Review: Wolf #5

The first arc of Wolf was not very good, so the fact that Wolf #5 feels like a completely different series is a positive. Unfortunately, the new Wolf commits the same key mistake of the original by not bothering to establish itself in any way. Wolf 1-4 did not ever give us a clue to who Wolf is as a character and what the rules might be to the urban fantasy world he inhabits. We are informed that Antoine Wolfe is a gritty detective but we never see him detect, his client is a racist who never displays any racist behavior, and so on. Issue five jumps five years ahead and then proceeds to immediately ignore characterization in favor of wild plot developments. Wolf #5 is not without its charm as Ales Kot maintains his knack for pacing and humor, but even at its best, one can't really find much reason to care. There are two central plotlines going on in Wolf #5. There is the story of Anita, the resident werewolf and potential anti-christ living with a horribly accented Vampire and searching for the missing Antoine Wolfe. Also the tentacle face former porn star and current stoner Freddy is around contributing very little to the story or to society. The other plotline follows Wolfe through his time in captivity where he is daily drained of blood by an undead woman he hooked up with in Iraq (talk about your crazy ex-girlfriend, am I right?).  This plotline remains entirely inexplicable for now as no clue is given to why or how Wolfe was imprisoned (some reference is made to Gibson the supposed racist from the last arc but he never made much sense either so it's not particularly helpful).

Wolf-#5-1While these two threads are connect, they are divided by having entirely clashing tones. Anita's story is comedic and angst-ridden, like a trippy YA novel while Wolfe's is pure supernatural horror akin to a John Constantine story.  It feels in this aspect, and a number of others, that five issues in, Kot is still unsure what he wants Wolf to be. It's not that the story needs to fit into any pre-existing category, but it needs to establish some sort of constant tone so that we can form some sort of connection with the world and the characters. Wolfe's predicament is horrific in a surface-y sort of way, but there's no reason to really care about what happens to him. Similarly Anita's journey of self-discovery is undermined by her complete lack of sympathetic characterization. She's an angry teen werewolf who seems to be rebelling against... something.

In place of characterization and plot development we have a number of Ales Kot standards that are, for lack of a better term, too preachy. We have two instances of characters discussing their sexuality for no apparent reason other than to show Kot's worldliness. Similarly, one sequence seems to exist just so Kot can nod to the legitimacy of polyamorous relationships.  Kot also continues the theme of criticizing racism without actually showing any. Wolfe's undead mistress and kidnapper remarks how easy it is manipulate racists without telling us how or why. One can't help but admire Kot's recent dedication to spreading his own  political and social beliefs, but he would have been better served to write a newsletter than shoe horn it into his supernatural thriller.

Taking over art duties from Matt Taylor is Ricarod Lopez Ortiz whose  pencils are somewhere between the cartoony energy of Looney Tunes and the scratchy expressiveness of Sean Murphy.  It's a style that makes up for its sparse boring backgrounds with memorable expressive characters and facial expressions. Characters vibrate, bounce, and jump through the air in kinetic bursts of scratchy motion lines. A scene of the afore mentioned Freddy rolling a join with his tentacles while reading a book and drinking lemonade is instantly memorable and funny for its pure ridiculous spectacle. Sadly Ortiz's excellent work is a bit out of place here as it over-emphasizes the comedic side of the story and robs the more horrific moments of most of their power.

To put all this simply, Wolf is a messy concoction of half-baked ideas, mismatched tones, and odd plot-devices. I might be inclined to say that Wolf would improve as it got underway, but as a fifth issue, I can't help but see this as an indication that the series isn't improving and won't anytime soon.


Score: 2/5


Wolf #5 Writer: Ales Kot Artist: Ricardo Lopez Ortiz Publisher: Image Comics Price: $3.50 Release Date: 1/20/16 Format: Ongoing; Print/Digital

Review: Adventure Time: Ice King #1

Adventure Time: Ice King #1, well... this is a story about a sharp-limbed former antiquarian, twisted by a supernatural crown into a mad serial kidnapping King, on a frantic hunt through his very own Ice Kingdom.  But no longer on the hunt for princess’, our Ice King is hunting his personal companion, a penguin named Gunter. Adventure-Time---Ice-King-#1-1And that’s exactly the fun and innocuous humor rampant throughout the entire issue.  Anything from the creative world of Pendleton Ward is saturated with the goof (def: frequent incurable sillies) and clever puns; even taking the time to call out the overkill, just the type of self-awareness that makes satires so entertaining.

What we readers get is a nice and full tour of a full cast of characters from the TV show as the Ice King rips shit through the entire kingdom.  The artwork should be familiar to anyone with previous Adventure Time experience and is littered with fun details of ridiculousness.

Despite all the sillies there is a real story buried there; little seeds planted between the Ice King and other characters as well as a potentially exciting new piece of lore for the entire universe.  I can’t ignore that the story starts a little slow; but I also can’t ignore the fact that is typical of a first issue.


Score: 4/5


Adventure Time: Ice King #1 Story: Emily Partridge Writer: Pranas Naujokaitis Artist: Natalie Andrewson Publisher: BOOM!/KaBOOM Price: $3.99 Release Date: 1/20/16 Format: Mini-Series; Print/Digital

Review: Dragon Age: Magekiller #2

With brief introductions out-of-the-way, issue two of Magekiller can start having fun. Greg Rucka really makes great use of each page, smartly leaning on Carmen Carnero 's art to convey some of the subtler character and story beats. Dragon-Age---Magekiller-#2-1Issue two plays out like a caper. After the risks and rewards are established, Magekiller hurries through -- or outright omits -- the mundane details of the setup. Rucka and Carnero give us a montage to show our heroes competently working their way into the assignment, dispatching targets with ease. But then, an inevitable complication waltzes into the picture.

As an adaptation of fiction derived from a video game series, Magekiller draws upon the vast lore of Dragon Age to weave a solid background for our protagonists. They live in a world of the fantastic, without treating magical wonder dismissively. It's a hard balance to strike. You want your fantasy to feel otherworldly, yet it should also house people with relatable objectives and motivations. In this respect I also appreciate how reasonable and pragmatic our heroes are. Marius and Tessa disagree at times, but there's just no time for petty bickering. These two are professionals and friends, typically ankle-deep in danger. And with that relationship, there's an excellent economy of language where a lot can go unsaid. Conflict is great for drama, but forced conflict destroys dramatic momentum. Tessa and Marius never succumb to pointless noise. Magekiller's characters are smart enough to see a problem and communicate an understanding or solution on a single page.

If this issue is about the caper, issue three promises to address an overwhelming crisis. It should be interesting to see how a couple of assassins handle a much larger threat to the land of Thedas.


Score: 4/5


Dragon Age: Magekiller #2 Writer: Greg Rucka Artist: Carmen Carnero and Terry Pallot Colorist: Michael Atiyeh Publisher: Dark Horse Comics Price: $3.99 Release Date: 1/20/16 Format: Mini-Series; Print/Digital

Review: Just Another Sheep #3

The first two issues of Just Another Sheep have been good. Purchase worthy good. The third issue of Just Another Sheep is great. Granted you need the other two issues to get here and appreciate it, but when you do… it’s worth it. There are twists and story outcomes that you’ll not see coming. Nothing has been what it seems for the most part and it makes the story all the more interesting. Just Another Sheep #3We pick up on the 4th of July as our raging hippies have been duped and their leader has launched warheads across the land on the behalf of Les Cordes. It’s spun further when the leader is killed so that they can pin it on a woman of color. From there we check in with Banning and his new friends as they flee the area. We get some more insight into Banning’s family life and how he got away from his stalker, but then also a bit of visual backstory on Will when he panics over seeing his hometown in flames. Like I said, there are a lot of twists to the story in this issue and I’m not even scratching the surface.

The writing is spot on. It never misses a beat and manages to hit the perfect stride. The characters are becoming fully realized and no longer just two-dimensional background characters. They’re there for a reason and it’s good to finally see that. It was a slow burn in the beginning, but now it’s starting to unravel and reveal itself more.

The art continues to be amazing. The visual storytelling is extremely impressive. Will’s one-page backstory tells you everything you need to know about him. It’s touching and to the point. The settings and backgrounds are rich and full. Having rich backgrounds and panels really adds to the believability of the story which is what so many comic books are often missing. Sure a tree or a car sitting there doesn’t do much for the story itself, but it builds a world in front of the reader and that’s as important as anything when it comes to the art.

There’s plenty more I want to say about this issue, but that would spoil the hell out of it for you. If you’ve been following the series, then you’ll be very pleased with this issue. If you haven’t yet checked out one of the best things to come out of the conclusion of last year, then check out Just Another Sheep. It’s full of heart, humor, conspiracies, secret societies and shows that more than one story about powers could have come from the 60’s.


Score: 5/5


Just Another Sheep #3 Writer: Mat Heagerty Artist: J.D. Faith Publisher: Action Lab Entertainment Price: $3.99 Release Date: 1/20/16 Format: Mini-Series; Print/Digital

Review: Usagi Yojimbo #151

In reading its 151st issue, I realized Usagi Yojimbo the comic shares a number of important characteristics with Usagi the character.  Both are fundamentally good-hearted and peaceful but countenance the moral complexities of a violent world. Neither are prone to over-complexity (the character is quiet while the book is sparse). Finally, both demonstrate a deceptive simplicity and honesty that make them easy to underestimate.  These parallels run to the core of what Usagi is as a comic, a tale of a wandering bodyguard who, though ostensibly seeking peace, is always compelled to violence.  It not a book of dizzying turns or continuity progression (the book purposefully shuns character development), but it is one of surprisingly subtle character beats, each story shedding a little more light onto a world that clearly fascinates the author. Usagi-Yojimbo-#151-1'The Bride' is a one-shot story that begins, as always, with Usagi travelling the wilderness in search of tranquility and virtue. He happens upon the chaos of what appears to be a bandit attack on a travelling procession, the only survivor of which is the titular bride. Discovering she is the daughter of a wealthy brewer and betrothed in marriage to another brewer from the local town, Usagi decides to escort her down the road to avoid further dangers.  His assumption that the bandits were attempting to kidnap and ransom the bride proves to be a possibly fatal miscalculation as the two are stocked by a group of assassins.

Early on Stan Sakai sets up that the bride is coping with the historical limitations of ancient Japan. She is being forced to marry a man against her will while she is in love with another. As per usual, these story elements are laid out without emotion, which smartly limits the social commentary that is often present in this type of story. Sakai could have laid on the drama related to how unfair the arranged marriage system was, but instead smartly opts to simply portray how the characters deal with this unfortunate situation. Similarly, the decision to make the potential groom feel similarly trapped by the marriage is a smart way of fleshing things out.

The arc of the bride and groom plays out through a number of twists I won't spoil, but how does Usagi himself fare throughout the issue? As mentioned before Usagi does not tend to go through an arc of his own so much as he facilitates the story of the other characters. That said, in this issue, he is surprisingly off-kilter. Usagi is smart enough to know that the Bride is not telling him the whole story, and despite his devotion to heroism, he is angered at the realization that she might be putting his life in danger without his knowledge or consent. The anger and suspicion of the normally even-keeled Usagi creates a tense, mysterious atmosphere paralleled nicely by an impending thunderstorm.

As I mentioned before, the issue ends with a twist that nicely ties up the main arc of the story while also reflecting back, a little sadly on the Usagi's place in the world.  It's a thought-provoking turn that elevates an already solid issue in the type of fascinating character study the title excels at. All in all, 'The Bride' is an especially good issue of an always quality series.


Score: 4/5


Usagi Yojimbo #151 Creator: Stan Sakai Publisher: Dark Horse Comics Price: $3.50 Release Date: 1/20/16 Format: Ongoing; Print/Digital

Review: The Legacy of Luther Strode #4

Let’s get this out of the way. Delays in comics are never good or fun for the readers. But finding a creator that’s up front about a delay… I can’t remember if anyone other than the team behind The Legacy of Luther Strode have ever done such a thing in comics. Delays suck, but admitting there’s going to be one soften the blows and made the return of Legacy all the more desirable. This issue is good. It’s not great, but it’s good. The art will always elevate it past average, but the narrative drags here a bit. We learn Delilah’s backstory and it’s interesting, but not surprising. Petra and Delilah have a show down and it’s great to see Petra not back down. She’s up against these killers that can barely be killed by one another and yet she never flinches. She’s a hell of a character and puts so many other “strong” female characters to shame. That’s pretty much it for the story without spoilers of course.

Legacy-of-Luther-Strode-#4-1The art continues to be amazing. The things that Tradd Moore experiments with on this issue are different. I don’t know if they all worked, but they were interesting and it shows his desire to grow the visuals of the story and of his style. There is a great page in which we see both Delilah and Petra’s side of the conversation, but it’s just flipped perfectly. It’s a little device, but it’s a great one that ultimately creates a page without gutters and the character’s themselves become the panel frames. The art just continues to be amazing. The coloring is also the biggest compliment to the artwork. Felipe Sobreiro knows exactly how to color for Moore’s pencil work and frankly makes it look really fucking good. Sobreiro is the architect to the look of the world with his coloring because that’s where a huge part of the style comes from.

The story isn’t bad. It’s just that it didn’t leave itself anywhere to go. We’ve been climbing so sharply since the beginning of the volume that it feels as if it’s plateaued after the second issue. That doesn’t mean it’s bad, just that it’s become typical of itself. The surprises aren’t as shocking because we’ve had so much source material up to this point that we kind of know what to expect for the most part. Still, an average day on Luther Strode is better than a great day for any other comic. I’m definitely not slamming the writing, but just saying that I’ve become too accustomed to it and that perhaps it needed to leave itself somewhere to go other than just getting to the end.

This series is nearly over and that’s bittersweet. I want to see it end, but then of course it means that we’re done with this world. Sure, there’s plenty of history tied into the story, but it won’t quite be the same if Luther and Petra aren’t at the center of it all. For now, let’s all just enjoy the return of what’s still a groundbreaking series.


Score: 4/5


The Legacy of Luther Strode #4 Writer: Justin Jordan Artist: Tradd Moore Colorist: Felipe Sobreiro Publisher: Image Comics Price: $3.50 Release Date: 1/20/16 Format: Mini-Series: Print/Digital

Review: Tokyo Ghost #5

Tokyo Ghost is back to form in its fifth and, for now, final issue (at least until it returns in April), and it does so by going back to what made its introductory issue so infectiously electric. Remender and Murphy have recaptured this story’s sense of urgency here, as Debbie is forced to defend the tech-free, resource-rich paradise that she and her recalcitrant beau Teddy were originally sent to destroy. Unfortunately, she must do so at odds with Teddy himself, as he has, through the machinations of the series’ returning baddie, Davey Trauma, been forced back into the technology-addled killing machine role of Led Dent.

And as Eden burns along with Debbie’s hopes for a “normal” life (or the what passes as a reasonable facsimile thereof in this dystopian hellscape of unchecked consumerism), we the reader are afforded a full-tilt thrill ride, the brutality of which is matched only by its explosive beauty, thanks in both parts to the stunning scrawl of Sean Murphy’s art and Matt Hollingsworth’s colors.

It is in that desperation and its resultantly harried non-stop action that Tokyo Ghost #5 reminds me of what I loved so much about Mad Max: Fury Road -- that over-the-top battle through anachronism (in this case, a revived Feudal Japan standing in for Max’s desert wasteland), met with a bittersweet tinge of defiance in the face of hopelessness, all set in a world where resources are being run as hard and as thin as an increasingly calcified human condition.

Tokyo-Ghost-#5-1Within that framework, Remender is able to balance an emotionally-weighty and tragic narrative with a genuinely exciting, lightning-fast paced and violent conflict, and against a sense of malicious levity. The last part comes thanks especially to the dialogue of Davey Trauma, a deeply unlikeable, Millennial-speak obsessed character who I once hated for the wrong reasons, and now hate for the right ones.

And just like his deliciously annoying antagonism, every other narrative element simply pops this issue, whether it’s the quick, but tidy background exposition about Kazumi’s powers and authoritative standing, or Debbie’s reluctant adoption of same. And yet, even if you’re not interested in those deep narrative cuts or character cues, you will be able to enjoy Tokyo Ghost #5 for its uninhibited commitment to balls-out action.

As I mentioned earlier, Murphy and Hollingsworth are doing exceptional work in this series as a whole, and in this issue particularly. Murphy paints a world beset by a prevailing claustrophobia, such that his flurry of panels feel perpetually choked by the action going on within them, only coming up for air when something explodes in a splash page of fire, blood and arrows. Every page of this book is gorgeous and terrible, frenetic to the point of panic, a palpitation of panels, and one of the most visually arresting things I have seen over the past calendar year.

Given the cliffhanger and, at least to me, completely unexpected ending, it is uncertain where Tokyo Ghost will pick up after it returns to stands this Spring; but one thing is without question: I will be there when it does. And you should be, too.


Score: 5/5


Tokyo Ghost #5 Writer: Rick Remender Artist: Sean Murphy Colorist: Matt Hollingsworth Letterer: Rus Wooton Publisher: Image Comics Price: $3.99 Release Date: 1/20/16 Format: Mini-Series; Print/Digital

Review: Siren’s Calling #1

Mysteries can sometimes be off-putting in comics. You only have so many pages when you break the story down episodically and that doesn’t leave much room to introduce characters, build said characters, introduce the plot and develop the mystery. Usually one or more of these things go untouched in favor of introducing some kind of mysterious element. That said, I have the general idea of the plot, but there’s still a lot to clear up. We’re introduced to several characters, but it’s unclear how they’re all connected or how they’ll all come to be connected. There are essentially two storylines running at the same time which definitely adds to the confusion.

Siren's-Calling-#1-1The first follows a naked woman who a taxi driver found in the middle of the road. He brings her back to his place for some odd reason and dresses her and feeds her before heading out to work. It’s clear that the driver’s family is either dead or living somewhere else. The story itself seems to be following Lorelei, the naked woman in the road. You can guess what she might be from the title.

The other story follows a movie that’s being made. A producer that’s on his last chance, a starlet that put her trust in him to make her a star and the leading man who hates her acting. There are scenes during their filming which seem to imply that Lorelei was there hiding underneath the docks, but it’s really unclear.

The story is entertaining. As I said, mysteries provide a lot of challenges when done episodically. It’s not like a superhero origin story in which you can do an origin story and move on. It doesn’t mean that this issue is perfect, it has several stumbles, but it’s not completely broken because of those stumbles. It definitely didn’t need to spend so much time on the movie side of the story unless it was going to clear up in the first issue how the two were going to relate. If I had to make a guess, I would say that Lorelei is going to end up starring in the movie for some reason. The dialogue is good and avoids having too many info-dumps. There’s no character development and I kind of doubt there ever will be based on the type of story it is.

The art is in all black and white with some shading that’s meant to look like charcoal. It’s photo realistic and I wouldn’t be surprised if some real actors provided the reference.  The details are often times in consistent though. The people look realistic, but then backgrounds are left mostly dark or just empty looking. Our taxi driver’s house is nowhere at the same level as the rest of the art and ends up looking out-of-place and amateurish.

The story was successful in making me want to read more and at the end of the day that’s all any comic can really ask for. There’s a lot left on the table for this mystery, but that’s how a lot of mysteries are. If you’re in the mood for something indie, something different and like a good mystery with a pinch of horror then give Siren’s Calling a chance.


Score: 3/5


Siren’s Calling #1 Writer: John T. Trigonis Artist: Lauren Clemente Website

Review: Symmetry #2

There are degrees to which a comic can be bad.  A story that wastes the potential of a good idea is a mildly unpleasant experience, a mediocre comic is a dull annoyance, a bad comic is actively painful to read, but truly awful comics, the ones that simply have no redeeming value, are the ones you forget instantly. And as I write this review a mere half day after reading Symmetry #2, I am unable to remember any substantive detail of the book. It's a vague, dull wash of malfunctioning robots, awkward dialogue, and some distant relative of social commentary (but more toothless and unfocused).  I'd call Symmetry #2 a train wreck, but that implies a certain degree of excitement and spectacle, so this issue is more like a toddler in a big wheel quietly tipping over. Symmetry #1 was not a good comic by any means, but it was a straightforward one which setup a potentially interesting world.  Issue two immediately muddies the waters by showing us confusing events three years, then in the present, all while narration references events as being five years ago. Frankly, I have no idea how the future prologue relates to the rest of the issue (in fact, it's possible there are more flash forwards that I somehow missed). This is perhaps not a problem as the prologue's astoundingly silly riot scene does not seem to tie to the rest of the issue at all anyway--problem solved!

Symmetry-#2-1When last we left our main character (I believe his name is Matthew or Mark...but all the characters look the same and have similar names so for the purposes of this review, I will call him Roy), he was learning the wonders of new ethnicities while dealing with the disastrous fallout from a solar flare.  Roy is obsessed with the first non-Caucasian he has ever seen and tries repeatedly to communicate with her. Poor Roy doesn't understand the concept of skin color, race, or language barriers which is going to make for an awkward relationship (the narrator, Roy from the future, informs us they are married).

Standing in Roy's way, and being a very poor wingman, is an authoritative blond woman who informs us that the girl is different and should be kept separate.  It's a heavy-handed plot point and unfortunately one that is repeated continuously throughout the issue. We get it, the future is segregated and this is bad. Clearly we are being led down the path to a forbidden relationship, but with character like Roy and Spanish girl as players, I can't say the idea is very enticing.

The issue is split roughly in half between scenes of Roy and his compatriots attempting to survive for the first time without support and the machinations of society's arrogant leaders. This latter plot point is so entirely boring that I will ignore it entirely in favor of the other. The conceit of Symmetry is that humanity has become cutoff from the real world in their robot servant paradise. Robbed of this lifeline for the first time, Roy and company are attempting to survive in a dangerous environment. This might be a great story point, if the dialogue were not clunky. Lines like 'Her skin is so dark, what is she?, 'give me all the food', and 'we have to do stuff for ourselves from now on?' read like the over-serious statements of a precocious six-year-old. Others like 'diversity is forbidden' read like rejected taglines to YA films.

To add a final, unfortunate touch to an already hobbled issue is the art, which though occasionally pretty, has more deficits than can be counted. It has the uncanny valley 3D quality of a video game coupled with the blank, simplified background of, well, a video game. Most problematic are the facial expressions which run the gamut from awkwardly funny to horrifyingly unnatural. It is hard to feel any warmth for these humanoid abominations as they stiffly stumble from exaggerated posture to exaggerated posture.

The stiff writing and unnatural art of Symmetry #2 work together to make one a comic entirely devoid of charisma and life. Each over-sincere narration box and clichéd sci-fi plot point is perfectly tone-deaf creating what will likely be one of the worst comics of the year.


Score:  1/5


Symmetry #2 Writer: Matt Hawkins Artist: Raffaele Lenco Publisher: Top Cow/Image Price: $3.99 Release Date: 1/20/16 Format: Ongoing; Print/Digital

Review: Monster World #1 & #2

Monster World is an interesting beast. I know that sounds like a setup for a pun, but it’s not. Monster World is full of tropes. But the tropes are from different genres so they’re merging to create something that’s kind of new… but then well-worn. It also takes place in a bygone era aka the golden age of Hollywood. It both feels dated and fresh making this story… well an interesting beast. Monster World #1In the first issue we see a young woman killed by something on the set of a horror film after shooting has wrapped for the day. After that we meet a Private Eye that’s just gotten worked over by the mob he owes money to. Shortly afterwards he’s approached by a new client. An attractive woman in red that of course can’t rely on anyone else and needs someone to find her husband. Genre trope alert. After the usual back and forth is out of the way our P.I. takes on the case to discover that monsters are real and our dead girl in the beginning has come back to life as a werewolf.

In the second issue, out this week, the story reveals a lot more. Our P.I. is pissed that his client of course lied to him and sent him into the mix knowing that he was going up against monsters. To which she points out that he A) wouldn’t have taken the case and B) would have had her committed. One thing leads to another and they end up sleeping together. The P.I. gets back to work though and starts to get answers about the client’s husband and how exactly he saved his studio with monster movies.

Monster World #2The story isn’t perfect. But it is rather entertaining. The P.I. tropes are heavy-handed, but they surprisingly work with the horror setting that’s going on. This feels like classic pulp which is both good and bad. That means that a lot of the dialogue is dated feeling, but not terrible. It also means that if you love classic comics that you’re sure to love the hell out of Monster World. For me personally I could see all its faults, I could see the excess of dialogue used in order to fit the pulp/P.I. mold and yet I still really enjoyed it. I found the mixture of the two genres to be an interesting fit and I want to know about the world and see the mystery of the story unfold.

The art is good. There’s some inconsistencies, but it too captures both genres quite well. It’s walking a fine line between P.I. and horror, but it does so well. It also ends up looking and feeling like an old Hollywood film which I’m sure was intentional due to the setting. The coloring is kept earthy with only a few stand out colors. Overall the art is successful for the story.

Like I said, this comic isn’t perfect, but there is just something about it that I really enjoyed. I was glad to be able to read two issues back-to-back and would definitely encourage others to do the same. I’m in it for the long run as I’d really like to see which other tropes will be used and how everything will play out in the end.


Score: 3/5 (Both Issues)


Monster World #1 & #2 Writers: Steve Niles, Philip Kim Artist: Piotr Kowalski Publisher: American Gothic Press Price: $3.99 Release Date: 1/20/16 Format: Mini-Series; Print/Digital

Review: Devolution #1

I first heard about Rick Remender’s Devolution a while ago, after seeing some concept art I was sold. This was bound to be another one of Remender’s crazy sci-fi stories that would entertain me for months, what we got was a little bit different. Part post-apocalyptic survival story combined with Remender’s anti-war and anti-religion philosophies. Things get a bit heavy-handed and an exciting premise feels a little dull and cliché. It’s hard to write a post-apocalyptic story without falling for some of the more tenacious tropes. Devolution doesn’t exactly stray from the well-treaded path, but its basic plot is fun in theory. War broke out across Earth, some governments decided that organized religion was the cause, these governments engineered a chemical that would erase the part of the brain that allows humans to believe in God. This chemical is weaponized and tested in battle, resulting in a mass “devolution” as the chemical turns viral and spreads across the planet. Only a select few survived the devolution and are now trying to survive, our protagonist, a savvy scavenger named Raja being one of those few. Sure the idea of the government fucking everything up for the rest of the world isn’t new, but seeing modern cities in ruins with dinosaurs and mammoths roaming through them is still cool.

Devolution01-Cov-A-LeeThat’s what made me stick with this book, crazy looking devolution-ed animals and plants. I was tentative about the political and anti-religious ideas Remender was putting forth, but at least the world the comic took place in was cool. Well, unfortunately it wasn’t quite enough to save the rest of the issue. Over the past few years I’ve become a pretty big fan of Remender’s works, reading all of his ongoing comics, which I’ve praised highly, but this one feels off. When I read one of his books I look for the wild imagination that has captivated me so many times before. Devolution just seemed to lack any of that ambition that I’ve seen in his other works.

I think part of this is that it’s a post-apocalyptic comic, which pigeon-holes it into having rules and stigmas. Raja has to team up with other survivors in order to find a lab that still has the cure in it. That just seems stale to me, following the old “savior of mankind through the wasteland” is a plot device that I’ve read one too many times, dinosaurs or no. On top of that it just lacked the human element that books like Low or Black Science have that makes them transcend their pulpy sci-fi roots. Admittedly this is going to be a five issue mini-series, so Remender had to pack a lot into this first issue, and it covers a lot. The first half of this issue is just montage backstory telling how the world ended up covered in prehistoric fauna and giant animals. While the second half brings in an entire colony of survivors into the mix that Raja promptly gets caught up into. And Jonathan Wayshak brings some compellingly grotesque art to the table, which greatly improves upon the dry story, making this altered Earth look pretty gruesome.  Overall it’s an interesting first issue, if not a little disappointing. Here’s hoping that things pick up and get a lot more fun during the rest of this mini’s run!


Score: 2/5


Devolution #1 Writer: Rick Remender Artist: Jonathan Wayshak Publisher: Dynamite Entertainment Price: $3.99 Release Date: 1/20/16 Format: Mini-Series; Print/Digital

Review: Faith #1

Valiant’s newest character showpiece, Faith #1 by Jody Houser, Francis Portela, Marguerite Sauvage, Andrew Dalhouse and Dave Sharpe (with an excellent Joe Quinones cameo) is that mythical grail of comic books in this day and age—it is a perfect first issue.

The plot of the issue takes a backseat in many ways; this issue is more about who Faith is and why we should care about her and her ongoing adventures than it is about the evil plot she’ll have to foil. Although, fear not, there is an evil plot, and she will definitely have to foil it. Where this book really shines is taking the kind of character that would get played for laughs in a Big Two book and imbuing her with a metric ton of relatable qualities for the everyday nerd in the 21st century, an easygoing charm, and a capacity for kicking a lot of ass.

FAITH_001_COVER-A_DJURDJEVICHouser and company are not perfect. There are a couple jokes in this issue that run a bit overlong, the villain/villainous forces don’t get a ton of definition, and the art is a bit uneven at times. Having said that, this book is hopeful without being cloying, self-aware without being cynical, and brings back that feeling of joyous wish fulfillment that created the best classic Superman stories. Faith is happy being herself, and that makes her a delight to read about. It certainly also doesn’t hurt that the creators are perfectly happy giving her cute things to do (like defending puppies from being shot)—she just knows that it’s kind of bullshit that the biggest crime she can stop at the moment is a puppynapping ring.

One of the biggest things killing the comics industry is the constant cycle of renewal that makes books so impenetrable to new readers. They can put out a new Amazing Spider-Man #1, but they’re not fooling anyone, and in Marvel’s case especially, they like to revert to the old numbering as a sales gimmick. Faith shines as a true jumping-on point—everything you need to know about Faith, you’ll find out in this issue. Everything you need to know about how she relates to the Valiant universe at large, you’ll find out in this issue. Everything you’ll need to know to keep you coming back for the next three issues: surprise, surprise, you’ll get that in this issue as well.

Valiant really kills it with their miniseries, every time. The Valiant, Divinity, The Delinquents, and Quantum & Woody Must Die have all been incredibly good, and easy to jump into for a new reader. Faith continues that tradition at the one big company with a cohesive universe that’s still young enough to support that kind of endeavor. I’m just glad they’re delivering that kind of quality yet again, and I applaud the entire team.


Score: 5/5


Faith #1 Writer: Jody Houser Artists: Francis Portela, Marguerite Sauvage, Joe Quinones Colorist: Andrew Dalhouse Letterer: Dave Sharpe Publisher: Valiant Comics Price: $3.99 Release Date: 1/27/16 Format: Mini-Series; Print/Digital

Review: Poison Ivy: Cycle of Life and Death #1

I’ll be honest, I’ve lost track of superhero comics in the past few years. So this debut issue of the new Poison Ivy mini-series is probably the first superhero comic I’ve read in a while, and maybe that’s why I wasn’t that impressed. It reminded me of why I walked away from the genre in the first place. This comic felt to me as if DC was just checking boxes on a list of things that wouldn’t offend people or would make the comic feel more inclusive. Maybe Poison Ivy just isn’t that interesting of a character, or maybe there’s more to it than that. The story opens up with Pamela Isley (Poison Ivy’s alter ego) and her research assistant in a desert looking for a rare type of plant. It all feels very Indiana Jones-esque, but with plants instead of artifacts… Anyway, some of the local gangsters are mad that people are in their territory and come after them. Isley’s assistant mentions that these “bad men destroy the environment” setting up one of the major themes of the comic early on: the difference between humans and plants. Turns out that this rare plant can eat people, and it dispatches the two bandits fairly quickly. We return to Gotham to see Isley’s day job as a professor discussing plant hybrids and whatever else researchers with seemingly limitless incomes do. Apparently Isley has been given a second chance (her past isn’t really important in this comic) and she enjoys her work here as a researcher. All seems well until Harley Quinn comes in and stirs things up, disguised as a lab tech she wants Isley to leave work so they can hang out. This was a fairly abrupt way to introduce Quinn in this issue and was kind of a harsh transition. I suppose this was an intentional disruption of Isley’s work life, showing that she can never truly get away from her past.

PIVYCYCLE_Cv1_csAfter work Isley and Quinn are talking at a bar, supposedly one where super-villains can just hang out. Quinn traded her modest lab tech outfit for her more traditional costume, showing off for the male readership I guess. The discussion is continued about why Isley wants to have a normal life, leading to Quinn being jealous, maybe because she can’t just walk away from her own life, like that. Suddenly another woman at the bar begins getting harassed by some biker guys and Quinn and Isley leap into action, immediately beating the shit out of them for their blatant sexism. Isley even uses a new pheromone that she created that causes men to be attracted to each other, and leaves the bikers making out with one another (what a laugh!).

It’s all very cliché and comical, and feels like DC is just trying to diversify their character roster by using females, but without actually giving them any deep characterization. Like I said before it just felt like they were checking boxes with this one. Despite the fact that talented female writer Amy Chu penned this one, it just doesn’t seem like there’s much going on in this story. Near the end we do get this nice monologue about how Poison Ivy feels alienated from humanity for being part plant and part human, it’s nice and relatable (the feeling of alienation, not being part plant) and I hope that the comic takes a more personal tone. I’d rather not read about Harley Quinn and Poison Ivy’s dramatic relationship, especially when Ivy takes jabs at Quinn for still having a thing for the Joker. It’s just not relevant to the story, and makes their problems feel a little petty, but maybe that’s the point, to make these larger than life villains feel more human. It would suck to read a comic about Isley’s adventures in science, going day-to-day through the mundane world of botany. But it also sucks to read a flat underdeveloped super villain story where the two leads bicker about useless trivialities.

For fans of the character this comic will probably be pretty enjoyable, for me it felt a little stale. Hopefully Chu will amp things up in the coming issues, especially with the cliffhanger ending the first issue had. DC is obviously trying to diversify their roster, and it’s commendable, but it doesn’t feel like they’re quite there yet. That’s obvious just from the cover of this comic, showing a sexy looking Ivy laying on some branches, it’s just not necessary. Poison Ivy is a cool, badass character, and Chu is obviously trying to bring out those traits.


Score: 2/5


Poison Ivy: Cycle of Life and Death #1 Writer: Amy Chu Artist: Clay and Seth Mann Publisher: DC Comics Price: $2.99 Release Date: 1/20/16 Format: Mini-Series; Print/Digital

Review: Judge Dredd #2

Hey Judge, lay down the law. Take those perps down, and make it better.

Judge Dredd #2 immerses Joe into Mega-City Zero, a new world where people have little to no understanding of the law. How is Judge Dredd supposed to enforce the law in a place where everyone thinks differently of it?

JudgeDredd_Ongo2015_02_cvrAFinally inside the Mega-Block, Judge Dredd looks for any signs of authority in a place full of people who go by usernames, kick puppies (seriously), and believe anyone with a uniform of any kind can enforce the law, which seems to be a concept with a definition that changes with every individual. they’re met by the Sys-Op (System Operator) of the place, who classifies Dredd as a Trog and ignores him. As the Judge makes an attempt to arrest… everyone, the kids are taken away by some perp in a SWAT uniform. Dredd needs to make sense of what’s happening and how to find these kids. The question turns from who is the law? To what is the law?

Farinas and Freitas are crafting quite the Judge out of water story in this new run. Not giving Judge Dredd any current hope to go back to his time, or reason as to why he’s traveled too far. And keeping him in character by assessing every current situation as it comes. There’s a lot more exploration of the new world in this issue, and one can’t help by compare to the 1982 classic Tron, particularly with all the computer references being so far away from actual computer, in this case purposefully juxtaposing the lack of order in Mega-City Zero and it’s anarchic society, as well as how primitive their current situation actually is. The continuous talk between characters about the definitions of law, who should be able to enforce it and who can properly be judge and executioner. Those are all great dialogue pieces and properly show the new world this new world Judge Dredd is now in, but in some panels it got in the way of what’s happening on the page. It wasn’t something that made or broke the issue, but it was an element that would throw someone off the page’s train of thought.

Dan McDaid and Ryan Hill continue to impress on art and color duties, the pages are rough, cartoony and very expressive. People smiling when speaking deep philosophical subjects about law, people dressed as authority figures showing clear disregard for the uniform, which altogether show a society the lives in true anarchy. Showing the Trog’s change into a Judge’s uniform and even looking different with the helmet than Dredd does. It’s a great style that’s a bold take for an ongoing title. 2015 (now 2016) Dredd is building its own world and putting Joe right in the middle of it, making the reader ache for the new installment and wonder how is he gonna get out of it.


Score: 4/5


Judge Dredd #2 Writers: Ulises Farinas and Erick Freitas Artist: Dan McDaid Colorist: Ryan Hill Price: $3.99 Release Date: 1/20/16 Format: Ongoing; Print/Digital

Review: 2000 AD - Prog 1964

Sexton and O'Grady's work on Dredd is something to behold, as ABC Warriors has a Bladerunner moment. One of the best things about the Progs is the willingness of creators to blend violent sci-fi realities with cheeky humor.  Case in point: the very first page of ABC Warriors this week is a very metallic, intentionally corny homage to one of the most memorable deaths in cinema.  This title continues to be a great mix of humor and a really detailed exploration of a world turned nearly entirely robotic.

2000-AD-Prog-1964-1Things are gearing up in The Order as we find out more about some Order members with whom we weren't previously acquainted.  It's seeming like we'll be getting back to some of the older characters soon, and now that the Order is on the scene, Burns has been freed up to use his old-school painting style to juxtapose anachronisms again.  This week features a motorcycle across a backdrop of men on horses: it's really a sight to see, especially with Burns' style.  Kek-W occasionally scripts these moments in cliche action sequences to add to the anachronisms that the Order present in their time period.  A great example in this chapter is that same motorcycle suspended in mid-air as it jumps off the dock into a vote.  Very 2 Fast 2 Furious.

Then, there's "Ghosts," the current Dredd arc.  I spoke last week about the great job that Sexton (line artist) and O'Grady (colors) are doing on this title, and this week continues to impress.  Most of what grabbed me last week was the visual sense of style that the two were setting up for their run: O'Grady's colors were vibrant and Sexton's lines were clean, with the requisite blemishes and tangled mechanisms for depicting life in the Meg.  This week was much more action packed--probably one of the most shooty chapters in recent memory--and boy did that action work in the sequentials.

The generous overlay of panels on the scene was reminiscent of Flint's style of layouts, but Sexton opts to play the panels much more straightforward.  Given the more straightforward approach of his artwork, this works.  The action flows smoothly and the reader always has  a sense both of where they are and what the most significant thing that happened on the page was.  Sexton's eye for both the details of a scene and the angles at which the action occurs are his strongsuit, and really shine in this chapter where the angle of a gunshot means everything.  O'Grady's does nothing to drag his partner down, and in fact continues to augment the line art by keeping his palette diverse while exercising restraint when necessary.  Colors make the action pop when necessary, but never overwhelm the unity belonging to any particular given page.

Kingdom is growing on me, and Strontium Dog continues to be excellent, making the Progs a solid read right now.


Score: 4/5


2000 AD – Prog 1964 Writers: Various Artist: Various Publisher: Rebellion Price: £2.55 Print / £1.99 Digital Release Date: 1/20/16 Format: Weekly; Print/Digital

Review: Welcome to Showside #3

Welcome to Showside has become one of those series that doesn’t leave you a lot to say about it each issue. The story is always a little different and the jokes are still hitting, but as far as breaking new ground, well it’s still developing and finding its own formula to follow. It’s still an enjoyable series, but it’s not one that necessarily needs a review each issue. I might continue after this to keep eyes on the series because it’s definitely underrated. This issue we meet Kit’s father and if you saw the animated short, we get the introduction of a character that debuted there. Frank, the floating skull with thick framed glasses acts as a recap as he informs Kit’s father about the failed attempts of the lesser demons. Thank you Henry Rollins as I now only hear your voice behind Frank’s dialogue and it’s great. Frank raises a lot of great questions that other series never ask and it was quite funny to hear them voiced and then promptly ignored.

Welcome-to-Showside-#3-1On Kit’s side. They’re going to a dance to clear their minds. School dance tropes are acknowledged and then ignored which was again fun. That’s the great thing about the writing, its self-aware and realizes exactly what it’s doing, but still makes it fun while it’s doing the exact thing it’s making fun of. This issue in particular had the most jokes going for it or at least the most jokes that struck a chord with me.

The art is of course great. McGinty’s style continues to be very animated in design and really begging to be picked up as an animation. One that I would definitely watch. The character expressions continue to be a huge part of the success for the series. They add humor, heartwarming elements and really bring out the tone of the world. There’s also a lot of subtly that McGinty sneaks into the background with the art, fireflies in jars being used for light. The fact that Kit’s father has a monster similar to Boo. There’s a lot to take in and plenty you’ll miss if you don’t pay attention.

My only gripe with this issue was the backup stories. They felt forced and not really there to develop the characters. They were just okay. I didn’t really get into any of them and there were more than I was expecting, which some people might like, but I was kind of done with the issue and felt like I had to keep going. All of this is probably just me, but they just didn’t add anything to the world this time around.

Welcome to Showside continues to be an entertaining series that definitely fits the true “all-ages” mold. Again, I don’t know if I personally need to review it each time, but it’s definitely a book I want to read each time. Check it out if you haven’t already and you’re enjoying some of the titles that KaBoom puts out. Though I don’t enjoy those titles and I still enjoy Welcome to Showside.


Score: 4/5


Welcome to Showside #3 Creator: Ian McGinty Publisher: Z2 Comics Price: $3.99 Release Date: 1/20/16 Format: Ongoing; Print/Digital

Review: Street Fighter Unlimited #2

Have you ever heard of the Marvel Method? Supposedly, it was a once popular means of comic book production where, essentially, the writer(s) would conjure a basic concept. An artist would then draw a more or less complete book. After the fact, the script writer would drop in bits and pieces of dialog and narration. The upshot of this process was that comics, as a visual medium, excelled at spectacle and led with their looks. In this way the illustrator can take charge and determine much of what defines an issue, a run, or an entire character history. However, the artist needs to be a talented storyteller and designer to make the most of this method. I can't claim to understand how the sausage that is Street Fighter Unlimited gets made. But some of the book's weaknesses seem to be born out of an "art first" approach. There's just isn't much narrative to speak of.

SFU2_CoverA_StoryThe villainous messiah Gill is one aspect of Street Fighter that loses a bit in the transition from game-based foe to comic antagonist. It is almost entirely impossible to take Gill seriously. Through (mostly) no fault of the artist, Gill is a laughable menace. He's painted half-blue and half-red, split down the center of his mostly nude body. He wears his golden hair like a 70s disco god. And his dialog is so unsubtle in its religious fervor one can’t help but wait for a punch line that never comes. One thing I will criticize the artist Joe Ng for on this front is the absurd, inaccurate musculature wrapped around Gill's body. I know the guy is meant to look powerful, and I know he isn't exactly human. But the oblique muscles on abs on lats on... unidentifiable lumps look strange beyond the character's basic design. At one point Gill seems to flex his clothing off before bumping a space rock like a volleyball. It is very silly. Ng's probably dealing with the twin limitations of the source material and the UDON house style, trying to give us an intimidating figure. And to his credit, he's a gifted illustrator.

In issue two we get our obligatory fight -- this time featuring the businessman/boxer Balrog. Ken, in a sign of personal growth, defeats the knuckle-headed brawler before actually meeting with him, and without throwing a punch. But, the title of the book demands fisticuffs. And so Balrog submits to the will of the Street by flying into a blind rage. At times the action here is a little difficult to follow. It flows well enough without wasting space, though.

I wish Street Fight Unlimited's team had more freedom to explore character relationships and designs. However, they are bound by the constraints of the license more than restrictions of talent.


Score: 3/5


Street Fighter Unlimited #2 Writer: Ken Siu-Chong Artist: Joe Ng and Jeffrey Cruz Colorist: Espen Grundetjern Publisher: UDON Entertainment Price: $3.99 Release Date: 1/20/16 Format: Ongoing; Print/Digital

Review: I Hate Fairyland #4

Recovering from the seemingly deadly spat with her would-be quest replacement, a bubbly girl named Happy, Gertrude is forced to once again redouble her efforts, not in actually finding the key to escape Fairyland and go home, of course, but to “fuck shit up.” As you do... With Happy’s quest proving to be much more... lubricated than Gertrude’s own 37-year sojourn, our strung-out heroine decides not to beat the bubbly little brat to the punch, but rather, to enlist the evil of Fairyland, and punch the little brat to death. Along the way, we not only get the first tete-a-tete between ‘Rude and her rival, incensed Fairyland monarch, Queen Cloudia, as well as a twist in their relationship, but also a whistle-stop tour of Fairyland, as she and Happy vie for the ultimate prize: a trip back home.

After something of a down-turn in the action last time, as well as a worrying waring-thin of its ongoing series joke, I Hate Fairyland comes back in a big way in this, the penultimate issue of its first arc. Despite myself, perhaps, I have enjoyed the absolute dogshit out of this book, for its subversive humor and over-the-top presentation, but also for the surprising depth of its world-building and character work.

I-Hate-Fairyland-#4-1The (dis)parity between Gertrude’s jaded desperation and Happy’s annoyingly buoyant optimism, for example, is wickedly at odds here, and it really adds a new and fun dynamic to the story. In a way, it makes me think of the difference between comic fandom’s reaction to comics that are geared mostly at children but consumed mostly by adults and my own: abject excitement vs. resigned exasperation. And yet, Young and his team present that contrast in a framework of a legitimately entertaining riot of a story, which, while trussed-up as such, eschews the simplistic moral platitudes and maudlin sentiment of other visually-similar books, for an unrepentant, even willful sense of gallows glee. It’s a frolic through Fuck Yous, and I love it.

Speaking of visuals, this may be my favorite issue of I Hate Fairyland yet, thanks mostly to its dynamism. One of the things Young has done, and continues to do so well in this story -- influenced, no doubt, by his time in Oz -- is the way he leads us through the different realms of this world, be they unnervingly vibrant or, as we see Fairyland’s darker underbelly this time, decidedly more fangorious.

Once again, juxtaposing those two sides by alternately traipsing and slogging through Happy and Gertrude’s stories, respectively, is an illustrative stroke of brilliance, in every sense of the word. I’m not sure which side of Fairyland I like better: the bright pastoral sprawl of places like the pillow fort kingdom of Pillopolis, or the nauseatingly vivid sliminess of the Peaks of the Snoring Snotties. Conceptually, both prove to be imaginatively fertile grounds, even in the quick glimpses we get here. I would love to spend more time going through this world... and watching Gertrude delightedly vivisect everything in it.

Colorist Jean-Francois Beaulieu really shines (if you’ll pardon the pun) this issue, with an indeed bright palette that absolutely captures the different atmospheres of this world; his work here is as dynamic as Young’s thickly-lined, iconically cartoonish direction and is the perfect complement to the story. Similarly is the lettering work of Nate Piekos, who pulls off a lot of neat tricks, both within and without his speech bubbles; he has a great sense of space, particularly in such an ostensibly art-driven book as this, as well as a great sense of humor in his sound effects and textual punctuations. Just a fantastic job all around.

I Hate Fairyland got my nod for one of the best books of 2015, and if it keeps up its pace, its fun and its humor -- which, again, I thought would wear out, but comes back in a big breath of fresh air this time -- it will continue to be a highlight of 2016.


Score: 4/5


I Hate Fairyland #4 Writer/Artist: Skottie Young Colorist: Jean-Francois Beaulieu Letterer: Nate Piekos Publisher: Image Comics Price: $3.50 Release Date: 01/20/16 Format: Ongoing; Print/Digital

Review: Weekly Shonen Jump #7

This is the best issue of Jump this year, holy crap. After several puzzlingly truncated chapters, One Punch Man puts in a full chapter.  We're finally right on the cusp of a Metal Bat vs. Garo fight, which will probably be the best Garo fight we've seen yet.  The giant caterpillar monster is one big welcome excuse for Murata to flex his monster drawing skills, and the page where Metal Bat mounts the monster before the splash is brutally gorgeous.

Things are picking up in One Piece, as we finally find out what happened (or at least the beginning of what happened) to Sanji.  It's an interesting turn and, if Oda so chooses, it will send us hurtling towards the next big conflict with a Shichibukai.  Oda has been taking a lot of time off (hopefully his health is okay), but the chapters have not disappointed.  Dressrosa was a lovely, and seriously complex island full of warped landscapes.  Zou is equally strange, but for very different reasons; you know, being on the back of a giant seafaring elephant and all that.  The strangeness of the locales, paired with the detail Oda is bringing to them, and his always increasing ability in depicting devastation means that even in some of the slower chapters there is plenty for the reader to gawk at.

Weekly-Shonen-Jump-#7Visually, this was the strongest chapter of Jump in a long time.  Not only were Murata and Oda in full form, but Kubo (as has been usual lately), Tabata, and Horikoshi all had thrilling chapters of their stories this week.

I spend enough time on Kubo and Horikoshi, so let's talk about Tabata's work on Black Clover.  I have made no mystery about the fact that my enjoyment of Black Clover fluctuates pretty sharply, but this latest little rescue mission Asta is on has been a winning combination of cute, interesting, and visually thrilling.  Currently, Asta is helping Gauche save his little sister, Marie, after an incident where she and other children were kidnapped from their village.  The situation escalated quickly (as they typically do in shonen manga) and Sally showed up, making it a real battle.

Tabata has a great sense for his characters.  I think it's easier to get sick of Asta's schtick more than some other characters because he is just such a pure, unadulterated distillation of the shonen hero archetype: a bumbling idiot who works hard and kicks ass because he decides he's going to win and that's that.  Time will tell if Asta someday begins to wear on readers loyal to the series.  Given any other artist lineup, Tabata would be the most talented artist in his group.  What helps Tabata in such a loaded talent pool is the fact that his style is unique and he is, in a lot of ways, more conservative than some of his colleagues.  Kubo is the king of restraint, but within the confines of that painfully intentional style he gets flashy relatively often.  Tabata, however, is consistently strong as an artist and only at the peaks of arcs (like this chapter!) does he go all out.

With the addition of a huge Food Wars bomb drop, this was a perfect issue of Jump.


Score: 5/5


Weekly Shonen Jump #7 Writers: Various Artists: Various Publisher: Viz Media Release Date: 1/20/15 Format: Weekly; Digital

Review: Nexus: Promo Comic Strip

Written by guest contributor Kevin Blanton

I was lucky enough to get my hands on a promotional copy of the first Nexus comic strip package, funded by Kickstarter.  The package includes a Nexus sticker, a blank Christmas card with a picture of Santa on front done by Steve, and the main attraction:  Nexus, The Comic Strip, #1.  The strip is divided into four parts, each part taking up and entire newspaper page.  The effect is absolutely powerful.

Nexus-Sunday-Paper-1The origin of Nexus is recounted in the four parts.  The first part concerns Nexus’ father Horatio fleeing with his family into a black hole.  When Nexus’ family passes through a vision of Nexus and into the black hole, the reader will know why this story couldn’t be told in a normal comic book.

In the second part of the story, I was still entranced by the art.  But I began to wonder if, in this form of storytelling, the art overshadows the writing.  Mike Baron is a great writer, but all I was interested in was the spaceship flying between the two suns and landing on a Flash Gordon-like planet.

In part three, Mike’s writing was more apparent, perhaps because there were more panels.  The death of Nexus’ father was especially well-done.

The final page is simply Nexus putting on his suit and becoming the character we all know.  And, in the end, the Nexus comic strips are for the people who both know and don’t know Nexus.  In this age of digital comic books, it’s a delightful throwback to the Golden Age of Comics.


Score: 4/5


Nexus: The Comic Strip #1 Writer/Artist: Steve Rude