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Spawn #186 [Review]

Endgame part 2

Writers: Todd McFarlane, Brian Holguin
Pencils: Whilce Portacio
Digital Inks: Todd McFarlane
Color: Jin Han
Lettering: Tom Orzechowski
Editor: Todd McFarlane
Cover Artists: Todd McFarlane, Whilce Portacio, Greg Capullo
Publisher: Image Comics

The Violator, investigating the green beam last issue deals with what he found at its source, showing the truth to the name “Violator.” Meanwhile, the newly-awakened comatose man has a name, and begins to learn about his surroundings. As this is going on, others scurry into action now that this patient is awake…and the patient finds that he has a friend he was unaware of, as something shows up promising harm.

I have no idea who the character on the last page is. I have a slight suspicion, but will have to wait for the next issue. The visual style in this issue is quite good…I like it in context of the story, though it probably wouldn’t be as pleasing on a more “clean” or less “gritty” type of story–it wouldn’t work well with Superman, for example, in my mind.

The story is a bit take-it-or-leave-it…I think I’m more engaged for the simple fact of wondering if the major change wrought last issue will actually stick, and curious at the potential if it does, and what that would mean for the series.

Something about this whole “Endgame” thing feels like a soft reboot, and I’m rather curious at how quickly I might engage with the series as this is the first time I’ve ever bought two consecutive issues, let alone on the day of release.

The main weakness I see is that there’s very little given in-story/contextually to let someone know who someone is–“the patient”‘s name is Jim, but there are no captions for other character (only a couple for locations), and so there is the feeling of being a bit lost, wondering who is important and why or when.

If you’re looking for an entry point to Spawn, this issue coupled with the previous seems as good as any as a point to start–there’s definitely a feeling of a new beginning that would probably justify a new #1, even (making this a new #2).

Story: 7/10
Art: 8.5/10
Whole: 7.5/10

Supergirl #35 [Review]

New Krypton part five

Writer: Sterling Gates
Penciller: Jamal Igle
Inker: Keith Champagne
Colorist: Nel Ruffino
Letterer: Jared K. Fletcher
Asst. Editor: Wil Moss
Editor: Matt Idelson
Cover: Alex Ross (variant by Stephane Roux)
Publisher: DC Comics

This issue largely focuses on Kara and the fact that she suddenly has a family–her parents–back in her life. They want her to give up her human life (including “Linda Lang”), while she argues for her independence, that she’s just begun to make a new life for herself on earth, amidst the humans. During their conversing, Zor-El realizes something horrible about his daughter which explains her mood swings and other issues…Kryptonite Poisoning. While this is being dealt with, Kara regains some memories, and through flashbacks we, the readers, are filled in on her past as well. Sprinkled throughout we also see General Lane and Codename: Assassin reacting to the Kryptonians’ presence, and even a bit of Reactron and his possible future role. The cliffhanger promises more challenge for Kara and begins to raise a question about the place she and her cousin might have in this “New Krypton” world.

The story in this issue is quite believable. It’s a nice touch seeing a sort of “typical” parents/daughter dynamic–it humanizes Zor and Alura, and shows a further range of feelings with their daughter–going beyond simple joy at her being alive & reunited with them. We also get to see that there’s been growth on Kara’s side as well–she has actually invested herself in earth, and we get a feel for that conflict in her as these two parts of her life clash.

Igle’s art comes across a lot better to me this issue than the previous–I get the feeling my enjoyment of the visuals for this series will increase as he gets more familiar with the characters and gets to cut loose. While there is a noticeable difference in style from the Action Comics issue to this, the characters remain visually consistent enough that I have no real issue–artists are not clones with 100% identical styles; as such, there will be that difference in stle.

On the whole, I enjoyed this issue. I did not feel we got much forward advancement on the main New Krypton aspect of the story, but we did get a peek into Kara’s past, and a rather plausible explanation that deals with her personality the last few years since her introduction and a bit of slate-wiping that clears the way for future stories to come.

Well worth getting if you’re following New Kryptong, and if you’re only following this series, you really only need to know that there is an entire city of Kryptonians on Earth right now and go from there.

Story: 7.5/10
Art: 7.5/10
Whole: 7.5/10

JSA Kingdom Come Special: Magog [Review]

Thy Kingdom Come – Magog: The Real Me

Story and Words: Peter J. Tomasi
Penciller: Fernando Pasarin
Inker: Mick Gray
Colorist: Hi-Fi
Letterer: Rob Leigh
Assistant Editor: Harvey Richards
Editor: Michael Siglain
Cover: Alex Ross (variant by Dale Eaglesham & Mark McKenna)
Publisher: DC Comics

We get a look at the new (true?) Magog in this issue–the former marine known to the JSA as Lance Corporal David Reid. Reid was recently “killed” but immediately ressurrected by the entity known as Gog, and seems to be Superman’s worst fear come true, a sign of his “history” repeating itself. The story takes a break here to follow Reid/Magog to some old comrades, allowing for flashbacks to fill us in on his past and what they meant to him. As Reid lashes out at those who captured his old friends, he becomes more like the Magog known to readers of Kingdom Come.

The story is pretty straight-forward, and nicely fleshes out the David Reid character, filling in details hinted at but not fully revealed. We get the background to his motivation, and what makes him what he is at present. This adds depth not only to him, but to the Magog we know from Kingdom Come…and gives cause to see Reid’s potential here.

Once more I’m unfamiliar with the artist, so I have no point of comparison on quality. However, in terms of this story I have no complaint. The visuals follow the story, and there’s a nice level of detail that does not disappoint. The visual style is very much that of a super-hero comic book…showing Magog as a recognizeable figure, but distinctly contrasted with Alex Ross’s rendition as seen on the cover–like comparing a live-action product with the comic adaptation.

We’re also treated to a back-up story, focusing on:

The Secret Origin of Starman

Writer: Geoff Johns
Art: Scott Kolins
Colorist: Hi-Fi
Lettering: John J. Hill
Asst. Editor: Harvey Richards
Editor: Michael Siglain

This back-up story fills us in on the origin of this latest Starman as well as his costume. The art is a real treat…no complaint there, as I enjoyed it quite a bit. It’s also cool to see well ahead time that for however it’ll play into Final Crisis, that Legion of 3 Worlds has some bearing on how we got this version of Starman. I find it interesting the “mythology” I’m beginning to really notice with Starman, the way the various people to use the Star- name are linked…something quite enjoyable.

This backup does feel almost like it was crammed in, though…rushed to explain stuff before the overall Thy Kingdom Come / Gog story(ies) finish. Almost segmented TO get the information told where there may not be room in the main JSA series or even these specials to tell it otherwise.

On the whole, this was another strong issue, giving further background of major players in the Gog saga as we head (presumably) toward its conclusion soon.

I’m not sure this is essential to the story, but if you’re diggin’ the story and are interested in more about Magog and Starman and how they play into the ongoing saga, this issue’s worth picking up despite the higher price tag (justified, I suppose, by this being a special and not just a regular issue of a series).

Story: 8/10
Art: 8/10
Whole: 8/10

Air #4 [Review]

Masks and Other Memories

Writer: G. Willow Wilson
Artist & Cover: M. K. Perker
Colorist: Chris Chuckry
Letterer: Jared K. Fletcher
Associate Editor: Pornsak Pichetshote
Editor: Karen Berger
AIR created by: Wilson & Perker
Publisher: Vertigo/DC Comics

This has been an interesting series so far. I’m not terribly familiar with the characters–they are new, after all…and haven’t yet been fleshed out all that much. The idea of a disappearing/forgotten country is intriguing, and seems to fit the somewhat surreal aspect of this series.

This issue sees Blythe and her companions returning from their trip to this forgotten country as she searches for Zayn, the man she seems to love. As explanations for a days-long disappearance are explained, Blythe finds herself in another unfamiliar situation as she goes to a special meeting with her boss.

The art seems the most notable thing to me with this issue–especially the bird-snake appearing from behind the panels to interact with Blythe. Blythe herself is given a distinct look, often shown with a detail that lends an extra bit of realism on the page. The characters are all distinct and nicely drawn, which is a definite plus-point for any book; There’s a certain lightness in these pages that captures the (forgive any pun) “open-air” of the environments, even when enclosed inside a plane.

The story is at once familiar and unique. There’s been an element of surrealness in the first few issues…the ending of this issue continues to throw things on their head a bit, as we realize this is more than what it appears.

I’m suitably interested…I’ve made a point of reading the first issue of most new Vertigo books, and something about this series has had me picking up these later issues, and while I’m a bit bored with the Blythe-is-trying-to-find-Zayne-who-isn’t-who-she-thought-he-was, the final page of this issue grabbed me, and I want to know more.

As with most Vertigo series, this will probably read better in the collected volumes…I’m certain there are details I’ve missed or forgotten that would be much more noticeable reading the chapters in close succession without months between.

Assuming the usual Vertigo style of 5-issue premiere arcs, the next issue should conclude the immediate arc, and presumably set us up for where the series looks to go. If you’re into the singles, this is worthwhile; if you prefer the collected volumes, I’d suggest holding off–this lacks a spectacular nature with an urgency to the singles.

Story: 7/10
Art: 8/10
Whole: 7.5/10

X-Men: Legacy #218 [Review]

Original Sin part four

Writer: Mike Carey
Penciller: Scott Eaton
Inker: Andrew Hennessy
Colorists: Jason Keith with Brian Reber
Letterer: VC’s Cory Petit
Production: Joe Sabino
Assistant Editor: Daniel Ketchum
Editor: Nick Lowe
Cover: Mike Deodato
Publisher: Marvel Comics

Wolverine and Professor Xavier infiltrate the place Daken is being held, and a battle erupts between them and Sebastian Shaw with Miss Sinister…Daken caught in the middle.

The story is at once simple and somewhat boring. I don’t care about Daken, I knew nothing of the character prior to this Original Sin story. I do not like the way Marvel (in general) seems to be shoehorning so much crap into the past of their characters, casting a 180 on how they were viewed for the last three to four decades.

It’s fairly interesting seeing Wolverine and Xavier interact–I have long enjoyed their dynamic, as Wolverine struggles to be his own person, and almost grudgingly respects the professor–the man who helped him reclaim his humanity. This story suggests that a certain amount of Wolverine’s memory loss was actually caused by Xavier himself all those years ago–that Wolverine joined the X-Men intent upon killing Xavier, and I just don’t buy that. I have never found the Hellfire Club interesting, nor do I care one bit about their internal political maneuvering…I just don’t find it engaging at all.

The art of the issue is the best part–it’s pretty good, and I actually like the way Xavier and Wolverine are depicted. No real complaint visually…or at least, any visual complaint would have to do (Daken) with a story element I disagree with.

You could probably do much worse than this issue…but if you’re not interested in Daken-Son-of-Wolverine, and you’re not already following this Original Sin story, you’re just as well skipping this issue and coming back when X-Men Legacy is its own story again.

Story: 6/10
Art: 8/10
Whole: 7/10

Ender’s Game: Battle School #2 [Review]

Creative Director & Executive Director: Orson Scott Card
Script: Christopher Yost
Art: Pasqual Ferry
Color Art: Frank D’Armata
Lettering: VC’s Cory Petit
Story Consultant: Jake Black
Cover: Pasqual Ferry & Frank D’Armata
Publisher: Marvel Comics

Picking up where the previous issue left off, we see Ender’s trip to and arrival at Battle School. His teacher lays it on a bit hard, intentionally (and effectively) isolating Ender from his fellow students from the get-go…the hope being this will prevent Ender from getting comfortable, and force him to think outside the standard “system.” We see Ender’s craftiness as he quickly engages older students, proving himself worthy of their level…we also see Ender’s skill in the Battle Room, easily adapting to a zero-gravity situation other students have a harder time with.

The story seems quite true to the book as I recall reading. Whether this holds up under close/immediate comparison I’m not sure. I find it to be quite satisfactory, though. The concepts Card presents work well in present-day American culture where we’ve got a war going on a couple of fronts and non-traditional enemies abound…and military advances seem to be pushing the bounds of traditional practices. While obviously set in the future, the story has that charming relevance in present-day.

After the first issue, the visual style’s growing on me a bit–it’s still not what I initially imagined when I’d read Ender’s Game years ago…but it fits, and it’s not hard to let this visual take influence my memories. There’s a certain vibe to the art that I can’t quite put my finger on…sort of a manga influence while seeming like it’s trying to fit a live model for certain characters.

On the whole, not a bad issue. As an adaptation this holds my interest–a sort of re-reading of the familiar story, but with pictures replacing thousands of words.

I’m not entirely sure why I bought this issue…this is a 5-issue limited series, and I would be absolutely shocked if the collected-volume (aka “graphic novel”) isn’t available within a month or two of the final issue’s shipping. You’re probably better off waiting for that version, unless you’re absolutely chomping at the bit for a visual production of Ender’s Game.

Story: 7/10
Art: 7/10
Whole: 7/10