Thursday, 12 June 2025

Let's Play Pokemon Shining Pearl, Part 1 - Return to Sinnoh

Oh hey, Pokemon Shining Pearl! 

The two Sinnoh remakes have not been looked upon favourably by the fandom due to having... minimal changes? Which I suppose is fair, the first three remakes added a lot to their respective games, at least in terms of story, new areas and new forms. But I don't mind playing through Sinnoh again. It's just... well, apparently it took me quite a while to open my copy of Pokemon: Shining Pearl. 

Just like my Let's Play of Let's Go Pikachu, I'm not going to pretend that I don't know the story of the Generation IV games inside and out, so this isn't going to be super-exhaustive as when I experienced a new Pokemon game for the first time. I've played through Platinum before and I think that game might be one of the Pokemon games I've sunk the most hours into. Top two or three, most certainly. 

But anyway, we get the character creation menu, with Professor Rowan introducing the world of Pokemon to us. The character selection is still Dawn and Lucas, as before, although with extra skin tones and hair colours. I get to name the rival, whose canonical name is Barry. The game then starts off with a staticky TV show about the Search for the Red Gyarados, which kickstarts Barry obsession towards getting to Lake Verity and finding a Red Gyarados of his own. Wrong game and region for that, but okay. Some minor changes to our hometown of Twinleaf Town -- everyone has a Nintendo Switch, now, and the technology is amazing guy talks about how you can interact with people wirelessly. A couple generations too late to be excited about that, but m'kay. 

Oh, and also... I pick up an Azure Flute. Which is just lying in my room next to my Nintendo Switch. That's a previously event-exclusive item to catch Arceus which was never released for the English version of the games, so I am going to experience something new at the very least! 

Barry is still his excitable "Imma fine you" self, and we go to the Lake Verity to see Professor Rowan and his assistant Lucas. Rowan is rude, Lucas is a doormat, and they leave their briefcase behind. Barry, as usual, is completely incapable of leaving stuff alone, so despite the recurring warnings to not go into the tall grass, we go straight into the tall grass and get jumped by a couple of Starly. It's been a while, but I pick back up my favourite starter in Generation IV, Turtwig. 

A lot of the stuff that happens afterwards is your typical 'start of a journey' sequence for Pokemon, which is why I think they saw the need to retool it from Generation V onwards -- giving the rivals and the surrounding characters a bit more personality, and from Generation VII onwards giving the Professor a bit more to do. As it is, Professor Rowan gives me the Turtwig and the Pokedex, and sends me off to run around and be a Pokemon Master. I get my Running Shoes, a fetch quest to give a Parcel to Barry, and get some tutorials for towns and Pokemon capture. I... I really wish this was optional. It was cool when I played a Pokemon game once every 2-3 years, but nowadays with the faster release schedule it's more realistically 2-3 games per year instead. 

Anyway, I go through Sandgem Town (which really has nothing other than the professor lab) before finally making my way to Jubilife City. It is kind of odd to have the wild battles be so slow with the animation, but I think I'm just a bit too used to the Generation IX engine or the DS-era games, so I won't complain too much. It is also kind of interesting that they actually made 'realistic-proportions' models for all the trainers... not just Dawn and Barry, but also all the trainers. I think that made some people a bit more prissy because this is what we 'could've gotten'.

Jubilife City is the first 'big city with something to do' I go into, and... it's kind of interesting to see that it splits off to the North, West and East but two of those are blocked by Surf and Rock Smash respectively. Already I kind of see why the opening of Generation IV is sometimes criticized for being way to slow, since the first 'big city' we see in the other generations tend to be a gym city -- even if, like Viridian or Petalburg, it's a gym we can't challenge yet. Jubilife, at least, has a little sidequest for us to do, finding the three clowns giving little Q&A things to tie into the Poketch gimmick... but after seeing what Generation VII and IX did with the concept of a 'Pokemon School', having the other big thing in the city be a school, and for that school to just be a blackboard... yeah. It could've been expanded a fair bit more for sure. 

The Poketch used to be the bottom screen of the DS layout, and... and they try their best to still include the Poketch in the remake by having it pop up in the R button. It's nowhere as intuitive or useful as it was in the DS games, and I don't think I care enough to go hard in the breeding or competitive aspects to really use a lot of the Poketch apps. It's a nice attempt for them to still include it, but I don't see myself using it a lot. 

One thing that is interesting is that in Pokemon's typical attempts to eliminate HMs from regular gameplay, the Poketch now serves as the replacement for Hidden Machines. It is flavoured a bit weirdly, by the Poketch summoning whatever Pokemon I need for Rock Smash or whatever... but the convenience of not needing HMs is really nice. 

I am slowly building up my party -- my original playthrough of Platinum had an inordinately large amount of Gen I-II party members because it was also the game I played when I got back to Pokemon after a massive hiatus. But I don't really see myself keeping Starly, Bidoof, Shinx or Budew for the long term... not the biggest fan of any of them or their final stages. Not sure what my final party will be, but I'll try my best to consciously utilize Generation IV Pokemon. 

Anyway, I reach Oreburgh Town, which... I actually do like the upgraded graphics a lot! The moving coal lines with the little itty-bitty coal bits mined from the underground mine... It's just that, y'know, they could've... they could've done more? Added more lines of dialogue or a puzzle or something? I know, I know, faithful to the original, but you can be faithful and make it a bit better, y'know? Minor complaints. 

The little fetch quest for Roark is a bit of a joke, honestly, because Oreburgh Mine is not even a maze. I just go down, and Roark's personality is essentially a tutorial for Rock Smash and for the gym. It's a bit depressing, really. I have a grass starter and his gym is just filled with people using Geodudes, and the only reason my Turtwig doesn't one-shot a Pokemon with Razor Leaf is Sturdy. Roark at least gets to keep Cranidos as his ace Pokemon... I know this game uses the original Diamond/Pearl rosters, which can be quite weak, but Roark at least doesn't, like, just have a Geodude and an Onix or something. He's still a pushover, though. 

That is the first gym, and now I have to backtrack all the way back to go through Floarama Town to get to Eterna City. Those parts of this game, I remember! I remember them more fondly than this run through Twinleaf to Oreburgh, for sure. 

Anyway, let me talk a bit about how I feel about this remake! It is kind of a shame, but while there isn't inherently a sin in being a one-to-one remake, FireRed & LeafGreen had the advantage of being the very first remake, of updating the Game Boy generation to the GBA-and-beyond one, and also adding quite a lot of content with the Sevii Islands. HeartGold & SoulSilver streamlined the Crystal contents into the main plot, added a lot of extra fluff in regards to Lugia, Ho-Oh and the Team Rocket Admins, and generally has such a good polished update for the Johto cities. Omega Ruby and Alpha Sapphire gave mega evolutions, primal forms for Groudon and Kyogre, an additional Rayquaza/Deoxys chapter, and additional characterization for the evil admins. While the other remake for Gen I, Let's Go, had the gimmickry of the Pokemon Go tie-in. Being one-on-one, and not adding much... again, I don't think this makes this game bad in any sense of the word, but it's just outshone by other Pokemon games at the time. Particularly because Legends: Arceus was so well-received and also Sinnoh-themed. Bit of a shame! I'm enjoying my time playing this, but I also am a huge Pokemon fan either way, so. 

Random Notes:
  • As a bit of a (late) celebration with Pokemon TCG Pocket, I'll be using almost exclusively artwork of cards that released there. Kind of helpful that one of their first couple of expansions were Sinnoh-themed! God, the full-art pieces are gorgeous for this game. 
  • The game has automatic EXP Share on. That's... that's probably going to make leveling a bit too easy, isn't it?
  • While I'm kind of indifferent on what Pokemon I'll use and I'll just see who attracts my attention, I can tell you that Drifblim will be in my final party. Drifblim has kind of been a mascot for Pokemon content in this blog, and I'm obligated to use one! 
    • My original Platinum party mostly consisted of Torterra, Espeon, Crobat and Togekiss. Not exactly the most comprehensive representation of the fourth generation! I'm not limiting myself to only Gen-IV Pokemon, but I do want to try and use Pokemon I've not used in a 'main party' before.
  • Professor Rowan also left Sinnoh for four years in the original games, right? That wasn't me misremembering things? That wasn't a commentary on the time it took for the remake to come out (which is most certainly more than four years)? 
  • Unlike Sword/Shield or Scarlet/Violet, the Nintendo Switch JoyCons in my room does not change to the colour of the JoyCons I am using. Not sure if it's my particular JoyCons that isn't responding or what, but boo!  
  • Starly is just a lot less threatening than other Pokemon that attacks you before, like Poochyena. 
  • Barry really just yaps a lot before zipping away. This hyperactive mentality does make him memorable, but it also makes the scenes I spend with him flow so quickly that I don't really get as attached to him as I would some of my other rivals. That's kind of by design, though, and I know we'll get a bit more characterization later on. 
  • I did the Machop/Abra trade in Oreburgh City. The Abra's called Kazza! Abras are a pain in the ass to catch without Quick Balls. 

Sunday, 8 June 2025

One Piece 1148-1149 Review: Fathers

One Piece, Chapter 1148: Ronja; Chapter 1149: One Second

We are kinda-sorta back! The posts have been coming up, but I've actually been MIA for the last month and a half -- a bunch of pre-written articles had been lined up to be published on the blog, and basically whether I'm actively posting or not is something you guys can see on whether my One Piece coverage is up to date or not. And it isn't! I missed around a month's worth of chapters, and what a series of chapters they were! Figures, of all the times that Oda decided not to take a break, right? And the content in these chapters! The revelations! All the fancy potentially endgame stuff going on!

I had wanted to do chapter 1148 all the way to 1151, but I realized halfway through that it's going to take quite a bit of writing, particularly with the latter two chapters. So around a month late, have my reviews for chapter 1148 and 1149. Sorry!

And again, keeping in mind that the chapter's been out for a while, I'm going to skim through some of the less important parts.
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Chapter 1148, 'Ronja', focuses on the seemingly unshakable little Elbaf girl Ronja as she is held hostage by the God's Knights, and forced to essentially walk the plank as the children's panicking is broadcasted all over Elbaf. It's horrible in and of itself, of course, and poor little Ronja devolves from being 'it's okay, I can handle this', to giving a terrified but resolute speech of 'I shouldn't cause trouble for everyone! Let me die!' to 'I'm so sorry I'm being a burden to Elbaf'... which is really sad. It's not clear to me on the first read, but forcing a child to bear such burdens? No wonder Nico Robin, 'Devil Child', whose entire backstory involves her being gaslit by the World Government and Marines into thinking she is a blight upon the world, gets so emotional. 

While all of Elbaf argues about whether to give in to the terrorist's demands, and the importance of saving a life versus preserving something more abstract, Nico Robin decides to move. As Sommers continues to blather on about the conditions about burning down the library, Nico Robin creates a gigantic 'Cien Fleurs: Craspedia'. The art focuses more on the impact as the larger panel, but I really love the middle panel of hundreds of Robin's conjured arms coiling together like a bunch of vines that form the massive arm that palm-strikes Sommers in the chin. 

Robin then immediately goes for the kill, doing a very painful-looking 'Clutch' attack that seems to snap Sommer's neck or back. Now, in One Piece's history, Robin's actually deadly-looking attacks don't tend to really kill people (she just has an implied body count prior to joining the Straw Hats), but with these immortal characters, I totally believe that Sommers got dealt a fatal blow.

Sommers, of course, just cracks his head back into place and nonchalantly continues the countdown. I like how panicked or cautious all the Straw Hats are, but Robin is just on fire, going full in action mode. She leaps and pushes Sommers off of the giant branch they're on, also immobilizing Sommers with her many extra arms. The intention is to get Sommers away far enough of the range of his devil fruit powers, which is very cool -- and when Sommers unleashes a bunch of thorns to tear Robin apart, it turns out to just be a shadow flower clone, similar to what Robin displayed in Wano. 

Sommers, of course, isn't taken out that easily. But that's really besides the point, isn't it? Robin has been quite a passive participant post timeskip, even taken out offscreen in Egghead. After her impressive Demonio showcase in Wano, this is a sequence of assassination and strategic techniques that really felt awesome, and with so much tie-in to Ohara and her trying to protect what she thought she had lost, I felt really happy for Robin. If only she had been able to free the rest of the Straw Hats from Gunko's abnormally powerful arrows, they might've turned the battle. 

Alas, Sommers manages to get up and entangle Robin in his thorny vines, and we get a whole sequence where Ronja gives a tearful speech and Jarul decides to burn down the library. And in this darkest hour... in a badass sequence, Scopper Gaban swoops in, and with a massive Haki-empowered axe slash, slices off Sommers's  hand, draws blood across his chest, and looks mother fucking badass. 
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And that's where we pick up in 1149, which gives us a badass action scene between Gaban and Sommers. Again, to not bloat up these multi-chapter reviews, I'll just acknowledge how great a lot of the artwork is -- my favourite being Gaban's intense expression as he grips his axe on page two. The Straw Hats get a bit of a recap as Nami tells them of their meeting with Gaban; and Jinbe identifies his identity as Left Arm of Gold Roger. 

We get a bunch of named attacks from both characters, with Sommers just creating loads and loads of thorn attacks all over the place. But while Sommers is hamming it up, Gaban just seems gloriously in control, muttering about how he's "rusty", and casually unleashing an attack called Futenraku (translated as 'Axe Symphony' or 'Axe Heavenly Music') that very awesomely bisects Sommers like a cake across the torso. 

That is insanely badass. Sommers himself makes it a point to note that Gaban's attacks are preventing him from regenerating (probably some Haki stuff) and I honestly wouldn't have minded if Sommers actually got disposed off here. He isn't, of course, but for a huge chunk of 1149 it feels like he has been. Which is awesome!

While all of this is going on, Chopper finally pops out of Saul's beard, realizing that Gaban knows the way to defeat these immortal, regenerating enemies, and heads off to try to investigate. Again, good on you, Chopper! His moments are a bit smaller compared to Robin's, but I feel like the arc has been trying to make a point to show off the secondary Straw Hats and give them moments -- Robin, Brook, Chopper and Franky all got moments of varying sizes. Is this going to be what finally builds up to the Usopp character moment we all want in Elbaf? Hopefully. 

The new library of Ohara, however, is burning -- Anje was forced to do it, before Killingham pulls out a bow and starts shooting fiery arrows into the other buildings. It really showcases just how much the God's Knights want to really break Elbaf's spirits. It's not enough that they want the library and the books to burn, they want the giants to make that decision. Killingham could've burned the library at any point during that standoff, the giraffe bastard. 

We get the Ronja crying moment I alluded in the previous chapter in this one, as Robin and Saul cry while they're immobilized and forced to see Ohara burn a second time. but then Gaban charges in towards Gunko, ready to engage. And... and Gaban thinks in his head and hopes that his son would be quiet just a bit longer... but these are children. These are panicking children (and a scene earlier in 1146 or 1147 where Collun talks big before being scared by a Muma is a nice build-up to this) and of course Collun's first instinct is to go 'daddy! Thank god you're here!'

For his credit, Gaban almost hits Gunko before she zips away on her arrow skateboard, and she points a massive arrow needle on Collun's neck. 

Gaban gets a bit of an internal monologue, realizing that this is his last chance. It's an all-or-nothing gambit; where he could save the kids, save the library... but Collun's life is what he's gambling. And he's willing to make that gamble, for a moment. He tells Collun to hang on for the titular 'one second'. Collun is a child of Elbaph, and the kid psyches himself up... at which point Gunko ominously notes that 'a life once lost can never return'. Gaban gets a flashback to him and Ripley raising Collun up, and we get a badass panel of Gaban covered in rage and Haki...

And then we cut to the next page to see Collun DIE. Sure, it's Future Sight. Sure, Collun becomes a bit more cartoony and silhouetted. But it's still a panel of a child being brutally stabbed through the neck while he cries, and... and Scopper Gaban can't do it. When he realizes that it's not a chance, it's not a matter of endurance, but a matter of his son will die for sure, he just... drops his axe, a tear in his eye, and yields.

It's honestly a more brutal version of how Oden lost his fight with Kaido, because there's no treacherous shapeshifter involved here, no. Gaban actually has to see his actual son held hostage with a spear on his neck, and actually see him die via future sight. Gunko then casually just points her rapier at Gaban, launches three arrows through his chest, and drops him down to the Underworld. Chopper jumps after Gaban (which is resolved in 1151, although I actually missed this tiny panel when reading through this for the first time), but it seems to be the darkest hour for Elbaph. The Straw Hats are incapacitated, the Giant Pirates are disorganized, the enemies are immortal, the library is burning and the only person that can near-effortlessly beat the enemies, Scopper Gaban, just got taken out. 

That would've been, in and of itself, a great cliffhanger for the Monster Trio (and Loki, and Hajrudin) to show up and save the day. That would've been nice -- I don't dislike Scopper Gaban, but I felt like thematically I don't really like a random old lurking legend to show up and steal the thunder from our heroes. This is a very nice compromise, I feel, for showing the (many, many) Scopper Gaban fans a really badass moment that shows off how cool he can be, and taking him out it a way that... it doesn't feel as cheap since there's an actual reason, and the story implicitly acknowledges that Gaban could've basically ended the crisis then and there. 

But that's not the cliffhanger, no. In the midst of all of this, Gunko starts getting flashes of memory (and she's confused by the memories) of what appears to be her younger self, yelling for 'father'...  and then a shot of a what's presumably a younger her with what's unmistakably a younger Brook, with an afro and singing yohoho and talking about his dream to be a pirate. We cut away to Brook himself, who mutters about 'the resemblance is uncanny', and Gunko starts dashing towards Brook, demanding to know the Soul King's real name. 

The implication, the shocking implication -- which honestly is still the biggest revelation for me in these four megaton-bomb chapters, is that Gunko is Brook's daughter. If not his daughter, then a young girl that seems to view Brook as a father figure or something equivalent to that -- and this adds so much speculation to what the real relationship between Brook and Gunko are. Gunko herself has been set  up as the most interesting among the God's Knights with the lack of 'Saint' in her name and her love for Soul King music. And the potential daughter connection on top of that?

But wait, that's not all. 

Because randomly, Gunko's eyes glow, and in something that's familiar in many other fictional media but not exactly One Piece, she gets taken over by Imu. Very randomly! Everyone was already hyped by the God's Knights, but Haki starts roiling out of Gunko's form, her eyes go into that multi-irised Rinnegan-looking eyes, as an ominous voice stars coming out of Gunko. Imu/Gunko notes that the 'Holy Land is a sea of fire' (which is a whole can of worms to unpack. Dragon seems to be the popular consensus), that Imu demands reinforcements, and 'Mu' is about to show the world the 'Dominance of God' as she fully takes over Gunko's body. 

Which... yeah. Insane! I don't think Imu showing up on Elbaph was in anyone's bingo card. Her (and I'm calling Imu a 'her' until further notice) being involved in some degree? Sure. Her actually playing up the many devil motifs she has been hinted as having and actually possessing one of her minions? That's insane! And just as we were about to get some answers about Gunko and Brook's relationship as well. That's awesome! Of course, I still have two more chapters to discuss what Imu-Gunko actually did, so I won't belabor the point, but man, 1149 just keeps giving us 'cliffhanger-possible' moments one after the other. Very cool!

Random Notes:
  • Hopefully I'll get 1150-1151 up by next week!
  • Blog-wise, I've got a couple of Magic: The Gathering reviews lined up, but that's about as far as I got for Elden Ring at the moment so that series will probably be on a slight hiatus. I might be able to get some Dungeons & Dragons content out, but no promises. 
  • Yamato Cover Story: 1148 has Yamato leaving Udon, with Ulti and Page-One in tow as her new retainers. Raizou, you're... you're not a very useful Daimyo to let all of this happen under your watch, huh?
  • I like the little detail that in the Robin-focused 1148,  Brook is wrapped up from head to toe like a mummy, preventing him from giving us any more clues or interaction before Oda is ready to give us the strange implications on 1149. 
  • Sommers has been ranting about 'love' quite a bit, and while he's more on a 'card-carrying hostage-holding terrorist' in these chapters, there's a nice little bit of him asking Robin if pushing him off is something she did because she's 'in love' with him. It is worth noting that this seems to be in a nice opposition with Scopper Gaban's self-declared 'Missionary of Love' epithet, although the two don't really acknowledge it when they clash. 
  • All of Sommers' attacks are puns on iba (Japanese for 'thorn'), like 'ibaria' (between iba and baria/barrier), but those are all lost in English. 
  • Most notably, one of Sommers' attacks is called 'Crimson Lotus Hell', mirroring one of the levels in Impel Down -- even the effects being tied to thorns jutting out of the ground is quite on point. What implication this has, particularly with a bunch of hell stuff in the next couple of chapters,  remains to be seen. 
  • 'A life once lost will never return'... except for Brook. Get it? 
  • I guess it makes sense, too, that Brook did not mention anything about Gunko's panties if she truly is his daughter (or daughter-figure). 
  • Oh, and Gunko has previously been shown to use rapiers, like Brook, and all the way in Thriller Bark, Brook notes that his signature skill was usually known by another name until he became the undisputed master and renamed it the Arrow-Notch Slash. I'll say it again, the ARROW Notch Slash. 
  • Brook's wanted poster does have him as 'Soul King Brook', but I guess Gunko was more engaged with looking at Soul King marketing instead of the Soul King's wanted posters? 
  • Let's not even begin to unpack the fact that a lot of times, the Oda-penned movies tend to foreshadow some aspect of the upcoming/concurrently-written antagonist; with parallels drawn between Gild Tesoro and Doflamingo; Douglas Bullet and Kaido... people have been noting a lot of potential similarities between Uta and Gunko, not just based on their design, but potentially by their estranged connections with their respective missing fathers, who abandoned them 'for a good reason'...

Wednesday, 4 June 2025

Movie Review: Captain America: Brave New World

Captain America: Brave New World (2025)


I actually really liked this movie. 

Online audience reactions are a bit less excited as I was, no doubt due to the increasing Marvel fatigue recently, but I do feel like Captain America: Brave New World is nowhere as messy or as bad as its detractors claim to be. 

It is still true that the movie does the rather unexpected decision of focusing on a lot of plot threads that stem from The Incredible Hulk -- a movie that has honestly felt like it was swept under the rug when the Marvel Cinematic Universe consolidated everything under a more comprehensive direction. One of the major players is the return of the newly-elected president Thaddeus Ross, recasted as Harrison Ford of Star Wars fame, who also has to deal with the primary theme of this movie -- legacy. Ross is easily one of the biggest highlights of the movie, with his anger and frustration being very visible, his old grudges against superheroes alternating with his genuine attempt to be a good president, and a huge chunk of the movie's storyline revolves around the question of whether an evil, manipulative old man like Thunderbolt Ross can genuinely change and redeem himself... or if he's internally as ugly as the monstrous Red Hulk that he transforms into at the end of the movie. 

Which, of course, with the optimistic tint that this movie has, the answer is yes. And it's a simple enough hook to make Ross be engaging -- a character that has a long enough of a history to believably go through such a character arc, but also never quite in the spotlight enough for the audience to be super-familiar with. Ford plays the bubbling rage and frustration that Ross faces throughout his handling of the crisis that's going on extremely well... and beneath it all, the heart of a father who has climbed to the highest position his career path would allow him -- who wants to prove to just one single person, his estranged daughter, that he can change. And that quiet scene in President Ross's office as he calls his daughter is such an amazingly well-acted scene. 

But, of course, the main character is Sam Wilson, once-Falcon and the new Captain America. Like Ross, Sam also has to deal with legacy. We've dealt with a lot of the more interesting and drama-oriented impostor syndrome in Sam's excellent Disney+ show, but he doesn't have the trust of everyone yet -- especially President Ross. The movie stats off with a nice little recap of Ross's ascension to presidency and Sam's ascension to Captainhood, before leading us into a fight scene as Captain America and his brand-new Falcon, Joaquin Torres, fight against a terrorist organization called SERPENT. Some fun action scenes, and we get a nice showing from secondary antagonist Sidewinder (Giancarlo Esposito). 

We also bring back Isaiah Bradley, the forgotten 'black Captain America' from Sam's Disney+ show, who acts as a mentor figure for Sam and Joaquin. The three of them arrive on the White House in an international summit over the discovery of a brand-new metal called adamantium on the petrified Celestial from Eternals. And while all this fancy sci-fi worldbuilding is nice, the movie's focus is on Isaiah Bradley, and how hesitant he was initially to accept the fact that things have changed for him, and his country is trying to do right by him. A lot of focus on how proud he was of his wedding suit that he's wearing to the party, which is all the more heartbreaking when Isaiah, without provocation, pulls out a gun and begins attacking President Ross. 

Now this isn't the first time that MCU has dealt with mind-control -- with Bucky Barnes' whole storyline in Winter Soldier and Civil War dealing with that. So I was admittedly a bit disappointed that none of it is really brought up. But Ross is extremely emotional over the shooting and locks Isaiah up, while the confused and innocent Isaiah delivers a very heartbreaking line on how everything good in his life that he thought he could've enjoyed after a lifetime of suffering is now gone. 

The dynamic between Sam and Ross is pretty well-executed here, with both men being angry at each other due to their past history. Captain America is grounded, but Sam and Joaquin continue on their own investigation. After a brief action scene when Sidewinder ambushes an equipment-less Sam Wilson, he and his allies manage to track down Sidewinder's sponsor to a black ops site called Camp Echo One... finding that the mastermind of everything that's been going on is Samuel Sterns, otherwise known as the supervillain known as the Leader. The Leader has apparently been working alongside Ross during his military career -- having blamed Sterns for the Abomination's rampage in Incredible Hulk but secretly using him to help create anti-metahuman technology and also cure the illness he has.

Ross had promised Sterns freedom from his imprisonment, which he goes back on, and as revenge Sterns has been trying to set up a way to utterly crush Ross at the height of his power. Sterns was responsible for the mind control with the 'Mr Blue' song as the trigger -- and this leads Sam and Joaquin to have to fight a small army of mind-controlled soldiers. 

Meanwhile, Sterns has also manipulated the data to make it look like America has paid Sidewinder to steal the Adamantium to make themselves look good, and then leaked it to other world leaders. In the midst of a desperate attempt to get Japan back on the bargaining table for the all-important treaty, the prime minister of Japan drops the bombshell that Ross couldn't refute -- but is utterly frustrated about. 

Oh, while all of this is going on, Ross's main minion, ex-Black-Widow Ruth Bat-Seraph is off doing her own investigation on the mind-control, finding that all the other shooters in the initial conference having been killed by strangely-behaving guards. Ruth manages to stop the guard before he kills Isaiah, but realizes that there is more than meets the eye, and rendezvouses with Sam and Joaquin. To be perfectly honest, Ruth's character feels like she's mostly there to make Ross's administration less of just him... but I think we can blame the rewrites over some real-world controversies that Marvel faced for adapting this character -- Ruth Bat-Seraph ends up feeling like a character that didn't really need to be here. 

As our heroes exit Camp Echo One, Captain America and Falcon arrive on Celestial Island, where America and Japan's navies are facing off against each other in a bit of a standoff... right as Sterns takes control of the minds of two pilots who fire on the Japanese navy. I actually really like this action scene as the two winged superheroes charge in and try and stop overt hostilities from breaking out, zipping around and disabling missiles while they wait for the world leaders to hopefully talk it out. The tense partial transformation Ross has in his battleship as Sterns mocks him is also very well done. During the subsequent attempt to stop the missiles, Joaquin is heavily wounded and is out for the rest of the movie. 

Sam gets into a bit of a moment of self-doubting again, thinking on whether he should've taken a super-soldier serum or something... but Bucky shows up for a brief pep-talk cameo. Going back into action, Sam manages to arrest a surrendering Sterns, before he realizes what Sterns is planning to do. 

As President Ross is at a press conference, Sterns unleashes the information of his involvement with Ross in the past to the public, and this was the straw that broke the camel's back. Ross has been holding in his rage towards these unjustful acts, towards these attacks on his character, towards the fact that people refuse to look beyond his past as 'the Hulk Hunter'... and finally snaps. He transforms rather majestically into the Red Hulk, which gives us the final showdown. And the final showdown is nice enough, even if as with a lot of Marvel's more recent output the CGI isn't the best. 

The fight is less about Sam Wilson taking down the Red Hulk, but talking him down. Dragging the battle into a location with the cherry blossom trees that meant the world to Ross and his daughter Betty, Captain America manages to wound Red Hulk enough to have him calm down and ultimately revert back to his human form. 

And after that incident, we get some closing scenes. Isaiah is exonerated and gets his suit back. The treaty is finalized but Ross surrenders himself to the superhuman prison, the Raft... but gets a nice surprise because Sam arranges for Betty to visit him there. And while the scene did take a bit of a longer time than it should, Sam visits the wounded Joaquin on his hospital bed, and Joaquin goes on a long speech about how his whole cocky act throughout the movie was because he was inspired by Sam Wilson, Captain America. Sam might always compare himself to Steve Rogers as the gold standard, but other people are looking up to him. And that's a nice bit of legacy for him. 

Ultimately? Yeah, the movie's plot is a bit basic, although I honestly do unironically appreciate the usage of older characters and spinning their stories into a conclusion. I also liked how personal the stakes were for Ross in particular, and how much Sterns isn't trying for a plan of global domination and just one of revenge. This movie did go through a chunk of rewrites thanks to Ruth Bat-Seraph's comic-book counterpart being tied to the Israel military, and I don't doubt that there would be some changes made to a movie that features an assassination attempt at a controversial American presidential figure. But all that aside? It's not the best Marvel movie I've watched, but it's a lean, simple story, and one that I genuinely, unironically enjoyed. 

Marvel Easter Eggs Corner:
  • Post-Credits Scene:
    • The Leader, in prison, rants about an incoming threat from other worlds that the heroes will be unprepared for, seemingly foreshadowing whatever will come in Avengers: Doomsday.
  • Past Movies Continuity: (Characters)
    • Sam Wilson took over the mantle of being Captain America in Falcon and the Winter Soldier. Isaiah Bradley ('Black Captain America') and Joaquin Torres (the new Falcon) are both introduced in that show as well. During the first action sequence of this movie, Sam uses the bulkier suit from the TV show. 
    • Samuel Sterns and Betty Ross make their return since The Incredible Hulk, an entire 17 years of real-world time between the movies -- the messy licensing issues revolving the Hulk's supporting cast has probably been to blame.
    • Thaddeus "Thunderbolt" Ross has shown up in various movies since Incredible Hulk -- notably in Captain America: Civil War, Avengers: Infinity War and Black Widow. His original actor, William Hurt, passed away and the character was recasted as Harrison Ford in this movie -- with a lampshade that Ross had to 'change his look' for the presidential election.
  • Past Movies Continuity: (Others)
    • Finally, after being omstly reduced to news reports, the petrified body of Tiamut the Celestial from Eternals is acknowledged by the MCU, with various nations attempting to claim the precious Adamantium contained within the Celestial's body.
    • President Ross brings up Wakanda's attitude towards Vibranium as seen in both Black Panther and Black Panther: Wakanda Forever, where Ross's predecessors had butted heads politically with Wakanda's leaders over the sharing of Vibranium.
    • In his gym, Isaiah punches a sandbag off of the chain, a nod to Steve Rogers' very iconic scene in The Avengers where he did the same.
    • There is a slight running gag of Joaquin asking Sam about Ant-Man. Whether on purpose or not, Sam's unexpected cameo and defeat at the hands of Scott in Ant-Man has been a bit of a running gag for the character. 
    • Ross and Sterns would later find themselves imprisoned in the superhuman prison the Raft, most famously seen in Captain America: Civil War. 
    • The sonic cannons that disabled Captain America and Falcon in the bunker seem to be the same sonic cannons seen in The Incredible Hulk that Ross's team used against the Hulk.
    • Bucky being busy and unable to help out is presumably an allusion to whatever is going on with him in the next movie, Thunderbolts. 
  • Movie Superhero Codenames: Captain America, Falcon and Sidewinder all use their codenames throughout the movie. The Serpent Society is renamed 'SERPENT'. Red Hulk is never referred to as exactly that, but with variations of the term. Neither 'Leader' or 'Sabra' is ever spoken on-screen, and Samuel Sterns and Ruth Bat-Seraph are always referred to by their real name.
  • Favourite Action Scene: I like the fighter jet sequence around the Celestial, but I think this one has to go to a no-equipment Sam Wilson fighting against Sidewinder. 
  • Funniest Line: "I should have taken that serum. Bucky was full of shit!"
  • Dennis Dunphy, Sam's soldier ally, is the civilian alter-ego of minor Avenger member Demolition Man. Considering that Sterns kills him, he's probably not going to adopt that superhero outfit .
  • Adamantium, the resource that the various governments are attempting to claim, is, of course, the famous indestructible metal that is used in the experiments that laced Wolverine's bones with it.
  • While the MCU's adaptation of the Red Hulk is missing the fiery powers of his comic-book counterpart, during his public, full transformation, Ross's clothes do burn off instead of tear apart, and there were some shots where the Red Hulk is wreathed in flames in reference to this. 
  • Camp Echo-1 in the comics was a location meant to hold Amadeus Cho, the second Hulk, in the comics. 

Sunday, 1 June 2025

Gotta Review 'Em All - Abilities [Generation VIII]


Even more abilities!

Generation VIII... isn't the biggest generation in introducing brand-new Pokemon, thanks to the whole "we're moving to Switch (and abandoning part of the National Dex lol)" deal. And since most new abilities are tied to signature gimmicks of brand-new Pokemon, it also means that we've got much less abilities from now on, and... I don't think it's necessarily a bad thing, honestly, since it also allows some older abilities to shine in new Pokemon.

It does mean that my 'reviewing Abilities' series is probably going to finish relatively quickly, especially compared to 'reviewing Moves', but I'm not entirely certain these will be particularly entertaining. Oh well, on to the review:
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  • Intrepid Sword (Futo no Ken/Sword of Tenacity) and Dauntless Shield (Fukutsu no Tate/Shield of Fortitude) These two are, respectively, the signature abilities of the poster children of this generation Zacian and Zamazenta. Intrepid Sword boosts attack when entering battle, and Dauntless Shield boosts defense. Pretty simple and effective, but... kinda boring. It's one of those 'legendary Pokemon does legendary things'. 
  • Gulp Missile (U no Misairu/Gulp Missile) This is the whole reason why Cramorant exists! Whenever Cramorant uses an attack like Surf or Dive, it "changes forms" thanks to Gulp Missile, coming up with either an Arrokuda or Pikachu in its mouth. And when the Cramorant gets hit by an attack, it spits up the Pokemon it's caught, dealing damage and an additional effect (defense drop for Arrokuda, paralysis for Pikachu). I really can't complain about a Pokemon that's designed so wholly around a silly gimmick like this!


  • Ball Fetch (Tama Hiroi/Ball Fetch) This is Yamper's signature ability, and only Yamper -- not its evolved form. It's kind of a little gag ability, allowing Yamper to fetch any failed Pokeballs you threw in the battle. Kinda useless, but kinda adorable as well. 
  • Mirror Armor (Mira Ama/Mirror Armor) This is Corviknight's signature hidden ability. It's kind of like Magic Bounce, reflecting status moves, but Mirror Armor specifically reflects only the status-lowering effects, allowing everything else to pass. It feels a bit too specific, but it thematically fits with an all-metal gleaming bird, so I can't really complain. 
  • Cotton Down (Watage/Cotton Down) A pretty fun ability, this is the signature ability of Gossifleur and Eldegoss. Whenever they're hit by an attack, their cotton falls off and essentially casts the attack Cotton Spore, lowering the Speed of all the Pokemon around them. Kinda creative thanks to the connection to an older attack for sure! 

  • Steam Engine (Jokikikan/Steam Engine) This one is exclusive to the Rolycoly evolutionary line, and I remembered being bamboozled by this ability in the games... and then trying to get a Rolycoly with Steam Engine. The idea is that because Rolycoly -- and especially its two evolutions Carkol and Coalossal -- are based on coal and coal engines, being hit with Fire and Water ends up powering them up, increasing its speed. Steam Engine also shares the 'incubates egg faster' effect that Flame Body and Magma Armour have. Not game-breaking, but I really do like these kinds of unexpected immunities towards a Coalossal's usual 4x-weakness of water. 
  • Punk Rock (Panku Rokku/Punk Rock) This one is exclusive to Toxtricity, and it brings back a move category that's been kind of neglected since Generation III or something -- sound-based moves! Come on, Pokemon, don't be cowards and make sound a full-on proper mechanic instead of just these edge cases. Toxtricity's Punk Rock both boosts outgoing sound-based moves and reduces incoming sound-based moves. Pretty neat!

  • Wandering Spirit (Samayou Tamashi/Wandering Spirit) A fun variation of the original Yamask's "Mummy", Galarian Yamask and Runerigus is a bit more sneaky with it, with Wandering Spirit not quite 'infecting' another Pokemon with the useless Mummy ability, but actively switching abilities with the enemy anytime a contact move is made. The flavour is some kind of body-hopping ghost or curse that moves from one hapless fool to the next, while Runerigus presumably profits the most from it.
  • Perish Body (Horobi no Bodi/Body of Annihilation) This one is really cool and kinda creepy! This is Cursola's signature ability. And any move that makes contact with Cursola starts off the three-count of the iconic Generation II move Perish Song, which kills everyone in the battlefield as it counts down. In addition to the obvious 'spooky ghost does spooky things', I also like the more subtle theming of "destroy the corals and eventually the entire world's ecosystems will be fucked".
  • Pastel Veil (Pasuteru Beru/Pastel Veil) The latest in the Fairy-types' "Veil" abilities is the signature ability of the Galarian Ponyta line, which protects them and their allies from being poisoned. Kinda boring, but I do appreciate having some new abilities that are just kinda there, y'know?
  • Hunger Switch (Harapeko Suicchi/Hungry Switch) This is Morpeko's entire gimmick of constantly switching from 'satiated' to 'hangry' mode, which doesn't really have much of an effect other than change the type of Morpeko's signture Aura Wheel move. I really am entirely indifferent to Morpeko's whole gimmick, so I just kind of shrug at this one. 
  • Ripen (Jukusei/Ripen) Another berry-related ability, this one is exclusive to the original members of the Applin line. It 'ripens' and doubles the effect of all berries consumed. Which is honestly kind of cute, and fits the idea of a fruit-themed Pokemon. (All fruits are berries in the Poke-world).
    • Transistor (Toranjisuta/Transistor) and Dragon's Maw (Ryu no Agito/Dragon's Jaw) I'm going to lump these two together. These are Regieleki and Regidrago's signature abilities respectively, and they give an extra bonus to Electric and Dragon type attacks. Which are all nice and well and good, but now I really wished that they had added extra equivalent abilities for the three other Generation III Regis! They need all the help they can get!
    • Steely Spirit (Hagane no Seishin/Fighting Spirit of Steel) Not a whole ton to say about Steely Spirit either, this is Perrserker's signature ability and it powers up Steel-type moves of both Perrserker and its allies. 

    • Sand Spit (Suna Haki/Sand Spit) Sand Spit is the signature ability of the Silicobra line, and I really love the flavour behind this one. Both Silicobra and Sandaconda store a whole ton of sand in their little puffy bits of anatomy. And when you hit them, they reflexively expel them and unleash an entire Sandstorm! That's hilarious, and very easy to imagine. I like this one. 
    • Ice Face (Aisu Fesu/Ice Face) I don't like Eiscue, but I like his signature ability's implementation, at least. It's somewhat similar to Mimikyu's Disguise, with Eiscue's titular Ice Face shattering after a hit like a Substitute... but there's a little bonus in that Eiscue can restore his icy noggin if it hails or snows, which is a nice bit of fun thematic synergy with the weather effects. 
    • Power Spot (Pawa Supotto/Power Spot) Stonjurner's signature ability, Power Spot, is based on the belief that certain locations has sacred power and oftentimes healing property. Being a walking Stonehenge, Stonjurner provides a similar service by powering up moves of any Pokemon around it, which I think is kinda simple but cute. 

    • Propeller Tail (Sukuryu Obire/Screw Tailfin) This one is the Arrokuda line's signature hidden ability, and I find it to be kinda cute -- basically, they will ignore any 'redirecting' effects like Follow Me, and will hone in on its original target regardless of what happens. It fits with the design of a dart-fish that has a propeller on its back! I like this one. 
    • Stalwart (Sujiganeiri/Staunch) This one does basically the same thing with Propeller Tail, but it's exclusive to the Duraludon line. I'm not entirely sold by the flavour of this, I'm afraid, because I'm sure there are a lot of other 'stalwart' Pokemon out there that are super-serious and super-focused on their mark. I guess I would've liked it better if they focused more on it as a laser-shooting mechanical monster? 
    • Ice Scales (Kori no Rinpun/Ice Scales) This is the Snom line's signature ability. And, for something that has 'ice' in its name... it has nothing to do with the ice typing, or hail, or the frozen status. No, the titular ice scales... halves the damage from special moves? The effect's cool, but it's not particularly thematic. I don't really like it for that reason. 
    • Chilling Neigh (Shiro no Inanaki/White Neigh) and Grim Neigh (Kuro no Inanaki/Black Neigh) Let's cover Glastrier and Spectrier's two signature abilities together. They both essentially do almost the same thing, increasing an offensive stat whenever the Pokemon knocks out an enemy. Glastrier's Chilling Neigh increases Attack, while Spectrier's Grim Neigh increases Special Attack. This almost 'reaper' like ability feels more thematic for Spectrier and not Glastrier, though. 
    • As One (Jinba Ittai/Rider-Mount Unity) Since the whole point of Calyrex's 'combined' form is that it's just a Pokemon riding another Pokemon but they're treated as a single entity, 'As One' combines Calryex's base Unnerve ability with whichever horse's Neigh. It's... it's kind of silly that this is a whole thing on its own, particularly since Calyrex's base Unnerve ability is actually rather underwhelming. It's cute. I can't complain. 
    • Unseen Fist (Fukashi no Kobushi/Invisible Fist) The other DLC legendary, Urshifu, has the rather badass-named ability of Unseen Fist, which essentially applies the 'Feint' attack on every single one of its punching moves, allowing them to break through the effects of Protect or Detect. It's boring but appropriate for a kung fu bear!

    • Quick Draw (Kuikku Doro/Quick Draw) Signature ability of Galarian Slowbro, and this one plays into the fact that Galarian Slowbro has a cannon shell-arm. And sometimes ol' Slowbro surprises you by being... Fastbro? He can quick-draw his gun and fire before others. It's essentially Quick Claw baked into an ability. It's cool. 
    • Curious Medicine (Kimyou na Kusuri/Curious Medicine) Galarian Slowking, meanwhile, has a rather interesting ability where upon entering the battlefield, it secretes medicine from its shell that essentially casts a one-sided Haze, removing status changes from its allies. It's... it's okay? It is nicely flavourful with depictions of Galarian Slowking in media (like this TCG) showing it exuding chemicals from its crown-shell. I don't really have any strong feelings either way about this ability. 
    • Gorilla Tactics (Gorimuchu/Gorilla Obssessed) This is a (non-Zen) Galarian Darmanitan's signature ability, which... is basically a built-in Focus Band. A boost of damage, but the Pokemon is locked in a single move. The best part, of course, is the pun game being used in multiple languages. In English, 'Gorilla Tactics' is a pun on guerilla tactics. But in Japanese, it's a pun on the common phrase of gorimuchu (meaning 'lost in a fog', maybe a reference to the ice associated with Galarian Darmanitan), but also a pun of gorira (gorilla) and muchu (to be obsessed). And an 'obsessed gorilla' is obsessed with just using that one move all the time! That's cute. 
    • Libero (Ribero/Libero) I think I've gone on record on saying that Libero is my least favourite ability in all of Pokemon. It's the Scorbunny line's signature ability, and it's tied to soccer/football. That's cute! That's cool! And its effect? The same as Protean -- which, to give you guys a refresher, Protean was originally given to Greninja, allowing it to transform into any type of any attack it's using. It kinda made sense for Greninja, with the ninja theme (Naruto would still be big at the time of XY's development) as well as the fact that some reptiles and amphibians can change their skin to mimic their environment. Not perfect, no, but I can follow the thematic logic. Libero? Libero is given to a bunny footballer. And Cinderace can turn into whatever type he wants to as long as he kicks the ball, which... I really don't see the thematic tie-in to either the footballer thing, or the bunny thing. I'm sorry... I don't mind overpowered abilities if I can kind of make some sense of it, but this is just... something-something the libero position is flexible. Which I would find cool or creative if it allowed Cinderace to, like, switch between physical and special attack and defense stats or something. But to change types entirely? It feels like extremely arbitrary favouritism just to push this starter out of the three. I already don't like Cinderace, but giving him such an overpowered ability just makes me dislike it even further. If I'm allowed to completely revise an ability and retcon it in Pokemon, Libero will be it. (The fact that Rilaboom and Inteleon don't get their own fancy signature abilities in this generation is also another slight against the arbitrary Cinderace favouritism). 
    • Mimicry (Gitai/Mimicry) A much better-flavoured ability belongs to Galarian Stunfisk, with Mimicry essentially being similar to the old moves like Nature Power or Camouflage; changing Stunfisk's type to match the terrain... and that's the specific 'terrain' move mechanic. Not the most exciting ability and frankly I don't even think it's particularly the most thematic, but at least there is some logic here with Galarian Stunfisk being a flatfish -- a creature already known for its camouflage abilities -- and it's also mimicking a bear trap.

    • Neutralizing Gas (Kagaku Henka Gasu/Chemical Change Gas) Originally given to Galarian Weezing, and later generations giving it to Kantonian Koffing and Weezing as well, Neutralizing Gas is actually quite cool in that the gas that Weezing expels is so powerful (based on the Japanese name, it changes some chemicals!) that all abilities on the battlefield other than some that are tied to the Pokemon's functionality (Aegislash's Stance Change, Arceus's Multitype, Cramorant's Gulp Missile, among others) are all neutralized. It's pretty cool, and I love that this is given to a rather humble Pokemon like good ol' Weezing.
    • Screen Cleaner (Baria Furi/Barrier-Free) And we end this with one of my favourite abilities, which belongs to Galarian Mr. Mime's line. The Japanese name, 'Barrier Free', is kind of descriptive of what it does -- the presence of the tap-dancers destroys all the effects of moves like Reflect and Light Screen, to the detriment of regular Kantonian Mr. Mime. But the fact that it's called "Screen Cleaner" is just cute! I wouldn't really think that tap-dancers are particularly against mimes, but apparently there's some subtle rivalry between the different Mr. Mime factions!

    Saturday, 31 May 2025

    Reviewing Magic: The Gathering #8 - Homelands

    So... the 'worst set in Magic: The Gathering!" Back in the day, I did not realize just how poorly Homelands was regarded by the community, but while some other blocks like Fallen Empires or The Dark have not been regarded well due to its low power level, the more I realize that the worst-regarded set in Magic: the Gathering is its seventh expansion, Homelands. 

    Homelands was developed by a different team, and did not really go through a quality and balance control. The set was 'rushed out' regardless due to internal promises being made towards the set designers -- despite Magic's primary team warning against it -- and was predictably lambasted by the fandom due to its disconnect ot its adjacent expansions as well as the abysmally low power levels. Years later, Wizards of the Coast even released a 'replacement' set as the second expansion of the Ice Age block, 'Coldsnap'. 

    Homelands was designed as a 'top-down' expansion, where the flavour of the setting is designed first before the mechanics and balance. I love top-down expansions, and that's why I have a huge soft spot for Fallen Empires and the original Kamigawa set. But Homelands... failed on a lot of metrics, and unlike Fallen Empires, did not have the excuse of logistics to fall back on. So... yeah. At the end of the day, I do have a little soft spot for Homelands, still. I don't like it as much as Fallen Empires among the older sets, but I do think it's a fascinating little expansion.

    Homelands' story is also quite standalone and divorced from everything going onin the main plane of Dominaria. To Homelands' credit, this is a very respectable way of the franchise actually showing these 'planeswalkers' moving to other dimensions since we've only seen Dominaria and some Phyrexian invaders previously. The setting is the plane of Ulgrotha, which is segmented from the rest of the universe with a powerful spell called Feroz's Ban. However, the powerful planeswalkers Feroz and Serra (of Serra's Angel fame) died and disappeared respectively,  causing the plane to fall into chaos as the evil vampire lord Baron Sengir tries to take over the plane .

    For all the hype of being a 'flavour-first' story, it feels quite similar to so many other early MTG sets. I don't want to bully the expansion even more since the fandom has already done it, but I felt like it was still worth pointing out regardless. 
    • Click here for the previous part, Ice Age
    • Click here for the next part, Alliances.
    • Click here for the index.
    [Originally released as 'Homelands' in August 2019; rewritten in March 2025]
    ________________________________________

    Baron SengirIrini Sengir
    One thing that Homelands has going for it? Finally, after multiple expansions of the flavour text talking about Urza and Mishra and Lim-Dul and whatnot, we actually see the main characters of the lore represented in card form, as a Legendary card to boot. Baron Sengir is a Vampire Noble, and he is the guy that the Sengir Vampires from Alpha are named after. Design-wise, Baron Sengir is all right. He's got a vaguely-East-Asian look to his outfit, albeit with a golden Batman symbol snuck in -- again, he definitely looks like a proper 'legend' compared to half of the legendaries in Legends. 

    In addition to the traditional flying ability that most vampires have, Baron Sengir gets more powerful if he kills an enemy personally. He also has the ability to regenerate other vampires. Which sounds good... until you realize that there are only two other vampires in existence at this point of MTG's history, and due to the 'Summon Legend' wording, none of the three Sengir family members are considered vampires at the time of release. That's why we needed the creature type retcons!

    Irini Sengir is Baron Sengir's adopted daughter. Happily adopted, because she's also cruel and evil. She's also a dwarf, and she gets her type updated to 'Vampire Dwarf'. I'm not sure what she's doing in this art. Is she unleashing an evil magic spell, or is she absorbing magic? She seems surprised by it, whatever she's doing. Irini has the ability to make Green and White enchantments more expensive to cast, and those two would count as the most traditionally heroic colours. 

    Grandmother SengirIhsan's Shade
    Grandmother Sengir is Baron Sengir's crazy grandmother, which I suppose makes some nice thematic sense with the 'old noble family' vibes that many vampire fiction has. She's a very grisly-looking old woman, with terribly-wrinkled skin and an insane head of hair. Her ability isn't quite the 'delightfully wed power and madness' that the flavour text implies, mreely manifesting in -1/-1 counters. 

    While Homelands was turned into persona-non-grata by Wizards for decades, the relatively recent multiverse crossover where the Phyrexians attack all the planes have Grandmother Sengir represent Ulgrotha... like this. Riding a hcariot pulled by bats, using a whip to strangle cyborg alien invaders, cackling all the time. Good job, grandma!

    Ihsan's Shade is a pretty cool character if you read his lore, a fallen paladin corrupted and turned into a shade by Baron Sengir. He's another one of the many flavourful legendary creatures, and that flavour text is cool! The card itself? A 6-mana 5/5 with a measly protection from white. That scales so poorly compared to cards like Black Knight from Alpha, let alone comparable cards from the last couple of expansions like Knight of Stromgald or Order of the Ebon Hand. I think getting a cool character with a terrible card is worse than not receiving a card at all. 

    Greater WerewolfTimmerian Fiends
    Greater Werewolf is a pretty horrifying card art! The actual creature itself isn't quite as interesting as what werewolves would become in Innistrad, but look at that artwork. Very grotesque, and not what I expect from a regular werewolf transformation in our common pop culture. The wolf head sprouts from the side of the humans' face, with two separate mouths howling. Most uncomfortable is the fact that the human's eye is being integrated into the 'profile' of the wolf face. Now my question is that... is this poor wretched soul mid-transformation, or is this a type of monstrous werewolf who has a screaming half-transformed human face on the side of his head at all times? 

    Timmerian Fiends is classified as a Horror, and it's a weird removal that also interacts with the 'gambling' ante stuff... except Timmerian Fiends gives itself to the opponent. Weird! I guess they really don't like you. Not sure about the artwork. One of the guys is a skeleton in a robe with a bunch of growths around his forehead; the other guy is a wombat-person. I'm really not sure what's going on here. 

    Cemetery GateBlack Carriage
    Cemetery Gate is quite hilarious. It's this expansion's Wall creature for Black, and that vampire being kept at bay by the gate is extremely pissed off. He's not furious, he's not terrified, he's not raging or begging or showing any kind of huge emotion. He's just... there. With a 'are you effing kidding me' expression on his face. Like Fallen Empires, Homelands actually features alternate artwork for some cards, although only two variations of any given card exist in the expansion. 

    Black Carriage is another example of the design team attempting to simulate what would become the Vehicle card type much, much later. The Black Carriage itself can't untap on its own, and you need to 'sacrifice' a creature for the Black Carriage to be untapped and ready to move around. It's been errata'd from a 'carriage' (which implies the creature represents the whole unit) to 'Horse', so I guess the flavour of the mechanic is the horses just being lazy until they are 'fed' with a creature? 

    Feast of the UnicornSea Troll
    Feast of the Unicorn is a particularly morbid enchantment, isn't it? We don't see anything too graphic, but the bloodied leg of the once-holy beast and the grinning demons surrounding it do paint a pretty grisly picture. 90's-era fantasy tends to be a bit more mature and not quite as all-ages as the genre would later be, but MTG would notably shy away from a lot of these more... brutal card art. 

    I like the Sea Troll! I don't think MTG ever had 'proper' troll tribal mechanics, did they? And even then, I feel like most of the troll cards I've seen have been in Green or Black. Sea Troll is an aquatic creature, and therefore he's blue. He's got typical sea-monster fins and the 'Regeneration' keyword. Trolls sometimes are flavoured to have a 'healing factor' in the fantasy genre, which is fine... but the Sea Troll can only regenerate if it fights a Blue creature, making it way too specific to justify it being played. I would definitely give it points for being inventive, for sure!

    MarjhanGiant Albatross
    The Majhan is a big fish! Or Serpent, rather. It looks like one of those deep-sea anglerfishes that traumatized a generation of children in 2003 with Finding Nemo, except its body clearly trails off into something longer than a portly anglerfish. And he's not menacing clownfishes, no. The Marjhan's mouth is huge enough to swallow what appears to be a sperm whale whole! Unfortunately, the Marjhan is everything about 'large Blue sea monsters' that are impractical in early MTG. It's got 'Islandhome', which means it can't even attack unless your opponent controls and Island, and it'll die if you don't have any Islands, and it can't untap unless you sacrifice a creature to it. And all that for a 8/8 with an ability to... deal 1 measly damage for 2 mana. That is not worth all of the insane drawbacks that this dude has!

    I normally won't talk too much about 'animals as cards' now that we're eight expansions in, but Giant Albatross just tickles my fancy. There's just something hilarious about a non-threatening animal that's so large that it's looming over the ship below it! Not sure what the flavour is, but this giant bird dying can also cause other creatures that damaged it to die. Some costs are involved, but for a set that's been heavy on flavour over functionality, this one is just confusing to me. 

    NarwhalGiant Oyster
    I just really like that the Narwhal is a card. Not a 'Ulgorthan Sea Narwhal', or 'Giant Narwhal', or 'Narwhal Pod'. No, just a Narwhal. Which, to be fair, is a pretty fantastical creature itself. It's got First Strike and Protection from Red for some reason, and apparently those nasty Sea Trolls hunt the Narwhals! 

    Ey, Giant Oyster! Its got a fun, flavourful effect of tapping and staying tapped, but also trapping an enemy creature with it. And if you pump mana, they slowly get -1/-1 counters until they drown and die. It's a nice representation of them being trapped by an oyster as you drown to death or something. I like it. 

    A lot of these early creature types have been errata'd over the years, like alligator being subsumed into 'crocodile', or tiger being subsumed into 'cat', or narwhal becoming a 'whale'. But a lot of aquatic creatures retain their creature type even until modern day, even though there are only a single-digit number of representatives in the thousands of cards in the game. In Giant Oyster's case, a single representative. I love this kookiness, and in the time of how modern MTG has been going back and forth on whether to streamline or go wide with creature types, I really do enjoy some silliness like this. Despite its name, however, the Giant Oyster's artwork actually depicts a giant clam. Clams and oysters are, admittedly, in the same taxonomic class of bivalves, but so are you, dear human reader, and a raccoon.

    Dark MazeDark Maze
    I was originally going to put this at the bottom, but I felt like the interconnected art for the two Dark Maze variants are cool enough. There's not as many cards in these smaller expansions, which gives me a bit more breathing room! The Dark maze depicts a corridor made up of shadowy, foggy walls with screaming ghostly faces fading in and out. We get to see two hapless adventurers falling prey to the dark maze, with one still fighting and the other one having fallen. It definitely is quite flavourful, and the effect has the Dark Maze attack exactly once (Walls can't attack, remember) before being exiled from the game entirely, representing the shadows fading away. Cool! 

    Memory LapseHungry Mist
    I like Memory Lapse. Okay, part of why I like it is because the artwork reminds me of what would later become the logo for Wikipedia (which this card definitely predates), and it's a nice little way to show little pieces of puzzle falling off someone's memory. But the effect of the spell is literally a memory lapse. The opponent doesn't forget the spell entirely (like what sending it to the graveyard would represent), they just forget it for a brief moment. Like, a turn's worth of time. It's like when you enter a room and forget what you're going to do, and you walk out and then you remember you went back to get your keys. 

    We are into Green now, and we have a pretty cool Hungry Mist! It's a green, noxious mist that's taken a wraith-like form. I like that it doesn't actually have a 'proper' face, but it's actually made up of the wispy trails of the mist. Subsequent errata would turn 'mist' into 'Elemental', which makes sense! This is a kind of a wind elemental!

    Willow FaerieFaerie Noble
    A nice running theme in Green in Homelands are some Faeries. In general I do think that the definitions between things like faeries, ouphes and dryads can be a bit blurry, but I think it's quite consistent that most faeries would be little 'Tinkerbell' style people with bug wings. Willow Faerie is a pretty simple concept, just a lady with butterfly wings, but the fact that she's sitting on top of a deer head is neat enough to illustrate the whole 'fey spirit attuned with nature' fantasy.

    Faerie Noble looks pretty stern, and he has the 'Lord' effect of buffing other faeries on the field. Unfortunately, just buffing the toughness and needing an additional cost to give a temporary buff to power isn't the best effect! I do like the art in general, though, and the eyepatch gives this noble a bit of an oomph that makes these particular 'Willow' faeries a mite more badass. 

    Joven's FerretsRysorian Badger
    If this was a larger expansion, I'd relegate these two cards at the end. But I don't actually have all that much to talk about the Green cards in Homelands, so Joven's Ferrets and Rysorian Badger get to hang out here and be shown off. I always appreciate it when a TCG (or even tabletop RPG sourcebooks) take the time to detail the smaller, more mundane creatures in real life. Joven's Ferrets are apparently even named after the pet of one of the people who worked on this set. 

    I like the badger card. It is a weak if potentially useful effect, where it removes cards from your opponent's graveyard if it manages to hit the enemy face. The idea is that the badger is scavenging and 'eating' those corpses, which I thought is quite flavourful. I like the art, too, where that skull actually has a second badger that has burrowed up right underneath it, and its little paws are showing up under the skull. 

    Amazingly, despite Joven's Ferret currently being the only Ferret in the game, the type still exists! We saw a lot of badgers in the recent 'animal people plane' expansion of Bloomburrow, as well as a bunch of other woodland animals, but not ferrets.

    CarapaceCarapace
    Carapace isn't the best enchantment effects-wise, but actually not a bad card. The toughness boost isn't the best (even if it makes sense for an armour) but the cheap cost and the sacrifice effect for regeneration is pretty neat. Both art variants are very nice, and Anson Maddocks seem to have H.R. Giger's work on his mind while designing this. The first one, featuring the woman, has the strange, chitin-skeleton carapace around her torso and abdomen like a strange dress, and part of it wraps around her neck like a funky neck piece. There seems to be a 'head' with a bug face pointing upwards, which, yes, does also look like a ball-sack a bit. 

    The alternate art shows a different Carapace armour, this one wrapping around the wielder's head like a helmet and giving him a very cool -- if creepy -- bug-like helmet. There is a very Facehugger-esque design on his back, a spidery, pelvis-bone-like mass with something that also looks similar to the 'head' on the lady's Carapace's sternum part. It's a lot more consistent than the scavenged Armor Thrull we saw a couple of expansions ago, and I wonder if these Carapace creatures actually do have a symbiotic relationship with their hosts. Or perhaps they're even just natural aspects of the biology?

    Root SpiderOrcish Mine
    I am contractually obligated to feature every single spider that shows up in this series, so Root Spider gets a writeup. It's just a giant spider in an underground cavern, with skulls littering its little warren. An elf (?) is running away from him. The effect isn't worth anywhere the 4 mana that the card demands, since it's juts getting some bonus effects if the Root Spider blocks. It is, admittedly, flavourful if it represents the Root Spider being more powerful if it is given the chance to ambush you (like a trap-door spider, which we saw in the previous expansion). Also, since this is an underground spider, this is one of the few MTG spiders to not have Reach.

    We are starting off Red with an enchantment. Orcish Mine! It is quite a bad card, costing 3 mana and slowly, over multiple turns as the land it enchants gets tapped, Orcish Mine counts down to the destruction of that card. To illustrate how bad this is, Stone Rain from Alpha also costs 3 mana and just says "destroy target land". I like the art and the flavour, though, of this orc just happily chipping away at a giant stalactite/stalagmite pillar, the only thing holding the land up, and it's just getting more and more precarious until the land ultimately collapses. I appreciate the flavour, but this is admittedly one of the many cards from Homelands that is just bad. 

    Anaba BodyguardAnaba Shaman
    Red has two major creature types being highlighted in Homelands, the first and the more interesting one being minotaurs... though unlike Fallen Empires and Ice Age, a lot of these minotaurs aren't even identified as minotaurs in their creature type text. The art style is quite trying to emulate Hurloon Minotaur from the original Alpha, which I thought was neat. 

    Anaba Bodyguard as a very photo-realistic cow head, while the Anaba Shaman has much softer features with a less boxy snout, longer (and almost rabbit-like) ears and horns that point straight upwards. My knowledge of ungulates isn't the best, but the Anaba Shaman actually looks a bit more like he's an antelope-person, isn't he? He's also got ritual tattoos around his face, similar to the original Hurloon Minotaur. 

    Anaba AncestorDwarven Trader
    Anaba Ancestor is very cool, featuring a black silhouette of a minotaur's head, with a floating cow skull carved wit the same runes or tattoos that Hurloon Minotaur and Anaba Shaman are. It's a nice and slightly creepy way to represent the ancestral spirits watching over the living tribe. Anaba Ancestor is one of the two cards in this set that buffs other minotaurs, which, thanks to the wording in this set, isn't very good! Anaba Ancestor, as originally printed, is a 'Ghost' and Anaba Bodyguard is a 'Bodyguard'. It'd take some creature type retconning to fix this. Baron Sengir has the same vampire-tribal problem as well. Coming off of Ice Age and Fallen Empires, which did tribal synergy well, it is another unfortunate strike against Homelands. 

    The other half of Red's catalogue in Homelands are dwarves, which, for its credit, tries a bit to diverge from the Tolkien tropes of being blacksmiths and Viking-y warriors... but Dwarven Trader just looks like just some dude. He's a vanilla 1/1, and is just subjected to a rather eye-rolling 'selling family' joke. 

    Aysen CrusaderSoraya the Falconer
    I've always liked Aysen Crusader's artwork, with the combination of colours and hte many pieces of flowing cloths from her lance and horse barding. Aysen Crusader, just like Baron Sengir, tries to do another typal-tribal synergy by being buffed by 'Hero'. Aysen Crusader herself is not a Hero, and whereas Baron Sengir would have a lot of vampire friends to choose from, there is a grand total of... three Hero cards printed, and the last one is in Homelands. 

    The 'Hero' type would be obsoleted, and Aysen Crusader was errata'd to receive buffs from the much more numerous Soldier and Warrior creature type. Which would've been the end of it if recently, in 2024's (sigh) crossover lines with Marvel comics, MTG resurrected the 'Hero' creature type specifically for superheroes, with lots of superheroes being printed in the subsequent Marvel sets. I guess Aysen Crusader is just like, three decades ahead of the curve. 

    I just really like the specificity in the legendary card Soraya the Falconer. She just really, really likes falcons, and even has the ability to give falcons the infamously bad Banding. How does a falcon even 'band' in formation? But okay. WOTC would decide that they didn't want to be as specific with birds as with woodland mammals, so all birds are rolled into "Bird" and Soraya now buffs all kinds of birds from owls to canaries to whipporwills.

    Trade CaravanTrade Caravan
    Trade Caravan is amazing with its interconnected art. I love it. Look at everything going on in this art! The giant long-legged white spider! The dinosaur on a chain! The bizare hedgehog-creature with a massive snout! It's very whimsical and adorable all around. I guess whoever was doing the great creature type update just gave up and shrugged and went "Human Nomad, why not" with this. Keep the caravan creature type, cowards! 

    LeechesSerra Bestiary
    Continuing Homelands printing cards that doesn't work within its own set, Leeches! Leeches is adorable as a card concept, going back to the time-tried medical bloodletting of the Dark Ages. I miss Assassin's Creed II and its plague doctors insisting that leeching is good for the liver! But Leeches-the-MTG-card removes poison counters (and damages the person that the poison is removed from) which is such a niche alternate-win condition at the time that this is printed. A grand total of zero cards deal poison counters in Homelands, and at the time of the expansion's release, only three cards dealt poison counter damage. Much later, in the Phyrexian expansions in the 2020's, poison counters would make a huge return... which makes Leeches, previously unique for being a terrible and overly-situational tech card, suddenly the only tech card to actually heal poison counters. It doesn't make Leeches suddenly playable, sadly. 

    Holy shit, what the fuck is that creature in Serra Bestiary? That sure is a surprisingly deformed face I didn't expect to see on a White card. It's a mutated humanoid (or just a human?) with blue skin and a tail. Serra herself is associated with the iconic Serra Angel from Alpha, a holy planeswalker who's involved in the backstory of Ulgortha. She, uh, apparently keeps some real weirdos in her bestiary!

    Feroz's BanRoterothopter
    Feroz's Ban is the in-universe reason that Ulgortha is separated from the rest of the Multiverse, trapping Baron Sengir in the plane. The actual spell causes creature cards to cost 2 more to cast (yours, too), and I like the art showing a planet trapped in a flask. 

    Roterothopter is a variation on the Ornithopter (and I think the second 'Thopter' artifact creature?). The effect of the card is quite bad, and even the guy in the flavour text doens't like it, but I like the Roterothoper having those Da Vinci spinning-turbine things as wings instead of, like, plane wings or helicopter rotos. That's actually adorable. 

    Clockwork Gnomes
    Clockwork Gnomes! One of the few 'Clockwork' creatures to not have the token gimmick in play (and instead has an overcosted regenerate effect), and it's the start of almost all gnomes in MTG being some kind of artifact creature... at least until the Dungeons & Dragons crossover brought regular flesh-and-blood gnomes back. These ones look like clockwork versions of the garden gnomes. 

    And with that, let's go to the rest of the cards!
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