i'm busy right now. hopefully i can pick it up on monday, my day off.
Archie Comics to Publish Mega Man!
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Issue 5 covers are now up:
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I was wondering if the Powered Up extra Robot Masters were going to be mentioned. Nice.
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Awright, they're fitting in the Powered Up guys as standard in the timeline!
Tho it does seem kind of weird that Wily will have 2 time stopping robots in a row (with Flashman coming up in the MM2 adaption) You'd think that once he masters stopping time, conquering the world would be a cinch.
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odd, like having 2 fire robots in a row? :P
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Fire is not the same as stopping time. ^_^
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Time Man's ability only involves slowing down time while Flash Man can actually stop time. In other words, Flash Man is supposed to be the "completed" version of Time Man while Bright Man and Centaur Man were improved versions of Flash Man.
That said, I'm glad to see that Time Man and I'm guessing Oil Man in their own arc. I was afraid that they would be disregarded entirely because they weren't canon in the original NES games.
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Preview pages for issue #2 are now up:
A cookie to anyone who knows what game those two soldiers are from.
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Hey thanks for the preview ^_^
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Funny, I already received issue 2.
! It was good, but they move through the RMs FAST.
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I haven't yet. Maybe Monday.
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I read issue one yesterday, I really enjoyed it and thought the art was great but the only complaint I have is how incomplete this issue felt to be the first one.
Come on, Sonic Universe's first issue wasn't this bad with pacing so I don't see why this one had to. He's probably writing for trade this time considering how close we are to getting the first TPB (It comes out in like September) and is trying to make each arc more like a interweaving story. Only time will tell how this will play out…
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megaman's story is what, 25yrs old now. and pretty darn simple. is it really annoyingly suspenseful for them to leave it at that spot. we know what's going to happen. :P
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C'mon guys! The first issue wasn't that bad in terms of story. Besides, if you want a faster pace, it really does start to pick up in Issue 2.
Did anyone guess who those soldiers were?
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…...........no. better be from a non megaman game, or i'm gonna be mad i didn't figure it out. >_>
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My first thought was Metal Slug.
Yeah issue one was a bit slow, but they had a bit of set up to get though. As a mega man fan I'm glad they took their time with it.
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…...........no. better be from a non megaman game, or i'm gonna be mad i didn't figure it out. >_>
@capt:
My first thought was Metal Slug.
BAAAHHH Wrong! The correct answer was Unknown Soldiers 1P and 2P from FORGOTTEN WORLDS
Anyways, I've made a more thorough review of Issues #1 and #2:
ISSUE 1 - TROUBLE GET!
! I've never collected official monthly publications of comics before so Mega Man #1 was my first official purchase due to 1, the classic series being one of my all time favorites and 2, to see how Spaz and Flynn handle the official telling of the mythos.
! For starters, I love the opening action teaser showing Rock as Mega Man trying to outrun a couple of Big Eyes just to get into Wily's fortress. Excellent nod to the original game and a good way to hook fans and newbies in. The only problem I had with it is the fact that we already are spoiled into the fact that Mega Man beat all six of the Robot Masters. But, I guess the old saying goes: "It's the journey that counts, not the goal." Next, we go back 3 days into the past to see how things all started out. Right off the bat, we're introduced to Dr. Light, Rock, Roll and Dr. Wily. Rock's cheerfulness and Roll's loving support made both characters absolutely adorable while Dr. Light spoke with an air of gentleness yet astuteness as well as nervousness during the right times. Only problem I would have is that Rock and Roll were introduced right off the bat without any buildup whatsoever. However, I can forgive this because I am sure that once we get into the Gamma arc, we'll get a full explanation into the design and construction of the two child robots as well as a more thorough lookback into the professionalism of Drs. Light and WIly. Speaking of WIly, his character was dead on right off the bat. He was selfish, devious and childish in his demeanor and we get a great look into how he will be the center of conflict for some time.
! The cameos in the comic were very nice although I may have an issue with Neige being there considering that her official existence shouldn't come into play for the next couple hundred years but the authors put her in not as a plot point but a fun nod. I'll let it slide.
! Dr. Light's conversation with Rock and Roll over the matter regarding constructive means of using robots for the benefit of mankind was touching and brilliantly told. It really looked like Light, Rock, and Roll were a truly, genuine family. While this is going on, Wily sneaks into the lab and reprograms the bots. This bugged me because it makes it look like Light has complete and absolute disregard for home security and even if Wily is a friend, I can't see why any security measures could've been put in place to let Light know that Wily was on the property unless Wily is perfectly aware of Light's security system and knows how to bypass it without detection a la Solid Snake.
! We then get to Wily using the Robot Masters to lay siege on Monsteropolis or whatever the city's name is. Roll wakes up Dr. Light and Light makes his way to the lab where the Robot Masters were taken but apparently he still had time to change into his lab suit despite the emergency. Strange…
! Dr. Wily then makes his grand announcement for world domination in cliche villian fashion. Afterwards, Doctor Light mopes over the fact that the Robot Masters cannot be defeated due to their top-of-the-line make and he and Roll cry together while Rock contemplates on the situation. Interesting to see that our child androids have tear ducts. :)
! Rock then agrees to take on the Robot Masters in order to foil Wily's plans. Roll and Light couldn't believe their ears but still agree wholeheartedly to support Rock albeit a little too soon. Rock undergoes his major upgrade with a nice nod to the Six Million Dollar Man and he's all set for battle by renaming himself to Mega Man after his primary (P) weapon, the Mega Buster.
! A Short Circuits comedy comic is then shown showing Mega Man as Bad Box Art Mega Man. Great touch! :)
! All in all, Issue #1 gets ****1/2 out of ***** for me. I enjoyed the read from start to finish. While there are a few flaws, they aren't what I would consider to be an issue or series killer. Highly recommend this issue.ISSUE 2 - WEAPONS GET!
! Starting with the second issue, we see our hero, Mega Man get teleported into a demolished area of the city and confirming with the Dr. Light that the teleporter works. Judging from this scene, it would appear that the teleporter is only being used for the very first time or was recently fired up for the first time in years. However, I do think there should be an official explanation from Dr. Light as to why the teleporter can only put Mega Man into a certain area of the Robot Masters' zone and not in front of the Robot Masters themselves. Yes, I know this is all part of sticking closely with the original game but I do think an explanation is in order. Anyways, Mega Man teleports close to Unknown Soldier 1P and Unknown Soldier 2P, characters from the CAPCOM arcade game, FORGOTTEN WORLDS with both soldiers acting hilariously out of character in regards to whether Mega Man is an enemy target or not. This then leads to Mega Man taking notice of the Unknown Soldiers and offering a cute greeting that spooks them out. Afterwards, our hero sets off to take on Bomb Man, the first Robot Master suggested by Light to be decommissioned. Mega Man runs into the typical enemies we can expect to see from the game such as fleas and Sniper Joes. The Blues mention was a very nice touch and is a great nod to the fans that he will be made to appear soon. Doctor Light mistook the Joe as Blues which leads Roll to question who he is. Foreshadowing at work. I'm a little disappointed that Mega Man never did battle with the Sniper Joe but I suppose it was necessary to get the important plot points out in this issue.
! Mega Man confronts Bomb Man in an excavation pit which looks to be a major change from the game where Mega Man met Bomb Man inside the basement of a munitions compound. Also kind of sad that we didn't see Mega Man climb his way down while avoiding Octopus Batteries or (Suzy's). The confrontation with Bomb Man was too brief, I found. Two pages and that was it. No major suspense, no climax. It was simply Mega Man taking cover and firing in the money-making shot. What I find ironic about this is Bomb Man going down in one hit while in the game, he took 7 or 8 hits to go down. Even Cut Man took more damage than him from the Mega Buster. I can't help but feel that this rushed pace just made the battle seem lifeless although I will admit that I loved the fact that Mega Man was sorry for having to blow up Bomb Man.
! After acquiring Bomb Man's power, the Hyper Bomb, Mega Man makes his way into the Iron Mountain mines. However, Mega Man would usually have to go back to the lab to recover his health and weapon energy as well as test out his new weapon before going into the next battle zone. By going from one zone to the next, he would have to keep his current energy and weapon energy loss a la what we've seen from him in Wily's castle. That's a minor nitpick though. Anyways, while at the mines, we see Mega Man come into contact with Metaurs, Bun-Bun Heli's (Bladers) and Picket Man, who Megs mistook for an actual mine worker. All throughout, we hear Dr. Light describe the purpose of each bot. While it is nice to know the purpose of each bot, it does come as a double-edged sword. The descriptions help build the world of Mega Man but such descriptions can be cumbersome to read after a while and seeing Mega Man run, jump and dodge in the meantime is making the comic look too literally like the game. I'm all for faithfulness but not to the point that it can make the story tedious to the point of boredom. However, I can understand the limitations that Flynn had to work with under Archie's policy but I'm hoping for future issues, he can strike a good balance between world-building and entertainment.
! Mega Man finally confronts Guts Man (and doesn't even ride the pesky trams either(!)). Guts Man comes off as one with a manly attitude and boasts about his strength which leads to some hilarious dialogue over whether Gutsy can punch lasers and what noises real men make. I considered that to be the highlight of the entire issue. :)
! While evading the G-blocks, Mega Man switches over to his Hyper Bomb and tests it out on Guts Man with explosive results. Guts Man down and Mega Man takes the Super Arm for his own. Now this is where Flynn's work really shines. At this point, Mega Man has become cold and reserved and has accepted the fate of one who has to destroy robots to win. Light notices this right away and looks to be beside himself at this coming of attitude from Rock. However, Roll, steps in and lets her brother know that despite his battles, he is still a good robot who is doing this for a good cause and would never do such a thing for evil. This snaps Rock back and I will say that the scene is absolutely adorable. Kudos to Flynn for making it work. Finally, Mega Man gets to Cut Man and aside from one Suzy scene, we don't see our hero make his way through the stage (since there was nothing of note for that stage anyway aside from beaks and batteries) and instead op for the official confrontation. Again, the battle was brief with Cut Man going down in the same number of pages as Bomb Man and Guts Man with no buildup, climax and suspense. It was just Rock picking up a G-Block with the Super Arm and smashing Cut Man in with it. Cut Man's puns, I didn't particularly care for but I can understand the nod to the classic cartoon series with them.
! After picking up the Rolling Cutter, our hero is ready for the next batch of masters. All the while, Wily is keeping close watch but appears to be ready to take on Mega Man anyways should he get through.
! The Short Circuits comic with Cut Man being used for Wily's various chores like cutting a ribbon, trimming the hedges and giving the doctor a haircut were absolutely funny. Loved it. :)
! Issue #2 gets *** out of *****. While it stuck closely to the original game as possible and even going the route of the official battle order of the Robot Masters, the fights were badly rushed and conflicts were resolved far too quickly. For a band of robots who are supposed to be the best-of-the-best in terms of overseeing the affairs of other robots and who were able to take out the police and military no problem, we could've expected a much greater struggle between a newly minted battle robot like Mega Man and his brothers. But, aside from this, the comic was still good to follow and the art is still as great as ever.And finally, here are the covers for issue #6 and the first trade paperback:
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Gotta love that rape face on Rock's face at the top of the page.
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what is forgotten worlds? :O
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Tho it does seem kind of weird that Wily will have 2 time stopping robots in a row (with Flashman coming up in the MM2 adaption) You'd think that once he masters stopping time, conquering the world would be a cinch.
The problem here is Dr. Wily didn't build time man. He usually steals his robots.
I'm not sure if he stole Flash man or not, but he probably did.I think he made them in 5?
Ugh… I use to remember the story so well as a kid. Now I can't remember which ones he actually did build besides Bass, Treble, and Zero.If Wily was that competent, he would've just made RM's with metool hat material.
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No way, dude. Wily stole the first 6. Everything after that is all his!
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No way, dude. Wily stole the first 6. Everything after that is all his!
Nah. In number 2 I think he built them. Number 3 is him assisting Dr. Light again. Number 4 is Cossack. Number 5 he built them. Number 6 was a robot tournament from around the world that he highjacked as Mr. X.
I'm just talking about RM's btw.
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Yeah the comics are pretty good, and I can understand why they would cram the events into 4 issues. Still this is by Ian Flynn, and he's written the best Sonic stories for Archie IMO and he doesn't disappoint with this book =)
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Nah. In number 2 I think he built them. Number 3 is him assisting Dr. Light again. Number 4 is Cossack. Number 5 he built them. Number 6 was a robot tournament from around the world that he highjacked as Mr. X.
I'm just talking about RM's btw.
7.8 and MaB (2 were reused from 8 though) he built, and in 9 and 10 he hacked public bots.
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I still haven't gotten a single issue in the mail, yet. I'm guessing I didn't get the first one because I subscribed a few days before it came out, but I expected to get the 2nd one.
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That's weird I got both of mine. And I got my poster only a couple of weeks after I subscribed. Maybe your info was wrong. I say contact them.
forgot that editing doesn't bump.
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Hate to double post but thought I annouce I got issue 3 today. About a week earlier then I was expecting.
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@Capt:
Hate to double post but thought I annouce I got issue 3 today. About a week earlier then I was expecting.
I e-mailed them and they replied with the "wait 6-8 weeks" reply. I got issue 3 today, but I have yet to read it. Odd that I could get this one on time but not even get the previous ones late.
Oh well! I'll hunt down the first two at the comic store.
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@Mr.:
I e-mailed them and they replied with the "wait 6-8 weeks" reply. I got issue 3 today, but I have yet to read it. Odd that I could get this one on time but not even get the previous ones late.
Oh well! I'll hunt down the first two at the comic store.
When you subscribed, you should have gotten an email stating what issue will be your first. Like mine said from issue 1. Maybe your's didn't start until issue 3?
I enjoyed issue 3 quite a bit, even if some of it came out of nowhere. Issue 4 seems like it will be a great one.
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Here is the cover pic for issue #7:
And here are preview pics for issue #3 at IGN if you haven't seem them yet:
http://comics.ign.com/articles/117/1179494p1.html