A Look Back at Gen13 #2 (1994)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, superhero fans, 1990s arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the mid-1990s to examine one of the many tales of Jim Lee’s original WildStorm universe through the original Gen13 mini-series.

Historically, Gen13 (stylized as Gen13) was launched at a time when Jim Lee’s company was establishing and expanding the original WildStorm shared universe with such comic book titles like WildCATS: Covert Action Teams, StormWatch, Backlash, Wetworks and the prequel title Team 7. When compared to those mentioned titles that had strong paramilitary elements combined with conspiracy and intrigue, Gen13 stood out with its concept of super-powered teenagers who don’t realize they are subjects of International Operations (IO) which has a long history of abuse, corruption and human rights violations. Gen13 #1 started strongly thanks to the solid writing of Jim Lee and Brandon Choi who challenged themselves to expand the WildStorm lore differently.

With those details laid down, here is a look back at Gen13 #2, published by Image Comics in 1994 with a story written by Jim Lee and Brandon Choi with artwork done by Jeffrey Scott Campbell. This is the second issue of the mini-series.  

The cover.

Early story

The story begins with Caitlin Fairchild, Grunge, Roxy, Bobby, Rainmaker and Tom Hallinan in the middle of a desert running away from the floating troopers of Project Genesis. They just escaped from the top-secret facility.

Tom Hallinan suddenly uses his power to shock three troopers on a floating craft (gunship) and brings them down to an explosive end. As Caitlin has trouble accepting the fact that the troopers were killed, Tom emphasizes that they can fight back using their super powers and Bobby (Burnout) agrees by utilizing his own powers of flight and flame to confront even more troopers on their gunships.

As the conflict escalates, Fairchild begins to use her super strength to tear off a huge rock and successfully destroys one of the gunships with it. Nearby, Roxy, Rainmaker and Grunge find themselves cornered by armed troopers. Roxy gets hit by the tangler from the troopers…

Quality

Roxy, Grunge and Rainmaker cornered by the armed troopers.

Similar to the first issue, this comic book has a solid plot structure and the writers took their time to emphasize the tale, develop the characters within their limits, and doing both build-ups and pay-offs.

Following the events of issue #1, Fairchild and her eventual Gen13 teammates here are only discovering their respective super capabilities at a time of confusion and desperation. They still have yet to form the rock-solid bond as a team and they are still struggling with the new situation they found themselves in. The tale opened with a desperate escape from the Project Genesis facility (with a clever flashback used to explain what happened) putting themselves into a series of unfortunate events with no guarantee of survival ahead.

While this comic book featured the eventual core Gen13 characters, the tale is still pretty much focused on Caitlin Fairchild and the writers did a really good job developing her with not just the present-day events but also with her own perception of how her life turned out. Apart from being a very smart college student, Fairchild is also very observant and does her best when dealing with the challenges in new situations. At this stage, she has yet to realize her true goals as she deals with the sudden changes and dangers that came with being a super-powered teenager under the grasp of IO.

Grunge, Roxy, Burnout and Rainmaker also got their own shares of the spotlight but nowhere as great as Fairchild which is understandable. At this stage, it clear that the writers had something planned for them for further parts of the story.

More on the story itself, the plot really moved forward without being rushed. The pace moved from medium to fast, and as generous pay-offs to previous build-up’s took place, more plot elements were being built-up. In line with the greater lore of WildStorm, the concept of the government testing drugs on people for decades is raised and it makes the sinister moves of IO on human subjects really believable. Symbolically, the government and IO have affected generations of people with mad science and experimentation, and these are reflected well on the characters.

The plot indeed has intrigue and strong dramatic moments to back it up. However, the storytelling got weakened with the way one of the new characters here expressed himself which made the late-story twist predictable and unsurprising. Along the way, the visual eroticism ramped up here as Jeffrery Scott Campbell went on to visualize the script. The said visual eroticism (perhaps eye candy to those who enjoyed it) is unnecessary in my opinion and they took away from the written dialogue. The sexy imagery is a reminder of the 1990s comic book trends.

Conclusion

For the first time ever, Bobby becomes Burnout.

With the exception of the mentioned storytelling weakness and the unnecessary erotic visuals, Gen13 #2 (1994) managed to be a solid follow-up to its predecessor and is also an entertaining read. The continued strong writing by Lee and Choi ensured strong engagement, suspense and spectacle throughout. Revisiting this old comic book resulted in a fun read in my experience and I am convinced to keep going on with this WildStorm mini-series.

Overall, Gen13 #2 (1994) is recommended.

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. If you want to support my website, please consider making a donation. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at @CarloCarrascoPH as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco/

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A Look Back at Gen13 #1 (1994)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, superhero fans, 1990s arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the mid-1990s to examine one of the many tales of Jim Lee’s original WildStorm universe through the original Gen13 mini-series.

There is a lot to enjoy in the WildStorm comic book universe of the 1990s with such titles like WildCATS: Covert Action Teams, Team 7, StormWatch, Grifter, Backlash and Wetworks to name some. The WildStorm depicts the world as chaotic filled with strong paramilitary concepts, conspiracies and even aliens from deep space.

Along the way, WildStorm has its own take on the sub-genre of super-powered teenagers which was realized as Gen13 (stylized as Gen13). Strangely enough, the team – which actually first appeared in the Deathmate Black crossover comic book in 1993 – was originally titled as Gen X but WildStorm had to rebrand it into Gen13 as Marvel Comics already trademarked the name Generation X for an X-Men-related comic book project. To learn more about production history and background of Gen13, click here.

With those details laid down, here is a look back at Gen13 #1, published by Image Comics in 1994 with a story written by Jim Lee and Brandon Choi with artwork done by Jeffrey Scott Campbell (ink work by Alex Garner). This is the first issue of the mini-series.  

The cover.

Early story

The story begins sometime in 1979 when a married couple (Stephen and Rachel Callahan) desperate runs away with their two little children. A team of armored troops (the Black Razors) riding two hovering vehicles catches up with them and hit Rachel with bullets passing through her body. Stephen, who is carrying his son Matthew, uses his power to destroy one of the hovering vehicles. One of the Black Razors realized that the husband is gen-active and nobody informed their team that he was with Gen12.

Agonizing with severe head pain, Stephen tells Matthew to take his little sister Nicole with him and run to the trees. As far as Stephen is concerned, he is finished and all he can do is buy time for the two little children to escape. He tells Matthew to protect his sister. Suddenly, the Black Razors killed Stephen right in front of Matthew and Nicole.

Fifteen years later, a young, nerdy college student named Caitlin Fairchild makes her way through the college campus in Princeton. She is a gifted student who has been focused on maintaining a high grade and graduate with her advanced degree in computer science in the near future.

Upon arriving at the dormitory, she meets her promiscuous roommate Alexa who informs her that some guys arrived earlier looking for her. The guys were described as middle-aged suits and they wanted to talk to Caitlin about some internship program. Alexa then leaves.

A few hours later, Caitlin wakes up as the door gets knocked. Special agent baker of the National Security Committee tells her that she has been accepted into the Gen13 program and her presence is immediately required in order to process her into the program before it begins the next day…

Quality

Roxy, Burnout, Grunge and Caitlin Fairchild together for the first time at the secret facility of the Gen13 program. One other member – Rainmaker – has yet to appear.

I enjoyed this comic book the first time I had it in 1994. I can clearly say that it is still fun and engaging to read again today.

This comic book was written with the intention to introduce super-powered teenagers as a new and really distinctive team in one corner of the original WildStorm universe while also expanding the lore by focusing more on International Operations’ unethical covert operations which will easily remind people about government conspiracies, top secret missions and the like. The story has really strong elements about conspiracies, unethical scientific experiments and even human rights violations. The story by Jim Lee and Brandon Choi has a strong structure but what stood out to me was the really creative writing done to bring the characters to life complete with a touch of the 1990s vibe (in reference to comic book trends and real-life society).

John Lynch, a former member of Team 7 and also one of the high-ranking officials of IO who occasionally appeared in prior WildStorm comic books, gets a nice share of the spotlight in the story and indeed he is not full control of his organization. In fact, IO’s execution of a new program about developing people with special abilities or powers (without their knowledge) raises Lynch’s concerns as he himself was a victim of betrayal and exposure to an experimental gas during his time with Team 7. Lynch also appeared in The Kindred mini-series (read my reviews by clicking here, here and here).

When it comes to the characters, Gen13’s members here are introduced with notable differences in terms of personality. The nerdy Caitlin Fairchild is the very promising smart young lady who has the potential to succeed. Bobby (Burnout) is the quiet guy who quickly realizes that true unity is needed in order for a group to succeed under the program they are in. Roxy is the undisciplined and rebellious young lady while Grunge is the loose cannon and has trouble with authorities. While it is clear you won’t see much of their powers yet in this comic book, they turned out to be interesting enough to follow thanks to the strong creative writing by Lee and Choi.

When it comes to the visuals, Jeffrey Scott Campbell’s artworks really stood out mainly due to his distinctive style. If you look closely at how he draws the faces of women – particularly the ones who are young and fit – you will realize the exaggerated look complete with the big eyes and curves seen on females in anime or even manga (Japanese comics). If you are looking visual realism on the characters, you won’t find it here at all. Campbell’s style truly defined the look of the characters and yet he was able to draw armored troops (Black Razors and the armed security guard) with a really high level of details (including their weapons) which really stood out visually. Campbell is also good with superhero spectacle and hard action. Last but not least, there is a deliberate amount of erotic imagery in this comic book which serves as a reminder that this is a story aimed at young adult and adult readers.  

Conclusion

John Lynch and Ivana having a confidential talk about International Operations and its current project about super-powered beings. Even though he is a very high officer at IO, Lynch was kept in the dark about something crucial.

Indeed, Gen13 #1 (1994) remains entertaining to read mainly because of the strong writing. The story moved at a smooth pace, the exposition was done cleverly, and the characters ended up being worthy enough to pay attention to. By the time I reached the end, I am convinced to go on to the next issue and rediscover not only more of the mini-series but also the way it expanded the lore of the WildStorm universe of the 1990s. This comic book alone strongly emphasized the connections with other elements of the WildStorm universe, particularly with Team 7 (its mini-series launched months after this one) and the dark legacy of IO. It is an adulterated superhero comic book that really offered readers something new and intriguing.

Overall, Gen13 #1 (1994) is recommended.

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. If you want to support my website, please consider making a donation. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at @CarloCarrascoPH as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco/.

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A Look Back at The Kindred #3 (1994)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, superhero fans, 1990s arts and culture enthusiasts, Image Comics and comic book collectors! Today we go back to the mid-1990s to examine one of the many tales of the WildStorm universe through The Kindred mini-series.

Having read the first two issues, I can say that the plot has been built-up into something that justifies not only the reuniting of former Team 7 teammates Grifter and Backlash (who hate each other) but also the consequences caused by IO’s (International Operations) a long time prior. So far the creative team of WildStorm father Jim Lee, Brandon Choi, Sean Ruffner and artist Brett Booth succeeded in telling an entertaining story with a balance on action, suspense and intrigue.

With those details laid down, here is a look back at The Kindred #3, published by Image Comics in 1994 with a story written by Jim Lee, Brandon Choi, Sean Ruffner and Brett Booth. Booth illustrated the comic book.  

The cover.

Early story

The story begins with John Lynch being helpless in front of Bloodmoon, the vicious leader of the Kindred. Lynch tells him that he has no recollection of him, the Kindred and the crimes he has been accused of. Regardless, Lynch is being prepared for the trial under the Kindred’s system of justice.

Bloodmoon learns from one of his pawns that they captured the three men who were sent to rescue the prisoners. Two of the captured were sensed to have the Kindred’s blood within them. Bloodmoon then orders to have them brought to him immediately.

Minutes later, Grifter and Backlash – both battered and worn down – were brought to Bloodmoon.

Quality

Literally, the past bites Bloodmoon hard.

Following the events of issue #2, there is a huge pay-off in this comic book and it added more depth into the plot. With Lynch, Backlash and Grifter – all of them were teammates in Team 7 a long time prior – helpless early in the story, the stakes really went high up as something significant about Bloodmoon and how the Kindred started got revealed.

Bloodmoon is not the typical comic book villain. His origin and how the Kindred was established are linked to the high-stakes experiments IO conducted on animals on Caballito (this makes IO’s top-secret experimentation on humans to unlock super-human potential literally just the tip of the iceberg). The way Bloodmoon was portrayed here, he is convinced that he exists with an undeniable purpose to lead the Kindred while getting striking back at humanity for vengeance starting with IO and former Team 7 members. The tragic events of the past made him a very hardened character and the living and walking evidence of IO’s unethical experimentation agenda.

Worth focusing here is, unsurprisingly, the uneasy new alliance between Grifter and Backlash who had no choice but to set aside their differences to survive and somehow bring down Bloodmoon deep within the turf of the Kindred. You will get a glimpse as to how they used to work during their time with Team 7 and how they could pull off tough achievements with their modern-day abilities and technology. The dynamics between the two former Team 7 teammates is a must-see and there are indeed 1980s Hollywood action film vibes embedded within.

Not to be outdone is John Lynch whose super-human potential gets unleashed while being in the middle of a very desperate situation facing three deadly enemies at once. Lynch here gets more of the spotlight and he does something else apart from serving as a convenient tool for exposition about IO and its past.  

Conclusion

Grifter and Backlash on the run.

As the plot moved closer to concluding, The Kindred #3 (1994) had the stakes raised a lot for the former Team 7 members involved as well as IO’s current people. The big reveal that happened late in the comic book was pretty powerful and it will encourage readers to focus more on the past operations of IO as well as Team 7. At this stage in the publishing history of Image Comics, WildStorm’s para-military concepts got solidified more effectively setting the stage for the launch of the original Team 7 mini-series. As for The Kindred mini-series, the engagement and entertainment value of issue #3 convinced me to go on to issue #4.

Overall, The Kindred #3 (1994) is recommended.

+++++

Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at @CarloCarrascoPH as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram athttps://www.instagram.com/authorcarlocarrasco

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A Look Back at Resident Evil: The Official Comic Book Magazine #4 (1998)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, 1990s arts and culture enthusiasts, video game enthusiasts and comic book collectors! Today we go back to the late-1990s to examine another issue of the magazine-sized comic book series titled Resident Evil: The Official Comic Book Magazine.

Having read the first three issues of the RE comic book magazine series, I can say that the quality has been mixed. While issue #2 had pretty bad Resident Evil 2 illustrated adaptation, issue #3 had a short story that functioned as a sequel to Resident Evil (1996) in the form of a polished fan fiction. There were other short stories that turned out serviceable to intriguing and surprisingly entertaining to read. How much creative freedom WildStorm had in its publishing deal with Capcom remains unclear.

With those details laid down, here is a look back at Resident Evil: The Official Comic Book Magazine #4, published by WildStorm/Image Comics in 1998 with short stories written by Ted Adams, Marc Mostman and Kris Oprisko, and drawn by Rafael Kayanan, Ryan Odagawa and Norman Felchie.

The cover.

Early stories

Night Stalkers – In a sleepy town in the southwestern part of America, two men suddenly got abducted by humanoid bats (referred to as “zombie bats” by the publisher) and were brought to a secret facility of Umbrella. The scientists of Umbrella have the technology to control the bats and they have already abducted many people who became helpless subjects of a transmutation process. Back in the sleepy town, the community is panicking and the son of the sheriff was rescued from a group of humanoid bats. In response to the town’s call for help, the United States government sends agent Leon Kennedy to solve their problem.

Special Delivery – Two helicopter operators working for Umbrella are tasked to lift special containers of their company’s bio-weapons. Their goal is to drop specific containers at different sites within and outside of Raccoon City. One by one, the monsters of Umbrella are dropped in some very unsuspecting laps from above.

Zombies Aboard – Inside the airplane, Chris Redfield, his sister Claire and Barry Burton realize the there is nobody left to pilot the aircraft. Using the flight training he had with S.T.A.R.S., Chris takes control of the airplane.

Quality

When Umbrella’s helicopter drops its biological weapons, chaos happens.

This early, I can say that I was entertained by this Resident Evil comic book.

The first short story Night Stalkers is WildStorm’s next attempt of making a sequel to Resident Evil following Leon Kennedy on his mission to take on Umbrella and the town it affected. There are no zombies but Umbrella’s scientists and the project leader are using man-sized bats to spread the G-virus and their methods clearly caused human rights violations on the victims. This short story, which was well written and had a good structure, is actually prophetic because it portrayed Leon Kennedy as an agent of the US government and this comic book was released many years before Resident Evil 4 (2005) came out. For context, Leon Kennedy in RE4 worked for the US government and his mission was to rescue the American President’s daughter. In the short story and in the said video game, both versions of Leon Kennedy showed him being very proficient with action and he has no fear going up against multiple enemies. One has to wonder if RE creator and RE4 game director Shinji Mikami ever read Night Stalkers for inspiration. Night Stalkers is entertaining.

The brave and dynamic Leon Kennedy springs into action against Umbrella.

The second short story Special Delivery is a really intriguing look at the personnel who operated the helicopter to transport Umbrella’s monsters. This is in reference to what happened in Resident Evil 2 as Mr. X got dropped down. There are no established characters here but that’s not a problem because the story made a lot of sense and fit in nicely with the Resident Evil universe. It also shows how unethical, cold-hearted and evil Umbrella really is not only towards its business rivals but also against humanity. This one is surprisingly entertaining.

The final short story Zombies Aboard follows Chris, Jill and Barry Burton on their high-risk mission to find Umbrella in Europe and stop them from causing danger on the world. This is the continuation of Dead Air in issue #3 and it was a serious attempt by WildStorm creators to function as a sequel to the RE games of the time. With regards to its quality, the short story was structured with action and horror in mind. While the three established RE characters search for Umbrella, the story lacked depth as there is way too little detective elements in it. Instead, you will see the S.T.A.R.S. members firing or stabbing or slashing zombies they encountered from England to Germany (the story never showed the authorities reacting to the collateral damage caused by the three), and it is at the very end of the tale when the suspense and horror came in. This short story is clearly less engaging compared to its predecessor. At least the art work is good and the artist did not hold back on the violence.

Conclusion

Chris Redfield, Jill Valentine and Barry Burton search for Umbrella in Europe.

With the three stories featured, Resident Evil: The Official Comic Book Magazine #4 (1998) is just as entertaining as issue #3. For me, the only letdown was the final short story. The highlight was actually the first short story as it turned out to be very prophetic as to how Leon Kennedy would eventually turn out in video games – the brave and dynamic action hero millions of fans and gamers today enjoy.

Overall, Resident Evil: The Official Comic Book Magazine #4 (1998) is recommended.

+++++

Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. If you want to support my website, please consider making a donation. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco/.

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A Look Back at Resident Evil: The Official Comic Book Magazine #3 (1998)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, 1990s arts and culture enthusiasts, video game enthusiasts and comic book collectors! Today we go back to the late-1990s to examine another issue of the magazine-sized comic book series titled Resident Evil: The Official Comic Book Magazine.

By the time WildStorm Productions released the 3rd issue in 1998, many millions of gamers around the world played Resident Evil 2 on PlayStation. The Resident Evil fanbase expanded dramatically and many of them completed the game’s multiple scenarios. At the same time, Leon Kennedy and Claire Redfield became popular characters in gaming.

The 2nd issue I reviewed had a very bad adaptation of Resident Evil 2’s story. What prevented the comic book from ending up as a complete disaster were the two other short stories which were surprisingly entertaining to read. Still, I wonder if Shinji Mikami and the game developers ever saw the abysmal Resident Evil 2 adaptation in the 2nd issue.

With those details laid down, here is a look back at Resident Evil: The Official Comic Book Magazine #3, published by WildStorm/Image Comics in 1998 with short stories written by Ted Adams and Kris Oprisko, and drawn by Ryan Odagawa, Carlos D’Anda and Lee Bermejo.

The cover with art by Jim Lee.

Early stories

Wolf Hunt – At Raccoon City College, a few students talk about someone who got killed at school and her body was all torn up. They aware that the authorities are keeping the story out of the papers to avoid causing a panic. In the evening, of the students got harmed by a ferocious monster. The next day at S.T.A.R.S. headquarters, Albert Wesker, Jill Valentine and Barry Burton discuss the killings that happened at the city college. They were asked by the local police to investigate what happened. Jill takes the assignment of going undercover as a student.

Danger Island – A man and a woman arrive at Isla Bonale in Caribbean for a vacation. The island is so exclusive, they only let ten couples on it at a time. After having a romantic night of dinner and dancing, they decide to go snorkeling and rent a boat. Just as they start snorkeling, a plane crashes on the island.

Dead Air – Following the events of Resident Evil (1996) and Resident Evil 2, Chris Redfield, Jill Valentine and Barry Burton start traveling to Europe with the goal of ending Umbrella’s current progress on a new variation of the T-virus even though they have to go undercover. They have the support of a top-secret international agency which already has someone in place to help them. Meanwhile, Umbrella has a spy watching on the three.

Quality

Imagine being surrounded by the deadly Lickers of Umbrella on an island wearing only swimwear and having no useful pieces of equipment to protect yourself with.

Similar to issue #2, this comic book has three short stories and some extras.

The short story Wolf Hunt, which took place before the events of the original Resident Evil game of 1996, has the odd concept of having werewolves existing within the RE universe. Werewolves are often super natural and such monsters don’t align with the sci-fi and biological aspects of the Resident Evil games. In fairness, the creative team had this interesting concept of having Jill Valentine going undercover as a student in the city college to find answers and solve the problem. I should state that the artwork by Ryan Odagawa is good overall although his take on Jill Valentine is cartoonish. This story is pretty short and lacked a solid conclusion. It’s really a glorified piece of fan fiction that should interest fans of the 1996 game.

Danger Island, the 2nd short story, is easily the gem of this comic book. This is a completely original tale that has brand-new lead characters – the couple Stan and Leslie – and an island as the setting. Without spoiling the plot, this is a suspense story with a moderate pace, some dynamic visuals and a good implementation of elements from the lore of Resident Evil. The creative team behind this tale emphasized that as long as Umbrella and is biological experiments exist, danger and death will creep up on people regardless of location. A notable monster species from Resident Evil 2 is included here and the effects the G-virus has on creatures on the island are cleverly presented complete with nice artwork by Lee Bermejo.

Through the couple, readers will feel the danger, desperation and anxiety as the story went on. How the story ended is a must-see and I am confident it will encourage you to revisit Resident Evil 2.  

The final tale Dead Air is a daring attempt by WildStorm’s creators to make a sequel to the first two games. As mentioned above, Chris Redfield, Jill Valentine and Barry Burton are together on a high-risk mission to find and stop Umbrella in Europe. The main setting is inside a commercial flight where a zombie outbreak happens. Without their weapons, Chris, Jill and Barry are compelled to use alternative items and ways to overcome the zombies.

While this tale is packed with action and the violence is uncompromised, something is off with the way Jill Valentine is portrayed. She is more violent with action and even expressed sarcasm. This tale is pretty short as the comic book made it clear that the continuation will happen in the next issue. Considering what was told in Resident Evil: Code Veronica (released in 2000 with Chris and Claire Redfield included), Dead Air is clearly a non-canon Resident Evil tale and it is at best a polished piece of fan fiction by WildStorm.  

When it comes to the extras, you will find the Readers Art gallery and The Resident Evil Files (featuring Chris Redfield and his sister Claire). The most notable extra stuff here, however, is another interview with Resident Evil creator/producer Shinji Mikami and you will even see a few pictures of not just him but also Hideki Kamiya (the game director of Resident Evil 2 who went on to produce lots of highly entertaining games through the decades) and members of the team behind the RE games of the time. Enjoy the pages of the interview below.

The members of the development team of Resident Evil games of the time. Very notable details shared by Shinji Mikami. Shinji Mikami with Hideki Kamiya. Mikami directed the original Resident Evil game of 1996 while Kamiya directed Resident Evil 2. The two are still prolific makers of video games today. Shinji Mikami played Space Invaders when he was young.

Conclusion

Remember Jill Valentine’s extra costume in the original game of 1996?

Considering the qualities of the three short stories and the extra stuff, Resident Evil: The Official Comic Book Magazine #3 (1998) is easily a huge improvement over issue #2. The quality and creativity of the short stories are better, the interview with Shinji Mikami was worth reading and the comic book itself is more entertaining. That said, I am convinced to move on to the next Resident Evil comic book.

Overall, Resident Evil: The Official Comic Book Magazine #3 (1998) is recommended.

+++++

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