I enjoy Geoff Johns' comic work as much as the next die-hard comic reader, but I don't think these last two Premiere series movies were the best choices. Once again, it looks like a lot of the original Flashpoint story has been stripped away or altered to make it work as a standalone story. Check out the trailer and see for yourself, but maybe it's good that this line is coming to an end after all. Now, much like with the comics, they can just tell new 52 stories.... or those rejected scripts of movies their never going to produce. http://www.youtube.com/watch?v=xe0JiobQ98o
Superman Nut Shot Rules!
I'm not even going to set the stage for that photo, just watch the video. It was found by our newest writer of The Spandex Retrospective Justin Wood. Check it. http://www.youtube.com/watch?v=desb0W6u80Y
Review: BDR #1
I don’t know what BDR stands for and frankly I don’t care. I do know that it’s a strange gathering of one to four page stories all set within the same world. It’s weird and contains no real narrative to speak of, but I enjoyed each and every single page. Sometimes, you need a comic or story that stretches your mind to its limit of understand and then releases it snapping you back in the forehead. I’ll tell you right now the average superhero, beefcake, cheese cake loving comic reader are not going to get this book in the least bit and that’s their loss. Fuck, I don’t even know if I’ve fully processed it and I’m reviewing it. Now several of the stories are just one page, but a bulk of the tales are three to four pages. The first real story introduces a man buying a bulldog belt buckle after thinking of a dog catching a Frisbee and peeing on a fire hydrant. The next few pages follow the same character Poco Rojo… he’s a chicken with a Zorro mask on. He watches as a Phoenix lights itself on fire and Poco Rojo jumps in and comes out with the mask on. The next segment finds Poco Rojo (who only speaks chicken) in a hen-house picking a fight with a rooster. He ends up killing the other rooster in a very intense scene as the panel zooms in on his eye before he goes in for the kill. Unfortunately the farmer doesn’t take to kindly to this and makes Poco Rojo dinner… except that he jumps out of his own carcass at the end.
After that we find our belt buckle buying guy chasing a car with a human size cat inside of it. He’s following behind a group of dogs and is wearing a dog mask and a shirt with a cat crossed out. This leads to a bar brawl. I’m not shitting you, a bar brawl. It’s brutal and violent and Poco Rojo is involved, but he’s beating up his own set of dudes. The last page is amazing so I won’t ruin it for you, but it’s worth reading the rest.
As I said, it’s crazy and there isn’t a narrative to follow and telling a story really isn’t even the point of the comic. It’s just a strange world and random ideas, but the execution is worth the read. Seeing what will and can happen at the drop of a hat is interesting and fun.
The violence is actually really well drawn, easy to follow and there’s plenty of it. The panel with Poco Rojo staring down at his enemy deciding if he’s going to kill the other rooster or not is just nuts as it suddenly doesn’t feel as if you should be laughing. It makes you uncomfortable at times and that’s partially why I liked it.
You may wonder why I’m even talking about this title and I have to say it’s because it surprised me. I didn’t think anyone took chances on comics like this anymore and it reminded me of my many random purchases before the days of the infinite resources of the internet. I can’t tell you how many random issues I have, but I’d be happy to add this one to the collection. Check it out if you’re feeling bold, but don’t expect anything other than entertainment.
Score: 3/5
Writer/Artist/Creator: Timothy O’Briant Cover: Monsta Self-published Price: $5.00 Buy it here!
The Best Stan Lee Cosplay EVER
At the Motor City Comic-Con Stan Lee meets the keeper of his soul! Who happens to be throwing up some "metal" or possibility shooting some imagery webbing at skilled photo person Vincent James Cracchiolo. Stan's dental plan is better, just saying. Source
Review: Werewolves: The Hunger #1 (of 3)
Review by: Sergio Porras I finally rolled the dice and took my chances on reading a book from Zenescope and was pleasantly surprised. When I see people buying Zenescope titles from my local comic shop it's usually the creepy thirty something year old man, who's a tad overweight, wearing matching sweatpants and sweater, who I assume is about to swing by McDonalds before he heads back to his bachelor basement at mom’s house. The one and only thing that attracted me to this book was the title. I'm not sure why but I've always had a strange affinity for lycanthropy.
Only having the title to work off of was a bit of a challenge when it came to the story but I was happy that there was a recap page to go off of to explain the way things work in then Grimm Universe. I quickly learned that this wasn't just a bed time story, but it was a story of revenge.
You're introduced to werewolf hunter Roman Asher who has returned to get revenge on the monsters that made his life hell while he was in the Shadowlands. While chasing a werewolf, Roman runs into a man named Rolly whose busy drowning himself in booze after his daughter Charlotte stormed out on him during a fight. After Rolly's meeting with Asher, Rolly becomes fearful that Charlotte may be in danger of whatever Asher is hunting. Rolly's worst nightmare comes true when the werewolf that is being hunted ends up finding the campground that Charlotte is staying at and attacking her. After the attack Charlotte is taken to a veterinary hospital where they are getting ready to do some special "testing".
This was the first story I've ever read that was written by Mark L. Miller and I really appreciated his writing style. Miller did a great job of moving the story at a quick pace, making sure there was a ton of action and setting up character development, but not giving too much away. Leaving the story with an awesome cliffhanger that left me on the edge of my seat.
My absolute favorite part of The Hunger was the art. Artist Elmer V. Cantada did a bang up job with incredibly realistic looking characters, and intense feeling action scenes that actually bring a level of fear that complement the story. Cantada's art is brought to life with colors by Omi Remalante Jr. Remalante was able to use a black background on most of the panels and chose colors that really make the art pop right off of the page.
Well there's no question as to if I will be finishing this series and jumping on board for a few of the other Zenescope titles. I'm very excited to see what becomes of the special testing that is going to be done on Charlotte after she was bitten by the werewolf. I hope that the story dives deeper into Roman's hunt and by the end I hope to see a resolution for his vengeful journey. It's going to be a challenge to wrap up a story in just three issues but it’s clear that the creative team has a vision and shouldn't have any problems ending the series on a strong note.
Score: 4/5
Writer: Mark L. Miller Artists: Elmer V. Cantada Colorist: Omi Remalante Publisher: Zenescope Entertainment Price: $3.99 Release Date: 5/22/13
Review: The Activity #13
This issue has been over a year in the making and it was definitely worth the wait. If you’re new to the series than you’ve chosen the worse possible issue to begin with just so you know. This series really sets itself apart from all other comics and makes the Call of Duty tie-in comics look like an even bigger joke than they already were. Of course we haven’t seen any of those since the disbanding of Wildstorm, but The Activity is still here and going strong. The last issue took a break to establish some relationships and build back story for Switchfoot. We begin this issue with Switchfoot picking up a girl in the bar. After a passionate night he ends up having to bolt on her when he gets a call from an old friend. His character seems to be getting to the age where he wants to settle down and come home to the same person every night, so he asks the woman to give him a shot to prove he’s not a one-night stand. We’re filled in on the phone call as Switchfoot and Team Omaha go over the job. They’re basically going to Brazil to save a private contract worker from Israeli that’s been taken hostage by coke dealers in honor of the special ops code.
It’s not a sanctioned job so anyone that helps understands what they’re apart of and the risks. They take it since they’re grounded anyways. Meanwhile, we check in Sergeant Doyle who was arrested in the last issue and he’s being questioned as if he was a homegrown terrorist. He denies everything and suddenly they flip on the two-way glass so he can see into the other interrogation room… Oh the shit that goes down.
This was a great issue and there is a huge amount of plot payoff for anyone that’s been reading the series prior to this. My goodness I didn’t expect this outcome and it’s made the story going forward even more interesting. There’s still more moles to be questioned and I’m really wondering what will come from these developments.
Edmondson has done a great job of developing the plot to this point. My only concern is that there wasn’t a larger plot revealed in this issue since, which is kind of the norm when one plot is wrapped. I’m sure that there is one or it could very likely be that this original plot still has some life left in it, but it suddenly feels as if there is a finite amount of story rather than a potentially endless series. Otherwise, this was a great issue. There is still going to be ramifications to the fallout of this issue on Team Omaha and that’s going to be a fun read.
Gerads returns to the art and damn what an issue to return to. He captures the emotion on Doyle’s face perfectly and the entire interrogation scene is intense and emotional in general. In fact Gerads does a fine job of capturing the heavy amount of emotions in the issue. Especially on the faces of the team as they pretend not to be bothered or affected by anything, when really they’re racking their brains for answers. The action was as smooth as always and very realistic.
I’ve been waiting for this issue and usually when that happens you can be left with a bittersweet feeling, but that’s not the case here. This was a rewarding read and it was worth the time invested in the series. I’m looking forward, as always, to next month’s issue which is sure to be a great jumping on point for new readers. If you’ve been missing out, take that as an opportunity to jump on board.
Score: 4/5
Writer: Nathan Edmondson Artist: Mitch Gerads Publisher: Image Comics Price: $3.50 Release Date: 5/22/13
Review: Hellraiser: The Dark Watch #4
Written by Guest Contributor: Jordan North I actually really liked this issue of Hellraiser The Dark Watch. I normally enjoy the series, but I really liked this one. Abandoning its traditional formula of narrator-less third person storytelling this issue went for a different approach. Following Cenobite high priest and former hell fighting detective Harry D'amore as he puts his old real world detective skills to use, trying to piece together some bits of his existence in hell that just don’t make sense. Why does he have human memories? Why did HE, an enemy of hell in life get chosen as its high priest? He may want the answers, but he may not at all like what they are. This formula was neat and pretty original stuff and it was cool to get to “hear” the thoughts of a cenobite.
Let’s me just say I still find it really silly that many of the citizens of hell just kind of seem to be normal people. Harry, his lieutenant, some of the lesser converts the encounter; all just seem to be fairly normal people who just got wrapped up in hell’s goings on. It feels goofy that the process of becoming a GENERAL OF HELLS ARMY doesn’t in some way make you particularly evil or that they don’t select those that are evil in the first place. End tangent.
Some great stuff happens this issue particularly high priest D'amore fighting his way through hell towards the truth and one great encounter with a cenobite Franken-beast that sees two cenobites going all out before it falls. Another cool point was seeing a skinless man leading a low-level mutiny against the cenobites and talking big game against them and then realizing that, oh, there’s one of them right there a second before he’s disemboweled by some sentient barbwire. In short this book would make a darling bedtime story.
There are two artists this time, I’m not sure if they’re the regulars but I enjoyed this issue more than most art wise. Some of the gore and creature design was top-notch. Try not to wince when a well-placed question from Harry prompts a sewn together monster to literally tear itself apart. Cool business. Writing was fresh too and gave me something this week that I was interesting in reading. It was awesome to see a cenobite take on an almost anti-hero role. Harry D'amore just became without a doubt Hellraiser: The Dark Watch's coolest protagonist.
Score: 5/5
Writers: Clive Barker & Brandon Seifert Artists: Tom Garcia & Korkut Oztekin Publisher: Boom Studios Price: $3.99 Release Date: 5/22/13
Review: Godzilla: Half Century War (TPB)
Do you like Godzilla? Stupid question. We all love Godzilla. I bought my first Godzilla toy right before the Matthew Broderick version came out. It was about 5 inches and its eyes lit up red. Awesome toy. I took it to the movie with me. I destroyed so many military bases, Barbie houses, and Lego forts with this guy. It is crazy. This comic takes us through the war with Godzilla. Yoshihara, Japanese solider, is our main character. Always with his sidekick, Kentaro, they go from year to year, town to town fighting off this monster. Recruited by Colonel Schooler to work for the A.M.F., Anti Megalosaurus Force. He obviously starts in Japan with the first Godzilla invasion, then Vietnam, Ghana, Bombay, and so on.
Each mission consists of destroying the creature or at least veering it away from civilians. The comic has lots of action. If you want to see a monster destroy a lot of shit then get this comic. My favorite place he went was Vietnam. We see Yoshihara older and more badass. His hair is grown on and he is a rebel. The monster is on the loose again and once they tract what Godzilla is going after they are all astonished. He is going after another monster looking like an Ankylosaurus. The two monster battle it out which is pretty sweet because clubbed tails are being flung around while radiation is being spewed out of Godzilla. Those are the best fights.
The team splits the two monsters up and eventually gets Godzilla on track away from the town’s people. The crew realizes that it isn’t just them against one monster but them against a wave of creatures. While in Vietnam though, Dr. Deberich worked on a psionic transmitter. The team realizes that this transmitter woke up all the monsters across the world which was the Doctor’s plan all along. Now A.M.F. is trying to fight all this monsters at once. Yoshihara thinks that if his team can somehow find the transmitter that the beasts will all go back to where they came from. In the meantime, the crew will try to find the Doctor to kill him as well. Once the crew locates the transmitter source they find inside a surprise. It is the Doctor. His plan has an even bigger purpose.
Yoshihara and his crew grow old still chasing Godzilla and the Doctor. He contemplates spending his whole life on this one mission, thinking about how he doesn’t have a life outside of this chaos. We jump to the end of the comic and A.M.F. has a trick to use against the monsters. One I hadn’t thought of.
Godzilla’s half century war is an action packed comic with lots and lots of monsters; giant bugs, snakes, dragons, everything. The story reminds me of Captain Ahab and his hunt for Moby Dick. The story follows our main character and all the monsters he faces but mostly Godzilla. The art is a definite throw-back. I like this style and the coloring adds to the scene as well. It is mostly lost of pinks, reds, oranges, and black. This shows the sky looking like dusk a lot. Also, since there are so many explosions going off it is how I would picture the city. Anyway, I love Godzilla and could watch him destroy stuff all day long, whether my Barbie houses or cities in a comic. He is always a classic.
Score: 4/5
Writer/Artist: James Stokoe Publisher: IDW Publishing Price: $19.99 Release Date: 5/22/13
Review: Bikini Cowboy (OGN)
Nothing I can say about this book will do it justice. It took me almost a week to be able to sit down and talk about it because upon finishing it… I just didn’t have the words. How can I possible capture the journey this book took me through in a single review? The book made me force back tears more than once and I’m not embarrassed to say that in the least bit. It’s a touching story set in the backdrop of the wild, Wild West and yet populated with the strangest assortment of modern elements. Set in 1812 on the American Frontier, it begins with a woman walking into a town carrying a surf board. That’s right, a surf board. She walks into the nearest bar after setting her board up outside by a horse and asks for an energy drink. During this process she also removes her coat and we can see that she’s wearing nothing but a bikini. Everyone in the bar is distracted to say the least. The bartender senses trouble, but she tells him that as long as she gets her energy drink there won’t be any. Since he has no idea what an energy drink is she tells him to mix water and sugar to together and he hops to it. Meanwhile, the bar patrons have wondered over to our half-naked main character.
Right around here is when the sass begins as Jill our Bikini Cowboy, dismisses the other cowboys verbal attacks on her as ignorance on their part. One of them makes the mistake of trying to touch her and a fight breaks out. We’re not privy to the fight as we watch the bartender cower outside and feel sorry for the “poor girl.” Much to his and our surprise when he goes back inside, Jill is the only left standing and she’s still waiting for her sugar-water. As Jill is getting ready to leave a young boy on the run from someone, comes into town and passes out into her arms. Three men on horses come in after the boy and tell Jill to give him up, but she doesn’t like their tone or attitude. She pulls out her whip and goes to down on the men.
When the kid wakes up he’s introduced to us as Rod. The strange thing about Rod is that he’s wearing a metal collar around his neck like a slave. Jill silently acknowledges this, but she never brings it up to Rod. So begins their journey together as Rod is fleeing from the man that he calls the General and Jill is running from a Preacher that she calls Sheriff. There is plenty more to read as the story clocks in at about 377 pages.
Jill is an incredible character and while it’s strange for her to be carrying a surf board and asking for energy drinks, she fits in perfectly with this bygone era. In fact everything that seems out of place for the era, in fact works perfect with it. Fresherluke (as the credits say) takes Jill and Rod on an incredible journey. It’s emotional, it’s funny, but most of all its hard. Life is hard and this book captures that. For all its wackiness and fantasy-esc elements, it captures life perfectly.
The pacing for the story is great and moves the plot line of Jill and the mystery item she’s looking for forward perfectly. Rod’s vision and abilities become clearer and clearer as the story goes on and when you finally connect the dots, you’re likely to let out a verbal gasp. The writing is skillful and creates an immersive read in a way only a comic book can deliver.
While the story is incredible on its own, the real heart comes from the art. Half of the characters personality comes from the writing and the other half from the art. The facial expressions are spot on and are key element to the emotional success of the story. When Jill is happy and smiling you can’t help but smile with her, which is evident with Rod several times. Entire rooms of characters light up at her presences and go cold upon the arrival of the Sherriff/Preacher. Jill’s silent acknowledgement of Rod’s metal collar around his neck is anything but silent on her face. Fresherluke’s style has a very animated look to it and at times you’ll swear you’re reading a collection of animated cells that someone added word bubbles to.
I will never forget this book. I know that sounds strange to say, but there are comics that have stayed with me long after I’ve finished reading them. They’re my recommended reading list and at times just a suggested reading item when someone is going through something in their life. Bikini Cowboy joins those ranks and to me personally, it is a piece of comic history. This story fools you with its title, with its design, with its humor… only to deliver one of the most heartfelt comics I have ever read. If you read comics, this is why you read them. Maybe you don’t know that yet, but you will when you’re done.
Score: 10/5 (It’s not often that I break the scale, but this deserves it)
Writer/Artist/Creator: Fresherluke aka L. Frank Weber Self-Published Price: $31.95 in print or $5.99 on Submit
Review: Green Lantern #20
As is true of most other comic book readers, Geoff Johns’ Green Lantern: Rebirth reinvigorated my obsession, not just of my favorite superhero, but of mainstream comics in general. That was almost a decade ago. Since then, Johns has consistently served up a buffet of downright delicious Corps Wars, Blackest Nights and Brightest Days, each one, whether you like his direction or not, deepening the mythos of Green Lantern into something greater than it has ever been. Green Lantern #20 is Geoff Johns’ swan song, and in a way, it’s a love letter to the story that put both him and his character onto the contemporary pop culture map. That’s not hyperbole - his run is simply that seminal. Not ironically for someone who created DC’s emotional spectrum, this one also takes you through quite a few feels, including the words of heartfelt congratulations after the story from people like Grant Morrison, Richard Donner and Neil Gaiman, which speaks to Johns’ credit within the pantheon of great creators.
And yet, while it is self-reverential, this final entry in Johns’ GL canon stops short of being self-aggrandizing. This isn’t Johns kissing his own ass, this is him mustering everything he has created in the Green Lantern universe and firing it ... at will and with furious urgency. And I’ll be goddamned if the result isn’t one hell of a light show.
Okay look, as big of a Green Lantern fanboy as I am, let me qualify this review by saying that it has recently felt like Johns has run out of steam, beginning with the War of the Green Lanterns arc, which led into the completely unnecessary and quickly quashed Rise of the Third Army event and then this, the rehashed-Krona threat of the Wrath of The First Lantern. The last few issues, however, have been stellar, and in this, his run’s death rattle, Johns has finally returned to form. Green Lantern #20 is a perfectly furnished bookend to the legacy he created almost 10 years ago.
Set within the framework of a future “beyond tomorrow,” where the Corps still burns brightly, this story is told by the new Keeper of the Book of Oa (whose true identity we are shown a wide-eye-inducing glimpse of later). What follows is a fairly concise wrap-up of what has happened throughout Johns’ run - something he has proven to be very good at over the past few years. Afterwards begins the knock-down, drag-out, technicolored donnybrook we’ve all been waiting for, with all of the “Christmas Corps” converging to collectively bitch slap Volthoom, the so-called First Lantern.
The brouhaha that ensues is gratifying on almost every level if you’re not just a Geoff Johns fan, but a Green Lantern one. Not only does he, even in his last gasp, continue to build on the legacy of the Green Lantern universe, but he pays homage to what got him there, what made him a fan, in the first place. Within all of this are quite a few nods to old canon and great reveals, whether it’s the (AMAZIG’N) return of an old fan favorite character, or the revelatory nature of “The First Lantern” him/itself.
Pretty much every character gets in his, her or its licks, with one or two trying on new / old rings, and a couple of the more dangerous emotional entities making their presence felt, as well. Speaking of which, the big reveal of the new Parallax would have been pretty goddamn amazing ... had it not been spoiled to shit previously by Green Lantern Corps #20. Not sure who fucked that one up, but it still didn’t take away from the overall punch of this story ... and what a punch it was!
I’m not an emotional guy, not even when it comes to comics, and maybe this is because I’ve just quit smoking [will] ... but this took me down one hell of a roller-coaster. I’m man enough to say that I got as close to “choked up” as I get a couple of times, both at specific scenes and in the general nostalgic overview this book so beautifully crafts. Whether it was seeing a young Hal Jordan ripped back into existence and tormented by Volthoom or seeing the culmination of the relationship between Hal and Sinestro, this issue tugs the old heartstrings in a very pleasant way, particularly in the story’s postscript.
This series of short stories explores the fates of each one of the Earth lanterns many years hence. Sometimes when this “looking forward” device is used in stories, its payoff comes across as weak or muted. This, however, is how you do it right. Not only does Johns wink at us with forthcoming story beats of Lantern Baz and his future partner, but what he sets up in the lives of John, Hal, Carol and even in aveiled view of what happens to Sinestro is completely satisfying. The best part, however, is when Johns GIVES GUY GARDNER HIS OWN ONE PUNCH! Okay, Geoff, you are officially allowed to leave now.
This was everything I had hoped for in Johns’ big send-off issue: enormous fights crackling with Lantern energy, massive outer space operatic grandstanding, true and lasting consequence, the resuscitation of old villainy and the resurrection of long-thought-dead good. As much as I’m looking forward to Venditti and Tan’s forthcoming run (and wonder how they’ll ever effectively follow this run), this issue serves as an exemplary finishing point. To put it simply, if I never read a Green Lantern comic book ever again (which isn’t going to happen, let’s be honest), I would be happy leaving the story right here.
Thanks, Geoff. You did good. Real good.
Score: 5/5
Writer: Geoff Johns Artists: Doug Mahnke, Christian Alamy, Keith Champagne, Marc Deering, Mark Irwin, Wade Von Grawbadger, Tom Nguyen, Patrick Gleason, Cully Hamner, Aaron Kuder, Jerry Ordway, Ivan Reis, Ethan Van Sciver Colorists: Alex Sinclair, Tony Avina Publisher: DC Comics Price: $7.99 (yes, it’s worth it) Release Date: 5/22/13
Review: Nowhere Men #5
Just this week I sat down and finally caught up on Nowhere Men slamming through issues three and four in preparation for this issue, it’s one of those series that you can forget about easily if you’re not constantly reminded of its existence. The strange thing is that as well as it’s selling, the marketing push is very low compared to other Image titles. It’s unfortunate, but maybe now that it’s back on my reviewing cycle it will receive more attention. For starters, I have to say that the previous issue was much better, but there were several interesting things about this issue as well. One thing that I will say about the writing for this book is that as much as the timeline jumps around, it’s amazingly organized and never breaks the flow of the story or is confusing. This issue begins in the past, but not the distant past. Emerson is in a meeting with a man from the ISS about buying the now destroyed space station, but he wants to keep it a secret. This is where we learn about one of his many secrets in which they tell the public that the space station is gone while Emerson purchases it and keeps it from the public.
In the present timeline, Grimshaw is watching footage of the space station crashing and it becomes clear that he’s been spying on the station for a while. As he’s watching the footage he notices that it’s not breaking up, but actually teleporting away. It’s revealed that they’ve discovered Ellis’ robot that’s been advertised in the previous issues and now Grimshaw wants to find the crew members as well.
The story jumps over to a fraction of our crew that finds themselves in… Antarctica most likely. Karen stands over Susan with another of the suited men and they stare at the black goo that inhabits her suit. The suited person informs her that they’ve “Seen weirder.” Daniel wakes up and is handed his World Corp idea, but is asked why it doesn’t check out. He once again asks where they are and he’s told that their on a remote site that houses all of World Corp’s greatest secrets. (Awesome)
I don’t mind the fake ads for things that later appear in the issue, but I’ve grown tired of the magazine segments and the book excerpts. For me, they don’t enrich the story and I’ve begun to skip them. It hasn’t hurt my reading experience any and I seriously doubt that there is anything too revealing considering it’s intended for the general public. Other than that, I’m enjoying the slow discovery of the team’s powers. I have a feel that once they’re all revealed and the world discovers them that this series will dramatically change. In a way I’m looking forward to it, but at the same time I’m enjoying the slow deliberate pacing. The addition of the “virus” appearing on the planet is also very cool and could potentially change the world even more.
The art is fantastic and I applaud the artist for keeping up with the different characters and shifts in the storyline. To draw the same group of characters in so many different stages of their lives has to be challenging, but Bellegarde does a great job. The coloring is gorgeous on this series and gives me a sense of déjà vu, but I cannot for the life of me place it. While I know its Jordie Bellaire, there is still something else that’s familiar about it. Oh well.
This issue had cool moments for sure, but there reveals and events in the past two issues might have spoiled me coming into this issue. I will definitely be paying attention to the next issue though and can’t wait to start seeing the characters interact with the world more.
Score: 4/5
Writer: Eric Stephenson Artist: Nate Bellegarde Colorist: Jordie Bellaire Publisher: Image Comics Price: $2.99 Release Date: 5/22/13
Review: Minor Acts of Heroism #1
Usually stories about kids, especially when they have super powers… suck. The problem is that most adults don’t write believable children and make them way too smart for their age. The last time I read a good kid/teen superhero book was Geoff Johns run on Teen Titans and since then there has been a dry spell in comics (though I’ve yet to read the new Young Avengers). Part of this week’s Submit release titles, Minor Acts of Heroism was hysterical as I instantly became a fan of it and its child stars. The story begins with Bradley and his step-son Simon visiting a friend’s house. Simon calls it Dracula’s house and points out all of the creepy aspects like the demon door knocker or the fact that there’s no electricity. Simon’s taken into the sitting room where he’s introduced to Julius’ (the owner of the home) nephew Sergio. Simon is on to their tricks as the two adults leave the room to “deal with stuff”, but decides to engorge himself on the deserts that have been left out. The two boys begin talking a bit as Simon is anything but shy and that’s all is Sergio. We cut to Julius and Bradley in the bed chambers undressing and suddenly there’s a bit of confusion about what this book is about. I found this part hilarious as it’s not what you’d think all. (Well played creators)
Simon begins pounding Sergio with questions about why he’s there and if he knows that where he lives is weird. Sergio begins opening up and agrees that the house is weird. He runs into a question he doesn’t want to answer and distracts Simon by asking if he wants to see the weird stuff his uncle left in his room. Once in Sergio’s room Simon spots some pictures of Everywhere Kid and wouldn’t you know it, he looks a lot like Simon. Of course Sergio doesn’t think so.
The story continues as the two boys get into trouble and a lot of secrets are revealed. I really enjoyed the interaction between Simon and Sergio and while they had just met, it was clear that they were fast friends. It’s hard to create a new superhero world and while this one isn’t fleshed out completely, it’s off to a great start. There’s a carefree nature to it that gives you the impression that no matter the danger, the characters will make it out. It’s funny throughout the entire issue, but the last page is where the big payoff is. The writing has a great pacing and the characters are very well constructed.
The art is definitely manga inspired. Not just with the art style, but some of the designs as well. One of the characters is a straight homage to Tuxedo Mask which was awesome. All of the characters have huge eyes, but it works very well with the design and the world. The coloring also adds to the art as it gives it a bright and vibrant look. That’s actually the thing that makes it stand out from a typical manga infused story, is the coloring.
This was a great find and while I was only slightly intrigued by the cover, I found that the story was very rewarding. In a lot of ways this is like the trinity of kids groups and it’s very cool because of that. Minor Acts of Heroism borrows everything great about the superhero genre and mixes them together to create something new and yet familiar. It’s a fun read so check it out.
Score: 4/5
Writer/Artist: Adriana Ferguson Writer/Inker/Colorist/Letterer: Kristen Van Dam Publisher: Super Cosmic Friends Price: $.99 Buy it on Submit Release Date: 5/22/13
Review: Adventure Time #16
Written by Guest Contributor: Jordan North This week’s Ice King centric issue of Adventure Time was full of juicy tidbits. An Ice Queen crossover?! Ice King has a history with Hudson Abadeer?! OH MY! Yes readers it was chock full of meaty, meaty lore.
Issue #16 opened great with Jake and Finn having a rare bro-out sesh with the Ice King as both of them piloted their own goofy versions of what were essentially the Power Ranger`s Megazords. Finns of course being a massive Jake suit and Ice King’s being… well, ice. It was fun and the negligence of both parties to pay attention to a trapped Lumpy Space Princess was funny. One trap door latter and the kind of nemeses get to spend the day in an epic ice dungeon together and maybe score some mad loot!
This is also the beginning of what ends up being a really stand out issue for the Ice King. His monologue on his view of what it`s like to be a princess and how what he’s doing for them isn’t all bad and is actually pretty insightful and shows a rare wise old man side of Ice King that we rarely have the privilege of seeing. And it’s not the only glimpse into his multifaceted personality that we get to see as the heroes and “villain” travel deeper into his cavern of ice and madness. Aside from the typical monsters and traps there are other interesting reveals here.
The issue isn’t all serious. A bit where Jake tries to seduce some eyeball monsters who willingly allow themselves to be cleaved in two by Finn to stop the process is hilarious as is a wink at a classic DC comics locale. “You created a hall of justice?!” “No, check the kerning, it’s a hall of just ice.” Funny stuff.
Back to the Ice King, later on in the issue we encounter, THE ICE QUEEN! How wacky is this? It’s actually a big deal, this is the first time we’ve seen a crossover with the fictional-fictional universe of Fionna and Cake. Granted, this version of the Ice Queen is just a robot but it`s still cool. A line, following asking her creator why he left her alone for 200 years was actually pretty damn sad. Ice King immediately and cheerfully begins to destroy his creation who asks, “Why? Why did you create me just to do this?” and I promise you it never gets mentioned again. It certainly doesn’t here. Why you gotta be so cold AT? Follow that with a scene where Ice King explains the torture of being so old and having so many painful memories and so much loss that’s great, “Finn, when you get older you realize some things...memories blow so hard sometimes” and you have a great issue of Adventure Time.
Score: 5/5
Writer: Ryan North Artists: Shelli Paroline & Braden Lamb Publisher: Kaboom/Boom Studios Price: $3.99 Release Date: 5/22/13
Review: Miniature Jesus #2
I am fascinated by this comic…in a good or bad way…I don’t know yet. I think it may be just that the story is so fucked up that I can’t help but be drawn to it. I had no idea what to expect when getting into this comic. I did no research on it and randomly picked it from my list. We meet Chomsky, a recovering alcoholic who talks to a lot of his imaginary friends. Maybe they aren’t imaginary but no one else has seen them yet. His friends consist of a rotting cat and a shoulder talking devil, no sign of the angel yet. He struggles with staying sober and finding belief in anything. His devil friend attempts to talk Chomsky into drinking and the rotting cat, well I have no idea why this creature is in the comic. I am guessing that the cat will be some sort of help. Chomsky lives day-by-day just going through the motions. He walks around a lot and in this issue stumbles across a church. He sits there asking himself why he needs so many facts in order to have faith in something. I find this ironic since most people who have supernatural things happened to them are more likely to believe in the unknown.
Meanwhile, inside the church, which occurred in the last issue, Pastor Button is preaching to God while a local boy watches on. Pastor Button and this boy soon realize that the miniature Jesus hanging up is coming to life. I thought Jesus’ Second Coming would have more of a bang but I like how McKeever did it as a small event in obscure location. After all, I don’t think Jesus would announce his presence but instead people would have to have faith in order to see his true power. The Pastor is going wild and tries to stomp on miniature Jesus! So, when we get to the second issue, Pastor Button is trying to show God that he can take anything that God throws at him. The little boy runs for his parents to show his mother the mayhem. Chomsky just looks on and wonders what strange occurrence is happening.
The progression is slow but, I think my randomness has paid off. A lot didn’t need to take place because I wasn’t bored with what was happening. For me, a lot of times I want a faster pace because I am bored with the current situation. Not here. Also, Chomsky is such an easy character to relate to because we are all a little crazy and self doubting. We talk to things that aren’t real too. Chomsky is struggling like any other human and God’s Second Coming or a rotting cat will no doubt help him to find his way.
Score: 3/5
Writer/Artist/Creator: Ted McKeever Publisher: Shadowline/Image Comics Price: $3.99 Release Date: 5/22/13
Review: Time Samplers #2
One of the most unfortunate symptoms of luxuriating along the rich underbelly of the comics industry is that indie titles, through sometimes no fault of their own, are often plagued with delays. It’s the nature of the beast unfortunately, but it also means that the story has to be gripping to hold your attention. So, after a five-month break between issues, how does Paranoid American’s consumerism conspiracy book, Time Samplers, hold up? Well, it does feel like a sampler, but more the kind you get at your local T.G.I. Friday’s - a loaded reference, I know, about a book decrying the commodification of consumption. What I mean is, there seems to be a lot served up on one plate: a bit of the ol’ 1% vs. 99% here, some quasi-Masonic skullduggery there and a dash of clandestine “man behind the curtain” stuff just for fun, all wrapped up in zany misadventure.
Opening in a way very similar to last issue, the book begins by introducing an oracular character proselytizing the shared nature of the moon and humanity, waxing philosophical on “dark sides.” This syrupy but brief scene quickly changes, revealing that this introspective lady is actually a girl named Luna (obviously), who wakes up in the real world as some sports bra-wearing, hipstery righteous babe that rocks around selling her jewelry to pawn shops ... “ironically,” I’m guessing.
As the normally “SO-not-mainstream” Luna is uncharacteristically compelled to shop at the great Temple of Stuff (the shopping mall), we cut to the still-shadowy leader from issue one, who continues to manage his unseen, manipulative, world-spanning organization as it secretly pulls the strings of the global economy. In a scene that takes a page out of Lex Luthor’s book from All Star Superman, this power-hungry figurehead uses Luna like a hand puppet; not in the sexy way you’re thinking, but rather as a remote-controlled sleeper agent to transform peaceful protests into violent riots, albeit with some fairly trite rhetoric.
From there, we are thrust into the other plot of Time Samplers, which sees a stereotypical scientist (whose name is even “Doc”) join forces with pawnshop owner Carmot, to try and extract their underground musician / detective friends, Cal and Lex, from the chaotic environs of the W.I.L.D. Machine. If I remember correctly, this thing clones the time-stream, allowing folks to manipulate copy histories for research, fun and, presumably, “science.” This part starts out pretty fun, as we follow the oddball pair’s escape from a shared sort of existential crisis through the darker corners of their own minds, but it’s still not entirely clear what any of this has to do with anything, other than to show some zany imagery, actually use the main characters, and give a brief synopsis of a secret society.
Time Samplers isn’t without its charms and it clearly isn’t taking itself too seriously, but at the same time, it feels too much like a vehicle for the theories of publisher Paranoid American. That would be fine if the so-far divergent plots came together naturally, rather than shoe horned, or if this offered anything new to the conspiracy discourse ... but it doesn’t.
It also feels like there are too many cooks in the kitchen, with the different premises of the book coming across as a random jumble. I’d say this might develop and coalesce in time, but given how long it’s taken for the second issue to come out, I don’t hold high hopes that this will ever become cohesive. Honestly, I think the team should focus on putting this out as a collection rather than by single issue.
Colacitti’s art waivers in quality quite a bit here, and he works better when drawing the ethereal rather than the real world, which feels empty and stiff. Saying that, some of his stuff does have a quaint Allred feel to it at times, but it just needs to be significantly tightened. I also got the chance to see his impressive black and white sketches over at the Time Samplers Facebook page, and I kinda wish this thing wasn’t colored - his art might seem less cartoonish that way.
I think it’s great that these guys are doing this apparently on their own steam. That type of drive should always be commended, and I want it to be clear that I do so here. I just wish that all the time between issues was spent polishing the art a bit more and bringing together the still-frayed plot threads more satisfyingly. Time Samplers isn’t a complete wash, and its wackiness might appeal to some, but I’m pretty sure this is one for the diehard Paranoid American faithful.
Score: 3/5
Writers: Thomas Gorence, Erik Konocis, Julius Freeman Artist: Nicolas Colacitti Publisher: Paranoid American Price: $2.99 Release Date: 5/22/13
Review: The New Ghostbusters #4
The Real Ghostbusters (Peter, Ray, Winston, and Egon) have returned from the parallel dimension prison. Last issue Janine faced off against the spectral Viking ancestor in a test of worthiness. She failed. But don’t fret about poor Janine because she faces no repercussion from that whole plot point. Instead, the asylum inmate that Kylie had been dealing with becomes the focus. That wicked little man unleashed a band of spectral monsters on the Real and New Ghostbusters. The shining, colorful creeps look to kidnap the Real Ghostbusters. A battle ensues. Proton packs are fired.
On panel one; we are introduced to the Collectors as a group of four creatures. Narration reveals that the Collectors take a similar form to the ones they hunt. In the next panel we see five humans with eyes glowing the same as the Collector counterparts above. So how did five come from four? These types of writing gaffes baffle me.
The rest of the issue has an interesting battle between the heroes and villains. In most comic books, however, subplots arise to garner interest for readers to return for the next issue. None of that happens in this story. Everything is so customary and simple that this comic can only be described as forgettable.
I do enjoy Dan Schoening’s artwork. The cartoon look adds a unique element to the story. The coloring also helps with the look of the book because so much of the story has dark backgrounds to add to the eeriness.
But the book still lacks spookiness and fun. Plodding dialogue has been weaned down since the previous series, but the jokes are still terrible. Peter explaining that he has a butt like a Greek god made me cringe. That’s not the smooth Peter Venkman we all love.
I love the Ghostbusters, and I vow to plug this book all I can when the writing improves. Until then, I will warn everyone to stay away—even though you don’t listen.
Score: 1/5
Writer: Erik Burnham Artist: Dan Schoening Publisher: IDW Publishing Price: $3.99 Release Date: 5/22/13
Review: Akaneiro #1
Review by: Connor Russell Honestly I looked at this book simply because of its name (which I had no idea what it meant) and the cover looks pretty sweet. Doing some research, I found out this is based off a game developed by Spicy Horse Games, which American McGee is a CEO of (The more you know).
The setting is Yomi Island (akin to Feudal Japan, maybe earlier). There are two main societies of people The Red Hunters and the Ainu. One hunts Yokai, or demons, whereas the others believe them to be spirits or gods. During a sacred ritual of the Ainu people, a boar-like yokai “fuses” with a dead bear that was part of the ritual, and a girl who turns out to be the narrator helps out. The Ainu get pissed, saying they disrupted something sacred and now they must war and stuff. The girl, Kani, who always felt like an outsider volunteers to join the Hunters and act as a liaison for the Ainu, after speculation both parties accept and then she must go on a journey as a trial.
Justin Aclin was in charge of writing the story. I'm just going to say straight away, it’s obvious this is a re-imagining of Red Riding Hood. If the big red hood that Kani wears isn't a dead giveaway, just wait for a line at the end of the issue. I feel I can't say too much as the story is based from a game, but it did feel a bit bland. The “tragic past” of Kani and her father, did nothing for me to connect to her or sympathize with her. The characters felt pretty dry and I hope this is something that gets developed on in the next issue.
Art was done by Vasilis Lolos. I had an almost love/hate relationship with the look of this book. Sometimes it looks really awesome, especially on the demons. It would come together in a nice gritty kind of style. Other times it just didn't look right, and this would normally happen with faces, although not all the time. It definitely a style that most people would like or not. In general I will say that I did.
While I wasn't overly impressed with the book as a whole, I can say that it has me in enough that I want to see where they will go with it. Maybe only read this book if you are bored and don't have a great load of anything to do, because in my opinion you aren't missing out on much.
Score: 3/5
Writer: Justin Aclin Artist: Vasilis Lolos Publisher: Dark Horse Comics Price: $3.99 Release Date: 5/22/13
Poker Night 2 Comes To IOS
Poker Night 2 is now available on iOS devices for $4.99. I'm telling you this because it's a pretty awesome game as it combines several characters into one awesome pie. Here's the details, but I'd actually recommend you buying it on a game console, but if you don't have the choice then go for it either way. Telltale Games' Poker Night 2 is finally ready for launch on the iOS App Store for just $4.99 USD! Taking the fifth seat at the table, players will be joined by an all-star cast:
For more information on the game, visit the official website, Facebook, and follow Telltale Games on Twitter.
Hope You Have Clean Pants On: Here's The Covers For TMNT #22-26
Review: The Sixth Gun #31
I love westerns and this story right now is my number one series. It’s not just gunslingers, thieves and lawmen, but packed with more elements. So put on your cowboy hat boots and saddle you horse and enjoy the ride. Becky is being hunted by Skinwalkers while she’s in the spirit realm. They have hunted her down killing her spirit animal and now corner her in the caverns. Becky doesn’t go down easy using everything at her disposal except the six because it is powerless here. As she strays from the path the perils increase, but she has help to survive. The six appear in all shape and size not just as guns, but any weapon like axes and clubs.
Drake is expressing his concern about Becky’s life as she has appeared to him. The tribe and elders can’t protect her from the Skinwalkers in the spirit realm only from the physical. Now the crew is off for their next mission the help Becky survive by going to the camp of the Skinwalkers. Confronting them there will save Becky’s life. Drake is still too sick for travel and has to stay behind. Drake’s concern is that he doesn’t want to stay in case they fail and he might have to take possession of Becky’s gun. Gord reassures Drake that it’s the right attitude to have in case he has too.
This story is well told; from its panels, dialog and the narrative. Each has a purpose and doesn’t feel out of place. Drake’s dialog is what you expect from a hardened man on the trail in the west; rough and taking on the world. The panels that are pure action for Becky remind me of one of the first Six Gun I read, telling a story with no words and progressing it further because of it. The narrative is used well in Becky’s story to move it along to help explain for some new readers who just might have picked this up out of interest. It was a little slow at the beginning, but then made my jaw drop wanting more.
The colors stand out in this issue separating the spirit and real realms. The Spirit Giant chasing Becky just captures my attention with his haunting face to the detail in his fingers. The way he anticipates every move like he’s right in step with Becky.
I can’t express how fun it is to read this book. It’s full of action, moves along well, and has a character you just have to root for. Pick this up now it’s only the second book in the story arc and you can pick it up right away without missing a beat.
Score: 5/5
Writer: Cullen Bunn Artist: Brian Hurtt Publisher: Oni Press Price: $3.99 Release Date: 5/22/13