Superheroes, the Transition from On-screen to Games

Superheroes have long felt success throughout the comic book, manga, and cinematic world, even some television series have been well received in their portrayal of beloved characters. However, one avenue has always proved to be a grey area, and that is games. There have been plenty of titles released, but very few have managed to incite the same kind of passion as when they’re on the big or small screen. In fact, there are more protagonists that can’t transition to video games than those that can. Luckily, there has been a sort of redemption in this noman’s land, chiefly in the form of DC favourite Batman. The infamous dark knight made quite the entrance in 2009 when Batman: Arkham Asylum was released. Unlike previous attempts (not including the fun of Lego’s rendition), this game managed to capture the very essence of what the character and his franchise was all about. It was brooding, dark, and most importantly, well crafted, creating a narrative that flowed as seamlessly as its gameplay. The release had such a good reception that even players who didn’t normally appreciate the complexities of Batman played it and enjoyed it.

From then onward, it seems that developers from all sectors of the gaming industry started to understand what was needed in order to create a successful superhero game, as shown by Microgaming’s Hellboy slots. Just as the newest online slots feature HD graphics, so too does this activity, available from brands such as those hosted on affiliate websites such as CasinosGuide770. The reason this particular game is so popular is because, like Batman, it has been carefully put together to feature all the Dark Horse Comic elements that made this 90s comic so well liked. Although presented in a 2D format instead of a third person video game, it has an abundance of features which include the Supermode Bonus where you are awarded ten free spins.

While this has fared well, and has totted up many positive reviews with players, consoles and PCs tend to be where the majority of superhero games are released, with only a select few successfully operating at online casinos. Sword Art Online: Lost Song was released in 2015, and is based on a light novel series, aka manga, that was published in 2009. Delivered in an MMO, gamers can play for hours, fighting through hordes of enemies and dungeons. And even though there is no immersive storyline to follow, there is still lots of entertainment to be had, where your engagement is less concentrated and more about fun.

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CBMFP 227: Let's Get More Money and Get Better Things

Weekend's am I right? They be crazy! Not going to sugar coat it... we spend too much time talking about fucking DC's Rebirth. Also did you watch our Loot Crate unboxing? That's discussed as well. We do talk some good comics with a Kickstarter that's going on right now, The Canals of Earth! Books covered on this episode of the CBMFP:

  • Adventures of a Japanese Businessman
  • TMNT: Deviations
  • International Iron Man #1
  • Dept. H #1
  • The Art of Charlie Chan Hock Chye

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Previously on the CBMFP...

Monster & Wine: Episode 74 - We Didn't Forget You

We now return you to your regularly scheduled podcast. Happy Easter everyone! The dynamic duo are back in action and just to show you how much they care, it's a longer-than-usual episode to please your thirsty ears. Wine fills us in on her parent's recent visit, as well as her run-in with Time Warner Cable, and how they consistently disappoint. The duo discuss the recent Germany v England international friendly match. The terrorist events that took place in Brussels...

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Review: Oh, Killstrike

As soon as the core conceit of Oh, Killstrike is revealed it’s an invitation to the sort of story-telling that’s usually just a parade of snide references to another time within the medium’s own industry. A young father searches his mother’s attic to retrieve a once worthless, now highly valuable comic book from that chromium cover era in order to cash in on it. A pursuit that the character’s wife points out the inherent cynicism of before he leaves on his journey to wring some value out of a time in his life that we later learn held a great deal of angst for young Jared. With the titular character of Killstrike, a Liefeldian roided-up death machine that accessorizes in pouches and buck knives, serving as the guide for Jared’s quest that involves resolving issues with an absentee father. Oh yes, that’s right this hero’s journey could have boiled down to an exercise in one of the greatest tropes of all: a daddy issues book. Oh-Killstrike-TPB-1Jared serves a couple of functions for this story and they’re all pretty self-aware of each role. He’s a character on a hero’s journey which he even straight up says to his wife, Meryl, citing it from the Joseph Campbell mono-myth structure. But he’s also a character that drives the ‘inside baseball’ of Max Bemis’s references to the comic book industry--each path Jared can take in his life can stand in for Bemis struggling with reconciling what type of story he wants to tell and if can make it an original one while honoring various influences. At various points Jared can choose to forgo responsibility and crush his enemies and hear the lamentations of the women with his new buddy Killstrike. A regressive existence that screams of childhood fantasy escapism or he could go follow his father into what basically sounds like a ‘90s Vertigo book complete with mysticism and mature self-serious undertones--all in an attempt to avoid facing his reality of trying to be a good parent and husband for his family. To reference a song title from Max Bemis’s day job as the frontman of the band Say Anything, ‘It’s a metaphor fool’. Bemis fully admits within the story that he’s working his own shit out with this character and so the fantasy he’s writing becomes meta for his own life while Jared lives through an also meta examination of his own fictional existence in turn. It’s this kind of perspective that can result in an uphill battle for this story to come out without winding up its own ass in wink-nod references. As in there are literally moments where the reader is winked at from the page, but considering that it’s Killstrike who basically lives a Deadpool-like existence of self-awareness and fourth wall breaking, it’s not as irritating as it could be if all the characters made a regular habit of it.

Part of why this approach actually works has to do with just how damn charming Logan Faerber’s style is on this book. The character design alone of Killstrike is enough to grab anyone’s attention when they see this book on the shelves. People who lived through that time in pop culture know exactly what his insane proportions are a reference to without Jared having to utter a word about it. The color palette is bright without glaring neon like a mature version of the colors chosen for Killstrike’s adventures back home in his world. After his initial appearance in Jared’s mother’s attic the character’s image sticks out far less than it might have within the world of the book. Faerber could have chosen to really go all out with the veins and the bulging everything in a heavily inked style, yet this design choice for the character lives up to how you say the name of the comic out loud. Which is like a mildly put-upon character in a 90’s sitcom with hands on hips after a silly circumstance has occurred. The studio audience would probably do it too like a catchphrase of sorts. He’ll poke you with one of his many knives but it’s mostly out of a place of support and encouragement. He listens to audio tracks of violent acts on his ever-present Walkman for ambient noise to sleep to but he’s still just so damn cuddly almost because of such over the top character traits. It’s just his way and it’s the way of how this story is told, it comes from a place of parody because it truly cares about the medium and the future of its industry. They poke every version of the bear from the x-treme 90’s Image material to the hipster-laden world of self-published zine style books all because Bemis clearly loves this industry flaws and all. When the big boss battle goes down it’s just so Jared can admit to himself that he loves Killstrike’s era as much as the intellectual books and that’s okay. He can derive joy on his own terms and be self-actualized by this realization.

Bemis writes Jared as a man who fell into the easy routes of pessimism and cynicism. He has his moments of being jaded toward things that once made him happy, the very things that people later deemed without value and so his attitude changed with it despite that earlier purely felt joy. That’s something this book and Bemis’s band have in common--cynical song titles and angry lyrics that are all just part of the path toward a desire to find something meaningful and pure. In this case it’s truly rising above and being there for his new family which means living his story his way embracing former influences but not letting them become a crutch in how he decides to live his life. By the end of the volume, there’s enough heart poured into this story that following Jared on his path doesn’t seem like a slog of comic book industry commentary. I’d love to see Killstrike guide a different character on their own personal quests but it seems like for now we’ll just have to imagine what that could be like. It was a great choice to tie things up for the most part but leave those lingering possibilities because that’s how real life works. Jared could decide tomorrow he was wrong and go find his dad in the comic book dimension he put himself into but it’s up to him to resist the temptation and instead focus on the now and live within his paneled pages without ever needing to break that wall.


[button btn_url="" btn_color="teal" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 4/5" icon_right="Score: 4/5"]Score: 4/5[/button]


Oh, Killstrike Writer: Max Bemis Artist: Logan Faerber Publisher: BOOM! Studios Price $14.99 Release Date: 3/23/16 Format: TPB; Print/Digital

Review: Ringside #5

Danny stands at a destroyed bar, surrounded by several unconscious, most likely dead guys. Still looking for his friend Teddy. Davis and Reynolds are back in corporate for a contract renewal after their house shows tour. The jobber is sure he’s getting the axe, and the veteran knows at this point that it’s going to be more of the same or nothing at all. And he has no choice in the matter. Ringside-#5-1Ringside #5 goes out the way it came in, dark, gritty, and with the love/hate relationship most of the wrestling fans have towards the craft and the business behind it. The issue begins with a young Danny being taken to his first show, and it puts in context how much we love kayfabe (the story the wrestlers are telling inside the ring). As much as sometimes we criticize it, we love the maneuvers they make, we want to cheer the good guys and boo the bad ones. Then there’s the backstage politics and the fact that it’s still a business being made more so for pure passion than anything else. Danny, long separated from wrestling, seems to have taken a persona of the babyface who must face all odds (loses) and helps his childhood friend.

Nick Barber injects this comic with feeling exactly where it needs it. A perfectly executed German suplex double splash page? You got it. Just like Danny, it had me saying “whoa.” Davis’ reactions to his contract signing hits on a big element of wrestling and what is means to “go out on your back.” All of this accentuated by Simon Gough’s colors, which have been consistently great throughout these five issues.

This creative team bring the end of the first arc of Ringside the way a heel would pin over the face for the three count. It’s a great story, and not always the good guy wins. Me being raised in Mexico, I’m a hardcore Lucha Libre man and this is a two out of three falls match. And I can’t wait what Ringside has in store for us in July.


[button btn_url="" btn_color="primary" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 5/5" icon_right="Score: 5/5"]Score: 5/5[/button]


Ringside #5 Writer: Joe Keatinge Artist: Nick Barber Colorist: Simon Gough Publisher: Image Comics Price: $3.99 Release Date: 3/23/16 Format: Ongoing; Print/Digital

Review: Snowfall #2

Inspector Davitika Deal is now in front of the higher in the Cooperative to explain the sudden reappearance of the White Wizard and the events in the New Mercy Resettlement. Elsewhere Anthony Farrow has found his inspiration, Dr August Reasons, and he did give him a… warm welcome (I won’t apologize). Snowfall-#2-1The sheer amount of exposition in Snowfall #2 is enough to make you groan every time the world or the devices need to be explained halfway into the comic. Joe Harris isn’t just explaining the happenings in this comic, but justifying it. The dialogue is riddled with a lot of in-world terminology and it assumes the reader is submerged into the story having only read one issue. If there was little characterization in the first issue, it it’s done completely away with it on issue #2. Inspector Deal is described as the type of person she is, but no action backs it up, not that she has opportunity to do so. She goes from an evil council audience to mind control in a heartbeat. There is still nothing that makes Anthony a likable protagonist, he seeks answers to even more questions given to the reader as the last set of answers are rushed in one issue rather than taking its time. Dr. Reasons (these are not great names) is just an asshole. No motivation has been explained for him as of yet, and no reasons behind his past actions, or why he’s even torturing Anthony.

Morazzo does well with what he has on art duties, there isn’t much expressions on the faces of the characters, but delivers when necessary, attention to detail on backgrounds, and the one action sequence. Kelly Fitzpatrick does wonders showing how bleak the future could be, lacking changes in weather, and the control of such by one White Wizzard. There was very little actually happening in this issue, and they managed to make the best of it. Although the lettering was a highlight in the last issue for the use of various narration boxes and a unique one for the fairy tale being told throughout the story, there is so much jurgen happening in Snowfall #2, by the time the tale of the White Wizzard and the princess comes back, I was left exhausted and confused by everything else, therefore it became more of a nuisance than adding depth to the story.

Snowfall #2 is equivalent to adding the voice over on Blade Runner, or if The Fifth Element had spent most of its time with Corben Dallas in an interrogation room telling the audience about the regulations and history behind the flying taxi drivers Union.


[button btn_url="" btn_color="blue" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 1/5" icon_right="Score: 1/5"]Score: 1/5[/button]


Snowfall #2 Writer: Joe Harris Artist: Martín Morazzo Colorist: Kelly Fitzpatrick Publisher: Image Comics Price: $3.99 Release Date: 3/23/16 Format: Print/Digital

Review: Wanderlust Blues #1 & 2

Wanderlust Blues is a title that immediately caught my attention, and even more importantly, kept it. And it did so in a weird way. This book has a fantastic aesthetic and a breakneck sense of exposition-free pacing that allows its readership to fly through its first two issues with almost no narrative drag. At the same time, however, that kind of reading experience - which owes its cut-to-the-quickness to its origins as a webcomic - also comes at the cost of a more fully defined world, which is especially important in a first and second issue. Luckily, and somewhat unusually for me, that eschewal of a deeper universe build didn’t hurt my enjoyment of Wanderlust Blues, which I definitely recommend checking out. Wanderlust-#1-1Apparently set in the year 2143, its story takes place in a world beset by something called simply “The Corruption.” This, according to its website but not the comic itself, has forced the population into huddled, panicked masses of civilization. Outside of these clusters of Man is the wasteland, which acts as hunting grounds for creatures called Chimeras. Thrust within this dynamic are our series protagonists, the gruff-and-ready Raleigh and his adoptive daughter, Lavinia. It is in their interactions with this world and its Chimeras where the fun begins.

The first issue of Wanderlust Blues sees Raleigh and Lavinia, living out of their canvas-topped, horse-drawn wagon, and indefatigably pursued by a bloodlustful Chimera. It’s a chase story, essentially, as the pair try to shake the relentless beast, only to be forced into confronting it within the issue’s final pages.

The second issue, on the other hand, broadens the mythology of this world, introducing not only the idea that there can be (and indeed are) half-breed versions of humans and chimeras, but that one of our leads is just that. As such, this issue in particular shows both the hard and, thanks to a showcase of the kindness in strangers, the soft parts of this world.

Knowing that Wanderlust Blues started as a webcomic makes its format much easier to consume. However, if you were to jump headlong into this thing like it was just some other monthly book, you would be knee-deep in confusion. There is little-to-no exposition explaining the rules or setting of this world (or even when or where it takes place). That’s not to say you will be lost - it’s a pretty easy pick up-and-read affair, for all that - but the finer points that I described above are completely absent, which is a shame because it does add a nice layer of depth to the story.

Wanderlust-#2-1As a writer, Quade is simple and unaffected, instilling in both his leads (and those around them in issue #2) an easy rural charm. He favors the spaces between words over too complex a dialogue, and in general keeps things relatively tight and very simple. His art, however, speaks volumes. His figure work has an almost all-ages feel to it -- thick lines that scratch out exaggerated, overly-large features -- but at the same time, giving off an atmosphere that is both gritty and grim in the style of a Western revival. This is especially true once the chimera make their appearances over the two issues: horrific, bloody and mutated things, conjured from a wood-cutting of some forgotten old west grimoire. It’s fantastic and grotesque and beautiful.

I’d be remiss if I didn’t also mention Quade’s coloring work on Wanderlust Blues, because it is exceptional stuff. There’s a grainy, muted quality he gives his pages here. As I mentioned, what easily could have careened into bright and poppy all-ages fare is kept grounded in a faded veneer, and a sensibly restrained palette that feels both weathered and timeless. It gives the book this amazing texture that really makes me want to own it as a hardback trade.

I was very impressed with Wanderlust Blues, though perhaps more in its aesthetic than anything else. Still, as an overall package, it was an entirely enjoyable experience. Don’t come to it expecting a fully-fleshed world or an infinitely-manicured backstory, but rather as a rough collection of fun ideas (further explored on the website linked to above) and an incredible showcase of artistic talent.


[button btn_url="" btn_color="violet" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 4/5" icon_right="Score: 4/5"]Score: 4/5[/button]


Wanderlust Blues #1 & 2 Writer/Artist: Sid R. Quade Publisher: 215 Ink Price: $2.99 Format: Digital

Trailer Time: Legend from Z2 Comics

If you're looking to pre-order Legend then use Diamond code MAR161911. Otherwise enjoy the trailer and some new pages from the book.

LEGEND, a post-apocalyptic animal story exploring a world ruled by our once-domesticated cats and dogs, is due out this May from Z2 Comics. Though LEGEND tackles some of the important issues facing us today -- religious conflict, opposing political systems, and the environment -- it is an engaging tale told through the eyes of our own best friends. Since dogs actually see the world differently than we do, Chris’ use of color echoes Sam’s subtext, bathing the canine world in a chromatic, saturated glow. Sam who was Chris’ student at California College of the Arts and is an artist himself, and Chris, whose illustrations have appeared in The Atlantic and Wired, have collaborated for a comic that recalls beloved stories while creating something entirely new.

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Review: Bill and Ted Go To Hell #2

Bill, Ted Rufus, Joan of Arc, Abe Lincoln, and Billy the Kid are in hell. In a water park, made by Napoleon Bonaparte. Who’s taken control of the Underworld. Yup. It doesn’t end there, at least not for Napoleon. He wants access to the upstairs floor of the afterlife and control that as well. He’s deceived Bill and Ted in a most traitorous nature.

Bill-and-Ted-Go-To-Hell-#2-1The thing that continued to jump at me throughout this issue was Brian Joines control of character and their voices. Each one of them bizarre and unique, defined by their own mannerisms, and still giving life to the story and moving it along. Rather than existing in their own strange bubble saying the crazy things they do, they aport to the group and complement each other as a team. They receive more definition, as they’re sent to they’re all sent to the Hell Rooms and each one is individually marked by their history and uses their tragedies and strengths against them. Bill and Ted are dumped into a room together, where Joines is able to make fun of our own time line and hit thee Wyld Stallyns with their biggest fear.

Bachan’s command of panels gives the book a fantastic flow and he nails the expressions on every character, like a confused Bill or a Ted making strangely accurate and perfectly worded remarks. Jeremy Lawson’s colors are vibrant and bring out the attitude in the characters. Napoleon’s smug expressions as he reveals his long con to our heroes.

This is the kind of book that is not ashamed of its source material and taps into it without exploiting it. It creates its own actions and consequences based on the world already established by the movies. It’s a fun read through and through.


[button btn_url="" btn_color="teal" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 4/5" icon_right="Score: 4/5"]Score: 4/5[/button]


Bill and Ted Go To Hell #2 Writer: Brian Joines Artist: Bachan Colorist: Jeremy Lawson Publisher: BOOM! Studios Price: $3.99 Release Date: 3/23/16 Format: Mini-Series; Print/Digital

Review: Independence Day #1

I went into this review at a slight disadvantage. I’ve never seen the original Independence Day. I’m more of a Men In Black kind of kid. On the bright side I feel like my ignorance helped me stay objective while reading this book. I can judge it based on its own merits instead of the fan hype. Independence Day #1 is the first of a five issue mini-series meant to bridge the gap between the first movie and the upcoming sequel Independence Day: Resurgence. After mankind’s victory over the alien threat, Joshua Williams (a character from the first movie) leads an expedition to the Atlantic Ocean to investigate an alien space craft. There’s a decent amount of background info to sift through before getting to the book. Big mistake. As a comic book reader I want the pages of the actual story being told, to draw me into the characters not extra character profiles.

ID_#1_Cover_AThe action in this issue unfolds in a fairly predictable way. Most of the action takes place within the submarine as the investigation team is introduced. The confinement in this book resulted in a lack of action. I don’t mind confinement when the characters are written strongly, but they all seemed to come and go without much purpose and their dialogue is filled with cheesy one liners. It felt like you could take any random set of characters and put them in the same scenario. What makes this story predictable is that we know going in that there’s another alien threat even though the characters don’t yet. The problem is that the buildup is poorly executed. The threat is introduced in the final pages which made me feel like the book was ending when it had finally started.

The artwork in this book is decent at best. Not a lot of detail was given to the character designs and it shows in their stone faced expressions. These are characters that are supposed to be in danger and on an exciting adventure. Nothing in their design really gives that vibe. The coloring serves its purpose but being that most of the story took place in one location there wasn’t a lot of variety there either.

To me this first issue is the perfect example of a bad movie tie-in. It has a generic plot and stereotype characters all under the banner of the Independence Day franchise. If you’re not a fan of the movie, then this book has little else offer. It feels like just a money grab by the movie studio. Plus, Will Smith does not appear. I understand he declined the next movie, but they couldn’t get the rights to put him in a comic book? I’m still looking forward to actually watching the first movie and the sequel but I don’t care much what takes place in between.


[button btn_url="" btn_color="violet" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 2/5" icon_right="Score: 2/5"]Score: 2/5[/button]


Indepdence Day #1 Writer: Victor Gischler Artist: Steve Scott Publisher: Titan Comics Price: $3.99 Release Date: 3/23/16 Format: Ongoing; Print/Digital

Review: Penguins vs Possums #7

Having followed Penguins vs Possums from the beginning of the series, it’s been interesting to see how the series has developed and changed as time has gone on. The series is wrapping up after this issue which unfortunately didn’t leave a lot of plot development for this issue. In a lot of ways, it’s a recap of the series as it focuses on setting the stage for the final battle between two unlikely rivals. The human element also plays a bigger role in this issue. Most of the time the humans are just used for comedic purposes, but now they’ve take a larger role in the comic. Off the bat I will say that the art struggles with the humans the most. The prime example being on the cover with our male character’s head being far too large for his body. That happens a few more times.

Penguins-vs-Possums-#7-1At any rate, with the story we pick up after Doc’s death. The elder penguins are looking to kill Amaru and stop the prophecy. Thankfully Zolin stops by just in time and saves him. They reunite back at the Possum base and they hash things out and rebuild their friendship. We also learn how Zolin lost his eye which is pretty funny.

On the penguin side of the story, they’re readying their bomb. One of the other penguins suggests gassing the possums instead, but the leader decides to do both. The humans get blamed for the bomb disappearing and they choose sides in the penguin/possum war.

The possum side of the story was pretty good. Amaru and Zolin rebuilding their friendship and revealing the truth about themselves to each other was actually really good. The penguin side is 100% just hanging out until the ending which is a damn shame since there have been some interesting things on their side of the story. There used to be a questions of whether all penguins are bad or not, but now the book delivers a resounding “yes” as the answer.

The art, other than the problem with proportions, continues to be really strong on this series. It’s grown from the beginning of the series and there’s now a lot more detail to the characters and the settings. Additionally, there’s a variety of scenes in which we don’t see the possums head on. Something that was noticeable about the previous issues is that this was a weakness of the artist, but now it’s greatly improved and matches the rest of the art.

Overall, this is an okay issue. If you’ve been reading from the beginning you won’t be disappointed, but you’re not going to be pooping your pants with excitement either. It’s a solid issue that sets the stage for the finale, but it’s also an issue that will read better with the entire series than it does on its own.


[button btn_url="" btn_color="pink" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 3/5" icon_right="Score: 3/5"]Score: 3/5[/button]


Penguins vs Possums #7 Creators: Sebastian Kadlecik, John Bring and Lindsay Calhoon Bring Publisher: Fanboy Comics Price: $3.99 Format: Mini-Series; Print Website

Review: The Rocketeer: At War #2

The Rocketeer is a classic. Dave Stevens’ original book so masterfully combines the glory of the pulp era and compiles it into one big love letter to the 30s and 40s. His art is beautiful, the story: fun and lighthearted yet still thrilling. There’s a lot to love, especially for fans of the era. This legacy was always going to be hard to imitate, while it is a noble idea for IDW to attempt a revival for the character The Rocketeer At War does more harm than good. A bland storyline, combined with cliched dialogue and inconsistent art, At War often finds itself living in the long shadow of the Stevens’ classic. RocketeerWar02_cvrCliff Secord has finally been reunited with his Rocketeer getup, already overseas as a volunteer in the army he is now ready to fight the Axis head on. No longer is he just a grunt soldier on the frontlines but The Rocketeer! In theory this idea has a lot of potential, and in the right hands perhaps it could have been something amazing. After all, World War II is fertile soil for a pulp comic. Writer Marc Guggenheim has given us all of the essential elements: 1940s timeframe, charismatic hero, nazis building secret weapons… All of the tropes are here, and yet they just don’t fit together like they should. Part of the downfall of this comic for me was the dialogue. Guggenheim gives Peter Parker a run for his money on Secord’s one-liners, and it’s worse that he’s so cheery while gunning people down. Killing nazis has always been a part of pulp war stories, so it’s not necessarily out of place, but for some reason it put me at odds. This issue felt like a watered down version of the original, because it is. Reboot, revival, whatever you want to call it, it’s just not the same. And I can understand the argument “it’s not supposed to be the same”, but it is, at least in a way. There’s nothing different about the characters or the plot, it’s just a different story, so why not just try to make it a little bit more like the original and not run the risk of leaving a bad taste in readers’ mouths.

I kind of knew going into this that it might not be the most enjoyable read. The cover kind of said it all, with the characters limbs in odd proportions, I already knew I wasn’t going to agree with the art. I hate ripping people apart, but this is some of the most inconsistent art I’ve seen in awhile. The characters look different from one panel to the next, and the people just look..off. I don’t know how best to describe it, but just take a look inside an issue and you’ll see. The bottom line there is that Bullock’s work is not my taste, especially when I’m expecting Dave Stevens’ painterly retro style. It doesn’t even come close.

Guggenheim and Bullock can’t keep up with a classic, and try as they may it doesn’t hold a candle to the pulp glory that is The Rocketeer. Somehow feeling rushed and overly long at the same time, with sloppy artwork, and a weak story, this issue left me feeling disappointed in IDW and worried for the future of The Rocketeer series. Maybe The Rocketeer isn’t the right book for this creative team, but I hope in the future they find someone who is.


[button btn_url="" btn_color="violet" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 2/5" icon_right="Score: 2/5"]Score: 2/5[/button]


The Rocketeer: At War #2 Writer: Marc Guggenheim Artist: Dave Bullock Publisher: IDW Publishing Price: $3.99 Release Date: 3/23/16 Format: Mini-Series; Print/Digital

Review: The Day of the Robots

Thanks in large part to bad Terminator sequels and remakes of classic films like RoboCop, you could say that I have some robophobia. Just kidding, the robots won a long time ago I mean just look at the job market. But yeah, everyone loves robots. If I could drive a Gundam suit or be a transformer I would leave my family and just do that all day. Just robo out all day long. The Day of the Robots is a quant one-shot that introduces us to a small fleet of robots that work in a warehouse. They’re informed by their computer boss that they signed human contracts and so they’re being given 24 hours of mandatory rest. It’s suggested that they look at the bulletin board for ideas on what to do and as such each of them pursue a different bulletin board event.

The-Day-of-Robots-1It’s clear early on in this story that there’s no humans. They’ve either been wiped out by the robots or are just dead. It makes the story interesting because these worker robots chose human things to do. One takes up golf, but has an encounter that prevents it from really taking a swing at the sport. Another takes up art and has a very modern approach to it. All of them do things that basically robots have no business doing and really it works quite well because the point of the story isn’t that they’re robots, but that we are.

At least that’s my take away. I mean sure it’s not a perfect allegory of how we all live and work, but it is what it’s going for overall. The only catch of course is that the jokes tend to be based around the characters being robots. The writing is good. It’s a simple story, but the pacing and execution is spot on. I actually enjoyed it a lot more than I thought I would after reading the opening.

The art is clean and detailed. The robots each have a unique design, but they’re influenced by robots you know. One looks a bit like a Rock’em Sock’em robot, another looks one of the robots from Japan that have made the news more than once and so on. The coloring also plays a big role in the success of the art. It’s a lot of solid colors, but it really matches the world and sets the tone of the book.

I didn’t think I would actually enjoy this story. All joking aside, a one-shot about robots on their day off sounded kind of dull to me. While it’s not the most groundbreaking story, I did really enjoy it and read it twice due to how well it flowed. It’s a short and entertaining story so you really can’t go wrong with it.


[button btn_url="" btn_color="pink" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 3/5" icon_right="Score: 3/5"]Score: 3/5[/button]


The Day of the Robots Writer: Daniel A. Prim Artist: Izsak A. Ambrus Publisher: Free Fantasy Comics Price: Free Format: One-Shot; Digital Website

Review: Weekly Shonen Jump #16

A few interesting editorial choices stood out in this week's issue of Weekly Shonen Jump. Kubo was taking it easy for a few weeks until he decided to drop a bomb on us and reveal Kisuke's bankai.  In this chapter, we get a bunch of stuff that had me shouting with excitement, all built on the back of some incredible pages.  One of my favorite pages, where Kisuke is heavily consoling a dying opponent has a rare typo on it.  Independent of that, Kubo does a great job of rendering both the psychological weight and the physical, real danger of a deadly poison with painstakingly dense vertical inks.

WSJ16coverThe title page on this one was so important (whether it represents a real death or not) and so gorgeous that the editorial team actually made the decision to leave Kubo's original lettering.  Granted, given the length of the chapter's title, I think it might have at least partially been a forced choice; still, it was an editorial decision nonetheless, and it's a page I'm grateful to experience nearly exactly as Kubo intended.  To end the chapter on the couple of big ink wipes that make up most of my favorite character, Kenpachi, is just too good.

Tabata, after flexing his big picture sensibilities in the previous big fight now gets to pepper in some humor.  I love that a big part of what Tabata finds humorous hits on some of the more peculiar aspects of his art.  Asta gets starry-eyed so often that seeing a major, mature character mimic this effect is automatically funny.  Captain Yami, despite being the stoic, chaotic good figure, continues to have awkwardly timed violent mood swings, and Tabata has really settled into when to use these for comedic effect.  In this chapter, a gag that leans on one character impersonating the other captains is especially funny because Tabata's stilted faces are kind of funny on their own.  The fact that this is all occurring during a brief recess as the most important arc of this series continues shows that Tabata is getting more comfortable mixing all the things that make this series work.

Food Wars and Academia continue to be excellent, with the former continuing to display that it has no fear of spending plenty of important story moments on developing minor characters.


[button btn_url="" btn_color="teal" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 4/5" icon_right="Score: 4/5"]Score: 4/5[/button]


Weekly Shonen Jump #16 Writers: Various Artists: Various Publisher: Viz Media Price: $0.99 Format: Weekly; Digital Website

Review: House of Penance #1

I can't reveal much about what happens in the first issue of House of Penance because House of Penance defies understanding. Which isn't me lazily telling you it doesn't make sense. It makes its own sense and it very slowly allows you to understand it. However, this horror comic is structured like a series of barely connected vignettes, each providing a little of a larger story. By issue’s end, I don’t feel closer to the characters or narrative; I feel an unsatisfying distance. The bits and pieces of the book's internal logic build on the horror of one woman's madness being inflicted on a mad world. So discomfort and disorientation are key to the experience. And literal building seems key to understanding how Sarah Winchester's insanity compels her in her actions. It seems her house is where terrible people go to work off some cosmic debt. And her work in expanding and complicating the house's structure barely keeps some unseen menace at bay. House of PenanceIt is an ugly, nerve-bending book, dealing in unsubtle imagery. Some of the panels are worth staring at for minutes just to take in the details. The busy, jumbled line work forces the eye to wander across each page. Ian Bertram's compositions are thankfully very traditionally attractive even if they are being used to portray gross and generally unpleasant scenes. One panel has a beleaguered servant dwarfed by huge and bizarre statues, riding to his seemingly never-ending work. And the following panel features a similar scene of the clearly unstable Sarah Winchester looming over an array of confiscated bullets, each round standing in place like a macabre chess piece. Again, it isn't subtle, but it works so well you're eyes are just busy enjoying it. Characters are all swollen, stretched, or otherwise malformed features rendered in anxious lines. Everyone here is a monster. As a result, no one is likable or relatable. Not yet, anyway.

By the end, House of Penance carries you through your confusion with hideous sights. I can't say I'm looking forward to where the story goes. It is a really unpleasant experience of ugly people and ugly things happening in a world that barely seems to hold itself together. I'm interested, but not enough to feel driven to endure more of this flavor of horror.


[button btn_url="" btn_color="pink" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 3/5" icon_right="Score: 3/5"]Score: 3/5[/button]


House of Penance #1 Writer: Peter Tomasi Artist: Ian Bertram Colorist: Dave Stewart Publisher: Dark Horse Comics Price: $3.99 Release Date: 4/13/16 Format: Mini-Series; Print/Digital

Review: Out of Time II

I barely remember reading the first volume of Out of Time. I remember it was okay. It had problems and really needed something extra to make it standout and be really good. Sadly, the second volume of Out of Time suffers from the exact same problem. Everything about this story is forgettable and frankly the first volume wasn’t strong enough to warrant this type of sequel. When I say, “this type of sequel” I mean one that’s picking up pretty much where the first left off. You know, it’s really rare that I can’t recall a comic I’ve read so the fact that I’m struggling so much with the first volume has me questioning my own score for it (review here).

At any rate, we’re at a time office. We’re reintroduced to our main characters: a gloomy dude, a normal lady, a guy who thinks he’s a robot and a butterfly that can travel dimensions. Great cast of characters, but they don’t do anything special together. After our training scene that’s used only to introduce the characters, we learn that our female character didn’t finish a job and that time may be screwed up.

Out-of-Time-2-1I’m going to save you some time and just let you know that they fix time. Why did I tell you that? Because it’s going to help me illustrate the point that there’s no consequences to this story. There’s never any doubt that they’ll fix time and so there’s no reason not to tell you that they fix it.  The point of the story is just to have the characters show up and do their gimmick, but their gimmick’s aren’t strong enough because we don’t spend any real time with them.

There’s a lot of attempts at humor in this volume and it really didn’t land with me. I think it’s because the characters are so one-dimensional that when they make a joke it’s like hearing something funny from a random stranger. You’re thinking, “who are you?” and not truly hearing the joke. Same thing here, I’m wondering who these characters really are rather than the dossier of bland details we’re given to them and the results are jokes that aren’t that funny.

The art is the same. It’s not bad, but it’s a weird almost stickman style. It’s a style that’s gotten popular over the years. Basically everything but the character’s faces have a lot of detail. It’s a good style and matches the story, but it would be funnier if the story was funnier. Instead it feels as if the art is trying to make all the jokes land, but it just can’t get to all of them.

Overall this sequel feels completely unnecessary. I know I wasn’t looking for it when it showed up in my inbox, but if the creators made it, they must have had a reason. The story is pretty bland and without any consequences there’s not much reason for new readers to pick this up. Readers of the first volume will likely consider if they really wanted a sequel before picking this volume up or just blindly give it a shot. Maybe it’s right up your alley, but for me it was a miss.


[button btn_url="" btn_color="violet" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 2/5" icon_right="Score: 2/5"]Score: 2/5[/button]


Out of Time II Writer: Luke James Halsall Artist/Letterer: Cuttlefish Self-Published Format: Digital Website

Review: 2000 AD - Prog 1973

A great week to jump on, an entirely new slate of stories starts this week, including the return of one of my favorite new serials from last year, Survival Geeks.

If you've ever looked at the Progs and had the lingering thought of, "man, you know what would be great in this wacky sci-fi context?  Meddling teenagers." then you too will be a huge fan of Survival Geeks.  The worlds that Rennie and Beeby give Googe to draw are reminiscent of Through the Looking Glass, but gone even more awry and with 100% more pot smoking.  Wait, didn't that giant Alan Rickman bug smoke?  Okay, so, similar amounts of smoking, I guess?  But you get what I mean: there's an irreverence here that is completely earned and a ton of fun to read.

More than just being imaginative, the images are wildly emotive at all times.  Googe pairs two strengths that, typically, don't come in a single package.  He is able to draw exaggerated emotions on the faces of his characters that manage to carry entire story beats, and he is also able to draw tediously detailed sci-fi fuckery, from steampunk goodies to armies (literally, as in, the armed forces of some nation) of rodents.  Caldwell's colors make Googe's details seem natural and almost simple: the two make a killer pair.  The final page of this one is a lot of fun, and it's the kind of chapter where there is a great payoff if you've been reading the series, but it's not so complicated that you can't pick it up right here.

2000-AD-Prog-1973-1One series that hasn't been in the Progs since I first started reviewing them is Aquila which makes what I would count as a triumphant return.  Rennie's sense of humor and comedic timing carries over to this script as Aquila watches a gladiator match unfold and gives some betting advice.  Paul Davidson's bold lines come together to form some very fun character designs, despite the fact that those characters, you know, mostly die in a gladiator match.  Aquila is at its best when it mixes reality and myth, and it's easy to get a feel for both when the creative team delivers such an attractive approximation of a secutor and his armor.  One of my favorite colorists in the Progs, Len O'Grady, does a stellar job of standing up to Davdison's inks and, more importantly, in giving us effectively bloody finishes.

Tainted brings us beck to the realm of the Dark Judges.  I was hard on the first of the comics to take place in Deadworld last year because Dave Kendall's art lent itself to set-pieces that didn't necessarily come together as a narrative as well as I might have liked.  At times that was fine because Deadworld is something no reader had been allowed to explore up to that point, so the visuals were generally more interesting than any story could have been.  When the story at times became more character-driven, though, things felt a little more stilted and a lot less like Kendall's big indulgent panels were doing me favors.

Anyway, Tainted appears to be a story much closer to the ground now that we've had some introduction to what Deadworld is already like, and the visual storytelling reflects that much more now.  Through the lens of a family of farmers, Deadworld in this story reflects a reasonable dystopian future of our own world in which natural disasters are a more regular occurrence than sunshine.  These parallels feel intentional but not heavy-handed since the allegory can only go so far: we don't have weird necrotic monsters roaming the land seeking to make death a new status quo.  Well, not unless you count Trump supporters, I guess.  *Rim Shot*.

Kendall's super-duper-finely inked panels have a unique feel because they lean so heavily on the darkness inherent in Deadworld without relying on the solid blacks that most comic creators would use to depict similar themes and scenes.  Kendall instead mostly relies on a general dark blue blotted throughout his scenes, which is far more natural than pure black inks and, for that reason, a lot more disturbing.  You can actually imagine yourself experiencing horror in this kind of lighting.


[button btn_url="" btn_color="teal" btn_size="large" btn_style="default" btn_outlined="no" link_target="self" link_rel="" icon_left="Score: 4/5" icon_right="Score: 4/5"]Score: 4/5[/button]


2000 AD - Prog 1973 Writers: Various Artists: Various Publisher: Rebellion Price: £2.55 Print / £1.99 Digital Format: Print/Digital Website