of this dark figure’s past for the first time, and shows how a frustrated young man grew into a mad demon.”

streetfighteroriginsakuma_preview1

The Deets

Story
Chris Sarracini

Art
Joe Ng

Inks:
Robert Armstrong
Kevin Raganit

Lettering:
Marshall Dillon

Front Cover Art:
Joe Ng (pencils) and Gonzalo Ordonez Arias (colors)

Back Cover Art:
Joe Ng (pencils) and Espen Grundetjern (colors)

Line Art:
Joe Ng

Colors:
Espen Grundetjern

Click here to buy!

No GravatarFirst appeared on www.NerdyButFlirty.com

Nvidia is ambitious. And I like it.

As I made my way around the giant booth, two things really stood out to me. One: Nvidia really gets gamers. They know what we want, they know what’s missing in our lives, and they know how to ‘turn us on,’ so to speak. Second: holy crap, I’m never going to be a functional human being again.

The keyword of the day was mobile, and not just in the sense of a phone or a handheld, but in the sense that, if Nvidia has their way, all your games will truly be mobile. From the handheld SHIELD, to the streaming service they’re building with cable companies, to the connectivity between your computer, big screen TV and your games, they seem to have thought of everything.

The Grid

geforce-grid

Imagine cloud gaming that works with your network provider to turn any PC, Mac, tablet, smartphone, or TV into a gaming console. That’s the future Nvidia imagines.

GRID renders 3D games in cloud servers, encodes each frame instantly, and streams to any device with a wired or wireless broadband connection. This means no digital downloads, no installation, no patches – just streaming.

And this isn’t just a pipe dream. They’re already working on deals with major cable companies to get this show on the road.

The SHIELD

A true portable gaming system that is also a full-sized controller, SHIELD utilizes the Tegra 4, touted as the world’s fastest mobile processor. The ultra-fast wireless is to prevent lag when streaming games, and the unit will utilize Android’s Jelly Bean operating system, meaning you can access all of the Android applications and games.

Now here’s where this “me never leaving the game” steps in. I will be able to play my computer games on the SHIELD. I can essentially use it as a controller, or I can get up and go lie on my bed and play using the SHIELD’s screen. Or I can go use the bathroom and take it with me. Or take it on the bus. Or to work. Or to my work bathroom.

nvidia pc-overview

Do you see how dangerous this device is? From the demos, it seems a little bit of a quicker step than the Vita to PS4 step will be, because you’re actually playing the game on your SHIELD, but we’ll be able to compare them more after the PS4 comes out.

Oh, what’s that you say? They will probably only have crappy games? Um…look at this list. Yeah. Yeah that’s a real legit list of games right there, all the kind of games I wouldn’t mind snuggling up in my bed with until 3 A.M., with none of the neck or back strain that sitting up requires. Don’t look at me like that, you’re probably in no better shape.

I hope to tell you much more about the SHIELD when I get one of my very own. So stay tuned!

The World of Tomorrow

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Nvidia almost scares me. The GRID, SHIELD, and other technology, if successful, may change the way we game. There’s no need for the console wars if you don’t need a console, and you don’t need to buy handheld versions of your consoles, like the Vita aims to be. In the world of tomorrow, every smart device could become a game console.

And I will never have a life again. I’m sure they were trying not to laugh as I stood there, flabbergasted by the new technology they were explaining. How will I eat? How will I sleep? How will I force myself to have human interaction?

By SarahTheRebel On 12 Sep, 2013 At 08:13 AM | Categorized As PlayStation, Previews, Xbox 360/Xbox One | With 0 Comments

No GravatarMy teammate sucked.

That is, and will always be, my response for why I didn’t succeed in defeating Jacques in my hands-on with the upcoming Borderlands 2 DLC, T.K. Baha’s Bloody Harvest. You see, I was on a roll, and we managed to get to the second tier of the boss. But I had to keep reviving him.

Yup. That’s why this new boss was so hard.

borderlands_2_jacques.0_cinema_720.0

T.K. Baha’s Bloody Harvest is the upcoming Halloween DLC for Borderlands 2, and although T.K. is involved and there is a pumpkin patch, it is not to be confused with the first Borderlands Halloween DLC, The Zombie Island of Dr. Ned, which also featured a pumpkin-head monster.

So what’s different? Well, difficulty level for sure. There are also candy drops that offer special buffers and the DLC is not as big as the Dr. Ned DLC, with this story being more of a one-off (I managed to weasel the story out of them, but I can’t tell you without spoiling it). You also get to wear Jacques head after you defeat him. Which is just sick.

I can’t wait to play the full DLC and tell you all about it. I love that Gearbox is so good about giving us so much DLC content. This DLC will be part of three Headhunter Packs, meaning there are more dead people to wear on our heads!

T.K. Baha’s Bloody Harvest is due to hit PlayStation 3, Xbox 360 and Windows PC this October.

By SarahTheRebel On 11 Sep, 2013 At 08:59 AM | Categorized As PlayStation, Previews, Xbox 360/Xbox One | With 0 Comments

No GravatarAt PAX Prime this year, I had the chance to check out Titanfall‘s demo. To be quite honest, I almost didn’t with the way that line materialized at 10 AM (after I’d wasted an hour perusing other games! For shame).

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You may remember me mentioning that Titanfall was my favorite game of PAX, and that was a sentiment I heard echoed by other journalists around me.

The Angel City demo presents your typical shooter-in-the-city style map as you play campaign multiplayer, with generic buildings and generic boxes placed by the all-mighty in magically strategic places. The setting of Titanfall is nothing groundbreaking. It is, quite solidly, the gameplay itself that endears this game to me. And the mechs, because everyone loves mechs.


The demo featured campaign multiplayer in a mode called Attrition. The team objective is to hold off enemy forces in a team deathmatch style mode.

Titanfall_E3_014

Players are either on the team trying to invade or the team beating off the invaders and amass points with kills, with more points for more awesome kills.

After a team wins via points, there is an epilogue mode, the goal of which is to get to the evac zone. Depending on which team you’re on, you either have to get to the zone or kill all of the fleeing pilots trying to get to the zone.

Jumping

Titanfall has a really fun jump mechanic, allowing you to double jump and then wall run across the map. With the particular map shown, it was possible to get from one side to the other without touching the ground. The new vertical mobility adds a lot to the spectacular death possibilities, so it was pretty exhilarating. With the popularity of Attack on Titan, the timing for this kind of game couldn’t be better.

Titanfall-screenshot-2

Mechs

Being a solid shooter with awesome jumping skills wasn’t enough for Respawn Entertainment – oh no. They needed to add badass mechs to the mix, allowing players to interact intuitively with the giant warriors. You could rip someone out of it, jump into one, ride one, be flung out of one, or even (with the right weapon) kill them.

titanfall_2014_game-HD

Characters

For this multiplayer demo, there were three pilot choices and three Titan choices. Players chose between the assault character, the tactical character (a woman!), and the CQB character. Basically, machine guns, pistols and shotguns, but in reality, they each have three very nuanced weapons that add to their strategic ability.

After picking your pilot, you get to pick your titan. The three Atlas Class titans available were the Main Battle (aka Battle Rifle) Titan, the Heavy Weapons Titan, and the High Explosives Titan. Since you can mix and match characters with Titans, and each character and Titan has at least three specific attacks, there is lots of room to experiment and mix your play style around.

Graphics

Although I’m not generally interested in a city setting, I enjoyed that it didn’t look as boring as Call of Duty does. The colors are a little more metallic and a little sharper, so I didn’t hate the look quite as much as I generally hate realistic shooters. Oh, and the graphics were all pretty and sharp.

Verdict

I had a blast, and all I wanted to do was get back in line to play again! I’m eager to see if the rest of the game is as much fun.

By SarahTheRebel On 10 Sep, 2013 At 08:24 AM | Categorized As Conventions, PC Games, Previews | With 0 Comments

No GravatarFirst appeared on www.NerdyButFlirty.com

The indie action game Beatbuddy: Tale of the Guardians from THREAKS was on my radar before PAX, and I was overjoyed to get a chance to chat with the developers and to play the demo. You play as the protagonist, Beatbuddy, an adorable blue little guy who literally moves to the rhythm of his world. With composers like Austin Wintory (of Journey fame) working on the game, I had high expectations, and I wasn’t let down.

Plot

“Awakened from his slumber, Beatbuddy journeys through lush hand-painted environments on a quest to save his companions and his own immortality. Beatbuddy interacts with the living breathing environment that pulses to the beat of an original soundtrack, aiding him as he unlocks new paths and solves puzzles.”

Gameplay

From the moment the game music started throbbing against my headphones, I knew I was in love. The environment actively creates the music, as jellies pulse and hermit crabs shimmy, forming a sound that you actively participate in and move with.

Beatbuddy07

For the demo, it played like a Donkey Kong Country under water level, except the traps and doors involved responded to the beat instead of smashing things. None of the puzzles were particularly hard, but I assume they picked a more accessible stage for new players.

Music

I physically could not stop myself from moving to the infectious…well…beat. Beatbuddy fills your ears with the kind of music that hits the back of your throat like ice cream on a summer day. If you’re a music lover, you will love every second of it.

Graphics

Speaking of love, let’s talk about the color scheme and the hand-painted 2D visuals. Talk about eye candy. Beat is an electric blue, and the environment is a highly-stylized and whimsical view of the ocean.

Beatbuddy02

Verdict

If you’re the person taking over the music at the house party, if you appreciate lovely things, if you close your eyes when your favorite song comes on, you’ll appreciate the beauty of this game. I’ll let you know in my full review (coming soon) how the gameplay feels as the levels progress.

Beatbuddy01

Beatbuddy is currently on Steam for $14.99.

By SarahTheRebel On 9 Sep, 2013 At 11:49 PM | Categorized As Comics/Manga, News | With 0 Comments

No GravatarWriter Bryan J. L. Glass (Mighty Marvel: Women of Marvel, Thor: First Thunder) and artist Victor Santos (Ghosts, Polar: Came from the Cold, Filthy Rich), two-thirds of the Harvey Award-winning Mice Templar team, will join forces once again for a creator-owned superhero series: Furious!

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Furious is a five-issue miniseries where celebrity, fame, and superheroes meet.

“Furious, the character, is driven by the same outrage and anger we all feel toward injustice, but as a superheroine she realizes she actually has the power to do something about it,” says writer Bryan J. L. Glass. “But no matter how noble the intention, there’s always a price to pay for reckless action.”

Staring into a fractured mirror of her life, the world’s first superhero, Furious, seeks to atone for her past sins by doling out rage-fueled justice! But the spotlight of our celebrity-obsessed media threatens to undo her noblest efforts and expose her true identity before she can achieve redemption.

Furious, the series, is driven by those consequences: an adrenaline-fueled crash into the darkest depths of one woman’s shattered world and what she chooses to do about it!” added Glass.

For fans who can’t wait, Furious will be featured in Dark Horse Presents #31 on December 18.

You know I can’t wait to read about a new female superhero, especially in a universe where she is the only one of her kind.

Furious #1 (of 5) is in comic shops everywhere on January 29, 2014!