Goon Review: The Walking Dead: A New Frontier: Above the Law

(Submitted by our Ho-rror Ho-mie, Mr. Andrew “Goon” Peters…Thanks, my freaky friend! 🙂 xoxo)

As I read the title for Episode 3 of The Walking Dead: A New Frontier, Above the Law, I shouted “LEEEWWWW-AHHHH,” like Armand Asante as Judge Rico from the Judge Dredd movie. Anyone else? No, just me? Anyway, we last left Javi and his group at the mercy of The New Frontier so that Kate, who was just shot in the belly, could get some medical attention and who should come storming out of the gate to meet them? Javi’s brother, David, who they thought to have been dead this whole time and I’m sure he’s thought the same of them. Welp, get ready for an awkward family reunion.

Javi and David are clearly shocked to see each other alive and although David barely notices Gabe, he’s still happy to give him a hug nonetheless and is able to immediately get Kate some medical attention while Javi and the rest of the group get tossed in a cell. Looks like a happy family reunion is gonna have to wait so that the crew can basically recap the story up until this point. I found it odd that this time was just spent rehashing everything we just saw instead of moving it forward, but eventually David shows up to take Javi to meet with the other council members that will determine whether or not Javi’s group can stay and become part of The New Frontier. Hmm, a council of elder like folks that determine the greater good of the people? That never ends with deception and betrayal. I don’t foresee one of them screwing everyone over for personal gain in their own agenda…

But first, it’s time to visit Kate and it plays out about as awkward as you would think. Kate fakes pain to have a moment alone with Javi and of course David walks in at an almost opportune time. I don’t understand why they just don’t talk about it already. Kate’s feelings for Javi and her disdain for David becomes evident when she asks you to bail on this place with her and Gabe. No goodbyes, no explaining anything to David, just up and run. Your response to Kate feels like the first time in this episode that something may shape what happens later. Unfortunately, the rest of the episode feels void of this feeling.

Now that you are finally in front of the council, it’s time to see if you will fit in, but first the leaders; There’s a drug addicted doctor named Paul Lingard who is seemingly spineless, Clint the farmer who also seems spineless, then you have David (who we know) and that leaves us with Joan who is like if Roseanne Barr wanted hair like Rogue from X-Men. She’s a total ball buster and seems to have a power over the others. This becomes more predictable as this scene plays out and identifying the puppet master becomes quite easy, but Max appears to throw a monkey wrench in the situation and your rivalry comes forward. It doesn’t seem like no matter what answers you choose, the outcome is going to be the same; you aren’t allowed to stay… except for Kate and Gabe who are more than welcome, so David sends you packing and the dude doesn’t even seem to care. It was at this point I was starting to notice that there wasn’t any dire choices this episode, the choices I made don’t seem to have any weight, but we’re only about halfway through the episode, so there’s plenty of time for things to completely flip around. David isn’t completely without feeling and sends Ava out to give you a care package complete with a baseball bat and a map that has a location marked on it, so the group agrees to head there.

Along the way you run into someone who’s been missing throughout half the episode, Clementine. En route to this mystery location, Clementine explains to Javi why she hates David so much, via flashback in which you learn the fate of baby AJ as well as a council members drug abuse. Although I can see from Clementine’s point of view and understand why she hates David, you can also see that why David made the decision he made and was only looking for what was in the best interest of the group. This is something I picked up at this point is that David may not be the awful person Clementine has led us to believe. He genuinely seems to care about the people in his group and although his anger leads him to make brash decisions, he doesn’t seem deceitful. This episode rightfully focuses on David’s character and exploring it and even though at times you aren’t sure of ‘did he’ or ‘didn’t he,’ you get the feeling there is a greater evil out there, which we are about to find out.

Seeing as this episode has lacked an action sequence, one get tossed at you that is primarily just button mashing while trying to get a shudder door open. There is a bit of puzzle solving, but I wouldn’t even call it a challenge, but instead a race against a time. It’s supposed to get your heart rate moving, but by this point it’s kind of stale. Once inside the shelter after that close call, David arrives and you have a choice to open the door or not. Regardless of what you choose, it will open and once again, doesn’t seem to have any real effect. Javi and the group notice that the supplies in the shelter are from the Prescott Airfield, where you were previously attacked by The New Frontier, along with other places. David is pressed about the matter, but swears he has no knowledge of this and that’s confirmed once Max, Badger and some other thug arrive and exposition dump the hell out the plot, revealing the true culprit. Wanting some revenge for Mariana’s death, the group attacks. This is another Quick Time Event that requires a quick response seeing that even a split second too late results in your death. But if you die, no big deal, you just start right back where you left off.

The finale of the confrontation leaves you with a wounded Badger who you have the option to kill, let Conrad kill (if you didn’t kill Conrad in the previous chapter) or left him turn. I chose the latter, because fuck that scumbag. I get a feeling this may come back to bite me in the ass later, but I feel at this point, Javi really needs to be showing Gabe that murder isn’t necessary… even though we just shot that guy in the gut in self defense. Again, even though I still felt like this decision may come back around to me, at the moment it feels like it bears no weight and that’s something this episode truly lacks; the intense split decision making and the consequences. Even though the QTE’s were somewhat panic inducing, there was never a feeling if I did something incorrectly or my timing was off, it would affect the outcome of the game. In fact, it just resulted in my death in which case I was allowed to try again.

With this new information, the group forms a plan and splits up while Jesus leaves the group in what is the saddest moment thus far. He was such an interesting character and a lot about who he is or what he knows, what a damaged soul he is, is merely hinted at, but my guess is Telltale wanted to save him for a spinoff on a rainy day. Javi and David eventually confront Joan who in classic vaudeville villain style pours herself a drink and sips from it as she reveals herself to be the mastermind and her plan! I know it was supposed to be a shocking moment, but with how predictable it was mixed with how classically evil the display was, I couldn’t help but laugh.

Above the Law is so far the weakest of the episodes with no feeling of dire consequences and boring, button mashing QTE action sequences that are few and far in between. It does however pull a few punches with David’s character, making him somewhat of a believable good guy who is trying to do the right thing. This does make siding with Clementine against David this episode a little difficult, but ultimately the looming baddie Joan is about as a subtle as a Disney villain and regardless of your choices, you know you’re going to end up in the same position. That position, however, looks like it’s going to be leading to some really difficult choices. Consider this the calm before the storm.

Comic Book Review: Outcast Vol. 1

(Submitted by Mr. Dr. Prince Adam…Thanks, your lordship. 😉 xoxo)

“NEW HORROR SERIES FROM THE WALKING DEAD CREATOR ROBERT KIRKMAN! Kyle Barnes has been plagued by demonic possession all his life and now he needs answers. Unfortunately, what he uncovers along the way could bring about the end of life on Earth as we know it. Collects OUTCAST BY KIRKMAN & AZACETA #1-6.” (Image)

The first volume of The Walking Dead was so impressive, that I wanted to track down more of writer Robert Kirkman’s work. That led me to Outcast. While I will return to reading and reviewing The Walking Dead, Outcast seems much less daunting, as it is newer and has fewer issues under its belt. One of the main characters, Kyle Barnes, is presented as a miserable recluse who lives alone, and doesn’t really care about the state of his living arrangements, and is incredibly rude to his best friend/foster sister, who constantly looks out for him. Meanwhile, our secondary lead character, Reverend Anderson, a priest who believes God is losing the spiritual war. He does his part to combat the evil, by exorcising those who have been possessed by evil spirits.  When the priest has trouble exorcising a demon from a young boy, he seeks the help of Mr. Barnes. The reason being, as the description suggests, he has been plagued by possession all his life. As I kept reading, I thought Kyle would somehow help the young child cope following the exorcism, with advice from a fellow survivor. However, here is where, Robert Kirkman throws a twist at us readers. The possessions he’s been plagued with all his life, have been his loved ones, namely his mother and his wife. During his mother’s possession, she frequently beat Kyle. When his wife was possessed, she attacked their daughter. Once this is revealed, you definitely understand why Kyle seemed to be a recluse and more on the miserable side. He’s had a rough life. The twists in this story continue, when Kyle agrees to help Rev. Anderson.  As he gets into a physical altercation with the child, his blood is shed; and as soon as the child comes into contact with his blood, the demonic spirit left the child.   Through flashbacks, we learn the same thing happened with his mother and his wife. However, there’s a catch. Once the demon spirit left his mother’s body, she was left in a coma.  We don’t know what state his wife was in after the event, but we know she left him and took their daughter with them.  Most people don’t believe in demonic possession, so they blame Kyle for being physically violent, causing his mother’s coma, and also believe he attacked his daughter, which caused his wife to leave. He’s somewhat of a pariah in the town. To those who believe in demonic possessions, these stories make him a bit of a hero. To the point where they seek him out. This dichotomy is interesting, because Kyle himself toggles between believing in possession and not believing it. Kyle Barnes later teams up with Rev. Anderson to track possession cases, mainly in an effort to learn more about his “exorcist power.” What’s interesting to me is the fact that demons refer to Kyle as The Outcast. There’s also a mysterious older man in a suit and fedora, who visits Kyle’s neighbor and kills him. He also creepily visits Kyle’s mom in the hospital to announce; “Despite your efforts, we have him.” I have so many questions. Is this man in a fedora the devil? Was Kyle Barnes somehow part of a demonic master plan all along, and he just doesn’t know it yet? I love that we learned so much about Kyle in this issue, but I love that there’s so much mystery still in play. Not only with this mysterious older figure, or why Kyle’s power has a different outcome post exorcism on different people.

Paul Azaceta is the artist on Outcast. The art is very good here. I’ve noticed a trend here with the horror books I’ve reviewed. As I’ve mentioned before, the art seems to take a more simplistic look on.  That’s not to say the book isn’t detailed, just that it’s not as busy or flashy as art in books in the sci-fi or superhero genre can be.   The locale beautifully captures Middle America suburbia really well. I also like that our two protagonists don’t look like “heroes.” They don’t scream super powered exorcist or devout Reverend. One looks like a guy in his mid to late twenties, while the other looks like a slightly out of shape, middle aged working stiff.   I think this is a clever technique done on purpose, to make the horror and supernatural elements stand out even more.  Speaking of the horror elements, I’m pleased that the artist didn’t blatantly rip off The Exorcist, by having any head spinning action going on.  You now when someone was possessed, through the look on their face, and their creepy smile.  Three of the scariest looking, and best drawn pages in the whole book are; the possessed boy chewing his own finger to the bone, Kyle finding his wife and child in the kitchen possessed, and the page when the mysterious man in the fedora attacks Reverend Anderson, and carves a Pentagram into his body.  On all these pages, the colors are extremely muted, which makes the red of the blood more vivid.  This has been a horror comic book cliché/troupe I’ve noticed, but it works and looks great, so why change it!?

This is another strong horror story from Robert Kirkman.  It doesn’t have as powerful of an impact as The Walking Dead; however it’s still gripping and engaging. The scares are more due to the stories pacing, then they are due to shock value death or splash pages. This story leaves too many questions unanswered for me not to continue. That and the fact that the story was good, means Kyle Barnes will no longer be an outcast, at least on my reading and reviewing list.

The Walking Dead: A New Frontier- Ties That Bind Part 2

(Submitted by Mr. Andrew Peters…Thank you, Ho-rror Ho-mie! xoxox)


Part One of Ties That Bind, the first episode of Telltale’s newest season of The Walking Dead, introduced us to a new character named Javi, an ex-baseball player that was trying to reconnect with his family when the outbreak happened and is now on the road with his brother David’s wife, Kate, and her stepchildren Gabe and Mariana. Along the way, shit happens as they tend to do in post apocalyptic zombie stories (how else would you get the plot moving?) and Javi is separated from his group and meets up with Clementine. The two get into all sorts of trouble that ends with Mariana, Javi’s ten year old niece, getting shot in the head by a group of assailants. The first episode tried to play against your senses and against what you would expect, but The Walking Dead  has been pulling that trick for so long, you come to expect any happen moment to end in bloodshed. Still, it was great episode and we’re happy to see Clem back and the story is really taking shape.


The second episode, Ties That Bind Part 2, picks up immediately where you left off depending on the choice you made. Since I decided to stick with Clementine and bail on my family, Javi awoke after the explosion, the attackers have ran away in defeat, Clem thanks you for sticking with her, so that leaves only one thing left to do; bury your dead niece. Yes, that’s a part of the game and I have to say that I never thought I’d be attending a child’s funeral in a videogame, but here we are. It actually works for some emotional impact and it’s heartbreaking to see Javi breaking down, but luckily with Clem at his side, he keeps it together and the two head back to Prescott to check on Javi’s family. Gabe is still being an annoying brat and Kate is… well, Kate has had better days. Doesn’t look like she’s going to be making it much longer by the sound of things, but at the moment that’s the least of their worries as those jerks who attacked them, the ones who call themselves The New Frontier, are rolling up to the gates and demanding justice! Having Conrad’s girlfriend, Francine, as a prisoner, they snip off one of her fingers to get Javi to come down, but an untrusting Clem opens fire and everything goes to shit once again.


Seriously, The Walking Dead, enough with the finger cutting offing.

It was during this action sequence, I started to realize how much button mashing was in the particular episode. More specially, the Q button on my keyboard. It seems like every action scene that follows requires you to mash the shit out of the Q key and it grows stale pretty quick. Anyway, the group makes it out alive, well except for Francine, to which Conrad has some choice words to say to Javi. Gabe will raise his gun at Conrad and you have the choice to either talk him down or talk down to him. You might be noticing that this is the case most of the time when dealing with Gabe and I’m just realizing the game is wanting us to shape him into the man he will become. Will he becomes good natured like Javi (if you are playing him that way) or will he become hot headed and dangerous like David, his father? It’s an interesting way to take this character development, similar to what you could do with Clem in the previous Walking Dead seasons. The group decides to head to Richmond, VA, assuming that nothing but good things await them there.


After the situation diffuses the group finds themselves at a jam, literally. A couple of wrecked cars block their path and now is where you get to do some puzzle solving, kinda like what you did in Telltale’s Batman, only this is much more straightforward, almost like it’s on a rail. That does suck the fun and exploration out of it and makes it feel like a time consuming chore. Wouldn’t you know it, zombies await behind the wreckage and the group has once again fudged things up, but thanks to their new friend Jesus, they are able to find a way through the sewers and breaks the sour news to the group that The New Frontier has overtaken Richmond. Uh-oh, probably shouldn’t have sent Kate and Eleanor ahead. Jesus is by far the best thing about the game so far. Nicknamed after the lord and savior, this simultaneously trustworthy and untrustworthy dude talks like Christian Slater doing an impression of Jack Nicholson and does some near Matrix level martial arts, as he demonstrates once the group yet again makes the worst decision possible and makes the situation worse. But it does get worse for them. Clem reveals to Javi her true connection between herself and The New Frontier to which Conrad overhears and once separated from the others, threatens her with a gun and tries to convince Javi to side with him, using Clem as a bargaining chip once they reach Richmond. To further convince Javi, he puts a gun to Gabe’s head and you have a choice to either shoot Conrad or side with him. Wasn’t a hard decision for me.

Having reached Richmond, the group quickly finds the car with Kate inside and Eleanor missing, they also quickly find the gate to The New Frontier’s headquarters and Javi has a new plan; beg. Yup, walk right up to the gate and beg them to let you in for medical attention for Kate. A familiar face greets you at the gate and has reservations about letting you in, so you are given the choice of acting like a dick to him or trying to appeal to senses. No matter which path you take, it ends with a group of Frontier-ers coming down to take you in when you are greeted by their leader. Someone you know, someone you thought was dead and all the cliched, predictable storytelling moments in this episode lead up to this and I gotta say, I really can’t wait to see where it’s gonna go.

Clearly with the reintroduction to the familiar face at the end, Javi is going to have to make some hard choices, especially if you want to keep Clem as your friend. I think there are also going to be challenges with convincing Gabe to do the right thing, which is gonna make for a cool light side or dark side of the force kind of story arc with him. Although Ties That Bind Part 2 was full of stupid people making stupid decisions to move the story along, once the story got to where it wanted (which was at the end), it kinda made up for it, although I can’t forgive the repetitive button mashing action sequences that quickly wore thin. Nethertheless, episode 3, Above The Law (no, not the Steven Segal movie… although, that would be an awesome tie-in), should be out in about a week – February 7th-ish – and you know things are only going to get a hell of a lot uglier.

Goon Review: The Walking Dead: The Telltale Series – A New Frontier Episode 1: Ties That Bind

(Thanks so much to Mr. Andrew Peters for this radass review…I love all of TT’s TWD tit-les, and I shall be checking this one mout posthaste!! 🙂 xoxo)

Before we get started on the review, doesn’t that episode sound familiar? Like we’ve heard it before. Was this a title for another Walking Dead game or a superhero game of some kind? Anyway, it’s irrelevant. So, the third season of The Walking Dead subtitled A New Frontier debuted not only it’s first episode, but its second one as well, although for now we will only be talking about the first which is called Ties That Bind Part 1 and it does have some relevance into what happens. Personally, I would love a second season of The Wolf Among Us or Tales From the Borderlands, but I do want to see some closure with Clementine’s character, if done justice.


Being the fourth Walking Dead series from Telltale, I was worried about this season coming off as stale, seeing as how TWD: Michonne was so milquetoast, it may as well not have existed. Not only that, any incarnation of TWD seems to pander to an audience that only wants to see gore and zombies, shaping itself after the television show. Michonne really suffered from having too many characters that had no substance and you didn’t care about them, which was extremely disappointing seeing as that’s what these games are known for. However, we’ve grown with TWD’s main character Clementine over two seasons. We’ve watched the decaying world – both the state of humanity and the physical form of them – tear away at her as she has resisted to become anything less, but the end of the second season saw her and Jane being pushed to the limit by an old friend.

However, A New Frontier doesn’t throw us right into Clementine’s situation yet. We’re introduced to a new character, Javi. The game opens right as the outbreak is taking place, but people aren’t really aware of it, as we see Javi running to his brother David’s home and explains that he’s late because the highway was congested. His brother insults him, even hits him, because their father died and Javi, being the favorite son, should have been there, but we learn that Javi was never really around. We’re also introduced to other family members, like David’s son Gabe, David’s wife Kate, which the two seem to have a mutual interest in one another and there are various other family members, but the only other one that really matters is Mariana, Javi’s younger niece. Suddenly, Mariana is bringing her grandfather’s favorite drinking cup to him as the others tell her that he’s sleeping, to which she tells them he isn’t… dun dun DUN! Not the strongest opening the series has had, but it was really decent, maybe even a little chilling. Javi’s got some potential to be a good character, so let’s see what’s in store.


As they check the room, zombie gramps bites grandma on the face and another on the hand. David takes them to the hospital and Javi looks after Kate, Mariana and Gabe. We cut to someone time later and the four seem to have been traveling in a van not down by the river, but all over looking for food, gas, maybe even a home. Gabe and Mariana are asleep in the back seat, giving us the players some time with Kate and Javi to get to know them as Kate lights up a phatty and your first big choice is to toke with her or not. Okay, TWD, I get it. Weed’s legal now. This wakes up the kids just in time as you find a junkyard and you decide to explore it. Before doing so, you get a little bonding time with Mariana, kinda like how Lee did with Clem back in the first season. It was a nice touch to call back to that subtly, even if it doesn’t seem as strong. It’ll make sense when you play it.

Things go sour quickly after the group finds a cache of food and Javi is jumped by a group that seems to share a similar mark on their body, like they were branded like cattle. Javi lies about the having others with him and is en route to their base when a tree falls in the middle of the road, blocking the way and crashing the truck. Upon exiting, you have the option to shoot the driver or let him go, but that all depends on how cold blooded you are. Turns out that tree falling was no coincidence as the little saboteur reveals themself as… get ready for it… CLEMENTINE! She’s back and she’s a little older and has a potty mouth and an attitude. Oh Clem, what made you this way? Well, this is something you should know if you are playing with saved games from Seasons One and Two. The game shapes her and her past after what choices you made during your gameplay, which is very, very cool. If you don’t have any previous game saves, the games creates her past at random, so on my PS4 playthrough, I saw what happened to Clem and Jane after the events of the second season and although it was predictable, it was very sad because I liked Jane’s character. On my playthrough on PC that you can watch, I had no saves, so one was created for me and it was just uneventful and only led to Clem missing a finger for no reason. Huh, okay then.


Clem and Javi pitstop at a safe town where the people seem friendly and you’re even introduced to a few new characters and get a little insight into Javi’s past. Personally, I liked Tripp who’s basically a loveable oaf. It doesn’t take long before Clem causes some problems and lands you in one of their homemade holding cells, but the most interesting thing is that nobody really seems to care about what happened. You’re given the option of sticking up for Clem or throwing her under the bus and if you do that, then I must believe you have no soul. You’re also given the option of sneaking out at night with one of the characters you met or waiting in the morning for Tripp to take you to the junkyard. Now, believe it or not, your choices will seemingly have a vastly different outcome. First time, I chose to sneak out only to arrive at the junkyard with two of my family members dead, so I went back and played again, waited for Tripp and got a much happier outcome… for the moment.

This is where the game really starts to take off. Seeing as how the truck is destroyed, Javi manages to convince Clem to head back to the junkyard to find his family and depending on how you converse with her, you can build a nice budding friendship, which is what I’m doing. I’ve missed Clem and I can’t be mean to her, seeing as we’ve already been through so much and I know what she’s lost. Once you reach the junkyard, it looks as if it’s been turned over and lit on fire, but you quickly find your family and everything seems like it’s going to be alright… yeah, sure. If there is one thing The Walking Dead tries to do way too much, it’s lull you into a false sense of security. I do have to admit, it kinda worked here. As Javi’s relationship was building with one of the characters, it became more clear what was going to happen, seeing as The Walking Dead just can’t help itself from steering away from this one trope, but it kinda got to me, especially as graphic as it happens. Your final choice is to stay and fight your attackers with Clem or bail with your family.


After a long, overdue wait, Clementine is finally back and it’s great to see her again (especially after the remarkably disappointing Michonne). As gamers, we’ve grown up with Clem and to see her as the teenager she’s grown into is both depressing and you’re proud of her at the same time for making it as far as she has and depending on your choices, you get hints that she’s still the same girl you’ve grown to love. I’m excited to see what else she’s been up to since she’s been gone and at the time I’m scared at what might happen to her. At first, I thought Javi was just gonna be a cliched character with nothing interesting going on and was only going to be a vehicle for Clementine, but he’s actually shaping up into a likeably guy. Even if you decide to be a dick to everyone with him, you’re making the choices, so you still root for him. Javi and Clem make a great pair and luckily it’s not a retread of the father-daughter dynamic Clem and Lee had, but it’s something new altogether. Survivors becoming friends and that’s what The Walking Dead is all about! Part Two of Ties That Bind is looking to be another great episode, so we’ll dive into that one soon.

Comic Con! Part Deux

Here’s Part 2 of our Better-Late-Than-Never Comic Con coverage fer ya. I’m a little bummed I missed out this year (fam probs…it happens :)), but luckily we live in a wacky, wild, wonderful world where EVERYTHING is posted online pretty much immediately. Here’s the stuff I would’ve creamed my panties over had I been there in person, but instead got to buzz it out to in the comfiness of my own ho-me. 😉

Walking Dead Stuffs (I’m still angry about that crapfest finale, but they trotted out Daryl, so splooooosh! ;))

Simpsons stuff, most notably that the 600th (WTHF????) episode will be a Treehouse of Horror Hollywood Reporter


Fucking Kong!!! #yesyesohlawdyyes!!!!!!!!!!!!!

Virtual Reality EXXXperience (After my arousing VR eXXXPerience with Naughty America at last year’s Comic Con, I was so looking forward to checking this out. Alas, I just had to climaXXX to this teaser instead… ;)) Dread Central

Brie Larson was announced as Captain Marvel (and she’s so adorably super happy about it!!! :)) Hello Giggles
Comic-Con International 2016 - Marvel Studios Presentation

AMERICAN Freaking GODS (featuring CRISPIN Freaking GLOVER, IAN MCSHANE, GILLIAN ANDERSON, etc etc etc) LOOKS SO FREAKING BADASS!!!!!!!!! I AM SO FREAKING EXXXCITED FOR THIS!!!!!!!!!!!!!!!!!!!!! :)) #allthesploosh!!

A surprise Blair Witch sequel (aka “It worked for Cloverfield” ;)) was announced. Hit Fix

(Could be cool…I’m ho-peful! :))

The Ash vs Evil Dead gang literally killed it!!! 😉

(JIC you haven’t seen the Season 2 trailer yet…SO PSYCHED FOR THIS!!!!!!!!!!!!!!!!!!!!!!!! :))

The Aliens cast was reunited, and it felt oh-so-good! 😉

Of course, there was all the DC stuffs, but since Prince Adam was kind enough to give us his take on that, I’ll just add one final SPLOOOOOOOOOOOOOOOOOOOOOOOOOSH to let my personal POV be known. 😉

And, finally, there were a bajillion amazing cosplayers (as always :)). You can check out a bunch of the highlights here, but out of all the ones I’ve seen so far, this dude was probably my fave:


So simple, yet so perfect. #NeverForget #HoldTheDoor 🙁 🙁 🙁 🙁

And with that, I’m going to put aside my post-Comic Con bitterness blues and start looking fwd to all the amazingness cumming our way!!!! 🙂 xoxo


#WhatMightHaveBeen… 😉

The Walking Dead: Michonne Episode 3- What We Deserve (Review)

(The final installment of TWD: Michonne trilogy reviews submitted by Andrew Peters…Thanks for saving me some time with this, Kinky Ho-mie. I moved it way, waaaaaay down on my Must Play list after reading these! xo)


Well, The Walking Dead: Michonne has finally come to a conclusion with the episode What We Deserve and all I can say ask is: Is it? Is it what we deserve? Up until this point, I was drawn into the character of Michonne and sympathetic with her loss and struggle, but in the final episode, they do away with subtlety and really heavy hand it, which unfortunately makes it lose any effect that they were building up to. Not to say the whole episode is bad, but the good moments are few and far between with a slow start. Nothing wrong with a slow burn, but when you treading the same idea, which at this time is more stale than old toast, you tune it out.


Another huge let down is, of course, nothing is done with the other characters… again. Sam is dealing with the issue of her father’s death from the previous episode and there is a bit with Michonne speaking with her younger brothers about their loss and swearing to protect them, offering them comfort and it is touching and quite a good piece of the story. But those moments don’t last long and hardly exist. The funeral scene, as much as they tried, has very little impact on the player, mostly because we didn’t know the character so therefore we don’t care and only delays the inevitable let down of a conclusion. And yes, it is quite a let down.



There is another moment the game tries to play at the unexpected and shock you by killing off one of Michonne’s group, but like with most TWD stories, they didn’t develop this character and she only previously had a single interaction with this character. We didn’t know him, so we don’t care, so it’s unnecessary. Of course, the bad group shows up at the home and there is a gun fight that doesn’t feel exciting and ultimately leads to inevitable and predictable deaths of the one-note villains. At this point, it feels like you’re just going through the motions. I didn’t care about them and they didn’t resonate at all and when they finally got their comeuppance I just thought, “Ok, finally. Now we can move on.”



And this is where the game had a good chance to make a real connection, but ultimately loses it. Michonne is now hallucinating pretty intensely while the house is on fire and everyone is escaping. She sees visions of her dead daughters and she chases them them in flashbacks. The point is to show is she can let go of the past and move on, which is a good way for the character to develop and I did like it, but it does drag which really just dampers the impact it originally intended to have.


In the end, I remembered that this was supposed to be the story that explained why Michonne left Rick’s group and would eventually returned to. What I gathered from the story was she left because the weight of her past, which works fine, but she left this group because basically Pete feels she is crazy. Underwhelming and disappointing. I guess we have the third season of The Walking Dead to look forward to, which I am. Hopefully Clementine will have a more entertaining and developed adventure.


Ho-stess’s Random/Pointless PS- I miss Lee. 🙁


The Walking Dead: Michonne Episode 2- Give No Shelter Review

Ho-wdy, Ho-rror Ho-mies! Have you been watching Fear the Walking Dead to try to fill your cold, black heart until October and that awful, awful Walking Dead cliffhanger is finally (ho-pefully) resolved?? Well, neither have I. 😉 FTWD was only moderately interesting to me during Season 1. I watched it purely because I love(d?) TWD so much, and it semi-satiated my Zombie Lust when Daryl and The Gang weren’t available. Alas, after that Negan Nonsense, I refuse to get suckered into another mediocre season of the Dollar Store version of actual Walking Dead. Which means the Walker-sized ho-le in my heart needs a fillin’. Will Telltale’s Michonne mini-series provide the relief I’m seeking? Let’s hand things over to Mr. Goon-y Goon (aka Andrew Peters) and see what he has to say about that… 🙂 xoxo

THE WALKING DEAD: MICHONNE EPISODE 2 REVIEW (by Andrew Peters…Thanks, ho-mie!! 🙂 xoxo)


Well, the first episode of Telltale’s The Walking Dead: Michonne entitled In Too Deep told a somewhat tired and basic story, not really offering anything captivating or fresh. Not to say I expected it to be something groundbreaking or new altogether, but it was a story you had heard done plenty of other times – especially on The Walking Dead – and it has been done better. Episode 2, Give No Shelter, has the same issues… mostly.

Picking up where the first episode left off, Michonne, Pete and Sam are escaping Norma’s clutches on the boat and within moments, you are faced with the game’s actual first dilemma as Pete thinks he should take a pacifist approach and give himself up so you can escape. Michonne, on the other hand, doesn’t agree with this and that’s your two options. Right away, I was left with an option that I knew was going to leave a sour taste in my mouth and that’s what these games are about: uncertainty. Even if there is an immediate consequence, there will be in another chapter and I have a feeling the choice I made is gonna have a big consequence in the next and final episode.


Unfortunately, Give No Shelter loses most of its steam right after that. It opened with a fairly big action piece and a nerve-wracking decision to make and then just kinda teeters off and seemingly wanders aimlessly, but then does pick up once more during a flashback sequence into when the outbreak was first happening as you rummage around Michonne’s sweet, kicking pad. Here, you are forced with another decision that will have an outcome in the next episode as Michonne is given the choice of answering the phone or following the footsteps outside the door. I have to admit, this is a decision I am still thinking about and how I should have went with the other choice. This is where the game is quite successful, in playing with your self-doubt, but those moments seem far and in between.


Once again, the characters only serve as set pieces and have absolutely nothing to add except to make stupid decisions to set up action scenes or decisions. This time around, however, Same was given a little more to do, but then she is removed for a good chunk of the story, leaving you with a stale supporting cast. At this point, Pete is just a one note character that is getting real predictable and real boring. Regardless of what happens to him, I simply do not care and the same goes for the stereotyped root-of-all-evil-esque villain Randall. The Walking Dead seems to only view their human villains as a one noted sociopath that loves causing pain and death. Change the record already. Also just like the show, a character is introduced, does something that’s an obvious set up to their death, dumps a bunch of exposition and character and then is immediately killed. The Walking Dead, games and the show, seem to use this trope often and I don’t understand how people don’t call it out for the lazy, hack, shitty writing that it is instead of groveling at its feet for false genius. (“Daaaaaaaaaaamn, Gina!!!”D.P., and Martin Lawrence ;)) I will never understand. Oh well. With the exception of Pete and Randall, I think the rest of the characters still have a chance to do something in the upcoming final episode.


Give No Shelter isn’t a terrible episode, in fact, I had more fun with it than the first episode, but unfortunately more often than not, it took the more predictable, tired trope route. The ending of the episode reminded me of the Joker interrogation scene from The Dark Knight and there were some split second decisions to be made and I’m excited to see the outcome of those in the final episode. Hopefully, the characters improve and the story becomes less predictable, as the game does leave itself some wiggle room with some grey area decisions that could turn out to be truly interesting. At this rate, even if the final chapter is amazing, it’s still just a slightly above mediocre game.

Suck It, Walking Dead!!!

There are undoubtedly thousands of blogs you can visit today to read about just how fucking disappointingly stupid last night’s cheap-ass season finale of The Walking Dead was. Here is but one of them, which I highly recommend checking out if you want someone to coherently eXXXplain why so many TWD fans are pissed off today. (Myself included, jic that wasn’t already obvious. ;))

For the non-coherent version, I’ll just take a cue from the sole reason I don’t just quit this show altogether (which may not even be a valid reason anymore…who knows???) and say:

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PS- As far as I know, it’s still not riot time… 😉 xoxo


The Walking Dead: Michonne Episode One: In Too Deep Review

(Submitted by Andrew Peters…Thanks, ho-mie. This baby’s on my ASAP list, so awesome to get your take on it. 🙂 xoxo)

Telltale Games’ latest undertaking into The Walking Dead series was not a third season like we were all hoping, but instead a look into some missing history in one of the franchise’s most popular characters. However, it’s not a means to exactly exploit the popularity of her character, but rather is an answer to the fans to try and explain what caused her to leave Rick, Ezekiel and the others in the comics… and what brought her back. This asks the burning question, “does this need to be told?”


Right from the start, the story starts strong as we assume control of the game’s titular character who seems to be haunted by her past, running from it. She very much is suffering from PTSD, which offers for some tense moments, but unfortunately for the game, nothing else. You don’t start in any action, which is totally fine, but you do get the sense of what is pulling Michonne apart as she is saved by another survivor and we cut to her adrift on the water on a boat with a different group and this is where the game really suffers; in its characters. But let’s talk about the gameplay a little more first.


The game, like all Telltale games, is a mix of QTE for the action segments and answering questions in a timely fashion, The way you answer these questions are not only going to affect how a character will see you or further interact with you, but it will affect outcomes in the chapter and future chapters, allowing you to have multiple story branches. The story itself is nothing really new and feels stale at this point, so I didn’t find myself worrying about the decisions I had made. Furthermore, the QTE didn’t seem as urgent as they have in previous Telltale games. I never felt panicked or on edge about the timing of pressing the right buttons at the right time. In fact, there didn’t seem to be any penalty for pressing the wrong buttons. Nothing about the gameplay seemed like I was ever in any danger and as I said, I didn’t care much for how I responded to the questions, although I found myself playing into more how Michonne would answer something rather than how I would.



Unfortunately for The Walking Dead: Michonne, one of it’s greatest weaknesses is in its characters, who I get the feeling aren’t going to make it and so far don’t warrant any feelings or interest. I didn’t find myself invested in anyone that was introduced into the story and they seem to fill the roles of the sympathetic and compassionate type to the gruffy, creepy and crazy type. There doesn’t seem to be a middle ground for these characters, offering no variety and at this point, we have seen these types of characters far too much in any iteration of The Walking Dead. The villain, Randall, seemed somewhat over-the-top and he may as well have been twirling a mustache while lightning crashed every time he said something evil. All other characters didn’t seem subtle, so it’s easy to see who is on your side and who isn’t. It was very black and white.


Oddly enough, I wish there were more action segments. I mean, the game opens up with you chopping down a few bushes, which isn’t very action oriented. I realize it was probably to acclimate you with the game, but by now we all know how Telltale games are played. We can’t open with some zombie slaying? It’s a minor gripe, but as the game progresses, you will get a few action segments that cements Michonne as one of the most badass zombie killers.


The Walking Dead: Michonne is by far Telltale’s weakest entry into their library of games, but it’s not by a long shot a terrible game, just a very vanilla story thus far. The voice acting was very well done, as usual, and is probably the strongest feature in the game. This is only the first episode and with two remaining, it still has some time to shape up.