The post apocalyptic Zorro reboot film has just landed it’s director. In other news, there is a post apocalyptic Zorro reboot film in the works.

Sobini Films announced today, in a press release over at ComingSoon, that Gravity screenwriter Jonas Cuaron will be writing and directing the upcoming Zorro reboot.

Sobini Films’ CEO Mark Amin and  Lantica Media’s CEO Antonio Gennari had this to say:

When I saw Desierto, I was impressed with Jonás’s command of action and suspense, his great visual eye, and the strong performances he elicited from his actors. We are very fortunate to have Jonás on this film. His love of cinema is evident in his work and he is very talented in his ability to tell a compelling story. We look forward to seeing where his vision will take us.

If “post apocalyptic Zorro reboot film” sounds familiar to you then it does. As far back as 2013, 20th Century Fox was in the process of creating their own Zorro reboot. Tentatively titled Zorro: Reborn , it was set in a near future southern California. You may remember the pitch trailer that director Ricardo de Montreuil made as a proof of concept of the film. You can see that below.

There is no word if the above Zorro: Reborn pitch trailer has ANY barring on the upcoming reboot (currently titled Z).

The character of Zorro goes all the way back to 1919. Zorro is the masked identity of rich playboy Don Diego de la Vega. He would don a black mask, cape and brandish a sword. He was the protector of the common man, and was most likely a huge influence in the creation of Batman.

The character has been a point of contention for copyright holders, as the character himself is public domain.

Principle filming of begins this Summer. No release date has been announced.

Holy cow—I couldn’t wait, so I’ve started writing this as I’m reviewing this first batch of The Shannara Chronicles episodes to say—you need to be watching this show. January 5th at 10pm (9pm Central) on MTV, you need to be watching The Shannara Chronicles. If you consider yourself at all a fan of fantasy, this is absolutely the show you’ve been waiting for. It has incredible production value that stands up in this post Star Wars: The Force Awakens, The Hunger Games and Game of Thrones world, extremely cinematic and marvelously impressive for television. Writing, directing and acting are all as equally impressive as the art direction and costume design. In fact, my biggest complaint at this point is that there’s a character whose name sounds like “Al-Anon”—I keep wondering how his meetings are going.

The first time I got to see footage of what they were creating for the show, I literally had to take it—not with a grain of salt—with a boulder of salt. It couldn’t actually look that good, I thought. If it looks that good, the story’s probably terrible, I thought. If the story’s good too, the casting is probably awful, I thought. There had to be a shoe that was going to drop some where. . . So far I’ve yet to see any dropping shoes anywhere.

It’s thousands and thousands of years in the future, like way after Skynet. There are post-apocalyptic dystopian visions like The Hunger Games—this is after that, way after that. The reset button on the world, having long since been pressed, this then is the re-emergence of civilization (with magic!) on Earth. Over the millennia, humans have evolved along different paths becoming elves, gnomes, trolls and so on—oddly, animals like horses and dogs are still just horses and dogs, and relatives like aunts and uncles are occasionally murdered by demons.

Like any fantasy, we pick up right when a great evil is about to be unleashed on the land. Of course, any hope for the future rides on the destinies of certain “chosen ones” that begin their Hero’s Journey by turning it down. Pretty boilerplate—these are the staple elements common to fantasy (and most other stories), so there really are no new concepts in play. Although, the idea that it’s taking place far into the future feels new and is fun to chew on. What really works very well through these first episodes is the fresh telling through interesting and well-constructed characters. Characters that began as interesting creations on the page and continued into some solid performances in cool costumes. And, lest we forget it’s MTV (even as the network is in the midst of redefining itself, again-again), everyone is adorable and/or gorgeous and/or rugged and worthy of being stared at a lot. It’s those characters that are making the show engaging and fun and absolutely worth carving out couch-time for—and the special effects, really good special effects for television. Then there’s the sexy romance angles, the action-packed adventure elements, gorgeously stunning settings and locations. . .

That is to say that I could give you details about the druid warrior with glowing scars, the bleeding tree that locks demons in its leaves or the fun that comes with recognizing some of the ruins of our world in the distant backgrounds and establishing shots—but experiencing all of that and so much more, first-hand, is the real magic and pleasure of watching the show. The plot points are nothing to write home about; it’s the journey getting to those points. I don’t think this is the show that’s going to hook you because you’ll be wondering who gets killed next week and what other shocking secrets will be revealed—I think this is the show that will hook you because in the back of your mind, you’ll kinda sorta believe in magic again for an hour each week. That and the cast is very stare-at-able, as I mentioned before—meaning you can look at them for a long time and your eyes won’t hate you for it.

Judging by these first several episodes, this may literally be the television fantasy adventure I’ve been waiting for since. . . ever. If Hercules and Xena were never really up to snuff for you—if Legend of the Seeker was almost everything you were looking for—The Shannara Chronicles may just be what you’ve been hoping for too.

Here’s some more video to tide you over until it starts:

There’s a saying that I read some time ago on a forum that I liked so much I stole for myself: “Whatever you wrote the most about is what your game is about. If you wrote a 120 page tank combat game with 75 pages of plane combat rules, you have written a plane combat game.” There’s a lot of truth to this statement, especially when it comes to older roleplaying books that adopted a common ruleset so they could focus entirely on story mechanics. The Deadlands trilogy piggybacks on the DnD 3.5 rules because at the time the rules were open source; the new Deadlands books (that I don’t have yet) use Pinnacle’s Savage Worlds system instead.

Deadlands is a saga of roleplaying books detailing the battle of heroes against the theoretically fallible horsemen of the apocalypse (known in universe as “The Reckoners”) over a long, convoluted story-line that spans over two time periods and two planets. Normally I would start this saga with the original Deadlands and not with Hell on Earth, but I won’t for two reasons: 1. I don’t have the first book and 2. According to Hell On Earth anything the heroes did in the original Deadlands was undone by the Reckoners sending their #1 badass Stone into the past to kill Sarah Connor any heroes he could find until the bad guys won; negating the entire first part of the series. Their whole plan revolved around being defeated so that they could lure all of the heroes out from hiding so they could send their Terminator after them.

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The makings of the perfect EVIL PLAN

In regards to the opening quote, DeadlandsHell on Earth D20 is a setting book almost completely dedicated to giving general setting information in the form of an introduction chapter and retelling that information for games-master use at the end of the book. Information a player would want is sandwiched in the middle and consists entirely of custom feats and classes. These classes are all fit to a specialized roll. Third party 3.5 content tends to focus on making every concept a class in its own right, such as insisting on the existence of a rogue class, a ninja class, a special ops class, etc when they are all pretty much rogues. Here, we have a class that focuses on making weapons, a few fighting classes, a radiation spell-caster, and a charisma class that ends up being the most important in the party after the adventure.

The introduction is written from the viewpoint of a Brotherhood of Steel Templar named Joan, who describes herself as bleeding out and dying talking into a voice recorder. She then spends 49 pages explaining absolutely everything a common character would know about the setting including landmarks, why the war happened, major enemies and allies, and effectively every reason not to get out of bed in the morning. Common sense would dictate Joan isn’t really dying and you would be right, the re-introduction’s first segment is about how “Jo is alright, we have plans for her”, she has a lair around Denver and is likely mentioned in the relevant sourcebook. The long story short is that the Horsemen of the Apocalypse need human emotions to gain power, and have engineered a series of events that prompted a magical nuclear holocaust that destroyed civilization, covered the world in monsters, and now use the remaining humans as an energy source by striking fear into their hearts.

This sum’s up a major problem I have with the Deadlands trilogy. Every major character is either written to be interacted with or given no statistics followed with the mantra “If we stat it, you will kill it and we don’t want that to happen”. Thus the major villains such as the Horsemen, Stone, and the other big names enjoy plot immunity UNTIL you buy the adventure where you can kill them. The GM Secrets section is littered with prompts for the reader to buy source books that detail the areas mentioned with more detail. Areas of major plot significance are all vaguely mentioned, some areas are mentioned, complete with a prompt to buy a book for more information. The few areas that are listed are more or less references to other media with places like S-Mart and Movietown. Dr. Pepper not only survived the bombs dropping but it has the magical ability to cure you of all radiation.

For instance a major plot point concerns Air Force One and its crash somewhere near Denver. The GM Secrets states that the spirits of the plane refuse to let it be found and if you want to find it you have to buy the Denver Sourcebook. The result is, if you actually wanted to run Hell on Earth as a gamesmaster while remaining faithful to the metaplot you would need not just the 3.5 Handbook and this book but you would also need the specialized monsters manual “Horrors o’ the Wasted West”, and depending on what part of the gameworld the party goes to you will need a different book for each major area! Meaning you need the Denver sourcebook in Colorado, City ‘o Sin for Vegas, Shattered Coast for California, and Iron Oasis for Utah; Joan paints those four states as extremely important yet the book teases you time after time with half information meant to prompt you into book-buying. So despite devoting almost the entire book telling you about them, as a GM you are basically lost without the full library.

Since the game uses 3.5 rules, the majority of the GM secrets section is scattered with different skill checks with a target of 15-25; meaning a player that knows what skills he needs to move the story forwards can be stacked effortlessly by level 7 and above. Skill-Stacking has always been a 3.5 issue, and it’s only made worse in Hell on Earth: D20 by how important skill checks are to the games plot. For example the core mechanic for lowering fear and potentially winning the game has a target of 20-32. If you are playing the class meant to do this task you can be easily stepping over that number by tenth level due to how 3.5’s skills work. By level 15 a “Tale-Teller” can reliably lower the fear level after every adventure, and by 20 the only way he could feasibly lose is by rolling a one. Translating these games concepts to 5E ends up in a cleaner system all around, and it’s probably much cleaner in the new Savage Worlds ruleset too.

When it comes to setting specific weaponry in 3.5, you really are at the designers mercy. Melee weapons like clubs and swords just do a single dies worth of damage while guns do two dice worth. When your typical human has around 12-30 hit-points getting shot means you can afford to get hit once or twice. While this does mean that the players have a fighting chance against most enemies, the way power ramps up in 3.5E makes it so that by later levels there’s very little stopping the party from rushing in guns blazing for every single situation; the amount of ammo spent is nothing compared to the continual treasure gain the average party experiences. You can imagine most combats consist of “I get into cover and shoot” with the occasional “Nade out!”

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Fighting evil eventually takes you into SPACE!

I mention the power balance because I have “Horrors ‘O the Wasted West” and I can tell you for certain most of the enemies are either humanoids armed to the teeth or monsters with teeth for arms. Most of which have mechanics that kill or maim players instantly with very high skill saves. As an example Mainliners are freaks with syringes for fingers and a tiny handful of hitpoints, if they hit you then you must immediately constitution save against death. Many monsters have such mechanics, I sincerely doubt how much these monsters were tested. From a glance it looks like throwing any of these monsters against a party will kill most or all of them; which is not only the opposite of good design but it also does not make much sense for the setting. The Reckoners need living, scared people in order to exist. Most of the Hell on Earth monsters are capable of wiping out the remaining towns with their near endless numbers, or are mindless horrors that wipe out whole towns for fun. That devolves into an argument of how much control the Reckoners actually have, since they are supposed to be immortal yet Famines horse was famously slain. At any moment a hoard of Tremors worms can stray from the Mojave and destroy everything, I don’t get how gigantic underground creatures can have a marked territory and don’t just roam.

The Deadlands line is really focused on a specific series of events happening, and that shows throughout the entire Hell on Earth line; it’s clear that they worked hard to edit out anything of story significance out of the core book, leaving you with only part of a setting. That said you could run a game of Deadlands with just the core book and Horrors O’ the Wasted West making things up as you go and players wouldin’t know the difference. But deep down you would know you are playing the game “wrong”, and that’s something that always bothered me about Deadlands. There are alot of extra books for Hell on Earth that add further flair and story that could of been compiled into a few really big books. The core book by itself is useless, and that’s not good design in my opinion.

You might wonder “How does it end, if they are so worried about the plot?” Here it is and I kid you not: At the end of the Hell on Earth game line,a spaceship called the Unity warps to Earth captained by Dr. Hellstromme, who apologizes for helping destroy the world by capturing the Reckoners in a magical thingamajig. He then sends the party off on his spaceship to the far off planet Banshee (Located in the Faraway system) where you will begin the next game in the line: Lost Colony. Exchanging one hellish planet for another hellish planet. Having not read the adventure “The Unity” myself I can’t say for sure what the plan is but from what I’ve read it has the same explanation everything else in Deadlands

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The answer to questions like “Why do people come back to life as zombies?”, “Why does magic work?”, “Why can Junkers make death rays out of string and batteries?”, and more!

About that. Every part of the rules that seems to favor the players really does not. If you die, you might get back up (eventually) as a “Harrowed”. You are the walking thinking dead. The manitou powering you is constantly trying to take control of you to further the cause of evil. Junkers have to bargain with a manitou to get ideas to develop their tech. Those evil spirits serve the Reckoners and are always causing havoc somewhere. Because of the evil coating the world all characters get the “Counting Coup” ability, allowing them to earn special perks from notably powerful enemies by harvesting their soul energy. By the end of a trek across the wasted west you’ll end up with all sorts of whackey things like magical guns, a haunted Harley motorcycle, immunity to toxins and poisons, and other supernatural goodies.

In conclusion we have a game line so worried about the plot that they forgot to spend much time at all discussing what the world is like in any more detail than a third party description of what the world is like. The most concrete thing we get is the description of what a Deadland looks like, since most of the game world is one. Between the players and monsters there is little to no balance to be found, with wonky weapons and megamonsters I can’t imagine most fights ending with anything less than half the party dying; which I argue is not that fun. Deadlands emphasizes why third party content was suspicious at best for the 3.5 ruleset, often presenting it’s own balance and gameplay issues. Hell on Earth may not be a bad game, but it’s certainly not the best post apocalyptic game I have seen. At best it requires you to have your own version of the post apocalypse in mind well before you try to apply Deadlands to it, and that is a problem.

As a 3.5 Setting Book, Hell on Earth gets two out of five pop culture references from me.

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Vampire stories are pretty common nowadays. Many writers try to change it up or put a new spin on the genre. Seraph of the End takes place in a world where vampires have taken control. In a post-apocalyptic future, a mysterious illness kills everyone over the age of 12. Then the vampires appear and the remaining humans, mere children, flee underground. Young Yuichiro is determined to kill every vampire – they killed his sister and his best friend, and pushed humanity into the shadows. Will he be strong enough to fight back? Does humanity have any hope?

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I found this series rather interesting. It starts off with a young boy filled with just blind rage set to fight all vampires, but it expands when he meets a more organized force with the same mission. Yes, it is somewhat formulaic – unskilled youngster wants revenge, meets someone that teaches them how to fight and then the real battle begins. This version, however, still felt very intriguing. Seraph of the End has a similar vibe and art style to Blue Exorcist (which is an awesome series!).

If you like action, mystery, young people taking on the world and the supernatural, then check out Seraph of the End!

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SERAPH OF THE END, Vol. 1 · Rated ‘T+’ for Older Teens ·

MSRP: $6.99 (U.S. / CAN) · Available Now!

Download the free VIZ Manga App for Android and iOS devices at www.VIZ.com/apps.

To learn more about VIZ Manga, please visit www.vizmanga.com.

 

I am not exactly sure why but I am particularly fond of post-apocalyptic stories. Maybe it is the uncertain future or all the strange possibilities after a disaster? Well, I was excited to learn that TNT has a new drama show coming out Sunday June 22nd at 9/8c that is not quite post-apocalyptic, but rather, it is apocalyptic. The Last Ship is a show where the disaster is currently happening!

When a global pandemic wipes out eighty percent of the planet’s population, the crew of a lone naval destroyer must find a way to pull humanity from the brink of extinction.

 

Executive Producer Michael Bay presents The Last Ship, starring Eric Dane, Rhona Mitra and Adam Baldwin.

At WonderCon 2014, during The Last Ship panel, Executive Producer Hank Steinberg talked about the inspiration for the show saying, “The story was brought to us by TNT” and it is based on an 80s book where the Cold War was the “disaster.” The draw was that it is a story about “people alive at sea…alone” (Steinberg). The producers wanted to explore the existential and emotional journey and see how the captain would keep the crew together. To update the show, producers/creators considered global thermal nuclear war because some people could survive that, but they opted for a global pandemic since it is much more realistic and “they can solve it” (Steinberg). Steinberg compared The Last Ship to Star Trek by stating, “we have a ticking clock with a sense of urgency and if they can solve this, they can get back to their families and save them.”

THE LAST SHIP

Having a ship as the setting, “opens up the possibility to go anywhere” explained Executive Producer Steven Kane. He went on to say that the “missions of the first season are based on the needs of the scientists.” Also, there will be a lot of moving around within the ship.

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The actors at the Q&A, Charles Parnell (Commander Master Chief) and Travis Van Winkle (Lt. Danny Green), mentioned how they both trained with the military. Parnell even read up on the origins of the navy during his own research. Van Winkle trained with Navy Seals and felt that it was “inspiring to hear their stories,” and that it was a blessing to work with them.

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So what makes this an intriguing show? It is a sci-fi in a very pure sense because the science is actually based in reality. The show is philosophical and looks at what it means to be human/civilized. Every day that they are not back with the vaccine, more people die; they really are the last hope. The Executive Producers also said it will have different types of heroes than we have seen before. Sounds good to me! Make sure to check out The Last Ship Sunday June 22nd!

http://www.tntdrama.com/series/the-last-ship/

It was a day like any other day until all of Ganta Igarashi’s classmates were brutally murdered right in front of him by a mysterious “Red Man”. Being the lone survivor, fourteen year old Ganta is charged with the murders and receives the death penalty! He is then sent to Deadman Wonderland, a bizarre and fatal theme park/prison. It is a privatized prison that has the prisoners “perform” for tourists/viewers to fund the restoration of Tokyo which was destroyed ten years ago by a massive earthquake. Will Ganta survive this intense place where everyone seems to be more than a little bit crazy? Shortly after his arrival, Ganta meets an insanely strong, skin-toned bodysuit wearing girl named Shiro, who seems to be from Ganta’s past (though he does not remember her). Who can he trust in this strange place? Who is there to help and who is there to harm him?

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I blazed through Deadman Wonderland (story and art by Jinsei Kataoka and Kazuma Kondou) volume 1 and 2. It is an exciting ride with intriguing mysteries. Who is the Red Man? Why is Ganta special? How is Shiro so strong?! The pacing is engaging and definitely makes for a page turner. I enjoy post apocalyptic stories and this reminds me of the films from the 70s and 80s like Running Man and Rollerball. It has lots of action and drawn to effectively convey movement! Some pages break up the traditional layout with many panel image overlays. This variation allows for important moments/expressions/people to be showcased.

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Ganta is somewhat your standard anime kid who is trying to learn why/how he is special aside from being full of determination. I love how crazy and seemingly oblivious Shiro is. She often provides the comic relief. Yo Takami (a thief and possible friend to Ganta) is unpredictable and I am curious to see how his character will develop. You learn a bit more about what is really going on and get more information on the characters in volume 2 (I won’t spoil it for you), but it still keeps you guessing and wanting more!

The manga opens with six awesome full colored pages. The over all style is very clean and detailed. The variations in the speech/thought bubbles adds even more emphasis to what is occurring in that moment.

If you want something with action, rich characters, a crazy environment and mystery, then you need to check out Deadman Wonderland!

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DEADMAN WONDERLAND, Vol. 1 · Rated ‘T+’ for Older Teens · MSRP: $9.99

To learn more about VIZ Manga, please visit www.vizmanga.com.

It’s no secret that Geekscape loves the post apocalyptic dancing movie, The FP.

Exhibit A

Exhibit B

Exhibit C

Well the film got an iOS game. 

Not much else. It is a DDR clone for your touch iDevices. It has funny movie tie ins and references. So if you are a fan, go download.

The Blu-Ray and DVD ships June 19th, as well as digital download versions. To preorder a copy, hit up Drafthouse Films