Group Review: Injection #1

Since leaving Moon Knight, the popular creative duo of Warren Ellis and Declan Shalvey have been a sought after item. Why in just six short issues they basically rocketed to “fan favorites” with their take on the popular, but not very successful in terms of sales, character. Well Ellis swooped Shalvey away with a creator owned project, Injection, over at Image and now four of our writers are going to take a look at the book and give their thoughts and a score with our latest group review.

Once upon a time, there were five crazy people, and they poisoned the 21st Century. Now they have to deal with the corrosion to try and save us all from a world becoming too weird to support human life.


ANDRÉ: 3/5

I’m often frustrated when a premiere issue gives just a few morsels to snack on without giving much of sense to the overall premise. Reading Injection, I tried to parse out what the characters’ motivations are, but it seems as if the creators think that that’s better left for future issues and instead focus this issue on several conversations where the reader knows very little about what the characters are talking about, a technique that’s great for its lack of lengthy exposition dumps but not so great for coherence. Despite lacking much of a sense of the characters’ desires, I did find the main leads compelling, and nuanced characters. Maria Kilbride’s transformation between her present self and how she once was does a great job to highlight the brain damage she purportedly suffers from despite retaining her incredible intelligence. In the present she seems to have a bit of temper that’s paired with a hankering for a sandwich that hopefully she gets by the time the next issue comes out while. Similarly, Robin Morel, the resident British Isles scholar, seems to have undergone a dramatic change from his initial optimistic disposition in his initial meeting with the cultural cross-contamination unit. Ellis does some great work giving both character distinct voices and refraining from reducing them to caricature. Both of them, and supporting character Brigid Roth appear somewhat drained in the present scenes, possibly as a result of the work they engaged in together.

Ellis knows how to spin a great conspiracy story, but unlike Trees this one didn’t have me searching online for its follow-up’s release. Killbride walking into a strange space where lightning strikes doesn’t do much for me without context about what her team’s work concerns. That’s also why the reveal of the syringe tattoos on people throughout the issue failed to elicit so much as an ooooh. It’s a tattoo of a syringe, so what? Without a doubt my favorite parts of the issue were the ruminations on English life in scenes featuring Kilbride and Morel. For me it did a great job of situating the reader in a non-American space, which I’m always eager to occupy whenever comic creators take the risk of focusing a story outside of the United States. Injection may take off, and become another critical success for Ellis as well as artist Declan Shavley. Maybe then, I’ll give it another shot.


SAMANTHA: 3/5

Injection-#1-1We all know this is the most anticipated comic for months. The team says it all, so it as Dustin would say, it doesn’t really matter what I write. You’ll purchase a copy and judge it for yourself. So instead I am going to focus on two major things; Warren Ellis and his writing.

Trying not to spoil the comic, I tried to stay away from pre reviews of the series. Soon I realized that it is incredibly difficult to jump into an Ellis story without some background knowledge. Most of his series and especially his opening pages don’t make much sense. On one hand, I love it. It shows that a writer isn’t scared to start a story slow. He isn’t scared to confuse his readers. So without reading any material beforehand, you know they’re powerhouse companies that have done something wrong. You know the team behind it all feels remorse. And you know that same team is being coaxed into helping solve it. Other than that, it is a bunch of names and past relationships that we don’t quite understand. This is intriguing.

But then on the other hand, it’s flat out annoying. If you are busy, it is hard to keep up with every new comic event and new release. You happen to miss some along the way. And if you missed Injection and then decide to buy it based on cover or names alone, man you may have just screwed yourself. Now you must backtrack.

So I really can’t decide if I dig this writing style. For now, I am interested in Injection and the post-apocalyptic vibe. The questions raised bring you in because there are some things you do understand, so it is enough to keep going for now.


DANIEL: 3/5

I was intrigued by a new Warren Ellis story, I read all of Transmetropolitan. It was recommended to me by a friend so I tried it, it took me a few issues to really get into it. Injection feels much the same, I read it, I enjoyed it but I'm not ravenous for the next one. I'll probably read this in the trades rather than month to month.

I like that it's based in Britain (being English and all), I look forward to reading what the American Comic Bastards think of it. The art style that really fits British countryside. There are a lot of acronyms used, only some of which are explained, this made the conversations more real. There were a few info-dump moments where characters gave more information for the sake of the reader rather than natural conversation, but in general the dialogue was good.

The lettering in this comic feels a bit strange to me, it's too crisp and clean which doesn't blend well with the muted colors and dour mood. Another thing that felt strange was the Welsh girl wearing blue (almost-futuristic) sunglasses on what is a (typically British) overcast day. Even though it's set in Britain, the numerous mentions of a sandwich were annoying, just because it is mentioned so many times.


NICK: 3/5

A lot has happened since Warren Ellis launched his last creator-owned project, Trees. Luckily, Ellis still has plenty of The Future to mash-up with The Past to come up with a comic that’s incredibly intriguing in premise. Unfortunately, like Trees, it ends up muddying its story with information overload.

After the end of Trees and Moon Knight, I realized I was going to have to suffer through another Gillen/McKelvie scenario where I’m not wild about the writer, but this artist I love works with this writer all the time. Ellis and Shalvey are an excellent team on a technical level. They seem to understand each other’s heads, and Shalvey can bring to life the most technojargon passages from Ellis. They also seem to be adding Jordie Bellaire to their Comic Book Superteam, which makes this book shine even further. The flashback sequences have a flat coloring that plays well off of the present-day sequences, with their brushy, smudged colors.

Injection feels like the second issue of a really good series. You spend the whole issue trying to keep up with what you’re already supposed to know, and who these people are, and what the acronyms stand for (there should be an appendix for the amount of “I work for the Ministry of Time, which is a sub-ministry under FPI, which at one point was rebranded from...” It takes up a lot of character’s dialogue). As a first issue, though, it leaves me not too confused to hate it, and not too involved to love it. If it weren’t for Shalvey and Bellaire’s art, I would have thoroughly neutral things to say about it, but I will praise them all day.

The hook at the end of the issue is at least enough for me to come back to the series next month, but color me “cautiously optimistic” this time around.


Injection #1 Writer: Warren Ellis Artist: Declan Shalvey Colorist: Jordie Bellaire Publisher: Image Comics Price: $2.99 Release Date: 5/13/15 Format: Ongoing; Print/Digital

Review: Judge Dredd: Classics Vol. 2 #5

We have now reached the end of the line in our second Volume of Judge Dredd Classics.  Featuring tales presenting the Dark Judges, this entire run of Classics could have very easily have been called Judge Anderson Classics as the reprinted progs for the final three issues of this volume covered stories from the Anderson Psi Division title in 2000AD Magazine. As a matter of fact, old Judge Dredd has been nowhere to be found in the last three issues.  He did have a little itty bitty cameo in Issue #3.  But very little mention of our stone jawed hero since.  It continues here as well. But that is all good as these last three issues of the second volume of Classics have belonged to Psi Judge Anderson.  She has been the focal point and all the last three issues have revolved around her…Well her and the Dark Judges of course.

And I have absolutely no complaint regarding that fact.  These particular progs were originally released in the 1980s and they really hold their weight, maybe even more so than many of the Dredd tales of yore even. The featuring of such a strong lead in Judge Anderson really could be viewed as groundbreaking.

JudgeDredd-Classics05-cvrAs all fans of Judge Dredd know, Anderson has been the classic sidekick for many progs, she really gets her due here as she leads the action getting an honest and straightforward presentation of our lady Judge who would make stone jaw Joe proud.  Anderson within this issue is breaking protocol and risking life and limb even in the face of near impossible odds (and some serious Titan moon imprisonment time) staring her down.  Anderson handles all problems in smooth regard and can be viewed within these pages as a strong depiction of a female character in the graphic format.  Anderson can hold her own and these four progs demonstrate that fact whole-heartedly.  She brings it here.

The stories within this Classics assemblage are written by Alan Grant and John Wagner (who is credited under the name of “Grover”) with art provided by Cliff Robinson and Rob Smith.  Progs covered in this issue were featured in 2000 AD #424 to 427.  These progs are exactly as they appeared in the original 2000 AD printing with the only enhancement occurring through a splash of new color provided through the very capable hands of Charlie Kirchoff.  Like everything within the Judge Dredd mythos, the Anderson Psi Division progs are fast paced and brisk, running with a balanced presentation.

The Dark Judges were able to successfully manipulate and use Judge Anderson to return to Mega City One. And they have been reaping a bloody harvest of doom and gloom ever since, eluding the (living) judges as they administer their own sadistic brand of justice. Not willing to sit idly by as her Meg suffers, Anderson goes into action and works to find redemption as she challenges the Dark Judges head on and without fear bringing about a very satisfying outcome.

By the end of this issue, if you never were a fan of Judge Anderson, I can almost certainly assure you that you will be. Grant and Wagner utilize some of their most classic writing within these pages and they give Anderson substance and fullness rendering a total picture of the Psi Judge.  They portray Anderson as her own woman and really do a super job in bringing equality and balance to the Meg with her actions.

Though I missed Brett Ewins’ art style from the previous progs.  Cliff Robinson comes into his own throughout these pages putting a strong edge to the Dark Judges and their brutally violent destruction. This art is intense and Robinson rose to the challenge.  And adding the power to the Robinson punch, Rob Smith likewise does a steady job in maintaining the intensity level that starts and builds a crescendo until the conclusion.  Smith has a sequence of the Dark Judges wreaking havoc on a health club that seals the deal for me.

These art renderings are fantastic.  But the glue that holds not only the story together, but the entire volume of these Classics reissues is the strong new coloring of Charlie Kirchoff.  Much like Robinson’s work here, Kirchoff comes into his own with these pages rendering his best use of coloring within this line to date.  Well done man.

Well, it has been a fun run of this second volume of Classics.  I am certainly going to miss them.  Each volume has been just a wonderful rendition of superior tales within the Judge Dredd line.  I give IDW credit as these reissues were made with passion and care.  They are well worth a look and may just welcome newcomers in with open arms to Mega City One and its justice bringer.


Score: 4/5


Judge Dredd: Classics Vol. 2 #5 Writers:  Alan Grant and John Wagner Artists: Cliff Robinson and Rob Smith Colorist: Charlie Kirchoff Publisher: IDW Publishing/2000 AD Price: $3.99 Release Date: 5/13/15 Format: Mini-Series; Print/Digital

Review: 2000 AD - Prog 1930

Slaine is the Carrion Maker!  Slaine is the Feeder of Wolves!  Slaine has a beautiful cover and an even more beautiful chapter in Prog 1930! I enjoyed the hell out of this chapter of Slaine: even though Davis can do these big, indulgent spreads, he proves this week that he can still simplify for an action-packed chapter.  The result of this simplification is really impressive.  The art is boiled down to three consistent vertical panels on each page and Davis exercises full command of whether or not the scene feels claustrophobic.  Slaine's axe cuts apart the scene with thick crimson swipes of blood to awesome and, at least one time, pretty funny effect.

2000-AD-Prog-1930-1Finally things move along in Grey Area, making for a great chapter.  The art on this title has never stopped providing a steady drip of awesomeness, but the conflict with the Choodey lasted one or two chapters too long.  In any case, I'm happy to see things are moving again, and excited to see where they go, especially since Harrison's art really shines outside of a jail cell.

Strontium Dog and Dredd kept up their usual level of excellence this week and in addition to the regular titles we got a one-off episode of Terror Tales called "Phase Shift."  The gag here is pretty dumb, but I don't really care at all because of Hitchcock's pencils.  If you aren't head-over-heels in love with the first page of this comic, independent of anything that is said or any plot machinations, then you and I cannot be friends.  I believe Hitchcock penciled a story in the Christmas Special issue of the Progs at the turn of the year, and I remember being similarly impressed, even though that story was also lackluster.  Anyway, my point here is that if you see the name "David Hitchcock" on something, assuming it's not a name also shared by some Winnebago insurance salesman from Duluth, you should check the comic out.


Score: 4/5


2000 AD – Prog 1930 Writers: Various Artists: Various Publisher: 2000 AD Price: £1.99 (Digital) £2.49 (UK) Release Date: 5/13/2015 Format: Weekly; Print/Digital

Review: Southern Cross #3

My surprise hit of the year thus far has been this creepy little thriller from writer Becky Cloonen and artist Andy Belanger that follows the travails of one Alex Braith in her search for answers regarding the mysterious death of her sister on the Saturn Moon of Titan.  Deaths on Titan are not uncommon within this story realm, as it has become a brutal mining colony owned by the very powerful ZEMI Corporation who apparently has the monopoly not only of the mining, but also the travel as well.  Alex wants answers as her sister worked amongst the administration making her death a little suspicious to say the least. Since we entered aboard the Southern Cross a couple of issues back, we have been introduced to some strange characters, some strange dialogues, and some even stranger occurrences that has tuned this little suspense story into a full blown creepy horror, deep in the recesses of space with no one to hear you scream.  The ending of last issue had one of those strange occurrences happen that is picked up quite abruptly at the beginning of Issue #3.

Alex, creeped out by the missing of her roommate who just happened to be doing an investigation of ZEMI in relation to her sister, and even more creeped out by the rather odd appearance of something that I can only describe as diabolical, rushes to the captain’s chambers of the Southern Cross to be told that she may be experiencing some hallucinations due to some configuration adjustments of the ship.  Sounds reasonable enough.  Maybe even a little too reasonable for Alex’s liking.  Adding to the suspense layers, Alex’s room has what you could call a bad history as the previous occupant on another flight apparently committed suicide in the room. But like everything on this ship, suspicious thoughts rule the day.

Southern-Cross-#3-1Not quite buying into anything being told to her, Alex decides to dig a little deeper and investigate, discovering some disconcerting facts as well as noticing some similarities with other passengers, including the aforementioned “suicide” victim.  Yes, there is something creepy going on aboard the Southern Cross that ends with a brutal warning to Ms. Alex while she is with the captain.  And making it even more brutal, it’s the “who” that is giving the warning that sends the chills down the spine.

Southern Cross has been a thoroughly entertaining suspense tale that blends in the best elements of mystery, science fiction, and horror into a nice jigsaw puzzle of a mystery putting a piece here and one there.  It is a creepy combination as it leaves the reader ice cold as they follow Alex while she goes through the steps.  The Southern Cross is a living breathing vessel (quite literally it would seem) that plunges the reader into confusion, fear, and maybe even a little bit of trepidation as you wonder what might be lurking around each and every dark corner of this ship.

I give huge props to the skilled writing of Becky Cloonen in securing this tale soundly, as she has paced this story with mystery and suspense in exquisite timing and precision.  Everything is well placed as her writing allows the reader to absorb the elements surrounding the ship.  The smells, the sounds, the temperature, all of it.  It has definitely been one of my favorites for the year to date with its sense of gritty reality and a postmodern decay.

And regarding Andy Belanger with his cold and warm tones of art, he has managed to completely seal Cloonen’s vision perfectly.  This ship is rough and harsh as are the people on board.  Belanger shows them, scars and all for the world to see with the only warmth coming from the bizarre core of the ship’s engine.  The heat there is living hot adding to the mounting pressure and emotion that builds with each page turn as the ship is slowly churning away to meet its destination and apparently its destiny as well.

If you are a fan of good solid science fiction with a creepy edge, then I whole heartedly recommend that you give Southern Cross a read.  It is some of the best storytelling that you will read this year.  My early favorite for Miniseries of the Year to be sure.  And even better, it is making me a big fan of both Cloonen and Belanger’s work.


Score: 5/5


Southern Cross #3 Writer: Becky Cloonen Artist: Andy Belanger Colorist: Lee Loughridge Publisher: Image Comics Price: $2.99 Release Date: 5/13/15 Format: Ongoing; Print/Digital

Review: Weekly Shonen Jump #24

As was expected given the axe dropped on a few titles abroad, Weekly Shonen Jump added some titles in Japan and so now we're getting a new round of "Jump Starts."  The first one this week is Straighten Up! Welcome to Shika High's Competitive Dance Club. Um.  Well, other than the long, inconvenient title, I have a feeling this series isn't for me.  There's a load of coming-of-age stories in Shonen anthologies (because of the demographic they're catered to, natch), but when things are too explicitly... high-school-ish, I just don't know how I can enjoy the story.  You certainly don't have to identify with every character in every story; I think that's a bad argument.  I do think, however, that sometimes the entertainment value of a story is purely derived from whether you do, in fact, connect with what's happening.  The only time this doesn't happen is with a gimmicky premise, or one with a lot of fighting or adventure or whatever.  Look at Naruto: I don't identify with ninjas or with having a demon fox spirit inside of me; but, I find war interesting, and the exploration of the relationships between students, teachers, and just the pure mechanisms by which action takes place in the series hold my attention.

By contrast, when your series is pitching me about dance in high school because the main male characters are interested in being "accidental lucky perverts" I kind of have to get off the train.  Obviously this all comes crashing down when it turns out that dance is about more than just copping a feel and is actually one of the most rigorous and demanding things you could do with your time if you take it seriously.  But... well, I just don't care.  We'll see how this series stacks up against Devily Man.

WSJ-24-coverWhat can I even say about how amazing One Piece is right now?  Luffy is still locked in fourth gear, but who knows how long it will actually last.  Doffy has shown that he can actually turn things other than his body into strings and has started converting entire buildings into large strings for his defense against Luffy's relentless bouncing assault.  Riku has informed the people of the city that the end is near, which was a great dramatic way for Oda to signal to the reader that this is the climax of the arc.  I'm still worried that somebody is going to die, and I think now that Doffy is literally up against a wall, with this newly demonstrated ability to turn entire buildings into strings, he is going to lash out next chapter.

And who could forget about Bleach?  Everyone and their mother is coming back from the (sort of) dead, ever-so-conveniently just in time for the end of all things!  Woohoo!  I think it's a mistake to take all of Kubo's messing around seriously at this point: I'm just going to enjoy the return of Grimmjow, who has one of my favorite character designs ever.

I review Naruto on its own (which I will continue to do because IT'S BACK!!!) and even though, for me, Naruto alone justifies the cost of this volume, with normal weeks at Jump nearing 300 pages, it's sort of hard not to justify the cost most weeks.


Score: 4/5


Weekly Shonen Jump #24 Writer: Various Artist: Various Publisher: Viz Media Release Date: 5/11/15 Format: Weekly; Digital

Review: Bill & Ted Most Triumphant Return #3

Bill and Ted are helping Chuck De Nomolos be more sociable and be more excellent so that he won't grow up to kill them. They use the phone booth to transport him to various time periods to teach him “lessons.” I like that they take him to meet Mr. The Kid (Billy), who didn't like him in the movie. But then as is the fashion they ruin it, by saying he will fake his death and then work in a wild west wedding chapel, HarHarHar. It's another one of those go to jokes that's not funny and doesn't seem true to the characters. I really do like Jerry Gaylord’s artwork (except for Chuck’s mis-proportioned father), with a better story this could be a good book. Unfortunately the story is not as entertaining as I'm sure the creation of it was. I imagine there was lots of discussion along the lines of “and then they could do this .... and that would be really funny.”

Bill-&-Ted-Most-Triumphant-Return-#3-1The side stories are killing me, they break the (movie) reality, not very funny and because of the contrast to the artwork in the first half feel jarring and not as good. This side story shows Bill and Ted accidentally taking a baby dinosaur through time.

The best panel in this issue is when Bill and Ted take Chuck to Woodstock. There's a silhouette of Jimi Hendrix with a big crowd. The detail on the crowd is really nice, I spent a while looking over that. Apart from that there really isn't anything making me want to come back for further issues. Sorry Bill and Ted but this was not Most Triumphant.


Score: 2/5


Bill & Ted Most Triumphant Return #3 Writer: Brian Lynch; Adam P. Knave & DJ Kirkbridge Artist: Jerry Gaylord; Wook Jin Clark Colorist: Whitney Cogar Publisher: BOOM! Studios Price: $3.99 Release Date: 5/13/15 Format: Mini-Series; Print/Digital

Review: The Mantle #1

Ed Brisson is one of those writers nowadays who seems to have a new project every three months. In recent memory, he’s been working on Sheltered, The Field, Cluster and Murder Book, and now he’s adding another creator-owned project to the mix with The Mantle. The Mantle follows Robbie and Jen, two punk rock washouts, on their way home from a show. After taking some mushrooms, Robbie begins to see colorful electricity that zaps him; he wakes up in a room with several people who look like superheroes who tell him he’s been chosen as the new wielder of The Mantle, which are basically god-mode superpowers. Eventually, Robbie faces his new nemesis, The Plague, and things... do not go well. I won’t ruin the second half for you, because it is a truly great twist.

Brisson seems like he’s having a lot of fun with this comic. It’s your standard origin story, at some level, with all the interchangeable parts, but Brisson’s script delights in pointing those things out. When Robbie wakes up with powers in a mysterious house, one of the superheroes who greets him says “You’ve got your origin story, so let’s not waste any more time, ok?” This issue moves very quickly, and in lesser hands, it would seem too fast, but with the story Brisson is telling, the pace is pitch perfect, up to the big half-page splash about 2/3 of the way through up until the final page reveal.

Mantle-#1-1Level and Boyd are on another level here. I’m not sure I’ve read any of Level’s stuff except for his work in Valiant-Sized Quantum and Woody last year, and even between then and now, he’s jumped ahead in style. His lines are clean without being too squeaky, and he doesn’t bother with that Jim Lee-hyperrealism in the slightest. I don’t know what I would call this style, but it reminds me of Steve Leiber and Chris Samnee on their best days. And Jordan Boyd colors the living hell out of this book. The book has an intentionally muddy palette, so her flashes of color really pop. The lightning early on, the fire The Plague brings with him, the blood during the climactic battles.

My biggest issue with The Mantle was a lack of rules of the world. It does a lot of work as to who the Mantle is, why it chose Robbie, how it chooses people, etc, but it sort of skimps on The Plague. I don’t even know that this is a problem for me, since essentially, I’m left knowing who The Mantle is, loving the twist ending, and wanting to know way more about The Plague (who, I should mention, his character design is awesome. He looks like a less ridiculous version of the main character from the God of War games). I think, had there been more info about The Plague, I would have been satisfied, but I would have thought the issue had reached its saturation point, so I guess it’s six of one, half a dozen of the other.

The Mantle does one super-impressive thing, for me: it manages to make a traditional superhero story that’s dark, but does not revel in the darkness. It’s a cast of characters who are exasperated in the same way fans are (there have apparently been over a dozen Mantles in the last decade alone), but they do it without descending into the rape-darkness-cynicism of most superhero books. This isn’t to say this book isn’t dark--it super for real is. And it still lacks the hope of a traditional superhero book, but it seems as exhausted with the darkness and the world that forces it to cynicism as it can get.

This is a hell of a first issue. Everything already seems like a well-oiled machine amongst the creative team, and the story hooks you in just the right places. If you’re looking for a new superhero book outside the Big Two, boy have I got just the thing for you.


Score: 5/5


The Mantle #1 Writer/Letterer: Ed Brisson Artist: Brian Level Colorist: Jordan Boyd Publisher: Image Comics Price: $3.99 Release Date: 5/13/15 Format: Ongoing; Print/Digital

Review: Five Ghosts Special #1

Several months ago, I got a sneak peek of the upcoming Five Ghosts Special that was planned for release reportedly to unleash some of the origin stories of the mystical Dreamstone and the core to its powers. The sneak peek was a look at the cover and the blurb spoke of featuring the art of S.M. Vidaurri who has drawn some incredible covers in the series already.  With this special issue, Vidaurri has been given an open story to write what he wants and to expand the world of Fabian Gray in what has already been an incredible mythology set up by creators Frank Barbiere (writer) and Chris Mooneyham (artist). The cover released early flat-out rocked showing some sort of blue flaming demon knight.  How this would fit in to Fabian’s story, who the hell knew?  But I did know at that time that just from that sight alone (and the fact that I love this series), I was ready to tackle this giant size issue and see what wonderful mysteries that it would unfetter into my imagination and reading enjoyment.

Five Ghosts Special #1 consists of two tales.  The first, “The Demon and the Dreamstone” is the aforementioned tale written and painted by S.M. Vidaurri.  This story features an early rendition of the Dreamstone tale taken from both a book as well as an event related to a demon who possessed the stone as well as the person who allegedly became the demon based on the book. The story is written in both past and present and has a creepy fairy tale feel to it.

Five-Ghosts---Special-#1-1The second story, “Boats Against the Current”, is a brief (way brief) story featuring Fabian and a rather well-known character from literary history.  Fabian has come to this person’s mansion with a heist on his mind.  But the tides very well may turn against him.  Told mostly with the art through the use of intense action sequences, this tale features Five Ghosts creator Frank Barbiere on the writing and artist Jamie Jones putting in the visual flare.  This story takes on an entirely different tone from the first story in every way.

There is very little that I can say in the negative regarding S.M. Vidaurri’s story.  It is well paced, etched in myth, and absolutely beautifully drawn, worthy of being described as true art.  It is beautiful in a dark way.  Everything about this story all the way from the framing of the panels to the outside bordering.  It all made this tale nearly flawless and a wonderful insight into the Dreamstone lore and legend in reference to what kind of power can be harnessed. As well as the potential destruction that it can reap should it overcome its possessor.  I was in awe of the sequences and really felt sad to see this one end. I think everything with this issue should have stopped right there.

But unfortunately for this issue, it doesn’t stop there. With the second tale, everything felt terribly misplaced and almost like an afterthought, simply trying to fill in space from the first tale.  This story is mostly action and the writing by Barbiere, though minimal, seems to cover what it was wanting to convey.  The fault that I found in this story was in Jamie Jones’ art.

Now let me state right here, I like Jamie Jones’ art style most of the time. Some of the covers that I have seen him do are quite nice and well detailed.  But as a fan who has been following Five Ghosts from the beginning and seeing the style that it typically is written in, Jones’ “gee wiz” whimsy that is placed with this story just doesn’t feel right with the series at large. And it all seemed horribly positioned after Vidaurri’s more poignant tale. I think this was a huge miscalculation in a series that has always managed to hit things right for the most part.

As for the extras, there is nothing really out of the ordinary.  We have some of the sketches and paintings of both Jones and Vidaurri respectively that only helps to illuminate the fact that Vidaurri’s story was immensely better. I do like the sketches of Jones here with this section.  I think perhaps his work could have been better aided in a different issue and not where such an atomic blast of art was laid out right off the bat. It just doesn’t get a fair shake here.

Scoring for this issue was tough due to the dramatic night and day differences of the stories.  “The Devil and the Dreamstone” was a straight up 5/5.  It was wonderful.  As for “Boats Against the Current”, 2/5 was about as good as I could go.  Jones’ art just doesn’t make the cut from what Fabian Gray has become in the run of this series.  And this is a shame as I do really like Jones’ style in other capacities.  Just not here in this issue.

Balancing these two down, I think that you do get a very solid 3/5 with a recommendation that the first story is A+ material and worth the purchase.  The price at $3.99 is also worth it as you do get (at least) one top shelf story that is full length. Of course, if you have been reading Five Ghosts and know it for what it is, I think that Vidaurri’s story cannot be passed up.  It is quite good.


Score: 3/5


Five Ghosts Special #1 Writers: S.M. Vidaurri, Frank J. Barbiere Artists:  S.M. Vidaurri, Jamie Jones Colorists:  S.M. Vidaurri, Kelly Fitzpatrick Publisher: Image Comics Price: $3.99 Release Date: 5/13/15 Format: One-Shot; Print/Digital

Review: Rick and Morty #2

I really don't have much to say about Rick and Morty that I haven't already said.  The script is damn funny and the characters come across as familiar enough where we can imagine exactly what they sound like as if we were watching the cartoon.  The comic looks even better this week, with the alien labyrinth being a great place for the artist to strut his stuff; but, why does this read so much like a storyboard?  It's Rick and Morty: let's get weird with these page layouts, damnit. Rick-and-Morty-#2The story really took off this issue.  It was already typical Rick and Morty as soon as the first issue hit, but now we get the addition of a plot twist that only Rick could really bring us.  More than just the plot twist, we get to see Rick's softer side during the climax of the issue, something that gives this series a lot of heart even though Rick is probably one of the most massive pricks in the history of cartoons.

If you're a fan of the series, I really don't see any reason to avoid this title.  If you're a fan of comics in general and looking to branch out, I would honestly just recommend the television show first.  I know it's not the best move for a reviewer to criticize a work for something that I think the creators ought to do.  The criticism isn't any less valid, though: if I'm looking for reasons why people should give this comic a chance, I think it bears mentioning that you could get largely the same experience turning on your TV (assuming you already pay for cable) and watching this show, and that paying separately for this comic will just add a particular storyboard, and not a unique experience.


Score: 3/5


Rick and Morty #2 Writer: Zac Gorman Artist: CJ Cannon Colorist: Ryan Hill Publisher: Oni Press Price: $3.99 Release Date: 5/13/15 Format: Ongoing, Print/Digital

Review: Robyn Hood #10

So probably every fanboy/girl love Robyn and Marian. What would make this pair even better is if they were actually an item. I think Pat Shand will milk this situation for some time, but if he dares to not let them end up together, well that would just suck... bad. But seriously, these two are perfect for each other and this whole issue, although centered around the crazy Cabal, proves it through and through. Marian is sick. Like she is going to die sick. The Cabal have been quite secret up till now and decide to trick Robyn into a trap. Their headquarters is in a hotel called Mesopotamia and when Robyn gets a tip about it, she heads there right away. We have talked a lot about how Robyn’s foolishness gets her in a lot of trouble. This one is the most personal though; Marian gets infected with a vicious disease that only the Cabal can cure. This puts Robyn through a whirlwind of emotions.

Robyn-Hood-#10For me, this is the most emotional I have ever seen her. Even when Will passed away, Robyn, although emotional, has accepted it. I don’t think that she could ever accept this. Marian has done so much for her and let’s just the state the obvious, they clearly have something going on. Maybe it is just a strong bond between the two, but like I said before, if they don’t end up together I’m out!

Oh and the art in these sequences speaks volumes. Roberta Ingranata has a splash page of Robyn running, which clearly represents something else, and then has smaller panels layering this page. Each small panel shows a different picture of Marian while Shand has Robyn remembering all she has done for her. Again, the pictures that Ingranata choose really shows something more between the two of them, so check it out. She knows how to capture little things and make them appear bigger. Ingranata is all around the perfect fit for this comic, and she may not be with us for the whole series, but to be capturing the beginning stages of Robyn and Marian is where she belongs.

Now, after trying to call all her friends, Robyn must go face the Cabal with only herself and Peter, who keeps reappearing. Not the brightest idea, but then again we wouldn’t have Robyn any other way. Anyway, a lot of stuff explodes in this issue. We get reintroduced to old characters, we get old stories coming back to haunt us, and we get lots of doubling crossing. With all the plot action, you hardly notice that the issue doesn’t even have a lot of real action. That is what makes Robyn Hood so great. You don’t need arrows being whizzed by at every moment. The characters and their personal struggles are just as good.

You know, I really never thought that picking up Robyn Hood for the first time would be a go to issue for me, but it has been. Time after time, the story proves to be worth the read. I look forward to seeing where next issue takes us and definitely seeing where Marian and Robyn stand.


Score: 4/5


Robyn Hood #10 Writer: Pat Shand Artist: Roberta Ingranata Colorist: Slamet Mujiono Publisher: Zenescope Entertainment Price: $3.99 Release Date: 5/13/15 Format: Ongoing, Print/Digital

Review: Escape From New York #6

Welcome back to another edition of “Man with eye-patch” (with a name remarkably similar to a movie character who also wears an eye-patch). Snake continues his Siberian journey, including taking the Trans-Siberian railway. There are mechanized troopers (exo-troops) and futuristic green acid guns. Escape-From-New-York-#6-1The dialogue is very stunted and expository. It's quite funny because they actually mention the writing rule 'show don't tell'. Yet they do an awful lot of telling instead of showing. It's weird that Snake is working for someone else, I know he does in the films, but he has to be forced into it. In this comic he's just going along with it, without any ulterior motive, which doesn't seem very Snake Plissken.

One thing this comic really lacks is any character that you feel affection for. Snake is supposed to be that person, but he is just a shell. You know he's going to make it through any bad situation, but not usually through being smart, just by being Snake. All of the other characters are just bystanders, with little to no impact.

I don't think I'll come back for another issue as this comic is not scratching the Escape from itch. I guess I'll just go watch the movie again.


Score: 1/5


Escape From New York #6 Writer: Christopher Sebela Artist: Diego Barreto Publisher: BOOM! Studios Price: $3.99 Release Date: 5/13/15 Format: Ongoing; Print/Digital

Review: Uncle Scrooge #2

First fucking panel and I'm already laughing.  I'm serious, I just started reading this thing, and the Dutch team on the first story in this issue, "Shiver Me Timbers!" has already landed a joke.  More importantly, the joke relies on spatial juxtaposition: it's the kind of suspense you can only build in comics by placing different images and words on the page in particular places.  Obviously comedic timing is a temporal matter too and can thus be achieved in animated/live comedy; but, achieving that kind of timing by just laying things out carefully on the page... man, that's good comics. The one-page stories in these things are great too.  Like last issue, this issue of Uncle Scrooge is essentially a mini Uncle Scrooge anthology: it contains three stories, two of which are longer-form, and one of which is a one-page gag.  The one-page gags are essentially a really well-framed joke about Scrooge's infamous frugality done in a slightly more cartoony style than the other more polished stories.  They're pretty much a guaranteed laugh if you find Scrooge funny at all.

Uncle_Scrooge-loaThe second long-form story also comes out of the Netherlands and features twice the quacking avarice with the addition of Scrooge's arch-nemesis Flintheart Glomgold (because Scrooge McDuck is not Scottish enough of a name).  The story from this Dutch team is decades newer (I believe these were first published at the beginning of this decade) than the 20th century stories contained in Uncle Scrooge #1.  But this just goes to prove my point: these stories have a vintage feel but a completely timeless eye towards humor.  The gag on the second panel of the fourth page of "Meteor Rights" is one of the funnies jokes I've heard in a while.  It just taps the absurdity of how filthy rich these guys are in combination with how ridiculous the plot of this issue is.

I guess the thing I like most is you don't get a break from the humor and it comes at you from multiple angles which you don't expect.  As soon as the aforementioned gag ends on page 4, we cut over to Donald chasing his nephews around with a branch for eating all of his "Fig-Newmans."  And as if the abrupt transition weren't enough, Scrooge cuts in with some considerations that border on fourth-wall-breakery.  The ability to effectively call back to these jokes really pushes this comic over the edge: it is pure fun, worthy of formal consideration.

Add in the fact that you just can't get these stories anywhere else unless you're scouring Dutch comic bins (and can read Dutch) and this is just a great little project IDW's got going on.


Score: 5/5


Uncle Scrooge #2 Writers: Various Artists: Various Publisher: IDW Publishing Price: $3.99 Release Date: 5/13/15 Format: Ongoing; Print/Digital

Review: Space Riders #2

The first thing you need to know in your heart of hearts before approaching Space Riders #2 is that you should not do so expecting intricately-threaded, labyrinthian storytelling. For all its strengths - of which there are many, and I will address in a moment - the structural integrity of its narrative is not one. Luckily, it doesn’t need to be. Like in its first issue, the plot behind Space Riders #2 is loosely-affixed; a rough guideline, if you like, to allow punchy moments of zing to trip around its pages like some color-coded acid flashback. It’s a manic bout of delirium set to a heavy metal score and a black-lit backdrop; a sugar-rush dream of Saturday morning cartoons and a shrink-wrapped crash of action figure comics that come free with proof of purchase. And it’s exactly those halcyon days of full neon bleeds and seizure-inducing screen-scapes that Space Riders #2 conjures and captures so well, setting your mind screeching in style, past substance, and leaving a psychedelic Kirby krackle contrail in its wake.

Oh sure, we get some great, but altogether cursory backstories about Capitan Peligro’s crew; i.e., Yara, the robot civil war refugee, and Mono, the born-again former guerrilla baboon, who liked his victims like he liked his shades: ventilated. There’s also a slight dalliance with a sexy alien wizard, run-ins with both an outer space whale god and a gigantic jaeger-taking-a-shit-shaped spaceship, and even an intriguing twist in the past of the good Capitan and his archenemy. But the greatness of these scenes isn’t that they progress some idea of story, but rather, quite simply, that they exist on the page. And sometimes - just sometimes - that’s enough.

Space-Riders-#2I’ve spoken at-length previously in other reviews about how the plotless, “snapshot” kind of approach to comic book storytelling can be problematic, and I still hold that to be true of books that take as their premise a serious linear progression to some end. But Space Riders puts on no such airs; this is the journey, not necessarily the destination, and it focuses on the bat-shit crazy fun you are supposed to have in exploring the impossible preposterousness of the cosmos. It embraces the directionlessness of it all, its complete lack of gravity, in favor of a hyper-speed, no-friction slide. And so far I’m loving getting lost in its space.

In a lot of ways, the outright absurdity that writer Fabian Rangel Jr. takes in Space Riders is akin to a book like Sex Castle; it’s a lighthearted but hardboiled romp that’s meant mostly to see us through piquant moments of infinitely-quotable dialogue. I won’t regurgitate any of those lines here, but just know that I really, really want to... and that I probably will do so in real life for the next foreseeable future, much to the chagrin of my friends and loved ones. I’m not sure how well Rangel would be able to tell a “serious” story, but I’ll tell you this for free: he does one helluva job with compartmentalized lunacy.

Speaking of which, Alexis Ziritt’s art is sheer, beautiful madness. Not unlike Rangel’s batty ideas, it too comes textually transmitted. That is, it’s fucking infectious the way the story acts as this perfunctory medium for an incredible visual delivery. I don’t even care one little iota that it makes little-to-no sense, and only has a semblance of direction; the way his kaleidoscopic artistic charisma is cast through this time-worn veneer of scratches and stains only heightens the inherent nostalgia of Space Riders #2.

Is it always “technically sound” or does it show solid perspective? Nope, almost never - which is why it works so well. It’s busy, bright and brash; the passing fancies and wistful mental meanderings of a young, addled mind given an excited and eccentric flourish. It has similarities with other books on the shelves, but at the same time enjoys its own incredibly endearing voice. Simply put, if I don’t see Ziritt in more books like this, we riot.

Space Riders #2 won’t be for everyone, relegated mostly to those readers with a good sense of humor and childlike whimsy. Its second issue does have a few hiccups in that it jumps around at points with perhaps a bit too disordered an attention deficit, but it remains one of the single best forms of entertainment you could possibly spend money on this week.


Score: 4/5


Space Riders #2 Writer: Fabian Rangel Jr. Artist: Alexis Ziritt Letterer: Ryan Ferrier Publisher: Black Mask Studios Price: $3.99 Release Date: 5/13/15 Format: Mini-Series; Print/Digital

Review: Run Love Kill #2

The second issue of Run Love Kill executed its temporally-removed opening much better than the first issue, but still succumbed to a lot of the same cinematic posturing. If you're going to lead off an issue of a comic with a flashback, it damn well better come back and have a payoff within the issue itself.  I know a lot of folks are writing for the trade these days, and I guess that's probably why Run Love Kill #1 opens with its ambiguous flash-back-or-forward-or-who-knows.  The flashback in issue 2 is, at least as far as an opening flashback can be, much more functional.  The addition of Janus makes for a great little climactic entrance at the end of the issue.

The interesting thing about the horizontal stacked panels is that it seems like the comic is really aware of how claustrophobic it makes the whole experience.  It sort of teases the reader, and stays boring throughout the issue until *WHAM* full-page spreads of one-man raptor-esque mechas crash through the steady, pretty dull progression of the issue to wake up the reader.

RunLoveKill-#2-1My biggest problem with Run Love Kill is really half of a bad thing and half of a good thing.  The good thing is that the world design and the character designs in this series are completely fucking mesmerizing.  I don't know a damn thing about Rain other than what's been clumsily gestured at so far, but Rain, Janus, Dey, the General, Tin-- every character has a look and feel that is meticulous and yet all of them fit together in this world.  The stylistic symbiosis happening between particular character fashion choices and the facades of buildings is clear evidence that there is a singular vision for this world, and it is being presented beautifully.  Seriously, I hate comics that assault my eyeballs with colors and I feel like I am being taunted by the work of Canete and Olea.  They are daring me not to like the look of this comic, and other than the page layouts, I am buying everything they're selling (and they are the reason I literally can't give this book less than a 3).

And yet Therein lies the problem: I care more about how things look than what actually happens.  The plot so far has just felt so deliberately cliché that I don't know how I'm supposed to feel. There is a constant tension because of the quality and thoughtfulness of the art and design of this comic: I want to like the story much more than I do.  At one-point Rain thinks she sees Janus in the club and freaks out when approached by her friend, taking her down instantly.  The whole club stops because of her violent action.  Really?  This story beat felt really unnatural: I've seen fist fights in clubs that were surrounded by people who did not stop dancing for a second.

In that moment the story kind of betrayed itself and pulled back the curtain on another one of my issues with the first two issues: I don't care about Rain and yet everyone in the story is focused on suggesting that I should.  Even in this small moment when she takes down her friend, a bunch of people become fixated on Rain, as if you would give a shit about some random drunk person lashing out randomly like on any other Friday.  The world of Run Love Kill is a world singularly built, even in small story beats, around this one person who I have no reason to care about beyond her awesome character design.  I get that we are saving the truth of her character's situation for later in the eight issues, but let's be real: I'm not going to keep reading just to find something out.  And if I am--if I am reading your comic just because I want to make sense of it--then I am not reading because I am entertained by the story, or because I have some kind of stake in the characters.


Score: 3/5


Run Kill Love #2 Writer: Jonathan Tsuei Artist: Eric Canete Publisher: Image Comics Price: $2.99 Release Date: 5/13/15 Format: Mini-Series, Print/Digital

Us Versus Movies: Avengers: Age of Ultron

Oh boy I hope you saw that fancy Avengers: Age of Ultron movie already because Dustin and Erin are about to walk you through the film. We'll have questions, we'll have answers and we'll even tackle the controversy that was created around the film because we just can't enjoy anything. So sit back, grab some popcorn or a dirty floor hot dog and let us save you a few bucks if you haven't already seen the flick because this is Us Versus Avengers: Age of Ultron!

UVM Avengers 2 Full Last time on US Versus Movies...

Open-World Dinosaur Adventure ARK: Survival Evolved Revealed

Independent developer Studio Wildcard has pulled back the curtains on its Jurassic creation today with the announcement of ARK: Survival Evolved, an open-world dinosaur survival game where players fight for every breath amongst the most ferocious creatures to ever walk the earth. In development for PlayStation®4 computer entertainment system, Xbox One, the all-in-one game and entertainment system from Microsoft, Windows PC, Mac, and Linux, ARK: Survival Evolved will launch on Steam’s Early Access program June 2, 2015, for survivors to begin exploring the vast, formidable environment and its many secrets. Powered by Unreal Engine 4, ARK: Survival Evolved takes on the survival genre with a unique blend of emergent multiplayer cooperation and competition. Players awake naked and starving on the beach of a mysterious island among a herd of other confused humans. On ARK, they must then hunt, harvest, craft, research technology, and build shelters to protect against scorching days, freezing nights, volatile weather systems, dangerous wildlife, and potential enemies.

Use cunning strategy and tactics to tame and ride the many dinosaurs and other primeval creatures roaming the dynamic, persistent ecosystems across land, sea, air, and even underground. Build your character’s strengths and gain items, skills, and pet creatures using in-depth role-playing systems. Start a tribe with hundreds of other players to survive and dominate competing tribes...and ultimately discover the ARK’s true purpose.

ARK-SE_LOGO_BLACK

“ARK taps into the scale, size, and wildly unpredictable nature of the dinosaur eras like no other game before it, then pairs it with the wonders of exploration and technological discovery,” said Jesse Rapczak, co-founder and co-creative director, Studio Wildcard. “We’re particularly excited to bring ARK to consoles, as open-world survival gameplay is typically found solely in PC games.”

Tame one of 60 amazing dinosaurs and other prehistoric beasts, including gargantuan creatures on a scale never before seen in video games! Fly a Pterodactyl squadron over the snow-capped mountains, race through the deep jungle with your pack of trained Raptors, tromp through a fortified enemy base along a convoy of gigantic Brontosaurus, or chase down prey on the back of a raging T-Rex. Players will quickly learn that dinosaurs aren’t the only dangerous creatures on the island. Other players are organizing rebel tribes to accumulate resources, experience, re-spawn points, and to construct sprawling villages and cities, with technology spanning the primitive stone-age to the modern electric-powered era and beyond. And they will fight to destroy anything they see as a threat.

ARK: Survival Evolved will launch in early 2016 on PlayStation®4, Xbox One via the ID@Xbox program and Steam, including Oculus Rift VR support and a thorough integration of Steam community features such as Steam Economy and Steam Workshop for custom maps and mods. The world of ARK is designed to be player-oriented and ever-expanding!

To join our tribe of growing ARK: Survival Evolved survivors, journey over to the Steam page for detailed feature list and weekly reveals of new dinosaur dossiers, follow us on Twitter, like us on Facebook, subscribe to us on YouTube, visit the Website at www.playark.com and watch us tame and train leviathan dinosaurs on Twitch.TV.

CBMFP 184: Beating Off Is The Joke

After a special episode of the CBMFP last week we're back to our usual routine of news and reviews. The news is a plenty as the studios renew or kill off your favorite comic book TV shows and Machinima has a slew of nerd related web content coming your way. It's an entertainment heavy episode, but if you want some Avengers: Age of Ultron feedback you'll need to check out Us Versus  Movies. Books covered in this episode:

CBMFP-ep-184-Full

Last time on the CBMFP...

iTunes Button

Review: Arrow 3.22 - This Is Your Sword

Oliver is a big faker and I’m mad about it. Al Sah-him isn’t real and Oliver isn’t really gone. He and Merlyn have planned this since the beginning; Merlyn told Oliver what to expect with his transformation into the Heir, and Oliver used that information to trick Ra’s al Ghul, which is apparently a thing people are able to do. I personally was a bit disappointed by this. During the last episode I had the fleeting thought that Ollie was faking, but I dismissed it, thinking it was too easy. But I’ve been wrong before and I was wrong now. Merlyn’s got to convince Team Arrow that Oliver is still Oliver, and get them to stop Ra’s and Al Sah-him from unleashing the bioweapon. He enlists Tatsu’s help in convincing Team Arrow, which makes total sense, seeing as they have no idea who she is or what she means to Oliver. Merlyn, Felicity, Diggle, Laurel, Tatsu, and Ray make up an interesting but ineffective team; the episode ends with them imprisoned in Nanda Parbat and in capital t Trouble.

Arrow 3.22 This Is Your Sword

Thea goes to see Roy which is only worth mentioning because it looks like she’ll be taking on the Arsenal suit. So I guess this is goodbye to Roy for real? And maybe I’ll finally get that Thea action I’ve been waiting on for this entire season.

Al Sah-him and Nyssa get officially married and Oliver’s now Ibn al Ghul. I still have no idea what they’re aiming for here but I hope that when Oliver inevitably returns to Team Arrow, Nyssa goes with him. Another woman in the field would be great, plus she and Laurel supposedly have a strong friendship we’ve seen very little of, and she’d certainly bring a different perspective to the team. While we’re at it, I’m also cool with having Ray around a bit more. He brings some light-heartedness that the team could really use. I love Ollie but he can be a downer.

The season finale is next week and I’m looking forward to it, despite the messiness of the past couple of episodes. There’s a lot to be resolved and not all of it can be done in one episode. Diggle and Oliver’s friendship is shattered, and that won’t be easily mended. Felicity and Oliver have been will-they-won’t-they for far too long, and I can’t imagine the writers dragging that out any further than they already have, so hopefully that one will be resolved. And speaking of dragging things out, this episode was a prime example - I feel like I spent the entire episode waiting for it to start.


Score: 3/5


Arrow 3.22 – “This Is Your Sword” Watch Arrow on the CW, Wednesdays at 8/7c.

Monster & Wine: Episode 36 - Johnny and the Bear

We know we spoiled you last week and even though we're back to regular size, we're still chock full of content! Monster's new haircut is discussed with Wine giving her seal of approval. M then goes into a story recounting his recent experience at the DMV and the hellmouth known as the Title and Registration office. A controversy in the music world is brought up, regarding sexual assault, the under 18 crowd and the always-present keyboard warriors. M&W discuss the hilarious, "White Appreciation Day," at a Hispanic BBQ joint in Colorado and Wine wraps the show up nicely with a tribute to her mother. Happy Mother's Day everyone!

Review: Psycho Bonkers #1

I doubt I was the first to be skeptical of Aspen’s first foray into all-ages comics aka Psycho Bonkers. After all it’s a company that consistently produces series starring gorgeous women. Then there was writer and Editor in Chief Vince Hernandez. To be frank, I’ve never been a big fan of his writing. To say I had my doubts about this series is a bit of an understatement. The thing you learn as a reviewer and really what everyone should learn as readers, is that you have to cast out expectations and doubts before reading a new series. Because you’ll never know what you’ll get until you experience it. Why ruin the experience before it begins?

With all that said, I had a wonderful time reading Psycho Bonkers #1. It’s definitely more inclined to appeal to children than adults which kind of skews that all-ages line a bit, but it reminded me of a Saturday morning cartoon with its story and art.

The gist of the world is that the top sport is Bonk racing. Each racer has a car with a living A.I./Fuel and they compete in rally car type races. Think Speed Racer with Mario Kart. Our main character Shine is a third generation racer and there’s quite the backstory about her Grandfather who is still considered the greatest of all time. Her father is viewed as being the man responsible for his death. Now Shine has set out to make her own legacy as a Bonk racer.

Psycho_Bonkers-v1-01It’s a good read and while the bulk of it is made for kids there is the deeper story about the family. For me it’s pretty obvious what went down with the grandfather, but hey there could be some twists.  At times it spends too much time establishing the back story, but it’s at least interesting and serves to make the world feel real.

The part that makes it feel like a Saturday morning cartoon is the artwork and the overall design of the comic. Shine’s A.I. can talk, but then it also puts on-screen animations of the danger they’re facing which adds a comedic effect to the event. Then there’s Shine’s robot repairman. You could say that he’s kind of like the monkey from Speed Racer, but actually useful and tolerable. He too adds to the comedy, but has a very different personality from Shine and her A.I. Overall the trio make a good team and their cartoonish designs caught my attention.

As for the world, the art creates a near future landscape. Nothing’s to far advanced and again it’s more in a cartoon way of holograms and cars having rounder features. But it does feel like the future which is important when your story takes place there. The Mario Kart aspect comes in when Shine crosses her first checkpoint and it really looks like video game racing check point. Overall the visuals were very strong, had a fantastic style and supported the narrative every step of the way.

I think Psycho Bonkers would be a great first comic for kids. The world is interesting and has plenty of elements for kids to get into: racing, futuristic cars, robots and talking A.I. Honestly I worry that the backstory might get in the way of just a fun story about racing, but it could add to it as well. I don’t know if I’ll review every issue going forward, but I was definitely charmed by this series enough to continue checking it out. Frankly, I wish more publishers would put together comics like Psycho Bonkers because it really is a great place for kids to start reading and enjoying comics and guess what? No super heroes which is important to show kids as well. Check it out for you or your kids.


Score: 4/5


Psycho Bonkers #1 Writer: Vince Hernandez Artist: Adam Archer Colorist: Fredrico Blee Publisher: Aspen Comics Price: $3.99 Release Date: 5/20/15 Format: Mini-Series; Print/Digital