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Batman #681 [Review]

R.I.P. the conclusion: Hearts in Darkness

Writer: Grant Morrison
Penciller: Tony Daniel
Inker: Sandu Florea
Colorist: Guy Major
Letterer: Jared K. Fletcher
Asst. Editor: Janelle Siegel
Editor: Mike Marts
Covers: Alex Ross and Tony Daniel
Publisher: DC Comics

This is an issue I’ve been looking forward to for awhile. While the opening of the arc left me rather cold, I figured it would all come to a satisfying conclusion that would explain my confusions away–especially when I picked up the Batman & Son hardcover and noticed a reference to “Zur-en-arrh” in the earliest pages of that story.

As this issue opens, we find Batman in a straightjacket in a coffin buried alive. While flashbacks show us how he’s prepared even for this situation, for facing death itself, we see Black Glove & Co. celebrate their victory with plans made to further degrade our hero, with speculation as to exhuming him still alive but brain-damaged from lack of oxygen. The Joker continues to be a wild card, not playing by the rules he was expected to adhere to, which complicates things when Batman pulls a Spider-Man Fearful Symmetry/Kraven’s Last Hunt and enters a final battle with Black Glove, with Nightwing and Robin backing him up. At battle’s end, we have seeds planted for upcoming arcs and major changes and questions for the Batman status quo.

The best thing about this issue is the art. Tony Daniel does a great Batman (backed by inker Sandu Florea and colorist Guy Major to complete the image). The full page of Batman standing over his supposed grave is poster-worthy, and we get a number of other great images (including Nightwing holding the cape-and-cowl, another poster-worthy image). There’s a realism to the images which–while realistic–stays within the bounds of “comic book art,” doing a very effective job of conveying what’s going on.

The writing–and the story’s ending–is a definite “miss” for me. Those hopes of a satisfying conclusion and confusions explained away were not realized. I found the main event toward the end of the issue extremely anti-climactic and reminiscent of a scene from A Death in the Family. While there is some decent imagery worked in by way of epilogue, I really don’t know what this story, in the end, was about. I don’t know who the Black Glove is supposed to really be, and we’re given no clear conclusion to the smear-campaign against Thomas and Martha Wayne. Leaving that unresolved is far more of a disappointment to me than any engaging ongoing plot point.

If you’re not totally steeped in Morrison’s Batman run, and this core Batman: R.I.P. arc, I don’t see this issue making a good read at all–and if you’re online reading this review, you’re just as well served to find a spoiler review or read wikipedia to catch up, and check out other titles as available if the follow-up stories sound interesting.

Story: 4/10
Art: 8/10
Whole: 6/10

JSA Kingdom Come Special: The Kingdom [Review]

The Kingdom

Story: Geoff Johns & Alex Ross
Writer: Geoff Johns
Penciller: Fernando Pasarin
Inkers: Mick Gray, Jack Purcell, Norm Rapmund & Fernando Pasarin
Colorist: Hi-Fi
Letterer: Rob Leigh
Earth-2 Pin-Up: Jerry Ordway
Assistant Editor: Harvey Richards
Editor: Michael Siglain
Cover: Alex Ross (variant by Fernando Pasarin)
Publisher: DC Comics

The main thrust of this issue follows several JSAers as they react to Gog’s “gifts”–reactions both positive and negative. Damage is very much in support of Gog–who, after all, healed his face. Others point out that Gog sent Power Girl to an Earth 2 where she was hunted as a traitor, and we see Dr. Mid-Nite and Sand both dealing with the negative repercussions to their being “cured” of what had seemed on the surface to be a curse. As “war” breaks out within the JSA, it appears that Gog might finally tip his hand, as we approach “The Seventh Day” which may or may not usher in–through Gog–the end of the world.

There’s a lot going on in this issue, and a lot of characters juggled. While it’s easy enough to lose track of everyone, Johns still manages to keep things engaging by focusing on several characters and let us see their arcs unfold in context of the larger whole. What began with the apparently simple premise a year ago of “Kingdom Come Superman arrives on New Earth” has become a lengthy, enjoyable epic that has drawn me back to the Justice Society and made the team a favorite. This is a story that will likely go down as one of the definitive Justice Society runs.

The art is–for the most part–well-suited to the story. There are a few points where characters appear a bit “off” (one panel has Superman looking like he ate too many burritos too quickly)…but as a whole, no significant complaint art wise. It’s easy to follow visually, and none of the characters seem unrecognizeable.

I’ve enjoyed these specials. While a bit pricey–both cover price, and simply by their very existence at all–I think they make for a great addition to the JSA narrative, and allow for far more than we could get with just the core title alone. It is unfortunate, though, as we have important events in these that are certainly key to the overall story, such that if one wants the full story they are essential and one will have missed a great deal reading “only” the core JSA title.

There’s a double-page pinup-style spread of the Earth-2 Justice Society included–I’m not sure I “get” exactly why it’s included…but it’s a cool little “moment” of that team sitting for team photo…there’s a lot going on in that one image that says a lot about the characters without dialogue needed…it would make a great poster.

All in all, a good package that–despite the higher cover price–feels like something special and important,and is worth the money paid. You could do so much worse by way of out-of-core-title tie-in specials in a major story.

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

Captain America #44 [Review]

Time’s Arrow – Part 2 of 3

Writer: Ed Brubaker
Penciler: Luke Ross
Inkers: Fabio Laguna & Rick Kagyar
Colors: Frank D’Armata
Letterer: VC’s Joe Caramagna
Production Joe Sabino
Assoc. Editor: Jeanine Schaefer
Editor: Tom Brevoort
Cover: Steve Epting
Publisher: Marvel Comics

Bucky (Captain America, really) and Black Widow decide to split up to tackle their “problem” from two different angles–each taking the angle their strengths play to. While “Captain America” might get some results, Bucky is able to fall back on his reputation as the “Winter Soldier” to get answers, and eventually get his rematch with Batroc…and then face a figure from his past.

I’m not terribly familiar with Luke Ross–by name–in terms of prior work; but what we have in this issue, I really like. There’s a very realistic feel that lends something extra to the story. Though this plays in a world with super-spies and super-heroes, it feels like it takes place in a real world much moreso than a comic book world.

Brubaker continues to provide a strong story that goes beyond “simple” super-hero vs. bad guy, and exploring the world he’s crafted with Captain America now as a “legacy character.”

Despite this, I find myself checking out a bit. There was a certain excitement and interest locked up in the epic The Death of Captain America, and now that that story is behind and there’s no imminent sign of Steve Rogers returning, I feel like we have a new status quo that is interesting conceptually, but more well-suited for collected volumes. Barring learning something particularly engaging about the next story, I’ll likely finish out this arc, then let this title go for a bit, and possibly just wait for a collected volume of the next arc.

On the whole, definitely a solid issue of the title, and well worth getting if you’re interested in seeing the new Captain America in action, with the status quo left by the end of the aforementioned epic. This is, after all, the first “original” story OF the new Cap.

Especially if you can find the previous issue, this is well worth picking up–this is part 2 of just a 3-part story (a nice break from the 6-issue “acts” of an 18-issue epic).

Story: 8.5/10
Art: 9/10
Whole: 8.5/10

Golly! #3 [Review]

The Were-Hog of Siloville part 3

Story: Phil Hester
Art: Brook Turner
Cover: Tyler Walpole
Colors: Rick Hiltbrunner
Letters: Sean Konot
Publisher: Image Comics

Golly! is a rather…interesting…series. Mini-series, rather, as this is the third/final issue that I’m aware of. Basically, you have Golly–a “carny”–who has had an experience with a “divine entity” that told him about an aborted apocalypse that will be put on only to go through the motions, and that Golly gets to play a key part in the overall experience. Golly is imbued with great power (if very little responsibility) and a can of his best friend’s ashes–ashes “posessed” BY his friend (who is also a mentor-type). Golly has been tasked to deal with Brother Dare–a roaming televangelist-type by day, were-hog by night. Far from alone, Golly is backed by his carnival colleagues.

This issue opens with the group attempting to get one single drop of “holy water” into contact with the were-hog, the failure of which results in some fairly dirty innuendo. The townsfolk get their crack at the were-hog while Golly & co. form a plan involving bait and getting the were-hog to run up a slide…a plan that goes badly almost from the get-go. The ending was predictable, but well within-character as things have been set up throughout this mini.

The story itself is a bit crude, but somewhat interesting,if only for dealing with character-types I don’t usually find in comics. I can’t help but wonder, though, at the likely stereotypes found and how they’ll come across to others…especially given my distaste for the portrayal of Brother Dare and the stereotype that would seem to perpetuate.

This is yet another comic with art by someone I don’t recognize, so I’ve no point of comparison there. However, the art conveys the story very well and certainly fits it…enhances it. The story itself wouldn’t be at full strength without the visuals provided that set the tone/environment of events that unfold.

All in all, I’m not entirely sure why I picked up this series–I think that the first issue was discussed on the Alternate Reality podcast. At a mere 3 issues, I suspect that this will make a better “graphic novel” than it did “mini-series,” and unless you can snag all 3 issues at cover price or below, I’d recommend waiting for a collected volume. This definitely skirts the edges of my tolerance for its type of story, and certainly would not recommend this for kids nor the weak of stomach.

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

Wolverine: Origins #30 [Review]

Original Sin: Conclusion

Writer: Daniel Way
Artist: Mike Deodato
Colorist: Rain Beredo
Letterist: VC’s Cory Petit
Production: Tom Van Cise
Assistant Editor: Jody Leheup
Editor: John Barber
Group Editor: Axel Alonso
Cover: Mike Deodto & Richard Isanove
Publisher: Marvel Comics

Daken is preparing to kill Xavier…and Wolverine provokes Daken’s rage, luring it to himself. After a bloody rumble with a glimpse into Wolverine’s memories of Daken’s mother, and the revelation of how Xavier survived the “psy-bomb” that he tripped when probing Daken’s mind, we are left with a Wolverine determined to head down a certain road.

The art is–by far–the best thing this issue offers. I definitely like the look of Wolverine’s costume here as depicted by Deodato (and colored by Beredo). Some panels are a bit unclear, and certain visual angles seem a bit strange and hard on the eyes in terms of actual clarity as to what’s going on. On the whole, though, not much of a complaint with the visuals.

The story on the other hand does nothing for me. Xavier’s condition seems a little too “convenient.” The interaction between Wolverine and Xavier seems forced, as does the revelation of their apparent past that after all these years of comics has just come to light. I still don’t care at all about Daken, and just don’t “buy” the reason of the character’s existence. I also have zero interest in whatever/whoever this “Romulus” is (I recall the name from the dreadful arc in Wolverine by Loeb, of course). I’m a bit confused by the issue’s ending–I’m not entirely sure what it’s supposed to mean in terms of Wolverine’s status quo and interaction with the X-teams and New Avengers and such.

Ultimately, at the end of this issue I actually asked out loud “That’s it?!?” This issue is far from satisfying, and while I initially enjoyed the idea of an Xavier/Wolverine story, the execution and final result is quite a disappointment, and I feel like neither character was particularly advanced story-wise…and that they may actually have been regressed or spoiled a bit by this story if it holds as any sort of defining point for either character or their relationship.

Recommended really only for anyone who has already bought the first four chapters…you’ve come this far, might as well see the trainwreck itself. If you’ve not followed the arc, I see no reason to get this issue–you can find much better Wolverine and/or Xavier stories to read.

Story: 4/10
Art: 7.5/10
Whole: 5/10

Walking Dead #55 [Review]

Posted to Comixtreme.com.

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