Review – Spider-Men #2 – “Peter Parker meet Miles Morales, Miles Morales meet Peter Parker”

Jim Cheung Cover

Written by:  Brian Michael Bendis
Art by:  Sara Pichelli
Cover by:  Jim Cheung
Variant Cover by: Sara Pichellis

An unconscious Mysterio wakes up and notices that Spider-Man has falling through the portal, upset that Spider-Man has always  gotten in his way he activates his avatar suit and walks through the portal declaring that he will get rid of Spidey once and for all. Meanwhile Peter Parker and Miles Morales stand face to face with Peter asking for answers the young Spidey can’t give, the conversion quickly turns into a little skirmish with Miles getting the upper hand using his Venom Strike to knock him out. The fight between the two is everything you would  expect,  Sara does a wonderful job showing the similarities and the differences in both characters from movements to fighting styles each is very distinguish and their own.

After a brief in-counter with Nick Fury who tells the younger Spider-Man to assist his mentor and tell him everything he needs to know about the world he’s in now and what happened to that Peter Parker, he also says he’s going to look into how Peter ended up in this world and the problems it may cause the longer he stays there. The two jump on a Shield helicopter and begin to talk once again, only this time it’s on a more serious subject and that’s the fate of this world’s Peter Parker, just when Miles is going to answer the big question of his fate Mysterio’s avatar shoots a rocket at the helicopter causing them to jump off.

Issue #2 is exactly how I though it was going to be and that’s story development, Peter is trying to grasp the situation he’s landed in while the young Miles does the same thing as well, there are some comedic parts in this issue but its’ s more physical as each tries to unmask the other. But none of it would make sense without Sara Pichelli, her action sequences are some of the cleanest I’ve seen in a comic book, every panel is laid out nicely with solid well proportion figure work. In the end Bendis opens up the story  just a bit and gives the reader a nice little twist at the end of issue.

Spider-Men #2 is a very entertaining crossover and as long as Bendis and Pichelli keep the formula the way it is I can’t see this event not being accepted by die-hard traditional Spidey fans, it has an alluring quality to it, one would have to be a fault-finding individual not like this comic


Marvel Sneak Peek: Spider-Men #2 & Spider-Men #3

Here’s a first look at SPIDER-MEN #2 & #3, of Brian Bendis and Sara Pichelli ultimate Spider-Man series! With Peter Parker and Miles Morales meeting can they both work together to defeat their foes, or will they require the help of Nick Fury and his team of Ultimates?

More on

Spider-Men #2 (APR120606)
Spider-Men #2 MARTIN VARIANT (APR120607)
Spider-Men #2 PICHELLI VARIANT (APR120608)
Written by Brian Michael Bendis
Art by Sara Pichelli
Cover by Jim Cheung
Variant Covers by Marcos Martin & Sara Pichelli
FOC – 6/4/12, On-Sale – 6/27/12

Spider-Men #3 (MAY120671)
Written by Brian Michael Bendis
Penciled by Sara Pichelli
Cover by Jim Cheung
Variant Covers by Sara Pichelli & Terry Dodson
FOC – 6/18/2012, On Sale – 7/11/2012


Review – Spider-Men #1

Jim Cheung cover

Written by Brian Michael Bendis
Penciled by Sara Pichelli
Cover by: Jim Cheung
Variant Covers : Sara Pichelli, Mark Bagley, & Humberto Ramos

Spider-Men is combination of the two worlds (Marvel 616, Ultimate) or should I say Universes and there respective Spider-Man’s together in this nice debut of Spider-men #1 , Brian Bendis and Sara Pichelli team up the two Spidey’s in five 5 part series which promises to continue the same quirky humor the Ultimate series..

Spider- Men #1 starts in the point of view Pater Parker who you see swinging around New York City,He express’s his love of city in nice opening monologue. Bendis flows the character smoothly with a healthy dose of jokes while still keeping the monologue light. As a first issue I wasn’t expecting much to happened in the action department but more towards to development of the story, the little events that do occur are nothing the reader would be surprised of, But like I said didn’t expect much in a first issue only a bit of story development, I will say the ending sets up nicely for issue #2 and the potential it has to open up the story alittle more.

The plot is predictable and thin only because Bendis is setting up for thematic like events later on which begin to take shape in Spider-Men #2, With everything that has happened to Peter Parker and all things that transpire during the Ultimate series I’m eager to see how Bendis is going to establish Peter Parker in this world, and what effects he could possibly bring to the story once he and Miles Morales meet. You can say the same thing for Miles Morales how will meeting Peter Parker the man that inspired him to take on the title of Spider-Man effect him, there endless possibilities for this story. Bendis plans to establish the character first before jumping right in so new fans will able to catch on quickly.

Artist Sara Pichelli who has contribute her talents in the past Spider-Man (Ultimate Spider-Man) does a wonderful job detailing the cityscapes and the facial emotion and body language of the characters her Illustrations visibly brings all the humor and action to light, as fan of work I think she matches perfectly with Bendis.

In the end I highly recomend fans to give Spider-Men #1 and try, It doesn’t jump out at you in the beginning but it does have the potential of some decisive moments that could change the worlds of both men..


Ultimate Marvel Vs. Capcom 3 updates! Vita and Heroes and Heralds

Nothing celebrates a morning like news of UMVC3 features, today we have news on not only the Vita version of the game but also on Heroes and Heralds mode finally arriving.

First up, Heroes and Heralds arrives December 19th for the 360 and PS3. The ability card mode has been long in the making and managed to tease players even after the fact. It’s a wildcard mode allowing players to concentrate their focus not only on combat but on timing and skill to use these cards to the best of their ability.

A few effects:

  • Invisibility
  • X-Factor Burst
  • Super Armor
  • Projectile Invincibility
  • Jump Increase
  • Team of One
  • New Combo Chains
  • Speed Boost
  • Assist attack stun
  • Jump Increase
  • Special attack cancels

Ultimate Marvel Vs. Capcom 3 just turned into a mess again with all these new features. Even the most rehearsed Youtube characters can’t rely on chains with invulnerability, invisibility and other increases in a match going active when they don’t count on it. As the game passes into Month 2, it will only get added life with these updates. Check out the trailer for teasers of this in action.

Next, if you own a Playstation Vita and wish you could get in on some console gaming goodness, you don’t have to wait longer. The Vita version of UMVC3 is coming and it’s looking good. Capcom has an entire mini gallery out to showcase the progress of it. Check it out below.

Review – Ultimate Marvel Vs. Capcom 3 | Xbox 360

On Tuesday one of the greatest Capcom battles returns, 12 new characters, revised fighters and the continued fight against Galactus will roll out on retail shelves. So what’s the verdict? We skipped around the basics that many will find boring and instead decided to focus on the fighters and changes themselves. Expect a separate article shortly focusing just on Heroes and Heralds, our preview copy didn’t have mode unlocked yet so we just blazed through all the characters.

Read up below to decide if it’s worth your time or if you’ll hold out with the original for now.


The big boy is back, this time he’s available in Offline SP mode with most of the devastating attacks from boss mode. Use hand crushes, infinite supers, deadly punches and even the finger flick to toss the AI off walls and develop mini combination strikes. It doesn’t really come into play given so many of his attacks hold concentrated death or 150+ hit attacks that cripple characters for life. Unfortunately, he is only available for offline arcade mode. So no online surprises in ranked matches. If you have a previous save file from MvC3, Galactus mode is available right away. Otherwise, he will be unlocked after accruing 30,000PP.


Franks! take

I felt it would have been an interesting mode for offline versus combat. The VS series has been a favorite party game for most players and using Galactus would make any newbie (or uninterested GF/wife) competitive against more seasoned fighters. Galactus is a fun stress reliever but his mode isn’t gonna be your long term boredom killer.

Strider Hiryu:

Strider is back in action, for those hoping he has returned to his original MVC glory days, those might never return, while he does have Ouroboros as a backup, the majority of his attacks suffer from age in an era of Advanced Guard counters and new fighters. He’s not a wash as a character but timing is critical in how he fights and plays support to the rest of your team, by no means is he a front line fighter anymore with characters like Vergil in the mix. His transition mimics closely to the Strider of the MVC2 era which was very much nerfed for sanity back then.

Franks! take

Strider is better suited to a stick and move style. His move set allows for quick escapes if things start to get too hairy. He can rush in but his low health makes it dangerous to whiff against a power puncher like Wesker. Having two level three specials sounds impressive but in actuality, it sort of limits his rush down tactics by waiting for levels to build and in a Vs game waiting gets you Ko’d.

Phoenix Wright:

Objection! He’s a mystery character in many respects, we spent a bit of time trying to get used to his abilities but it’s still a bit of a mess. You actually have two modes of function, regular mode and secondary where he uses evidence found in battle for special attack bonuses. Add in deciding which super to use at times, Maya is great for a direct offensive but if you need ultimate domination of the screen you can also call out the judge who blacks out the screen for absolute devastation across the screen. He’s quirky but he’s fun, I just don’t know where he might fit in outside of pure support on a team given the strength of Maya’s defense ability.

Franks! take

The little lawyer that could is surprisingly more complex than I had imagined. Searching for evidence takes some time and luckily his Maya call ins can buy you some time and even outright protect you while you snoop around. If you manage to collect three pieces of evidence and hit an objection, he turns into a beast. This Turnabout or, “Light” Phoenix Wright mode, boosts him to devastating levels. He also gains the added bonus of being invincible when you call him to assist in this mode.


Speed doesn’t describe Vergil properly, nothing does really. His attacks are quick and easy to execute, his pure speed and connections are unrivaled in many respects and it’s enough to drive other players up the wall. Fortunately his attacks aren’t as simple as Dante but if you combine the two it’s a pure headache for anyone you’re facing as they just don’t stop their offense. Fortunately if you can juggle Vergil his strength does tend to go down a little faster than the rest of the field.

Franks! take

I’m glad Vergil isn’t the annoying button mashing spam peddler like Dante but get ready to see A LOT of him online. The cross up ability of Vergil is a new level of frustration to employ. There is good enough balance that he doesn’t feel cheap and his combo ability will make him an early favorite online.

Frank West:

Melee goes to new heights, Frank packs an assortment of weapons and short-range strikes against his opponents. Not our favorite addition to the roster at all but what can you do.  His range is limited but when he swings that zombie around I would say watch out. The golf club and bat are some of the more common power moves to start or build a chain and they really leave a mark. His power comes from charging in with a power move or two and then connecting and bouncing opponents for extended combos, be sure not to let your guard down around him or he’ll end up chipping away more health than you expected. He’s a solid character and for those who were begging for him to be added they’ll no doubt have a field day with him.

Franks! take

    The key to staying in a match with Frank is to take lots of photos! No, really. Taking photos after your combos levels Frank up and boosts his attacks and makes him more potent. It may take a bit too long to get maxed out so a good defense is needed to stack his offense.


A slower fighter bringing all to many memories of Tron Bonne for attack variations, while his floating and swipes seem to accelerate some combinations, his general movement comes off sluggish at times. To buff that, Capcom gives him a higher damage ability than others, it’s not the perfect solution to an issue like that but with so many characters getting super speed upgrades it might be all they can do. Granted it is fun flying over special attacks with the right timing and wasting someone elses super bar, he’s just not able to deliver that critical combination after the fact. Couple in that his air combinations are a bit tough to pull off but they can setup some powerful team attacks.

Franks! take

Firebrand is a flyer. As long as you keep that in mind, he can be more useful than trying to work on the ground. His air control is among the best in the game. Its a bit early to right him off but his low damage output and chunky feeling makes it tough. That being said, he is fun to use.

Nemesis T-Type:

Slow, clunky, huge. These normally show a problem character, in the case of Nemesis though… it’s just a list of reasons to stay away from him as an opponent. While everyone seems to have taken a dive on damage points Nemesis stands above the rest, his hard swipes bouncing players and his rockets adding insult to injury. He’s slow but he’s massive and takes a lot of damage before he becomes compromised, if you’re using decent support characters you can defend him when he gets in a bind and resume what can only be said as pure abuse to your opponent.

Franks! take

Nemesis is one of the more straight forward, no frills fighters. Which is actually a good thing for him. He is a Tank and I think his boots are made of lead but having a rocket launcher keeps him balanced. His movement speed is among the slowest in the game but many of his specials cover ground well and he luckily has a dash.

Iron Fist:

Fei Long fans may find themselves at home with Iron Fist, his moves strike quick and when chained can inflict a ton of damage. He’s a close range fighter that works best on a weak defense but when combined to an air combo or primary special he can take command of a fight. In a battle of heavyweights Iron Fist will be able to juggle opponents enough to chip their health into the abyss, if you’re able to handle keeping it on the ground or to smaller jumps he’ll devastate anyone hoping to spend the match purely in high altitudes. Relying on him as a backbone to any team is a wise idea just from his endurance.

Franks! take

Iron Fist is good at two things, Wearing pajamas and beat downs. He is one of the more balanced fighters with good speed, defense and power. He feels reminiscent to Hayato from MvC2. There is also something very satisfying about the way he literally kicks and punches your opponents faces in. He also has good combos and quickness to still be able to compete with fighters with a ranged arsenal.


A powerful character turns to a devastating force, he’s not a button masher delight which is a relief but he is powerful to the point where it’s frustrating. If you’re familiar with Ryu, Ken, Akuma or even Dan you’ll feel right at home with his attack patterns, pretty much every single move is a quarter turn variation for attacks. Even in the worst spots we found ourselves able to pull out victories with Nova based on the variety of attacks and speed at which he can execute them in the battle. It wouldn’t be surprising to see Nova become a commonly encountered opponent by the technical fighting crowd, he fits in perfectly for anyone looking to execute precision strikes.

Franks! take

I was a fan of Nova before I used him in UMvC3 and now I’m a super fan having used him. His ground speed isn’t the fastest but his specials are relatively quick and help him close distance or get across the screen. His mobility and high damage combos make him very useful. Nova is a great addition to any team as all of his supers work in the air as well.

Doctor Strange:

Another non-base player, Doctor Strange reminds us of an earlier Magneto where timing and selection was everything. Spam attacks will not work coming out of him and patience is a must, learning the full range of his moves and combination attacks for quick damage are key. He’s a dangerous character to face though, his range is the screen and his specials are just as far, for someone who can do range, beams and close combat it’s kind of a nightmare to fight someone when they’re in the groove with him. For Marvel fans, they would expect nothing less of Doctor Strange and it’s well reflected in his fighting abilities in the game. Just use a lot of practice before you try to showdown with everyone.

Franks! take

Dr Strange is one of the more unique energy users in the series. There are enough techniques that will let you jump right in and be effective but there is a lot of potential to be found with some training room time. From specials, supers and even basic attacks, the good Dr is plenty fast. His speed is very useful to move around and set up his more tactical spells.

Ghost Rider:

Bringing hell fire and a relentless chain to the screen can never hurt, actually it can and it hurts like a mofo. Ghost Rider focuses on the entire battlefield with his attacks, the chain can dominate from the ground or juggle opponents and call in characters from across the screen. For those irritated with Phoenix Wright defense the chain does physical damage instead of beam damage and can strike through his assistants shield. His supers are critical for timing, riding on his bike is cool looking until you realize someone hopped right over it and took 0 damage. He’s not a tough character to learn and can be a great help in a pinch.

Franks! take

Ghost Rider is like a more bad ass Dhalsim. His chains have an almost projectile range and if you are up close, you can just burn peoples faces. High damaging moves also often cause knockdowns or wall bounce, which are great combo set ups. The Penance Stare is a close range level 3 super but is able to link directly into another combo for massive damage. In fact, were able to link it into a combo that will wipe out a life bar before you are done adding to your combo hit count.


Task Master fans might have trouble taking this one in, Hawkeye is here and ready to roll in the latest battle. Those using him might find him a bit frustrating but we spent some time digging around his combinations to find that he’s not the worst fighter in the lineup and his damage ability is quite high. Direct shots, trick shots and some power supers can really set any opponent up for a fall if timed right. Hawkeye does suffer from the same issue of timing though, while his normal attacks can be chained for support (trick shot and straight shot) his special relies on an open state for the opponent. He’s not for everyone but he can be formidable with the right dedication.

Franks! take

Hawkeye has effective and clever ranged attacks. He also has some pretty effective combos that can be set up from his ranged moves. Although more of a zoning type attacker, he is not a beam spam type as his attacks take some thought to maximize their potential. His speed is decent enough that he can move about and poke arrows into opponents without leaving himself too open. His damage output isn’t very impressive and hurts his overall potential.

Rocket Raccoon:

One of the big gripes with Marvel Vs. Capcom 3 was the lack of range characters like Cable, in a sense you have that again. Rocket Raccoon might not seem like the death bringer that the Viper Beam loving cable was but he’s got a lot of speed, simple range attacks (gun) and even an energy cannon that he can use 2 shots at a time from. For jumpers, Rocket Raccoon is going to be a pain, he loves traps and his specials are dangerous no matter how you approach him, distance fails, jumping in fails and close range is just a bad idea. He’s quick and doesn’t do the most damage but he makes up for that in the ability to dash and juggle opponents like mad.

Franks! take

Rocket Raccoon is one of the most fun fighters in the game. His traps are effective and his gun blasts fire in many different directions to make them effective at keep away, anti air or even jump in combo starters. His normal jump is one of the least amazing things in the game. But, he does have a rocket jump that gives him great multi directional mobility. He does suffer from a serious durability deficiency but he does make up for it with his burrow teleport maneuver and all around quickness.

For us, Ultimate Marvel Vs. Capcom 3 is a dream, it’s a dream we wished could have happened originally as it really makes it hard to revisit the original game after playing through. The additional characters bring new balance to the field and allow people who aren’t fond of characters like Dante to finally strike back and offer some variety to the game. It has polish and even the original characters have been tweaked out, although some may feel Doctor Doom doesn’t need to jet around at the speed of light in his new form. Overall this is the game that MVC3 should have been, one can only hope that Capcom sticks with the game long enough to release decent DLC options until they revisit the series in the future. At 39.99 it’s a steal for any fighting game fan, for existing owners it might be a tough buy but it’s worth it for what they managed to deliver this time around.

Keep a watch out for our Heroes and Heralds impressions, we’ll have it soon!


This has been a team review by: Franks, Tec2k and Vee

The Ultimate Marvel vs. Capcom 3 Heroes and Heralds + More

Heroes and Heralds just broke out as news at NYCC this last week, to run along with the theme we’re not only giving you the short breakdown from Capcom and a few screens. We’re giving you all the goods in full resolution from them + all the current character art in full / extremely high-resolution!

From Capcom:

Heroes and Heralds, available as free DLC post-launch, is a new single player and multiplayer, team-based mode in Ultimate Marvel vs. Capcom 3 where you unlock brand-new abilities with upgrade cards, customize your favorite character with new powers and compete in groups as either Heroes defending Earth from Galactus or as one of Galactus’ Heralds.

For those out of the loop, the game launches November 15, 2011. Get on it!

Ultimate Marvel vs. Capcom 3 Heroes and Heralds + Character files (10/12 revealed so far): 

Section 8: Prejudice PAX East Contest

Section 8 is just around the corner from being released, with that said the company is going all out to promote the game this weekend at PAX East 2011 with live demos on the floor and prizes for all those willing to get a taste of the new shooter from TimeGate Studios.

For those who can’t make it across the country to the sold out convention, it’s possible to still come out a winner with the “Upgrade your gaming with Prejudice” contest on the Section 8 site. [link] Drop in your name address and why you deserve this crazy setup and you might get lucky and walk away with a 360, 42″ LCD, 4 controllers, 4 headsets and of course a copy of Section 8: Prejudice

Anyone looking for some Section 8 goodies to tide them over until the release might find interest in the new premium theme or picture pack on XBL that just landed.