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Savage Dragon #163 [Review]

Full review posted to cxPulp.com.

Story: 3.5/5
Art: 3.5/5
Overall: 3.5/5

Invincible #73 [Review]

Full review posted to cxPulp.com.

Story: 4/5
Art: 3.5/5
Overall: 4/5

Chase Variant #1 [Review]

One Shot (Is All I Need)

By: Rich Johnston, Saverio Tenuta, and Bagwell
Variant cover by: Rob Liefeld
Published by: Image Comics

I tend to enjoy metatextual comics such as this. On the one hand, they’re fun, getting both a story and a commentary if one looks at multiple layers. At the same time, the drawback is that sometimes seeing those layers from the get-go can take one out of the story entirely.

I wasn’t sure what to expect from Chase Variant, except that from the cover, it appears to be just another “bad girl” book, much as Image was known for in its earlier days. And the story opens up with a bang (two of ’em, actually), and immediately reveals its hook: the “main” story is that of a bioengineered government agent named (of course) Chase Variant. She has four arms, gun in each hand, and is a much revered, efficient assassin. She’s also, actually, a 1:1000 chase card in a collectible card game, which is being played out. 3/4 each page is the main story–the in-game story, if you will, of Chase as she knows herself. The other quarter-page looks at the cards in the “real world” as the game is being played.

The story is pretty basic, without much depth or character development. While that would be very, very bad for the debut issue of a new series, this is a one-off…a one-shot, and so lack of depth is much more forgivable. Where this excels is at drawing on the thoughts I’d imagine any gamer has had in playing a game, of trying to craft a visualization or story around the playing of cards which describe basic characters or actions. There are rules and structures to such games, perhaps even an overall story that informs the specific cards that can be used. But the story itself, each game in which the cards interact uniquely really plays out in the imaginations of the players, unlike a comic, movie, or video game.

The visuals are not bad. I’m unfamiliar with the artists offhand, so really don’t have anything prior to compare this work to. In and of itself, the art on this issue does a good job of depicting what’s going on; capturing that dark and gritty feel that the character’s world ought to have, were this an ongoing story. Other than the occasional gratuitous visual shot and the character’s get-up (which is actually commented on within the story), no real complaint.

This is a fairly unique one-shot. In some ways, it could be seen as a sort of adult Yu-Gi-Oh, in that the cardplay informs the story. At the same time, it seems like a commentary on such card games and the presence of rare chase cards, as well as the evolution of ways of playing any given game, and the cards that eventually get introduced into long-running games.

If you’re looking for something a bit different and without continuity–past/present/future–to deal with, this is a good issue for that. Certainly a worthwhile issue to keep an eye out for.

Story: 7/10
Art: 7/10
Overall: 7/10

Haunt #2 [Review]

Co-creator/Writer: Robert Kirkman
Layouts: Greg Capullo
Pencils: Ryan Ottley
Co-creator/Inks: Todd McFarlane
Color: FCO Plascencia
Lettering: Richard Starkings/Comicraft
Cover/Variants Artists: Todd McFarlane, Ryan Ottley
Publisher: Image Comics

I’m actually enjoying this series. We’re only two issues in, and there’s still a lot of questions about the main characters, and I still have to look back into the issue to remember character names and such. But it’s a pot brewing a good deal of potentil to come.

The brothers from the previous issue must literally work together to stay alive and protect their friend–the dead brother takes control of their “merged” body and explains to the living brother that he can do what needs done, but needs to not be fought.

Father Kilgore–the surviving brother–is none to pleased at the current state of affairs and wants to be left out of things. As his brother makes clear, though, he’s already involved. They wind up fighting a mercenary who seems to almost be played for dark humour more than actual threat. Finally, the brothers–as “Haunt” (though I don’t think the name’s been given yet for their merged form) begin to move toward some answers, with a fairly cliche sort of cliffhanger.

As said, there’s a lot of potential here. Backstory to both of the brothers and their friend will be interesting to discover in coming issues. Seeing how the cliffhanger will likely add greatly to the status quo, and that development will be cool.

And whether the visual style and tone or something else, I can’t help but be reminded somehow of both Spawn and Spider-Man; though this character seems like he’s much more at home in a Spawn world, obviously. He could also almost work in an Invincible sort of world. (Though as yet, I don’t believe there’s anything to say this takes place in one, the other or either).

Taken as a whole, the writing and visuals make for an interesting issue, and I find myself intrested in and planning on pickin up the next issue to see how that one is.

For now, especially if you can still get ahold of the first issue, I recommend this for fans of McFarlane, Spawn, Kirkman, or Invincible…and casul fans somewhere in between.

Story: 6.5
Art: 8.5
Overall: 7.5

Haunt #1 [Review]

Co-creator/Writer: Robert Kirkman
Layouts: Greg Capullo
Pencils: Ryan Ottley
Co-creator/Inks: Todd McFarlane
Color: FCO Plascencia
Lettering: Richard Starkings/Comicraft
Cover/Variants Artists: Todd McFarlane, Ryan Ottley, Greg Capullo
Publisher: Image Comics

OK, so call me a sucker. This is a first issue, yeah. And I recently missed out on the debut of Chew, which had seemed interesting from an ad or two I’d seen. The Todd McFarlane and Robert Kirkman co-creation Haunt also seemed like a sorta interesting thing–again, from an ad. I’d pretty much forgotten about it entirely, though, until I received an email yesterday (the day before the comic’s release) about its release. I don’t know what landed me on this particular email list, but at least it was targeted, and did its job very, very well. Take these factors: two big names–creators whose books I’ve enjoyed recently, and a cheap-in-today’s-market cover price (this book’s only $2.99 cover price)–and combine them with “notice” or “attention” and you have a combination sufficient to get me to pick the book up. (Unfortunately, though I should’ve realized, there is the taint of variant covers, which I didn’t even consider…I wasn’t paying attention and am not particularly thrilled with the cover I wound up with).

So…what’s this Haunt thing all about? It’s only the first issue, so there’s plenty to wonder at. We’re introduced to a handful of characters and how they’re related to one another…and find out that one of them is actually dead, apparently a figment of his brother’s imagination. Only, there’s something more to it than “imagination.” When the surviving brother looks in on a woman both brothers had been involved with in the past–he’s got some less than wonderful history with her, it seems–he doesn’t think there’s anything to protect her from, though is soon proven wrong. When a couple of armed individuals enter the scene, a bit of a transformation occurs, and we meet the title character of the series.

I doubt much of it will stick as interesting to me long-term. But for the moment, there’s something interesting about the title character to me–the relationship between the brothers and the transformation that leaves one facing “Haunt.” I was put in mind of the Kevin Green transformation into Prime (for those few of you who remember the character). There’s also the slight twist on a quasi-archetype that I won’t get into as it’d be pretty serious spoiler territory.

The art team’s pretty familiar, and yet brings something new to the table. There’s a difference in visual style from Invincible and Spawn, but also a similarity to both…sorta like it has the grittiness of Spawn softened by the brighter style of Invincible. And honestly…works very well to me.

On the whole–for both the story and the visuals–this feels very much at-home in the same universe as Spawn (it remains to be seen if it is, actually) while not entirely out of place in a universe that has Invincible in it. With or without the comparisons…it’s got a fairly generic premise mixed with an intriguing twist sufficient to hook me and leave me interested in seeing what the next issue brings.

I bought this issue thanks to the initial hype/marketing and the names attached to it.

The package itself–the story, the hook–will bring me back for another look-see.

As something new, to get in at the beginning of what’s likely a major project with either Kirkman or McFarlane, this is well worth checking out…if only for this first issue.

Story: 7/10
Art: 8/10
Whole: 8.5/10

Invincible #65 [Review]

Conquest Epilogue

Writer: Robert Kirkman
Penciler: Ryan Ottley
Inker: Cliff Rathburn
Colorist: FCO Plascencia
Letterer: Rus Wooton
Editor: Aubrey Siterson
Cover: Ryan Ottley & FCO Plascencia
Publisher: Image Comics

This issue provides the wrapup/epilogue to the Conquest story arc. As such, this issue is pretty low-key action-wise (though the visuals don’t hold anything back). Invincible wakes up in a hospital room where he finds out how Atom Eve survived. We’re then moved along to the funeral of Rex Splode, who actually did die, and see the reactions of key characters (and there are plenty of other Image characters to be spotted in the crowd attending the funeral). Invincible gets some closure as he sees the mangled body of Conquest, and we also see some ominous foreshadowing of what’s to come. The issue closes out with Invincible stating an official change in personal policy regarding his dealing with supervillains…one that makes plenty of sense, and should be interesting to see explored in coming issues.

The story itself is solid as usual. No real complaints there…it’s what I’d expect of an epilogue. While a couple of scenes seemed a bit drawn-out, it’s the same sorta thing I found charming/enjoyable in early issues of Ultimate Spider-Man, so I don’t have any real issue there. I’m not chomping at the bit for the next issue…but I’m suitably engaged, and can’t see just arbitrarily stopping here. This story came out of the single-issue Invincible War, which was a point I decided to try “jumping on” this title. I’m interested to see where the next arc goes, as I expect it to tell me more on whether I’m enjoying the title in and of itself, or just enjoying seeing direct follow-up to an issue I decided to try.

The art’s also quite good. Things look as they should, and probably my only complaint is that the remains we’re shown of Conquest are quite…gory. That’s fitting in the story, but none to pleasant to look at (even though being such is the point and so the intent of the art seems achieved).

I don’t see this issue being a great jump-on point for new readers; though just because it’s an epilogue is no time to jump off for newer/continuing readers. A good issue that continues to be worth its cover price.

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

Invincible #63 [Review]

Conquest part three

Writer: Robert Kirkman
Penciler: Ryan Ottley
Inker: Cliff Rathburn
Colorist: FCO Plascencia
Letterer: Rus Wooton
Editor: Aubrey Siterson
Cover: Ryan Ottley & FCO Plascencia
Publisher: Image Comics

After all that hype for Captain America #600…I had no trouble at all getting that book. However, this book was sold out, and sold out again this week resulting in my needing to visit another store this week just to get it. I’ve taken new notice to the banner at the top of the issue’s cover: INVINCIBLE WAR: Aftermath…this is the third or so issue to sport that banner…after the single giant-sized “crossover event in one issue” #60.

This issue, we see Invincible continuing to fight the individual known as Conquest, suffering quite the beating at the man’s hands. While trying to survive and figure out how to defeat him, Invincible’s allies (those still able, after the events of Invincible War) are also attempting to help out. Expectations lead one to expect one thing…but this issue delivers something else that’s not entirely shocking, but also wasn’t telegraphed from the beginning of the issue, either. We see some real change going on in the character’s status quo–stuff that will have drastic effects on who he is as a person for experiencing what he does.

The story and art both continue to work very well together, getting things across and in general presenting a story that–in character and in visuals–maintains an excellent consistency from one issue to the next. As I said in my review of the previous issue, I’ve not read more than a handful of issues of this series, but I feel like I’m able to figure things out as I go along.

THere are better comics out there…but there are so many worse comics out there. If you’re a fan of Kirkman’s work in particular and haven’t yet checked out the series, it’s worth jumping in if you can find the last few issues as well.

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

Spawn #192 [Review]

Endgame (Part Eight)

Writer: Todd McFarlane
Pencils: Whilce Portacio
Inks: Todd McFarlane
Color: Jay Fotos
Lettering: Tom Orzechowski
Editor: Todd McFarlane
Cover Artists: Whilce Portacio, Todd McFarlane, Jay Fotos
Publisher: Image Comics

Part Eight?!? That means this is my EIGHTH issue of this title in a row, and if it hasn’t been quite monthly, I sure haven’t noticed a lateness. I’m not even sure–including duplicates–that I even OWN 8 issues of Spawn before this story.

That said…this is still one of those books that I’m a bit “iffy” on. For one thing, I’m not all that thrilled when I learn more about the characters and story from the letters pages and other sources outside the story in the book itself. I learned from the letters pages in this issue, for example, that the new major protagonist Jim apparently first appeared waaaaay back in issue 3 as a then-throwaway character. I’m also not all that familiar with the fairly large cast of characters, and so feel like there’s something of a shadow hanging over my reading experience; that I’d almost get more out of reading online summations of the story in text format with no visuals at all.

This issue sees the new Spawn meeting several apparently old players, or entitities tied to old players. He finds out a bit more about himself and the costume, which keeps things moving along, but it doesn’t feel like there’s REALLY a lot going on, even though there is. I’m increasing contemplating the fact that I’d probably get MORE out of this title reading a collected volume.

The art continues to be a high point, and it seems Portacio’s a perfect artist for this book. The only drawback is a certain factor in some of the panels that seem almost over-the-top “graphic” and violent–moreso than maybe necessary, and in one case almost more bloody than seems plausible given the rest of the image.

On the whole, as far as the title and characters go, it seems that offing Al Simmons and allowing essentially a fresh start (and withOUT numbering shenanigans, to boot!) was the best thing to happen to this book. At the least, it’s made me a regular reader for the better part of a year–something that never before happened in the 16-some years this book has been in existence.

Story: 6.5/10
Art: 8/10
Whole: 7/10

Invincible #62 [Review]

Conquest part two

Writer: Robert Kirkman
Penciler: Ryan Ottley
Inker: Cliff Rathburn
Colorist: FCO Plascencia
Letterer: Rus Wooton
Editor: Aubrey Siterson
Cover: Ryan Ottley & FCO Plascencia
Publisher: Image Comics

This is actually the third consecutive issue of Invincible that I’ve picked up. I was drawn in by reviews for #60, the “summer event in one issue” bit, and decided I’d stick with the title for a bit and get a feel for things. (After all, that’s how I’ve wound up following other long-running series through the years: snag a crossover issue and then stick around finding out about the title post-crossover). I’m still far from really knowing who all the players are in this book beyond the title character, but I can follow along recognizing faces and what little I do recall from reading the first TPB (and the #0/recap issue that came out a couple years back).

Someone recruited alternate-universe/reality Invincicibles, and invaded earth. “Our” Earth’s Invincible–with a little help from his friends–was able to save Earth…but not without massive destruction, a lot of deaths, and plenty of other things now in the aftermath of that event. Someone from Invincible’s dad’s home planet is the big-bad of this issue, basically forcing Invincible to prove himself worthy of that planet’s heritage, and giving our hero quite the run for his money. There’s what seems like a bit of a “reveal” at issue’s end that’s certain to have further ramifications in coming issues…and I’m sufficiently hooked to at least stick around for this story arc.

The art’s quite good. There’s a consistency to it that fits it in with every other visual I can think of that I’ve seen of the character(s)…something very welcome, and yet highly unusual to me in contemporary comics. The art by itself isn’t entirely a selling point, but it definitely enhances the reading experience in the way I expect comic art do so.

The story’s interesting–maybe not as interesting as it could be, but I definitely enjoy the fact that the same writer (the creator of the character) has been on the book since its beginning–another rarity in comics found from the bigger companies.

All in all, not a bad point to jump into the series. It by no means explains everything up front, but allows one to pick up on things as we go along…just like comics I enjoyed in my youth. All the more if you can pick up the prior two issues, this is worth picking up if you’ve any interest in checking out the title.

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

Golly! #4 [Review]

The Coven of Candy Creek Court, part one

Story: Phil Hester
Art: Brook Turner
Cover: Tyler Walpole
Digital Inks & Colors: Bruce McCorkindale
Letters: Aaron Gillespie
Publisher: Image Comics

I’d nearly forgotten about this series–been a couple months at least sinced the last issue. Seems this is going to be one of those series that comes out sporadically–perhaps by the arc, with gaps between stories–so I’m a little bit iffy on keeping with it. Something about the series’ first three issues, though, had me interested enough to see where this concept could go beyond that initial story, so I wound up with this issue in my hands.

We pick up with the cast in a bit of slice-of-life type action around the carnival as they interact with attendees. However, they (relatively) soon figure out what their next “mission” is, and set upon its undertaking. This mission involves sex-vampires and their dark master, and leaves our “heroes” in an interesting situation when they visit the vampires’ apparent home–discovering their sustenance–and getting an up-close and personal meeting with their master.

The story and characters seem to be fairly stock figures, still…nothing all that deep. There’s potential, of course, but whatever I thought of the first arc, right now for this issue I feel like most of the plot is rather cliche. Amidst the cliche, there’s a definite irreverence to the story and characters. One who “gets” such irreverence should find plenty of fun gags and such throughout the issue.

The visuals are pretty good, and I have little trouble telling characters apart or following what’s going on…and I am thankful that a couple plot-points were kept mostly off-panel.

All in all, if friends who are part of a carnival traveling the country to participate in a mostly-aborted semi-Apocalypse sounds at all interesting to you, this’ll be your thing. For that matter, it actually does come off better than that sounds. This is no Hellblazer, but you could do far worse for your money.

And hey…it’s full-color-full-size issue, for only $3.50. I don’t like going above $3 for my comics, but for the moment I’ll make OCCASIONAL exceptions to support books that are slightly more reasonably-priced than a certain marvelous competitor.

Not recommended for the weak-stomached.

Story: 6/10
Art: 7/10
Whole: 6.5/10