Difference between revisions of "Features"

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(New page: Villainy in The Real Adventures of Jonny Quest deftly unites against Quest's illumination in three terrible potentates. Ezekiel Rage exemplifies the dangers and madness of religion, seekin...)
 
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''The Real Adventures of Jonny Quest'' was extraordinary. It was a series plagued by developmental setbacks and troubled executions. ''Real Adventures'' spent three years in development hell as several studios produced unusable material. Its handling, appearance, and mythology was split down the middle when a new season and incarnation were made. Questworld may have already been outdated by the time of its airing, and sometimes hindered the presentation and pacing of plots. The huge merchandising and commercialization campaign failed to bring the show back for a third season, and it fell short of its projected goal of sixty five episodes. The shows that were aired were done so in a very short time, squandering premiere ratings, and the season two finale was shown out of order. Ultimately, reruns disappeared in short time after the conclusion of ''Real Adventures'', relegating the show to the genre of 1990s Turner has-beens as the twilight of Hanna-Barbera. But despite these shortcomings, the statement stands: ''Real Adventures'' was extraordinary.
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Villainy in The Real Adventures of Jonny Quest deftly unites against Quest's illumination in three terrible potentates. Ezekiel Rage exemplifies the dangers and madness of religion, seeking to effect the apocalypse and establish oblivion upon the earth according to his dogmatically deranged will. Jeremiah Surd is the bane of Questworld, a manifestation of the menace poised by those who exploit the pitfalls and breaches possible in a world perpetually connected by the web of cyberspace. And Dr. Zin, grown far from his roots in the character Fu Manchu, represents the ethical antithesis of Dr. Quest -- whereas the latter undertakes ventures to learn, discover, and share with the world appropriately, Zin would harness the legends and scientific wonders of the world to achieve immediate and drastic ends. The remaining villains are all governed by venal ambition or desire, essences which subvert Quest's struggle to know, share with, and uplift humanity. The battles fought are often ones of overarching ideals, and can be combated with the gang's resourcefulness or physical fitness. After all, Surd, Rage, and Zin could never remain standing after a good left jab from Race!
 
Villainy in The Real Adventures of Jonny Quest deftly unites against Quest's illumination in three terrible potentates. Ezekiel Rage exemplifies the dangers and madness of religion, seeking to effect the apocalypse and establish oblivion upon the earth according to his dogmatically deranged will. Jeremiah Surd is the bane of Questworld, a manifestation of the menace poised by those who exploit the pitfalls and breaches possible in a world perpetually connected by the web of cyberspace. And Dr. Zin, grown far from his roots in the character Fu Manchu, represents the ethical antithesis of Dr. Quest -- whereas the latter undertakes ventures to learn, discover, and share with the world appropriately, Zin would harness the legends and scientific wonders of the world to achieve immediate and drastic ends. The remaining villains are all governed by venal ambition or desire, essences which subvert Quest's struggle to know, share with, and uplift humanity. The battles fought are often ones of overarching ideals, and can be combated with the gang's resourcefulness or physical fitness. After all, Surd, Rage, and Zin could never remain standing after a good left jab from Race!

Revision as of 22:58, 27 May 2007

The Real Adventures of Jonny Quest was extraordinary. It was a series plagued by developmental setbacks and troubled executions. Real Adventures spent three years in development hell as several studios produced unusable material. Its handling, appearance, and mythology was split down the middle when a new season and incarnation were made. Questworld may have already been outdated by the time of its airing, and sometimes hindered the presentation and pacing of plots. The huge merchandising and commercialization campaign failed to bring the show back for a third season, and it fell short of its projected goal of sixty five episodes. The shows that were aired were done so in a very short time, squandering premiere ratings, and the season two finale was shown out of order. Ultimately, reruns disappeared in short time after the conclusion of Real Adventures, relegating the show to the genre of 1990s Turner has-beens as the twilight of Hanna-Barbera. But despite these shortcomings, the statement stands: Real Adventures was extraordinary.

Villainy in The Real Adventures of Jonny Quest deftly unites against Quest's illumination in three terrible potentates. Ezekiel Rage exemplifies the dangers and madness of religion, seeking to effect the apocalypse and establish oblivion upon the earth according to his dogmatically deranged will. Jeremiah Surd is the bane of Questworld, a manifestation of the menace poised by those who exploit the pitfalls and breaches possible in a world perpetually connected by the web of cyberspace. And Dr. Zin, grown far from his roots in the character Fu Manchu, represents the ethical antithesis of Dr. Quest -- whereas the latter undertakes ventures to learn, discover, and share with the world appropriately, Zin would harness the legends and scientific wonders of the world to achieve immediate and drastic ends. The remaining villains are all governed by venal ambition or desire, essences which subvert Quest's struggle to know, share with, and uplift humanity. The battles fought are often ones of overarching ideals, and can be combated with the gang's resourcefulness or physical fitness. After all, Surd, Rage, and Zin could never remain standing after a good left jab from Race!