Thursday, February 4, 2016

The Buffy Comic Project: "Note from the Underground, Part 4"

Buffy the Vampire Slayer # 50

(Dark Horse, Volume 1, 1998-2003)

Creators:  Scott Lobdell & Fabian Nicieza (story); Cliff Richards (pencils); Will Conrad (inks)

Setting:  After Season Six

T.V. Character Appearances:  Buffy, Pike, Angel, Faith, Xander, Anya, Dawn, Adam, Merrick (flashback prose story), Cordelia (flashback cartoon story)

Major Original Characters:  Robert Berman (flashback prose story)

Summary:  Buffy and Pike return to Sunnydale, and Buffy defeats a Scourge guard to gain entrance to their underground prison.  Meanwhile, inside the prison, Angel, Faith, Xander, Anya, and Dawn confront the reborn Adam.  Adam explains that although his body was destroyed, his essence lives on as a computer program with holographic capabilities.  Buffy and Pike sneak through the prison but then fall through a shaft that leads directly to the main chamber where everyone is; Buffy ends up plunging directly into the pool containing the soul drops, but instead of being killed, she pulls out the plug at the bottom of the pool and drains it!  Buffy inspires all of the prisoners to break free and riot, and without them to use as a power source, Adam's computer program shuts down.  The Scoobies return to the Summers' house only to remember that it was ravaged when the Scourge first attacked.  Angel and Buffy have a nice farewell, and after he and Faith are gone, the others ask Pike to tell them about Buffy in high school.  Much to her dismay, he starts to tell them about Las Vegas.

In a separate prose story, Buffy and Dawn are out getting ice cream sundaes after surviving the battle against Adam and the Scourge.  Dawn asks Buffy about the first time she fought a vampire, and Buffy explains that it was when they lived in L.A.  She was a cheerleader and had recently been told her destiny as a Slayer by her first Watcher, Merrick, when they went to patrol a cemetery.  Suddenly, the grave of a high school boy named Robbie Berman.  After staking him and returning home, Buffy looked up who Robbie was and found that he a good kid who liked comic books, role-playing games, and the X-Files.  The pain of knowing who the vampire she destroyed was as a person before dying was so much that she decided she needed from that point forward to avoid humanizing them.

In a brief cartoony story, Buffy runs into Cordelia at the mall and they're chased by by giant rats.  They flee into a locked door, but Cordelia uses a credit card to ease the lock open and they escape, slamming the door behind them.

Review

Not bad!  Buffy and Pike really have a fun dynamic, and I'm looking forward to seeing the flashback stories of their previous adventures starting next issue.  The explanation for how Adam is still around is plausible as these things go.  I thought Angel and Faith probably weren't used well after a fantastic entrance at the beginning of the story arc, but the epilogue was really well done, as we get to witness Angel telling Buffy about Connor, Xander explaining to Anya what happened after he slept with Faith, and more.  Funny, sweet, and well-written.  The prose story, written by Fabian Nicieza, was excellent and adds some more depth to Buffy in a meaningful way, which isn't easy to do after so many stories.  The idea that all of the vampires Buffy kills were once real people with real lives and families is an angle that's usually overlooked on the show.  (The idea that every vampire is a walking tragedy that cannot be rectified).

Notes

*  The usually bland credits page on the inside front cover was switched up for a cool, funky design (though admittedly, the font makes it hard to see who the credits actually acknowledge).

* I like that after the battle, the fact that the Initiative tunnels were never filled in with concrete as previously thought is rectified by Xander getting some of his construction buddies to home over with a cement truck.


*  The idea of Adam existing as a computer program brings in some echoes of Moloch the Corruptor from way back in Season One.

* Great panel with Buffy pulling the plug on the supernatural pool of soul drops with a genuinely funny line.

* It's a big unclear exactly what happened to Adam, and whether he'd be able to return if he found another demonic source of power.

*  The prologue to the main story was the perfect transition to the next story arc, with Pike and Buffy's adventures in Las Vegas.

*  I'm still not sure if the plot thread with the demons from the first issue in the story arc was tied up.

*  The inside back cover to this issue has solicitations for Dark Horse's output for the month, and they still list this issue with the title "Hellmouth to Mouth."

Saturday, January 30, 2016

Mynock Squadron Recap # 6 [RPG]

[4.6.8 ABY]

After safely returning planetside after their final exercise in space, the recruits are told they have a few hours to relax and get changed into dress uniforms before a commencement ceremony will begin. Stavros compliments his wingman Szo-Dano on her performance, and even manages to appease the clearly seething Torgo. Kero spends a few minutes chatting with Gatara, and hears how the female Ewok couldn't wait to join the New Republic after witnessing the clash of starfighters over Endor. Kero inquires as to whether Gatara had faced any discrimination for being female and then makes a point of getting a group holopic of the female recruits. Meanwhile, Waric seeks out the base's maintenance droid, UR-90, and asks it whether it likes doing maintenance and whether it wants to be free. The droid is unable to process the questions.

The commencement ceremony begins with a brief speech by Major Dei, thanking the recruits for their effort and promising that, even if they don't make it into Mynock Squadron, they have bright futures in the New Republic military. He then reads the final leaderboard scores:

Stavros: 87
Kero & Waric: 75
Tazo-Rhi: 57
Keth: 55
Torga: 54
--------------------cut-off
Torgo & Szo-Dano: 46
Slaprat: 45
Gatara: 43
Dosh'Tu: 42
Stahlog: 33

The Cerean Tazo-Rhi seems stunned that she made the cut, and Torga looks sympathetic, but not surprised, that her brother did not. Major Dei then proceeds to award Torgo, Torga, Stavros, Waric, Kero, and the mysteriously absent Keth with the Superior Service Medal for "excellent performance while on duty in helping to uncover and capture the spy and saboteur Moldva Vanir." Stavros and Waric are promoted to Ensign, while Kero is promoted to Warrant Officer.

After the ceremony, Stavros teases Kero on her new, higher rank. The recruits discuss what could have happened to Keth, and learn that search parties are being formed to look for him. Stavros, Kero, and Waric receive authorization to take a landspeeder and return to Vanir's hidden cave on the theory that Keth may have returned there for some reason. Waric expertly pilots the landspeeder at high speeds through some very treacherous terrain, but a search of the cave turns up little of interest. 

But on the return trip, despite darkness having fallen, Waric's prosthetic eye spots a small bundle laying against a boulder: it's Keth! The Zabrak recruit is clearly dehydrated and moans incoherently about the need to stop Vanir and warn the base. Kero is forced to sedate him as he struggles violently when they try to help him. Her analysis of his injuries and symptoms leads her to believe that Keth may have suffered a serious concussion from the explosion of the charge he hurled away during the fight with Vanir, and that that concussion left him increasingly confused about reality. The recruits hurry Keth back to base for treatment.

[4.6.9 ABY]

The next day, the recruits who successfully auditioned for Mynock Squadron, including the unconscious Keth, are taken via shuttle to a recently commissioned Mon Calamari cruiser named the New Dawn. They are told that while the other members of the Squadron are on maneuvers, they'll have a few days to orient themselves aboard ship. During this time, Kero keeps a close eye on Keth's condition and checks in on Torga, Waric offers Tazo-Rhi some additional instruction in the sims to help ameliorate her anxiety, and Stavros makes a nice haul gambling with crew who will be far more guarded in the future.

[4.6.11 ABY]

Two days into their stay on the New Dawn, the new members of Mynock Squadron are suddenly summoned to Deck 5, Corridor C. There, they see the ship's captain approach with an entourage of staff. The captain is giving a host of orders as he strides quickly through the corridor, and it's clear the ship is being readied for hyperspace and a potential battle. When he spots the pilots, he tells them that the New Dawn is headed to protect Kuat from an Imperial splinter fleet, but that the New Republic Intelligence Service is demanding action on a trivial matter. He says that Mynock Squadron will have to handle it and he delegates a new officer to brief them.

The officer, a ginger-haired Lt. Bruddles, offers a confusing and scattershot mission briefing. On the planet Nishr in the Outer Rim, a New Republic agent has infiltrated a pirate group known as the Nishian Independent Force. The NIF is allied with the former Imperial Governor of Nishr who has declared the planet independent and under his control. The agent, known only by his current alias as "Kors Tanzent", has sent a coded short-burst transmission requesting immediate extraction. Bruddles says that he quickly scoured the relevant field reports and intelligence data to come up with the following plan: Mynock Squadron must force down an NIF freighter that makes periodic supply runs from the pirate group's asteroid base to the city Drushar and back. If the group can intercept the freighter while in the atmosphere, the Squad can then board the freighter and rescue Tanzent. Because of the limited time and lack of EVA boarding equipment, the freighter can not be taken once it reaches space. Bruddles says that intel reports the supply freighter is escorted by a few TYE-Wing "uglies", but that they should pose little challenge to elite pilots like those in Mynock Squadron.

After the hurried briefing, Mynock leads the group to the armoury so that they can requisition the equipment they need, and then to the hangar where they see a trio of old Y-Wings. "It's all we had available," shrugs Bruddles. Kero takes command and leads the three Y-Wings out of the hangar, with Waric taking a moment to make a flashy maneuver. "Great kid," says Stavros, "but don't get cocky!"
------------------------------------------------------------------------
Director's Commentary (January 30, 2016)

The big thing this session, and the culmination of the first big story-arc, was the release of the final Leaderboard tallies.  I was serious that only the top six scores would make the cut, and I played it straight with no special bias for PCs over NPCs.  Still, apart from Keth (who squeaked in), all of the PCs made it in handedly.  It was fun for me to see which of the NPC recruits would make it into the squadron and assume a much bigger role in the game.  Tazo-Rhi was a big surprise, but I liked the character and developed her along a Vulcan sort-of personality.  Torga was a bit harder, but we'll see in a few sessions that something ends up taking her off screen.

We also got to see the first use of the Rank & Privilege rules put into place, another one of the rules subsets that I was looking forward to using and perfect for a military campaign.  Kero's player was quite focussed on being an outstanding soldier by formal measures, and ended up getting command of the Squadron.  She'd keep this role throughout the campaign, though occasionally giving way to Waric on some missions where his Imperial background gave him an edge.  Keth always languished near the bottom, and barely rose above Private the whole campaign.  The interesting thing about the Rank & Privilege system is that higher ranks gave characters special abilities they could use (like calling in an air strike or giving a subordinate an extra move action once an encounter).  The system also tied in nicely to the Requisitions rules subset which saw its first appearance in this session.  This system worked really well for the campaign as well, because the group had to work together to decide what sort of weapons, gear, and vehicles they needed for each story arc within a limited budget.  This meant that, unlike a traditional adventuring party, the group didn't end up relying on a single set of gear but could better prep to different types of missions and take advantage of some tactical planning.  Just like good soldiers ought!

The whole bit with Keth being AWOL and then suffering from concussion symptoms was one of those off-the-cuff improvs that directors sometimes have to make, as the player was late to the session.
Stavros tops the Leaderboard

In retrospect, I should have done a lot more prep on the gambling rules and did a better job with a gambling encounter for Stavros, as that was a major theme of his character.  Unfortunately, the player only stayed in the campaign a few more sessions.  His last line at the end of the session was a good one, as I had made a House Rule that PCs who naturally integrate a well-known line from the movies into role-playing would get a Force Point (but each line could only be used once).

The idea with having the PCs start off with Y-Wings was part of the traditional notion that they'll start off at the bottom with the clunky, outmoded vehicles and then slowly work their way up to the good stuff during the course of the campaign.  The idea for the TIE-Uglies comes from some of the Rogue Squadron novels, and they represent vehicles that are even easier to shoot down then standard TIEs.

All in all, I was pretty happy with the first story arc and looking forward (though nervous) about getting the group on to actual missions.


Sunday, January 24, 2016

Realms Toowoomba Recap # 57 [RPG]

[3 Flamerule 1372 continued]

After barely an hour's ride on the incredibly fast phantom steeds, the adventurers reach the west bank of the River Til.  The river looks to be at least a mile wide and poses a clear obstacle.  Syd considers summoning a water elemental to carry everyone across, but decides that it will fade from existence before its task is complete.  The adventurers decide to ride north along the river in the hopes of finding a shallow ford.  After a few miles' journey, they see a small band of lizardmen fishing along the bank but are able to ride past before the lizardmen can even react.

Near mid-day, the group approach the southern edge of the Yuirwood without having found a convenient spot to cross the Til.  The adventurers' discussion on what to do next is interrupted by the appearance of a solitary half-elf bowman emerging from the forest.  The newcomer bluntly asks the adventurers to explain their purpose, and warns them not to enter the Yuirwood.  When the travelers explain that they are headed to Thay to rescue a kidnapped companion, the half-elf, who gives his name as Theyler, says that few who are taken by the Red Wizards ever return.  He tells the adventurers that they may continue their journey as long as they do not enter the Yuirwood, and warns them that they will be watched.  Before departing, he advises the group to avoid entering Phynys Muir, "The City of Lost Hope."  The name clearly means something to Fargrim, still trapped in Dolcetto's body.

Although it means leaving the phantom mounts behind, the decision is made that Syd should once again transform into a giant eagle to ferry the adventurers across the river.  As Fargrim and Mellia are being carried across, Mellia shares that she has been in occasional magickal conversation with Cain, but that the cleric of Kossuth has been terse and unhelpful.  She says that once they've rescued him, she still plans to return to Startop Mountain and look for the Crown of Horns.  When they join Dolcetto on the far side, Fargrim says he is coping fairly well with the body shift, while Dolcetto (in Fargrim's body) says she misses the magickal arts and has no desire to remain a dwarf.  Meanwhile, back on the west bank, Myst (in Ralkin's body) tells Ralkin (in Myst's body) that he feels some of his connection to arcane energies starting to return.

When everyone has been ferried across, Fargrim tells the group what he's remembered about Phynys Muir.  He says that many centuries ago it was a beacon of learning and wizardry in this part of Faerun.  However, its most skilled explorers of the mystical realms delved too far, and unleashed a force that doomed the city.  Those who survived the initial cataclysm erected a massive, four-sided gold statue of a figure with a hand held up in warning in each cardinal direction, so that none would seek to enter the city.  Nonetheless, Fargrim says, the city is known to disappear and reappear all over the Wizard's Reach, and many foolish treasure-seekers have disappeared inside.  A few, however, have returned with tales of great riches.

The adventurers find a defensible spot for a campsite and decide to continue their journey in the morning.  Ralkin focuses on learning the best ways to manipulate the magickal energies coursing through his present body, while Dolcetto fishes and Mellia expertly starts a fire.    The afternoon wanes, and as it begins to get dark a small hawk lands near Syd and hops around as if it wants the halfling to follow it.  Syd, able to communicate telepathically, discovers that the hawk is actually the shapechanged form of a protector of the Yuirwood.  The newcomer explains that a band of gnolls have penetrated the forest and reached a sacred site, which they are pillaging.  Syd agrees to a request for help, and persuades his companions to go along with him.

The adventurers move carefully, though not particularly stealthily, into the darkening fringes of the Yuirwood.  They soon reach the overgrown remnants of a ring of standing stones, many of which have fallen over.  The stones are laced with a strange, silver-colored inlay, some of which has been clearly chipped away.  No one is present, but Ralkin spots a doused torch on the ground that is still glowing with heat.  Arrows suddenly whistle through the dark towards Mellia and Fargrim, while a pair of gnolls wielding massive swords emerge from hiding and charge Dolcetto.  Syd reacts quickly, but perhaps rashly, by calling down a pillar of fire on both the gnolls and Dolcetto!  Even worse, several nearby trees are set ablaze.  The heavy fighting continues.  Fargrim, in Dolcetto's body, transforms into a winged humanoid body and flees.  Myst, in Ralkin's body, expertly shoots one of the gnolls in the eye with a bone bow.  Syd transforms into a large lion and charges into battle, while Mellia fires rays of flame.  The gnolls are quickly dispatched, including one that almost escaped but was incinerated by one of Fargrim's spells.

Syd conjures water to put out fire before it spreads, and Myst searches the bodies for treasure.

Tuesday, January 19, 2016

Dr. Strange vs. Dracula (Marvel) (one-shot, 1994) [COMICS]

I'm no art critic, but that's an ugly cover.  And the blurb is stupid, as I've seen far uncannier battles than this.  Anyway.   Dr. Strange vs. Dracula was a 1994 one-shot that reprinted the Sorcerer Supreme's battle against the Lord of Vampires from Tomb of Dracula # 44 (1976) and Dr. Strange # 14.  The indicia doesn't even note that it's a reprint, but Gene Colan's moody interior artwork is iconic 1970s material.  The reader is thrust directly into the story, as Strange realises that his man-servant and friend, Wong, is missing.  Firing up a crystal ball, Strange realizes that Wong has been attacked by Dracula.  There's some subplots that don't make much sense in this context (involving Blade and a guy named Harold whom I've only ever seen in the Official Handbook to the Marvel Universe Book of the Dead), but in any event Strange quickly tracks down Dracula at his HQ and attacks!  The plot's a bit fuzzy here, but it sounds like if Strange kills Dracula, then Wong's life will be saved.  Anyway, there's an exciting battle and a bit of an origin for Dracula (as Strange forces him to relive his past), but in a scant few pages Dracula gains the advantage and sinks his teeth into Strange until he dies.  Doctor Strange is never seen in the pages of a Marvel Comic again.  Until later that month.  Doc's body might be dead, but his astral spirit is free to float around and do stuff.  Strange forces Dracula to experience hallucinations to weaken him, and when Strange's body animates as a vampire three days after death, his astral body re-enters the form.  Now it's vampire vs. vampire!  Doctor Strange calls upon a mystical power he acknowledges he rarely invokes (Jehovah) and burns Dracula and cleanses Wong's and his own body of the taint of vampirism.  It's not exactly clear what happens to Dracula, but he un-lives to fight another day.  I think the reprint holds up well, as Marv Wolfman's writing and Gene Colan's artwork are some of the best things from the era--at least if the reader's in the right mood.

A text page by comics horror maven Mort Todd explains that this was one in a series of four vs. Dracula one-shots, and provides some brief bios of contributors.  There's also a short, but clever story reprinted from Vampire Tales # 9.

Friday, January 15, 2016

Mynock Squadron Recap # 5 [RPG]

[4.6.7 ABY]

Immediately after returning to base from their successful mission to capture spy & saboteur Moldva Vanir, the recruits seek medical attention. A Gran named Setum-Setum is summoned from his post at the rec center to help provide first aid and arrange beds for the badly hurt Torgo and Torga, while Stavros receives masterful aid from Kero. Mysteriously, Keth slips away from the others and is not seen the rest of the night.

Upon hearing that Major Dei is interrogating Vanir, three of the recruits (Kero, Waric, and Stavros) decide to get drinks at the cantine. They speculate about whether Imperials are still going to attack, and Kero asks Waric about where he learned the fancy maneuvers he demonstrated in the sims. Waric replies that some things are just in your blood. Other recruits appear and praise the trio as heroes for capturing Vanir. While Waric and Kero head off for bed, Stavros talks the other recruits into playing cards while he feeds into their thirst for details on the "exciting adventure" he was just on. The young gambler walks away with a nice sum of credits for his effort.

[4.6.8 ABY]

Major Dei summons Kero, Waric, and Stavros to his office and seems surprised that Keth is nowhere to be found. He commends the three recruits on their actions in saving the base and promises that commendations will be forthcoming.

After the meeting, Kero checks on the fighters that will be used in the final exercise. She notices that Torgo and Torga are ambulatory, though moving slowly and in pain. Kero also runs into the Kel-Dor Szo-Dano, who is disheartened by her current position at the bottom of the leaderboard. Kero tries to brighten her spirits with a pep talk, and it seems to have some effect.

When the time for the final exercise has begun, Tuvolo instructs the recruits to follow him into orbit around Enoch IV while he explains the rules. Each recruit has been given a wingman, with the top recruit on the leaderboard matched with the bottom, and so on. Stavros thus ends up with Szo-Dano, while Waric is paired with the Cerean Tazo-Rhi and Kero with the always optimistic Slaprat. Tuvolo explains that the goal of the competition is to stay alive as long as possible, because if one half of the team is "destroyed" (through targeting lasers), the entire team is considered eliminated. As an added element of uncertainty, the hulk of an ancient Clone Wars destroyer has been towed into the area and outfitted with targeting lasers to simulate point defence turrets. Any team that delivers the killing blow to the destroyer automatically receives first place for the exercise.

When the contest begins, an extremely aggressive Torgo persuades his wingman, Dosh'Tu, to accelerate at top speed towards Stavros and Szo-Dano, firing lasers with wanton abandonment. However, Stavros and Szo-Dano evade the attack, and respond with a brace of missiles that (holographically) shred Torgo's A-Wing, knocking his team out of the competition just seconds after it began. 

While Waric and Tazo-Rhi focus on launching missile after missile at the hulk, Stavros and Szo-Dano engage Kero and Slaprat. Slaprat is ordered to stay out of harm's way by Kero, but this leaves her without a wingman and a missile fired by Szo-Dano knocks her A-Wing to the brink of destruction. However, Stavros takes pity on Kero and offers her a deal to team up against the others. The alliance succeeds in eliminating Gatara and Torga, and also in knocking out Stahlog, whose planned teammate, Keth, never showed up! 

Soon, only Kero, Waric, Stavros, and their respective teammates are still in the competition. Attention turns to finishing off the hulk for first place; the lucky missiles are fired by Stavros and Szo-Dano, guaranteeing the duo the stop spot. Waric and Tazo-Rhi have little difficulty "destroying" the "badly-damaged" A-Wing flown by Kero to earn second place.

With the exercise complete, the grueling series of competitions to determine the final six members of Mynock Squadron is complete. Who will make the cut?
--------------------------------------------------
Director's Commentary (January 15, 2016)

There wasn't a lot going on with this session, and I honestly don't remember it well.  The idea with the final training competition being a starfighter mission was designed to help everyone learn/refresh recollections on the starship combat rules (after all, they were fighter pilots and hadn't really done any in the campaign) in a context where PC death wouldn't be the result of a mistake or misunderstanding.  I think it was a good idea, but perhaps fell a little flat.

One of the things I liked about doing a military campaign was incorporating several optional rules sub-sets from my complete collection of Saga Edition books.  One of those was the "Organizational Score" rules from the Galaxy at War book, which basically measures how well-regarded a character is within an organization (in this case, how well the PCs are fitting into the New Republic's Starfighter Command).  Here were the scores after this first story arc:

KETH: 0

KERO: +5

STAVROS: -1

WARIC: +4

A lot is factored into these scores, including class, feat, background details, and more.  You can see right away that Kero is a model soldier, while Keth and Stavros are barely scraping by.

Below is the image I used for Major Dei (swiped from Sarigar in the Alien Legion comics).

Next Recap


Thursday, January 14, 2016

The Buffy Comic Project: "Note From the Underground, Part 3"


Buffy the Vampire Slayer # 49

(Dark Horse, Volume 1, 1998-2003)

Creators:  Scott Lobdell & Fabian Nicieza (story); Cliff Richards (pencils); Will Conrad (inks)

Setting:  After Season Six

T.V. Character Appearances:  Pike, Buffy, Xander, Dawn, Anya, Faith, Angel, Adam

Major Original Characters:  N/A

Summary:  Outside of Sunnydale, Buffy and Pike set up a camp in the wilderness.  Buffy is stunned by recent events and finds herself having visions of dozens of past Slayers, as well as her own journey from being a high school cheerleader in Los Angeles to her return from the dead and beyond.  Buffy has a vision of the First Slayer, and then sees hundreds and hundreds of happy people--at first she thinks she's in heaven, but then realises they are visions of all the people she has saved during her time as Slayer.  She emerges from her vision filled with joy, confident that she's ready to return to Sunnydale and find out why she was pushed to lose control.  Meanwhile, Xander, Dawn, and Anya (who has been caught by the Scourge) are taken to the edge of a mystical pit where people are being murdered and turned into demonic drugs.  Faith and Angel arrive and catch the three before they fall in, and together the group tries to escape the Scourge's demon prison--but they're wrapped up in mystical bonds, and realize the figure behind it all:  a demonic Adam!

Review

I quite liked Buffy's mystical vision of all the people she's saved in her life--it echoed the prom episode in Season Three and served as a reminder of why she does what she does.  The flashback material probably isn't a bad idea just in case there are readers who aren't as familiar with Buffy's origin, and it was interesting to see the insertion of material revealed in the Buffy the Vampire Slayer: The Origin mini-series (based off of Joss Whedon's original script for the movie).  The reveal of the Scourge worked well, though I'm not sure what to think yet about Adam being behind it all.  Sometimes it's good for villains to just . . . stay . . . dead!  Although, I was disappointed by the Faith-Angel dialogue in this issue--it went so well at the beginning of this story-arc, but was just off-kilter here.  All in all though, an excellent lead up to the big 50th issue.

Notes

*  There's a full text page about the new direction the comic is going to take starting in Issue # 51: we'll be seeing pre-Sunnydale Buffy stories.

*  The artwork, especially facial features in this one, seemed a bit rushed.

*  A mean but funny "Fat Xander" joke made by Faith.  No body shaming around here, but it makes sense that someone on the show noticed the difference between Xander in Season Two and Xander in Season Six, and Faith's not one to hold her tongue.


*  There's mention of a Buffy story in a one-shot Dark Horse anthology called Reveal.  I'll have to track it down.  Here's what the story is supposed to be about:   "In a landmark Buffy story, Scott Lobdell and Jeff Matsuda reveal the first meeting between Angel and Dawn, set before Buffy ever came to Sunnydale, before she and Angel ever met."

Next Issue