This is the type of book that makes you a fan of not just the creative team, but the entire universe within which it exists. Divinity is packed with lush art that is both clear and evocative, setting a very clear stage for one of the more thought-provoking stories in the medium. The story introduces concepts that are both alien and familiar and then executes on them in ways that you wouldn't expect. The reactions of the world to the events feel authentic and unforced, and it serves as a spectacular introduction the the current Valiant universe. If you follow no other books from Valiant, you won't be lost - although fully part of that world, it also stands alone in a way that complements the universe within which it resides....
Easily one of the most fun books out there today, Archer & Armstrong has quickly become one of my favorites. This is, at its core, the ultimate odd couple pairing, and the ridiculousness of the situations in which the duo find themselves are a great backdrop to their love/hate relationship. If you enjoyed the original run, or were ever a fan of Quantum & Woody of the recent run of Power Man & Iron Fist, then this is the book for you.
Publisher: F+W Media
Date Added: 01/22/2017 12:46:09
This was an alright purchase for me the guidelines this book provided were more or less similar to what you'd find online for free so I can't help but feel that $23 is a bit much for this product. $12 isn't half bad but I also **DID** have to create my own PDF version which at this point any product on here should just come with that option. Especially a product like this that discusses using digital tools to make maps. That's a computer task and yet they only have epub and mobi files? Its way more of a pain to get a reader for those than to use a pdf....
Being a fan of the Dresdenverse, I have enjoyed this adventure and felt like it fit into the "feeling" of Jim Butcher's world. Easy to read and it ran fairly quickly with the players enjoying the session. No issues with the adventure, but at the time we were new the mechanics of the rules and it took us a bit to get the hang of the part.
I liked the murky world that has been created in these comics and the use of red throughout. Second issue could have been longer but liked the gore. Third issue was strongest and most well-written (IMO).
This is a great comic, and any fan of Holliston, Adam Green or horror in general should get it. It is loaded with references and homages to classic horror films, and is very funny overall.
My one quip is that Adam has once again written the longest rant which takes up the first four or five pages. It's a good read if you're into that sort of thing.
You've been great! We've been Dyver Down! Good night!
Honestly, I wasn't too impressed. The art is only rarely impressive, the writing is mediocre, the pacing is terrible, the story is cliched, the characters one dimensional. Though I love Talislanta, in this instance I feel cheated and wish I could get my money back.
Publisher: Top Cow
Date Added: 10/28/2016 16:25:48
Obvoously intended as a hook to lure people to buy a new series, this starter story has no substance just an example of what to expect from future artwork.
You can't sell a story without starting to tell a story and there is none of that here.
An excellent story, well told in glorious colour, get your Steampunk fix here!
I'm a massive fan of girl genius and this graphic novel delivers, Ioved it and plan to (eventually) buy the earlier ones that I'm still missing.
* The biggest problem the book has is that it's shackled to Army of Darkness. It strains to convince you that playing the Blacksmith would really be fun. Well, the bench just isn't as deep in this setting as it is in Buffy or Angel. The true highlights are the other time periods, the archetypes (and what they mean for a potential game),
* The Mass Combat rules may not sound like much, but I have used the Savage Worlds version of them quite a bit, and adapted the Army of Darkness rules into D&D5e to good effect. The core conceit behind these rules are my favorite mass combat rules of all time, and my players actually get excited when they realize I'm wheeling them out. I actually like these rules better than the Savage Worlds version because the Savage Worlds rules have a Knowledge (Battle) prerequisite that almost none of my players ever take, while the AoD rules are based on Intelligence and Influence.
* The production values on licensed Eden Studios books were always on ...