Collecting the four-issue series, plus the three-part prolog (from DHP #34-36) and the epilog (from DHP 5th Anniversary Special). Completely recolorCollecting the four-issue series, plus the three-part prolog (from DHP #34-36) and the epilog (from DHP 5th Anniversary Special). Completely recolored by InColor studios, and the prolog/epilog colored for the first time. The chapters now have titles, which the original stories didn't have:
1 The Cracks in Our Technology 2 The Old Ways Seem More Honest 3 A Change of Scenery 4 Somebody's Idea of Paradise 5 We've Got an Emergency Here 6 Never Align Yourself with a Loser 7 I'll Remember You 8 Trophies
Also new, is the 8-page essay "Concepts vs. Reality" by writer Randy Stradley, which details how the series came about and is filled with some of Phill Norwood's concept sketches.
This is and has always been one of my favorite comic story of all-time. Not only is it a mash-up of two beloved monsters, but the story is just amazing. A great story that could stand on its own if the monsters were something else. Randy Stradley and artist Phill Norwood (and Chris Warner who filled in for chapter 7) create this great setting of the colony on desert world Ryushi, the concept of Predators seeding Aliens on planets for ritual hunts, and the whole development of the story is just too epic to tell. The panels and art are very atmospheric and almost cinematographic (Norwood was primarily a movie storyboard artist and concept designer). I cannot recommend this book enough....more
A great, beautiful book of pictures both in front of and behind the scenes of this iconic 1986 movie. Not essential by any means; there is no new infoA great, beautiful book of pictures both in front of and behind the scenes of this iconic 1986 movie. Not essential by any means; there is no new information in it. Only for hardcore fans, and people who need a book on their coffee table....more
I own both version of this one-shot comic, the original softcover from November 23rd, 1993 and the 2nd edition hardcover from September 2nd, 2015 (22I own both version of this one-shot comic, the original softcover from November 23rd, 1993 and the 2nd edition hardcover from September 2nd, 2015 (22 years later!) It is Mike Mignola's only foray into the ALIENS or PREDATOR realm, aside from a few pinups. The writer Dave Gibbons also wrote the great BATMAN vs. PREDATOR crossover.
This is a nice, quick read story of what happens when an unknowing crew transport some deadly cargo aboard their ship, and when said ship crashed, said cargo is released in the wild and the only survivor must.. survive. And discover a conspiracy from the higher ups at the company (of course). Will Selkerk find SALVATION?
A story with a powerful message about faith and giving your life for what you believe. In this book, the alien could be any supernatural monster and tA story with a powerful message about faith and giving your life for what you believe. In this book, the alien could be any supernatural monster and the story would be the same. But it's an alien and it works quite well. This is a powerful story, highly recommended....more
2nd edition of the Trade Paperback collection of ALIENS: GENOCIDE #1-4 with a new cover by John Bolton (the original TPB from 1992 had a better cover2nd edition of the Trade Paperback collection of ALIENS: GENOCIDE #1-4 with a new cover by John Bolton (the original TPB from 1992 had a better cover by Dave Dorman!)
This new version is an excuse to re-release the pre-ALIEN 3 comic book series as part of a new "Aliens Library" collection of 8 volumes. This one follows 20 years after ALIENS: FEMALE WAR. I really wish they had included the short story "The Alien" from DHP #56, also by John Arcudi, which serves as a bridge to explain what happened to the Engineer Alien who appeared in ALIENS: OUTBREAK and as a prequel to GENOCIDE. It's a missed opportunity to have to complete story...
But this comic itself is pretty good, the art by relative-newcomer-at-the-time Damon Willis is simple and clean (reminds me of Dan Barry?) and the watercolor by Arthur Suydam gives the whole thing a weird tone. This is a must, but if you have to purchase it get the earlier version with the Dorman cover!...more
I wasn't planning on reading this book, but it was just too good...
I was familiar with Perry's work with media tie-in books such as his Conan, AliensI wasn't planning on reading this book, but it was just too good...
I was familiar with Perry's work with media tie-in books such as his Conan, Aliens and Star Wars novels. And I always thought he was a great writer, and I came across this first book in a long-running "Matador" series. I just thought I'd read a couple of chapters to see how it was. And then, I couldn't put it down.
The story of one man, Emile Antoon Khadaji, leading his own one-man revolution against a Galactic Confederation is really intriguing, and the ways he does it (using a very specific weapon at which he specializes) and his philosophy are very interesting. He manages to strike from the shadows and is never seen by his victims, who believe they are under repeated sieges by the Shamba Freedom Forces. There are a few action scenes right up until his carefully-laid plan ends and his identity is revealed to the enemy. And that is only the first 5 chapters. Then the story goes back to 14 years earlier, and most of the book, pp. 47-183, is basically a flashback that covers the whole period that leads it back right where page 1 started. It gets even more gripping as we find out how he evolved from a soldier who deserted the Confed, to how he met a mentor who taught him the fighting and aclohol-mixing arts, to his first heartbreak, to his becoming a multi-millionaire to buying a pub on the planet Greaves. All these years, with one goal in mind. then the final pages jump back to the "present" where page 46 left off.
I love Perry's writing style: it jibes perfectly with my reading preferences. He writes simple but elaborate text, realistic everyday language (with a small tinge of sci-fi futuristic jargon of course). The settings, technology and locations have just the right mix of originality and necessity to the plot. The book is short, so it doesn't really elaborate on the state of the Galaxy and the history of planets and humanity. There's not a big emphasis on the advanced technology and space travel methods of the time. It mainly centers on one man and his journey to personal redemption as he leads a revolution by himself. There's also bits about martial arts, politics and mixing drinks adding flavor to the story. I know there are 8 sequels to this book but I probably will never get to them. But then again, I wasn't planning on reading this one...
Spoiler: he does miss once or twice.
Note: dig the mentions of planet Rim and soldier character Wilks, names which Perry would later re-use in his Aliens novels to replace LV-426 and Hicks....more
"For the sake of this adventure [after the events of ALIENS], Ripley, Hicks, and Newt are assumed to be quarantined by Weyland-Yutani, to prevent thei"For the sake of this adventure [after the events of ALIENS], Ripley, Hicks, and Newt are assumed to be quarantined by Weyland-Yutani, to prevent their information from getting out." (p.157) If they only knew...
This book contains a good system for skill-based character creation, solid rules for combat (personal and vehicle/spaceship combat) and how to rank up in the Colonial Marines. But more importantly, it doesn't limit the characters to being Marines; the book also covers different types of mercenaries, explorers, synthetics, and there are no reasons players couldn't play scientists and Corporate stooges and the like. Leading Edge already had a good RPG system in place with their PHOENIX COMMAND COMBAT SYSTEM and LIVING STEEL HIGH-TECH ADVENTURE GAME (both of which can be used to enhance the bare-bones rules, and a page of some easy conversions is included in ALIENS ADVENTURE GAME) but I can't really judge the rules since I have never played or tested them.
As sourcebook, it does offer some generic info about the world but not enough details for GM's. Weapons, equipment and vehicles/starships bear generic names (smartguns are named "machine gun" for example) and stats, and one would need to supplement the information with other sources such as ALIENS: COLONIAL MARINES TECHNICAL MANUAL, ALIEN: THE WEYLAND-YUTANI REPORT and the like. The book also introduces several colonized worlds divided into space sectors,with very interesting descriptions (this is the only book to date to expand on the Arcturans mentioned in the movie) as well as a bunch of new Corporations who discovered them (Weyland-Yutani is only one of many). But all those planets and alien lifeforms (like the imposing Harvesters of Tartarus) have been ignored by subsequent sources, sadly rendering them non-canon. A lot of ideas can be gleaned from them however, and an imaginative GM can create a very playable campaign world. Leading Edge Games also published an ALIENS BOARDGAME and its EXPANSION the year before, and those include maps for Hadley's Hope and other colonies which can be used in the RPG.
The few campaign and mission ideas included in the book are mostly based on what was known at the time it was written, mainly ALIEN and ALIENS (the comics are totally ignored). So they are strangely prescient of events later covered in video games (COLONIAL MARINES, INFESTATION) and even PROMETHEUS (deciphering the coordinates inside the Engineers' ship, here called Giants, and explore beyond the Human-discovered worlds). Obviously, the game is limited by the information that was available in 1991; much more has been revealed about the universe since then. For example, in this book they don't seem to know that Humans have discovered faster-than-light travel in the 21st century, and instead created a space travel technology called a Jump Drive which warps space. And their chapter devoted to the Xenomorph's life cycle and biology is pretty dead-on, but again no mention of the creatures taking on attributes of their hosts since that concept came up later in ALIEN 3. Also, no dates are given and only vague references to the foundation of the ICC and the Marine Corps are given, while today we know the exact dates that all the movies take place on.
The world of ALIENS is a perfect setting for RPG campaigns, but this book is really only the beginning. To make an interesting game GMs need to use a LOT of other material to supplement the information (aside from previously mentioned sources, ideas can be taken from ALIEN 3, ALIEN RESURRECTION, AVP, AVP-R, PROMETHEUS and tons of comics and novels and video games). And if one includes the Yautja species from the PREDATOR franchise it opens up a whole other ballgame. If one is not comfortable using Leading Edge's rules, which are VERY table-centric and technical, other rule systems can be used such as Chaosium's Basic RPG, GDW's 2300 AD, or even Wizards of the Coast's d20 Modern rules. But realistically, Xenomorphs should be a very rare sight in the setting: aside from the eggs found on LV-426, there are very few reported sightings and thus should be very rarely encountered in the game. A very good explanation should be developed if the players do encounter them, and the event could be history-making since many Corporations would be interested in the data, or if Yautja and/or Engineers are incorporated into it they could provide a link to the Xenomorphs. Most games should technically be run-of-the-mill adventures; if players run Colonial Marines or Mercenaries, many types of standard missions and duties are described in the book that can be used for adventure ideas such as civil order, investigations, corporate transitions and recon. Those types of adventure should be 99% of the game, and Xenomorphs should not be used as the main opponent in every game unless the GM is planning to affect the entire fictional history of humanity's future.