Review: Itty Bitty Hellboy #4

Last month I got to review Itty Bitty Hellboy #3….I not only liked it. I loved it. So much so, that I told everyone I knew about it. I also picked up the other two issues. I was hooked. It was amazing, like a breath of fresh air… Awesome. Now here I am reviewing Issue #4 and I needed to confirm to myself if I was in fact crazy? Was Itty Bitty Hellboy as good as I thought it was? Did I have some bad tacos the night of the first review and it caused me to hallucinate? Do I enjoy the work of “kid friendly artist/writer Art Baltazar? Well the answers are…Yes. Yes!!!! Probably… And absolutely Yes!!!

Art Baltazar and Franco have me hooked even more. I can’t get enough of Itty Bitty Hellboy. It is funny, kid friendly (parents are you listening?), well written, with some of the most light-hearted artwork and story dedicated to some of the darkest subject matter in the comic world. It works perfectly and is done perfectly.

Itty Bitty Hellboy #4 CoverIssue #4 picks up exactly where #3 left off. The guys (and girl) are fresh from their visit to the “lower” place and now they are whooshed up to the “upper” place to begin training as angels. Meanwhile on Earth, Roger is literally torn between the love of Hecate and Baba Yaga and their realization of his nakedness. Add some aliens into the story and you have about as much fun and action as you can get in a standard 24 page issue. It’s a lot of fun.

I have been running into Art Baltazar’s work everywhere lately in my reviews and general reading. Shoot, he even appeared in arguably one of the funnier sequences of the recent Harley Quinn #0. I knew of him and his work, but I believe that I intentionally stayed away. Hey, I am in my 40’s. I’m too old for kiddie stuff (in my own goofy thinking). Well no more. I feel fortunate that I got to review his work and I can now say that I will be a lifelong fan. He’s got me. As for Franco, sequencing of the dialogue and story is exceptional with smooth transitions between the gang and Roger’s “separate” (pun intended) tale. It all ties in well and we are left with a total surprise at the end tying everything that has happened thus far (or so it seems right now. We still have one more issue).

All I can say is that Itty Bitty Hellboy is rip-roaring fun that can be shared by the entire family. It might just make an awesome Christmas gift as well for that kid that you would love to get him/her into reading comics, but your stuff is way to mature to introduce to them. Itty Bitty Hellboy is not and I think you too may help to create another lifelong comic fan.

Score: 5/5

Writers: Art Baltazar and Franco Artist: Art Baltazar Publisher: Dark Horse Comics Price: $2.99 Release Date: 11/27/13

Review: Mr. Peabody & Sherman #1

I grew up watching Rocky and Bullwinkle so I’m no stranger to Mr. Peabody and Sherman. I know this is to tie-in to the new movie coming out but I really think people are grasping at straws.  The old cartoon segment taught you a little about history and had some fun with it too. Here I didn’t get quite the same feeling. We meet Mr. Peabody a super genius dog with three PhD’s and so many peace prizes and Olympic medals that he doesn’t have room for more. But ultimately he wanted more… a boy. Many opposed, sure a boy can have a dog but a dog to have a boy… unthinkable.  After a judge allows Mr. Peabody to raise Sherman he realizes Sherman needs more outdoor activities. Mr. Peabody creates the WABAC machine to make history Sherman’s playground. The WABAC machine is a time machine. But it had many designs before the final one.

PBodySherman_01-pr_Page_1Mr. Peabody reveals the WABAC machine to Sherman and the adventures begin heading first to the Caveman days. Here is history first recorded with cave painting.

Okay I went a little back to my childhood here sitting on the couch because I always liked this segment in the Bullwinkle show.  I was a little let down here not really the story but more of the art. The art just doesn’t carry that classic cartoon that it once was. And I found it distracting to me. It was that late nineties early 2000 cartoon style or cartoon network and Nickelodeon did. I just wasn’t a super fan because you had characters that had different color noses and in some way were grotesques. I just don’t know how to describe but once you see it I think you see what I mean. But the story was entertaining the least because there is some history lesson here like the original show was.

For a quick read but wouldn’t waste full cover price this can be a good pick up. The only thing making want to look at another issue is the curiosity of where their travel will take them in time next. But it was missing some of the moral or learning aspect it once was.

Score: 2/5

Writer: Sholly Fisch Artist: Jorge Monlongo Publisher: IDW Publishing Price: $3.99 Release Date: 11/27/13

Review: Danger Girl: The Chase #3

This issue rocked. Not that all their other issues suck, but I was totally taken back by the awesomeness in this issue. It starts and ends with hot bods in your face, so if you are into Danger Girls, totally pick this up for you will not be disappointed with these Top Racks. The whole issue is just packed full with action. It didn’t stop for nothing, and I loved every second of it. You know when reading about spy teams I often pick a favorite right away. Danger Girl gave me that struggle of picking a character that I wanted to shine every issue. I think it was a combination of how all the girls get their air time allowing for no one Girl to shine through. I found this cool, but annoying at the same time. I wanted to latch onto one individual in order to watch her each month. Just like with the Turtles or X-Men, when my favorite character is on the cover, I am more likely to read/buy that issue just for the pure idea of my character being the star that week. Well Danger Girl hits that out of the park this week. Not only did I discover that Abbey is clearly my favorite, but the badass chick, Kilbourne, with the dragons all over her body is my favorite villain. The Girls are still in China still trying to get this damn briefcase. Still no word on the contents of the case, but Deuce steps it up this issue. I love when the background people have to jump back into the field or for the first time. He is up against his boss, and she seems real shady. So I am wondering if some double agent shit is going on. I should mention that Deuce doesn’t get much action, but more of a lead up to action. This is hoping that the next issue will be just as cool, since no real conclusion happens with the briefcase, it should be fun.

DG_Chase_03-pr_Page_01Abbey is just right on point in this issue. We see a lot of her, which is unlike the Dangers Girls to do, but I am glad they did it. It allowed for one following of one chase scene instead of us trying to keep track of explosions from every story. Abbey has some one on one fighting with Kilbourne, but mostly she is trying to escape the woman while riding on a train. I don’t know why, but train chase scenes are the best. The different cabins, the high speed, and the tunnels, make for an easy set up between villain and hero.

Kilbourne has just as much fun as Abbey. These two make good counterparts in the series. I almost wish the next issue would revolve around Kilbourne and her pursuit/purpose for the case. Of course the outfits for her are perfect. She has a huge tattoo running down her entire body, and dressed in all black leather. Abbey has the typical blue jeans and short white shirt on. It gives off the impression of good vs. evil. The fight between these two is going to get even bigger, I don’t know how, but it will. Also, with Deuce coming into play too, it all should lead up to a kickass finale.

Score: 4/5

Writer: Andy Hartnell Artist: Harvey Tolibao Publisher: IDW Publishing Price: $3.99 Release Date: 11/27/13

Dual Review: The Walking Dead #117

“No Way Out” continues as both Jordan and Adam give their thoughts on the issue. Here’s a quick blurb before their reviews and let us know your thoughts on the issue.

In the aftermath of the battle of Sanctuary, Ezekiel must survive on his own.

Adam:

Wow.  I can’t think of a better way to spend an issue that doesn’t involve the actual war than this.  To start off, I thought it was an extremely clever writing choice to have Negan’s plan of finally getting to Rick thwarted because he thought Holly was Andrea.  It was funny seeing Negan have that “d’oh!” moment when he realized that Andrea is badly injured, there’s no way she could be in as good shape as Holly is.  When the book shifts back to Rick and company, Ezekiel informs us that even though Shiva is eating a walker, it has no effect on her.  This means that Shiva could be very useful in the upcoming war if she’s practically invulnerable to walkers.

I’m looking forward to seeing how the plan that Rick came up with this issue works out.  Will the two groups he’s split up get to and clear out Negan’s outposts before Negan can inform them what’s going on?  Will Negan actually attack Rick’s group first?  I don’t know.  What I do know is that the art for me on this issue was some of my favorite I’ve seen in a while from this series.  For some reason, in my opinion this issue was extra detailed and seeing Negan’s view of all the walkers that he and his Saviors were about to get attacked by was genuinely terrifying.  Negan’s dialogue is top-notch all across the board in this issue, as he lets out his most hilariously explicit curse when he realizes his back is up against the wall in this situation.  The ending was one of the biggest surprises to me and I won’t ruin it here, let’s just say maybe we don’t truly know Negan just yet.

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Jordan:

I know I’ve banged this drum before, but this time I really mean it, Negan is one of the greatest characters in comics right now and if there was any doubt, after this issue? There won’t be.

In an industry where villains are often one, two, three note characters, Negan is a fucking symphony. On the surface this character is a lot of things—serially obscene, unpredictable and mostly just a downright pig. It’s when you look past the impressively creative use of every one of the seven words you can’t say on television that this character truly sparkles.

Read Negan's vagina monologue (heh) at the start of this issue you realize that, though wrapped in a crust of cartoonish X-rated language, this guy has a damn impressive grasp on human psychology. Watch him lead his men into an assault on the undead, “I better not lose one man to these undead fucks...die and I will fuck you up.” and you realize that he actually cares about the people he leads and does so with a respectable dark humor and charm. Witnessing his reaction as a leader to an attempted rape and you get that he feels for people`s fundamental humanity. This guy has layers on layers. The most tragic part of all? Beneath the obscenity it’s apparent that Negan is deeply empathetic about the human condition and a powerful and brilliant leader. I even suspect his whole persona is pretty damn exaggerated in an effort to inspire his people's belief in him as a being of powerful charisma. It works. In this issue I saw more than one parallel to Rick and began to see this guy as a leader I, in some alternate reality, could actually get behind...if it wasn’t for the propensity towards sporadic super-violence. And that feeling, that sympathy, that feeling that this guy could`ve been a few little experiences away from being a powerful force of good and hope like Rick is what makes him such a powerful foil to our hero, and a damn compelling villain. This issue`s last few panels alone brilliantly tell all about the guy we’ve grown to love to hate.

The rest of this issue satisfies as Rick and the gang move into phase 2 of their plan to take down Negan's forces, deciding to split into groups to take on the task. In the settling dust between last issue`s battle and the next pending series of attacks we get a nice chance to sit down with some of the members of the group as the deal with anger, loss (in the capturing of Holly), and more impending bloodshed. Rick's war weary monologue to his troops and his and Michonne talking uneasily to Ezekiel about his tiger Shiva as she hunts zombies like really slow gazelle are highlight bit of characterization.

This is the calm before the (second) storm. Bring on assault #2.

Score: 5/5 and 5/5

Writer: Robert Kirkman Artist: Charlie Adlard Publisher: Image/Skybound Entertainment Price: $2.99 Release Date: 11/27/13

Dual Review: Pretty Deadly #2

There were mixed reviews for the first issue, but enough of us had a continued interest in Pretty Deadly that we came back for another dual review. Each of the writers/reviews of Comic Bastards will give the issue a score of: Buy, Borrow or Pass along with a short reason for the score. Here’s a blurb about the issue from Image before we begin: The Old West is steeped in violence and strange magic in this macabre tale from the team behind the cult-hit miniseries Osborn, KELLY SUE DeCONNICK (Captain Marvel) and EMMA RÍOS (Dr. Strange). Gunfighters have it out with swords as the whole world burns. There will be blood, blood, blood.

Dustin: BUY

Wow! I loved the first issue, but I loved this issue even more. After all the drama that surrounded this issue and all the mixed reviews, I totally see that it’s not for everyone. I know that not everyone gets it either and while I doubt that I could explain it 100% so that you could, I do get it. I get it and I love it. This book is fucking amazing and one of the best western comics I’ve read in ages. A character dies in this issue, but I’m hoping we see them again because I loved their character so damn much. Every line of dialogue was melted in my mouth as I read it.

Now disliking the art is something I don’t get and never will. Rios’ art gives me a toothache it’s so damn killer. I don’t know if it’s something you need to have an eye for, but when I look at the page it’s as if the frames are moving. My eye latches on to where it needs to go and travel’s from one direction to the next without so much as a pause.

I know that this series will continue to be a book of discussion and really I could care less as long as it continues to release. God I can’t wait until the next issue.

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James: BUY

The first issue of Pretty Deadly hooked me. This second issue has begun to reel me in. The character of Ginny and the whole landscape that is this story is impressive, plus the artwork fits the title perfectly. It is “pretty deadly” using bright coloring of reds, yellows, and blacks, to convey an incredible amount of emotion in each panel. It oozes with intensity.

There is a “battle sequence” within the pages of this issue that is just plain awesome. Ginny proves herself in this issue and the “wild west” had better look out as this story continues in the coming months.  I have found the story easy to read and even the narration by our dead bunny skeleton I am beginning to get used to.  Issue #2 is a winner.

Score: BUY IT!

Writer: Kelly Sue DeConnick Artist: Emma Rios Publisher: Image Comics Price: $3.50 Release Date: 11/27/13

Review: Rat Queens #3

This is a very different issue than the first two. It’s still funny, but there’s actually a lot of drama in this issue. There’s also a lot of what I call “world building” as character’s backstories are revealed setting up future storylines or at the very least dramatic dialogue between the characters. I really liked the issue because it was so different from the first two. It still managed to feel like the same world, but with so much drama it kept the world and story from feeling small or limiting itself to just humor and adventure. In a lot of ways the issue is about Hannah or more accurate the effects her personality has on the rest of the group. The other three ladies are wild and daring, but Hannah seems to be regarded as irrational and crazy. Point in case we last saw her impersonating Sawyer (her secret lover) in an attempt to assassinate the mayor. Her thought was the mayor assigned the jobs so he must be the one that set them up to be killed. We kick off with Hannah in jail and Sawyer visiting her. He tells her that he looked into things and that the mayor wasn’t responsible. He was paid to deliver the jobs and so he was actually just another cog in the system and not the man running the machine. Sawyer uses this to breakdown Hannah’s personality, basically saying that she doesn’t have any patience and just acts whether she ends up being right or wrong in the end doesn’t seem to matter to her. Sawyer also says something interesting, that the town would almost be perfect if she wasn’t in in… but that he would then want to kill himself as a result. I liked this dialogue, but I couldn’t help feel sorry for Hannah even if she didn’t feel sorry for herself.

Meanwhile Betty visits her lady friend. She’s all cleaned up, dressed up and holding flowers when she knocks on her gal’s door. She wants to apologize for… surprise, surprise, Hannah’s actions and try to mend their connection. Her friend tells her that Hannah is a bad person and that she’s not going to let Betty in her life until her friends are a better influence on her life. Hearing that she’s not going to invite crazy into her life via Hannah really bums Betty out. The Queens head to the Merch Guild to figure out their involvement with the jobs that nearly killed them and did kill several of the other adventurers, but will they be another cog in the system?

ratqueens03_coverI like the extra layers added to the character’s this issue. I’m hopefully that Dee Dee will have some next issue since there wasn’t room for her in this issue, but otherwise it was a deep well of character development. Betty stopped being just a stoner Halfling that delivered clever one-liners and stabbed Troll’s eyes out. I really didn’t think I would care about her character, but I did. I think she might have just moved to the top spot for favorite. Another character that I really felt for was Violet. Again her development was great and very different from the other characters. I’m sure that more of her back story will be delved into with future issues and I’m looking forward to it. I said drama in the beginning and there is plenty of that added, but there are also plenty of heartwarming moments added as well. I’m definitely becoming emotionally invested in these characters which only makes reading the series all the more enjoyable.

Hands down my favorite page was Dee Dee carrying Betty. The emotional connection between them is that of sisters and that all comes from the artwork. There’s nothing else after that, but there was something about that page that stayed with me. I think a lot of it has to do with the eyes and the character’s smiles. I also enjoyed every page that Betty was one since Upchurch makes her a very physical character. She’s full of body language and strange expressions that really worked to make me like the character. Its simple things too like dragging a chair over to access a wall safe or hiding a key deep within her pants. The artwork is a huge reason this story is so successful and I look forward to the visuals as much as I look forward to the narrative each issue.

Like I said, this is a different beast than the first two issues, but it’s great because of it. There isn’t a gang of action or non-stop jokes, but there is a heavy connection built between the creators and the readers. This has easily become one of my favorite series in the back half of 2013 and I’m hoping that it has a long run into 2014 and beyond. If you missed the first two issues, you’re in luck; they’re recapped via the dialogue in this issue which means that you can actually start the series here and catch up. It’s very much like a TV show in that regards so check it out because this is a series everyone should be reading.

Score: 5/5

Writer: Kurtis J. Wiebe Artist: John “Roc” Upchurch Publisher: Image/Shadowline Comics Price: $3.50 Release Date: 11/27/13

Group Review: Black Science #1

Each of the writers/reviews of Comic Bastards will give the issue a score of: Buy, Borrow or Pass along with a short reason for the score. Here’s a blurb about the issue from Image before we begin: Grant McKay, former member of The Anarchistic Order of Scientists, has finally done the impossible: He has deciphered Black Science and punched through the barriers of reality. But what lies beyond the veil is not epiphany, but chaos. Now Grant and his team are lost, living ghosts shipwrecked on an infinite ocean of alien worlds, barreling through the long-forgotten, ancient, and unimaginable dark realms. The only way is forward. The only question is how far are they willing to go, and how much can they endure, to get home again?

Join writer RICK REMENDER and the superstar art team of MATTEO SCALERA & DEAN WHITE for this face-melting science fiction epic spanning the lifetimes of a cast of dimensional castaways lead by the man who caused it all.

James: BUY

I have been very hyped up about reading this title and I was blown away by the art. It is real detailed. The story itself is likewise well plotted and action packed as it follows Grant and his mad dash battling killer amphibians and other beasts as he tries to save his children (and some other members of his “crew”) from certain explosive death.  Apparently, Grant is a self-taught man of science who shunned rules and delved into “black science”. The action has caused great turmoil to enter upon him, his family, his crew, and his world due to his lack of respect to the science.

This is a story of action, destruction, and possible redemption and I am sold on the concept. I also must say that there is a rather interesting artistic rendering a “fish lady” that will catch your eye. It is “unique” to say the least, but just goes to show how well the art truly is here.

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Steve: BUY

I think I fell in love with this book before I even opened it. Sure, that had a lot to do with the creative names attached - especially Remender, whose highfalutin lyrical lexicon always hits my sweet spot - but credit too goes to the cover, which instantly (and not ironically) reminded me of my dad’s collection of sci-fi novels from the 50s and 60s. When I finally did turn to that first page, my anticipation was immediately validated by way of Scalera’s incredible, classic art and Remender’s forlorn, yet action-packed story about “the Anarchist League of Scientists’ stumble through the Eververse.” What follows is a story about a scientist booking it like hell through a perilous swamp world peopled by electric-tongued Battle Toads, fish strippers (who for some reason reminded me of the alien in Enemy Mine) and what promises to be a series of cross-dimensional family/team crises in a vein similar to Quantum Leap. What kind of philistine WOULDN’T want to read that book? Seriously, you need to buy Black Science #1 immediately - this is the start of something big: a mile-high concept that will undoubtedly run deep.

Dustin: BORROW

I had to go with “borrow” on this one because it wasn’t for me. It’s not a bad issue as the story is very competent and the art is of the highest quality. It just didn’t appeal to me. I loved the art and see the stranger side of Matteo Scalera’s mind, but at the end of the day it was just Lost in Space meets Sliders. Now granted that was enough to at least get me to check out the second issue, but if the narration is anything like this first issue I’ll tap out quickly. Speaking of the narration it wasn’t bad, but it wasn’t interesting. It never hooked me and I could feel it trying. I could feel it trying to pull on my heart-strings when Grant’s [SPOILER AHEAD] wife died, but I don’t know Grant. I didn’t know shit about him and so the Star Trek: Into Darkness opening that “went wrong” didn’t make me care about his lose or even feel its effects on him. His wife dies so he saves a fish woman? Bah? I’ll give it another shot, but I really can’t recommend anyone else plop down money on it without giving read the first half of the issue at least.

Score: 2 Buys and a Borrow

Writer: Rick Remender Artist: Matteo Scalera Publisher: Image Comics Price: $3.50 Release Date: 11/27/13

Review: Sledgehammer 44 – Lightning War #1 (of 3)

It’s always interesting to read a new Mignolaverse title because seeing where it fits in is interesting. This series in particular is set in an era that the rest of the universe has its feet heavily planted in. Clearly Mignola and Arcudi knew that when they started with the character, but this issue we begin to see the dots connected and its fucking fun. This is a series that’s for the fans 100% because even though there are editor notes people who have been following the universe for decades are just going to be delighted to see all the different elements included here. When we last saw Sledgehammer 44 (who is called something completely different I’m sure) he was no longer the man who was inside the suit. Instead the consciousness of the deceased Private Redding had entered the body and the human inside stopped exiting. We learn all this as a very familiar Professor comes to help with Redding who has done very little since returning from France. They bring him new missions daily, but he never takes them and so they’re trying to decide if there’s even a human consciousness inside.

Meanwhile the Nazi’s have enlisted a man who has been kept in captivity and was also familiar looking, to help in their task. One of his tasks is to steal an early stealth bomber from the America’s which he does while the plane is in flight and with nothing other than himself to get him there. He captures the plane and the pilot and now they want Sledge to get the plane back… and the pilot.

Sledgehammer 44 Lightning War #1 CoverI’m leaving out so much of this story that it’s ridiculous, but it would spoil too much to tell you and make for a very long review. If you read any of Mignola and Arcudi’s Mignolaverse titles then you know the story structure that the books usually have. This issue is a bit different. It’s pacing isn’t very shocking, but it does favor an old-school pulp style. It works incredibly well and makes this issue stand out for the other titles in the Mignolaverse.

I’m not familiar with Laurence Campbell’s name, but it looks vaguely familiar. I enjoyed his art as it gave the series a different look and vibe from the rest of the universe. There were bright moments in this issue and that honestly made it look more like a World War II era story. I know that sounds dumb, but there is a look and feel that has become associated with that era and Laurence with Dave Stewart’s coloring have captured it perfectly.

You don’t need to have read the first Sledgehammer 44 series to enjoy this one; in fact I think they’re counting on most people having missed that series. There is a great recap to that series within the dialogue of this issue, but even still there is something fresh and new about the issue. Check it out if you’re a Mignola fan or you’re looking for a WWII story fix.

Score: 4/5

Writers: Mike Mignola and John Arcudi Artist: Laurence Campbell Publisher: Dark Horse Comics Price: $3.50 Release Date: 11/27/13

Review: Quest #1 (of 5)

What if the world wasn’t as we saw it, but different? What if there were realms within time and space that are very familiar to us through the annals of literature and/or gaming? What if it was these worlds that made things safe for us here on Earth? Now, what if those worlds have begun to be poisoned by evil and the delicate balance between these realms and our own hang in the balance? You throw these questions together and you have the basis for Quest. Quest is the beginning of a huge crossover event from Zenescope Entertainment’s Grimm Fairy Tales line.  Quest is the first story to be followed by “Code Red” in December, “Dark Queen” in January 2014, and will be in continual action with the other Grimm Fairy Tales’ secondary titles such as Robyn Hood, Neverland, Inferno, and Wonderland: Clash of Queens as 2014 progresses. It will all lead up to Zenescope’s 100th issue of its primary Grimm Fairy Tale title during the summer of 2014 promising to be the most spectacular event in Zenescope’s history that may bring about the end of the entire Grimm Universe as we know it.

Quest01_coverAIn Quest, there are in fact, four distinct realms that we all know well. Those realms are Neverland, Oz, Wonderland, and Myst. At one time these realms were at peace and harmony living the “fairy tale” existence, but that was before the evil Malec and his Dark Horde invaded Myst and corrupted everything in sight, breaking up the continuity and the camaraderie of the four realms. The realms are scattered about with a populace of pure “Highborn” magical entity birthed beings and a more mixed “Falseblood” birthing that consists of many half human types. With Myst in disarray, a rag tag group of heroes have assembled to try to bring unity back to what once was in the land of Myst.  Aisling, a rogue princess has assembled the likes of Blake, the quintessential “pretty boy” knight who has fallen on hard times, his partner Bolder, a dwarf who has been banished from his homeland due to acts of his brother, and Druanna, a wood nymph who gives them guidance on their “quest” in search a mystical artifact that can reverse the tide of evil that is growing.

I have only encountered the Grimm Fairy Tale line in passing, with this being the first issue of this universe that I have read, but the artwork won me over instantly. This is top notch artistry by Sergio Osuna with fine coloring that renders this comic worthy of readability even before I turned the first page.  It certainly is pretty to look at. As I did begin to read however, I did enjoy the story at hand as it has a proper mixture of humor, action, and dialogue capably written by Patrick Shand.  I was a little put off by the narration at times though as it seemed to explain too much here and there (i.e. “So and so did not speak, as his thoughts were subdued”, stuff like that). But all in all Quest was worth the investment and it is a good opening to what is expected to be quite a colossal event taking place during the next year in the Grimm Fairy Tale Universe.  It should be a fun ride.

Score: 3/5

Writer: Patrick Shand Artist: Sergio Osuna Publisher: Zenescope Entertainment Price: $3.99 Release Date: 11/27/13

Review: The Maxx – Maxximized #1

Perhaps ironically when discussing a book whose sole remit it is to reinvigorate color, I first want to be abundantly clear about the forthcoming review. I fucking love The Maxx. There are very few books I can look back on and recount how they fundamentally shaped my formative years as a comic book reader, but amongst these, The Maxx holds particular standing. I was but a young, dewey 12 years of age when my old buddy Scott introduced me to the (then) Image series. Long were the nights I would spend pouring over his collection, discussing at length what the actual fuck was going on in this book, rife as it was with toothy little inklings, deranged urban sorcerers and reality-hopping, muscle-bound, perma-bird-popping homeless heroes.

Reading The Maxx was, for us, a tentative experimentation with graphic existentialism, our first foray into drugless hallucinogenics, and we quickly fell addicted. We would draw The Maxx - in all his swarthy, first issue front-cover crouch - anywhere we could, whether as defacing doodles in our history text books or as plotted geometrical graphs in our math homework (true story). We collected all the books and watched faithfully (and repeatedly) the short-lived, yet amazing proto-motion comic series on MTV.

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This story consumed our young minds with all the grunge-swollen atmosphere the 90s could muster; it was a new kind of dark, gristly, graphic sort of wetness, one that came with its own clumsy yet cool sense of poetry, and to Scott, me and all our friends at least, it was fucking beautiful. Needless to say, when I found out that, under the auspices of its creator Sam Kieth and IDW Publishing, The Maxx would once again see print in a new home and with a colorfully remastered treatment, my nostalgia kicked into overdrive.

Now, I still own the first arc in single issues (as well as the entire TV series run), at least some of which are probably Scott’s (sorry buddy), but this time I get to approach it as a reasonably seasoned comic book reviewer, rather than just an excitable pre-teen with blotchy skin and a permanent erection. However, would my old friend The Maxx stand the test of time under a more critical eye, or would it be relegated to the Outback of those things that should have simply remained a memory?

In case you aren’t familiar with the inaugural story of this series, issue one (which came out 20 years ago, and goddamn that makes me feel old) introduces the ceaselessly soliloquizing amnesiac superhero, The Maxx, who wears a bright purple onesie and lives in a cardboard box at the end of a dark alley. Behind the Cheshire grimace of his bitey mask, Maxx grapples with extra-dimensional adventures in a parallel version of Australia he calls The Outback, while trying in vain to remember who the hell he is, and how any of this is possible without copious amounts of alcohol.

Meanwhile, Maxx’s ironically-unsympathetic social worker, Julie Winters (who seemingly also exists within Maxx’s “other world” as The Leopard Queen), is being hunted by a terrifying, shadow-wielding serial rapist/necromancer with the coolest, creepiest villain name of all time: the devilish Mr. Gone!

Unlike Gone, the reader is still left in the dark after issue one, not knowing much other than that Maxx is compelled to protect Julie/the Leopard Queen, much to the vexation of Mr. Gone, who is obsessed with her to a stomach-churning degree. Greater world hints are dexterously folded into the quieter notes of the story, though, with Gone clearly holding many of its secrets hostage as he and The Maxx get ready at the end of this issue for their first big super-powered ruckus.

The Maxx is one of those rare books where the writing, lettering and colors converge to make something truly special, almost because each element belies or even undermines the last. Even the oft-looked-over speech bubbles are integral to the presentation of this book, bleeding as they seem to do in the afterbirth of something new.

Maxx01_cvrSUBAs a whole, the page furniture is completely, gorgeously fucking bonkers. Thanks to things like amorphous panels and the incessant undercurrent of text CHUNG CHUNG CHUNGing away, its flow is so disjointed and dizzying, so palpitatingly-tense, it’s hard to keep up ... but damn is it fun to try. Similarly, the writing (as co-authored by Kieth and Loebs) is choppy, jumpy, all over the goddamn place, but it feeds the story’s wholly endearing cast of characters with unique, quasi-philosophical quirks, allowing each his or her (or its) own unique voice in a way that I still haven’t seen replicated.

The art is, well, it’s Sam Kieth in his prime. I’ll be the first to admit that it’s wildly inconsistent, but that’s because it needs to be. The Maxx was a unique achievement, one distinctly bred for and by Kieth’s style. It matched the undulation of Kieth’s visual cadence flawlessly, preying on its own varying perspectives, hiccuping quickly between a childlike sense of wonder and grizzly, grimy, stubbly realism. It’s like watching a kaleidoscope having a seizure, and it’s pretty rad.

Of course, I’d be remiss if I didn’t mention the whole point of this exercise by IDW, which is ostensibly for colorist Ronda Pattison to breathe new life into the book. Now, I’m not saying Pattison doesn’t do a great job here. In fact, the colors pop like hell, especially in that first appearance of The Maxx, whose boisterous, bright purple arrival immediately punctures an otherwise solemn tone. Meanwhile, even the most muted scenes take on a robust depth, and you can tell Pattison was meticulous in her execution.

Of course, in his afterword, Kieth himself says that this is really just a re-release of The Maxx “on slightly better paper,” since everything else will be unchanged; “warts and all,” he says. So even though Pattison does a bang-up job, this is really IDW showcasing their continued impressive title-grabbing coup; a kind of “check out what we have the rights to do now” willy wave. And hey, good on ‘em, I say! I honestly don’t care why they decided to do it, I’m just glad they did. Sure, throw on a new lick of paint or two, why not? Personally, I’m just looking forward to enjoying this kooky, intense and completely arresting series on the monthly again, and if it lets me get my hands on a collected artist’s edition that much sooner, so be it!

If you’re like me and are an old fan of The Maxx, or simply want to see what all the fuss has been about for the past two decades, it’s time to bite down, because you’re in for one hell of a wild (and now better-colored) ride.

Score: 5/5

Writer: Sam Kieth & William Messner-Loebs Artist: Sam Kieth Colorist: Ronda Pattison Publisher: IDW Publishing Price: $3.99 Release Date: 11/27/13

Review: Never Ending #1 (of 3)

Okay so I was digging the punch line for this comic about a man fighting time not villains. It got me to thinking and I haven’t even picked up the comic yet. I was glad this punch line stuck to its’ guns too. We meet Charles Baxter. He is an ordinary man, but the love of his life is African-American. She loves Charles too, but having their relationship built-in the 50’s causes problems for the two of them. All of that changes when Charles gets hit with a meteor. The meteor somehow gives him super powers. The comic doesn’t give a huge amount of detail on how it all happened or how he rose to fame. Charles now has super strength and can fly. I am not sure if he can do anything else as of yet. Oh and the biggest part of Charles powers involves him never aging. Yep, he just lives through decades with his powers still helping mankind. It is cool to see him change his outfits and styles through the years. Although the comic didn’t spend a huge amount of time on his family, I do think this story is the big issue that will be revealed in the future issues. I also know that we will jump back and forth between decades a lot as well. I am totally down for some time jumping for I happen to like the idea. Time is such a loosely based object when you think about it, so it is intriguing when a story highlights this aspect of life.

Never Ending #1 CoverThis is where we meet Charles’ arch nemesis, Archibald. He is responsible for figuring out where Charles’ powers came from. He seems like a cool dude, but the comic opens and closes in the future where Archibald has turned evil. The dude is your typical mad scientist; short, annoying, useless in the eyes of all taller men. Clearly, the man gets jealous, but Charles can’t see why, since he has lost a lot in his life too. The whole story is a pretty generic rundown of superhero life. It felt like it was pulling from several other comics in order to form a mashed-up story of their own. It left a sour taste in my mouth, but I have no doubts that Dark Horse will bring out something new for this comic. I mean they sort of have to in order to keep up the rep with it.

Like I said, I think the time element will help to spruce the comic up some. With all the time jumping already happening, there is bound to be some twist and turns involved. I also think the lead, Charles is a very likable character. He is just down right cool first because he has powers. He knows a lot about life with living through tons of it. It also seems like he has a back story with his nation that should be interesting to read about. Being a superhero for his people for that long has got to a trying situation. So he will no doubt have light to shed on the current situation in everyday life. We aren’t exactly sure where he is from, but I am guessing the United States from the outfits and the whole dating a black woman piece. Charles’ story has some tragic happenings, so that is why I think people will relate with him. Also time is such a fear we have, whether we want more or less. Either way it is an intangible thing that controls our lives. Dark Horse will have some fun playing with this idea.

Score: 3/5

Writers: Adam P. Knave and D. J. Kirkbride Artist: Robert Love Publisher: Dark Horse Comics Price: $3.99 Release Date: 11/27/13

Review: Godzilla: Rulers of the Earth #6

I’ve given the IDW Godzilla comics a lot of criticism in the past—and all of it deserved.  I promised that when the publisher does get the tone of comic correct, I would sing its praises.  Time for me to warm up my vocal chords because RotE #6 nails the tone, spirit, and fun of a kaiju book with all the crushing force of a Godzilla tail swing. The book opens with Godzilla fighting monsters, has only a few minor bits of necessary and terse dialogue that don’t interrupt the flow of action, and ends with Godzilla in a bind that has me mad that I need to wait a whole month to continue this story.

Chris Mowry plots a simple story that will entertain Godzilla fans.  The story takes place in Las Vegas where Moguera responds to take on Gigan and Ogra.  Mowry proves he’s a G-Fan through his use of Final Wars Gigan tech and the different phases of both Ogra and Moguera.

GDzill_ROE_06-pr_Page_1Expertly crafted into this issue is the use of additional mech.  For the sake of surprise, I won’t reveal any more.  However, I will say that G-Fans (and the average comic book buyer) will enjoy this comic.

This issue captures the flat-out fun of giant monster brawls.  Remember the criticism of Pacific Rim that resounded with the jeers of the lame human story while desiring more of the monster/robot fight scenes?  Well, that criticism seems to find its answer in this comic book.  From page one to page twenty-three there is nothing more than one giant, building-smashing battle.  Matt Frank does a great job of having the monsters topple all the Las Vegas landmarks that are actually replications of world landmarks.  That way, the battle feels like it takes place on a global level.  Sure, it’s a little cheat; however, the background made for some entertaining destruction.

Godzilla, Rulers of the Earth #6, along with Half-Century War, will be the proof that I will give to people who say that IDW can’t make a good Godzilla comic.  They have convinced me.  Now the big problem I fear is the cut off of this book by the publisher for the sake of introducing a new book.  That continuity break has happened before, and I hope it doesn’t again.  C’mon IDW, don’t screw this up.

Score: 5/5

Story: Chris Mowry and Matt Frank Writer: Chris Mowry Artist: Matt Frank Publisher: IDW Publishing Price: $3.99 Release Date: 11/27/13

Group Review: TMNT #28 – “City Fall” Part 7

Here it is! The wrap of our TMNT “City Fall” reviews! After this we’ll have an internal struggle to see who continues to review the book solo, but for now… Each of the writers/reviews of Comic Bastards will give the issue a score of: Buy, Borrow or Pass along with a short reason for the score. Here’s a blurb about the issue from IDW before we begin: The epic conclusion to City Fall is here! With the heads of the New York underworld gathered, Shredder stakes his claim to rule the underworld of NYC! But the Turtles, along with their allies, aren’t going down without a fight! What role will Leonardo play? It’s all been leading up to this major battle -- don’t miss it!

Adam: BUY

So this issue was pretty much what I have been waiting for the whole time I’ve jumped on these group reviews.  Watching Casey finally stand up to his dad and nail him with the bat was both enjoyable and unexpected.  His hockey mask a-la Jason Vorhees was a nice added touch.  The appearance of Bebop and Rocksteady was awesome as well; they brought in some awesome action as well as some humor.  I guess it’s kind of the nature of this book to not have any deaths, but that would be my only critique: I feel like nobody really won this battle.  Sure, Leo escaped Shredder’s mind control, but to me there was no clear winner and still a cliffhanger even though this arc is over.  That said, the art was awesome and I think the storytelling and ample amount of action makes up for it, so this is still a buy for me.

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Erik: BUY

My heart broke while I watched Leonardo’s defection. Watching his family go through everything to get him back was exhausting; I had to take a coffee break midway through. Seeing the changes in Splinter specifically forced me to see a side of him that I never had seen before and never thought that I ever would see. And witnessing Leonardo’s battle within his own mind made me legitimately question whether or not he would ever be able to come back from this and lead his brothers again. I’ve read some pretty dramatic stories in my time so far, but City Fall has raised my expectations of what an ongoing series should be. I don’t even know if I’ll be able to take the next comic that I read today seriously. I may have to take a day off.

Now about this issue specifically. I needed a moment of silence after I finished it, but I couldn’t have ended it any better. Kevin Eastman, Bobby Curnow, Tom Waltz and Mateus Santolouco have taken these characters to a whole new level. I never could have imagined that this is the caliber of stories that would come from a book filled with quick talking, crime fighting turtles. City Fall ends here, folks. Don’t have any distractions when you sit down to read this. You’re going to want to pay attention. Will the turtles be able to rescue Leo before his mind completely belongs to Shredder? Will Casey Jones finally be able to cut himself off from the destructive relationship with his father and survive? And if so, will the Teenage Mutant Ninja Turtles ever be able to fully recover from the fallout of it all? Maybe the real question is, will you?

Samantha: BUY

If this issue didn’t open with some full on fight scenes from Bebop and Rocksteady, I am pretty sure the nation would have gone ape shit. So don’t worry fans, you get all those elements of these villains with their strong hits and weak jokes! The whole issue is a free-for-all action packed of awesomeness. The best fighting came from Raph and Leo; both battling for their brothers. I loved this ending, and thought the action was handled with immense care. It showed how each character has grown in City Falls to an even higher level of discipline.

City Falls did not disappoint me at all. Although I wasn’t the biggest fan of the art and the way the Turtles were drawn, it grew on me. I couldn’t wait for each issue to unfold. I have a feeling that TMNT may have to slow down in the next couple of issues, but with writing like that coming out, it is hard not stick around and wait for the next big thing.

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Steve: BUY

Now this? This is the moment I’ve been waiting for during the “City Fall” event running through the main TMNT title, and holy shit did it not disappoint! As it jumped between the various fierce and fun donnybrooks, I have to say my favorite part was seeing Bebop and Rocksteady continue their transformation from bumbling, incidental idiots to hilarious, yet legit bad-asses. I’m hoping that will continue as the series moves forward.

Everything else with Leo, Alopex, Hob and the rest wrapped up in a nice little cap that came furiously, but I don’t think too quickly, and I’m interested to see where both sides will go after issue 28’s tempestuous conclusion. As a minor plot note, I loved the Slash bit at the end, getting his mask and claws from Leo; that was a nice little nostalgic nod to the iteration most old fans like me remember.

Mateus Santolouco’s art, which I just recently praised the hell out of in Image’s Zero #3, is pretty much on-point throughout this entire issue, and I really liked his stylized yet realistic turn on Bebop and Rocksteady, while the impact of his action scenes (which were thick and many) were sick as hell! Great, sinewy stuff! Altogether, this issue benefitted from smooth storytelling with piercing dialogue and fantastic character moments. This whole event has redefined the turtles for me, with this issue being paramount to that change of heart.

James: BUY

This is the grand wrap up to the “City Fall” story arc and the issue delivers its punch in multiple ways. The action is fierce as we get to see a huge battle pitting friends against enemies, friends against friends who think they are enemies, enemies who have become friends who are fighting those friends’ enemies, and well… old enemies brought back to do battle (and hopefully get a paycheck in the process).  The art is beautiful and the turtles despite their age have never looked better. We even get to see a Splinter vs. Shredder battle with is always supercharged and exciting.

All in all the final “City Fall” issue was a fantastic conclusion to arguably the best series running in the IDW universe right now. I know that it brought me back to the Turtles after many years of staying way. There is even some very heavy emotional stuff happening with Leonardo that may take some time to explore added to the standard “butt kicking” turtle action that we all love and expect to see. Well done Kevin Eastman, Bobby Curnow, and Tom Waltz. You guys have told a wonderful tale here. And as for Mateus Santolouco…Man your art brings us old lovers of the Turtles franchise a nice sense of nostalgia while entering us into a darker and more intense realm. It rocks hard Dude.

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Dustin: BUY

There’s action in this issue. Maybe not enough for everyone and even I thought it was a bit light, but I think it was a great sacrifice considering how fantastic the arc turned out and where it sets up the world for the next arc. To be honest there’s only a few storylines that actually resolve in this final issue, but the treads for future storylines for practically every character is set up here. We see that Bebop and Rocksteady are something the Turtles can’t handle in the same way as they have with their other foes or even other mutants like Slash. They’re dumb, loyal and tough as shit. Granted their one-shot was better because it was all them, but there were good here and Santolouco has a great rendition of them. For me this was a rewarding conclusion for the story arc and got me excited for the next issue, next arc and next year of the Turtles.

Score: Buy’s All Around!

Story: Kevin Eastman, Bobby Curnow & Tom Waltz Writer: Tom Waltz Artist: Mateus Santolouco Publisher: IDW Publishing Price: $3.99 Release Date: 11/27/13

Review: The Goon #44

The Goon heads to Mexico!  No, this isn’t a spring break issue of the amazing comic.  Instead, the Goon and Franky smuggle clocks filled with booze through the border.  The duo run into a lizard monster named Lagarto Hombre, and the book turns into a musical. Sure, that last line sounds like it went off the deep end in the second independent clause, but you have to read the comic to understand the maniacal brilliance Eric Powell builds into this book.

With celebrity guest asides, the musical interludes, and the brilliantly illustrated bug eyed lizard monster, The Goon makes for one of the most fucked up and genius comics.

The Goon #44 CoverYes, there was a slight delay from the last issue to now.  The interim between comics was sure worth the delay.  In that time The Goon has lost nothing from its cracked humor, artistic rendering, or its tone.

Be forewarned that some of the issue does have a substantial block of dialogue in Spanish with no translations.  Just spend some time with Google translate to see the brilliant comments from that characters.  It’s worth it just to find out what Lagarto means when he says Adoro Pollo!

I, for one, am glad to have the Goon back again bustin’ up all those supernatural bruisers.  With this trip to Mexico, the Goon retakes his spot back at the top of the list of greatest comics on the shelf in current production.

Score: 5/5

Writer/Artist/Creator: Eric Powell Publisher: Dark Horse Comics Price: $3.50 Release Date: 11/27/13

Review: Saga #16

Written by Guest Contributor: Jordan North Even when Saga isn’t doing too much it is still in a different league than 96% of comic books you’re likely to find on the shelf. Issue 16 sits quietly with itself, favoring more character progression than plot development which, as a rule, you should never do. But, you’re not Brian K. Vaughn and Fiona Staples.

It takes special skill to be able to take your peripheral characters and make them just as interesting when they’re in panel as most writer's leads. That’s the level the Saga team is working on. An opening scene between our oft-visited pointy-eared journalists Upsher and Doff and a special agent from Landfall manage to engage us with a sprinkle of lore, a big revelation and a refreshing/smart perspective on discrimination within the first few panels, all the while never feeling expository or showing any storytelling seams really. When any character in your created universe is one I don’t mind spending time with in the story, you’re doing fiction writing right.

Moments at the house of writer Oswald Heist shine here and stand out (again) showing us the closest thing to a true family unit we’ve seen set from our mismatched gang of ex-warriors, ghosts and fugitives. It’s really nice to get an opportunity to see all these characters simply getting along and enjoying themselves—interacting at all really. All of Vaughn's characters are so varied and well realized and his interactions so well written that even seeing the group sit around as a children's book is being read makes for a riveting few pages, if only because this series does such a good job at making you feel like a fly on an actual wall in a real place listening to real people in these little moments. Bits between Heist and Marko`s mom are particularly great--I can’t remember an over-the-hill romance I’ve rooted for as hard in recent memory.

saga16_coverIt can`t all be fun and games though as—without spoiling too much-- Prince Robot 4 reenters the game, ready for blood. I will say, as much fun as its been watching the gang bond at Oswald`s place I’m excited to get back into the high drama of Marko and Alana's cat and mouse game with their formidable adversary. Btw Prince R's sickeningly ironic call to his pregnant wife about a, “house by the sea” and their baby as he arrives on the scene to give our protagonists and their family hell is genius. This is a truly twisted character and I have a feeling we’ve only seen the start of his depravity. As much as it hurts me to see Marko, Alana and the gang suffer, it sure as hell promises to be an entertaining ride.

With a couple big reveals, lots of great moments between characters (surprise) and one hell of a blue-balls cliff-hanger ending this issue of Saga stacks up to the others, which is to say its better than damn near most anything you’ll find on the shelf this week. I do admit there were a couple odd places this issue where perspective shifts and dialogue left me confused, but at this level that’s picking knits. Fiona Staples does fantastic work as usual sketching breath into Vaughn's fantastic cast—(one drawing in particular of one of Gwendolyn's former flames is a landmark in the absolute right direction in comic book artist`s generally one-note rendering of the female form that left me airing out my collar), and Brain K. Vaughan continues his work as one of the best scribes in comics. Together Saga's creators maintain their damn high bar.

I can’t wait to see where next issue goes. Brian K. Vaughan always makes sure of that.

Score: 5/5

Writer: Brian K. Vaughan Artist: Fiona Staples Publisher: Image Comics Price: $2.99 Release Date: 11/27/13

Review: Revival #15

If you’re still following Revival at this point (there is no plausible reason why anyone wouldn’t be), you feel like Dana on the front cover.  We’re trying to link all the characters together and come closer to solving Em’s murder.  However, with each time we think we’re getting closer, by the end of the issue, the answers seem farther away.  In this issue, we shift away from Em’s point of view and are put into Dana’s.  She gets a call from her dad that Em was in an accident, which happened last issue.  It’s the middle of the night on February 15th, so it’s been almost a month that the whole aftermath of Revival Day has been going on.  We see Dana go into a room that is dedicated to solving Em’s murder and connecting different people in Wassau to it.  There’s red yarn strewn from pictures and other documents, it’s clear that Dana is bound and determined to figure out this mess.  We get a bit of a background as to why she became a detective in the first place: “This disorganized, senseless universe is what had taken my mom from me.  If I could be a detective I could fix it.  I’d be a modern Sherlock Holmes, always in control and always one step ahead of everyone.”  She wants to save her sister and not have to lose her like she lost her mom. Speaking of characters being connected, we find out that Lester Majak is receiving help with his writing from Aaron Weimar.  Majak actually runs into Em on campus, and they have a brief albeit awkward encounter since Em is on her way to see Weimar.  When she’s walking away, Majak seems to have caught some suspicion in her voice, and he also sees her pant leg dripping wet.  Also, one of the strippers at the club that Nikki (the girlfriend of Dana’s ex-boyfriend Derrick) works at used to go out with Anthony Check.  May is actually interviewing her at the club, and Nikki overhears them talking and darts outside.  If you recall, Em murdered all three Check brothers, so obviously Nikki doesn’t want May, the girl who broke the Reviver story, to know about that.

Revival-15-CVRThe government plays a part in this issue, as they begin to take farmers’ livestock because they think whatever caused Revival Day has affected the lakes and streams.  This is also odd that Em woke up after she died in a lake, she saved Jordan from a ‘passenger’ in the lake, and she also got rid of another in a lake back in the beginning of the series; perhaps just a coincidence or maybe something bigger.  The people are fed up with Mayor Dillisch, and one character in particular who was introduced in issue #11 won’t stand for it any longer… I can’t say enough about how much this series continues to wow me month after month whether it be the brilliant storytelling, the incredible art, or just how refreshing this book is to read.  The only thing I can critique this month are two typos, one of them being: “…who let's you smoke weed all day…”  Hey Image, need any more editors?  But seriously, go pick this book up if you’ve thought about or have taken Revival off your pull list.  Perhaps there have been less followers of it because it’s getting up in the double-digits.  That said, there’s a lot of life left in this series (pun intended).

Score: 5/5

Writer: Tim Seeley

Artist: Mike Norton

Publisher: Image Comics

Price: $2.99

Release Date: 11/26/13

Review: Mind MGMT #17

In Mind MGMT #17, series creator Matt Kindt is doing a lot of lacing. I mean that in a couple of different ways; firstly, in the narcotic way in which he has, since the very beginning of this series, slipped his readers a heady narrative cocktail of weaponized mind-fuckery, and more structurally, by threading in all the loose ends and subplots he’s used to fray its peripheral universe, since issue 13, into a multi-layered web of delicious deceit. Or, to put it another way (and at the risk of mixing my metaphors even further), as the official bookend to Mind MGMT’s third chapter, this issue tightens its fingers around the overall arc to once again throttle a story that has left its readers - myself included - gasping and spluttering desperately for more.

As I mentioned above, this issue picks up where Mind MGMT #13 left off, as most of the subsequent issues since have been exploring the in-betweens that led us here in the first place. In so doing, Kindt ingeniously displaces his conceits by jumbling the time of their telling, making this arc’s “conclusion” that much more impacting when it finally comes together.

We get a recap of the life of Megan, the double (or is that triple) sleeper agent who was left to rot in the obscurity of “faux-mesticity” by both Mind Management and its organizational nemesis, Matryoshkas. Found and “saved” by The Eraser and her gaggle of grey matter-manipulating goons (who are really no worse than Lyme and his group), Megan, whose story we have seen develop throughout Mind MGMT’s liner notes, here seems to be The Eraser crew’s answer to series protagonist, Meru, albeit devoid of the latter’s empathy, restraint or inherent morality. Megan’s vengeance is both scary and, under Kindt’s viscous visual direction, oddly quite beautiful.

Mind MGMT #17 CoverSpeaking of Meru, we get an even deeper taste of her power here when she finally flips into “beast mode” (in a much more controlled rage than Megan), and as she herself damn-near happily exclaims, it’s pretty frightening to her would-be predators ... not to mention her allies. I hate to draw character comparisons as such, but her “Neo” is finally starting to believe that she is “the one,” and as such, begins acting like the balancing sword of justice she was presumably always meant to be.

By the end of it, Meru is no longer some easily-manipulated, shy little thing; as she sits, confidently overlooking her handiwork while her erstwhile associates in turn watch her nervously, it’s clear that the dynamic of this group, and indeed the title itself, has changed irrevocably by the end of its third act.

Of course, this is Mind MGMT, and as such, isn’t anything so simple as a straightforward story. This whole book is based on the subliminal, as manifested every issue by its insidious scrawl along the presumed subsidiaries of its pages. While it took a perhaps more muted tone than the textual insurrection from issue 16, I love how the Matryoshkas and Mind Management messages creeping up the book’s spine like dueling varicose veins run into each other this time, implying not only that their subversive subtexts are equal, yet opposite, but that their inevitable strangle may be much closer than we think leading into its fourth chapter.

Coupled with the beginning lines of something called Mind Management: A Novel, which - at least on the surface - confirm Meru’s transformation, these texts simultaneously provide stability and imbalance, a sort of false confidence-inspiring vertigo that makes you question the validity of the whole. I’d be interested to see how most folks read this section of each book and whether it matches up to my own. Then again, that’s what makes the approach to this story feel so singularly individual.

The art this issue continues to infect in that feverishly schizophrenic way Kindt has created that so beautifully stirs everything up in the story. That cover, for example, is the visual version of the double-speak that has been going on throughout the entirety of Mind MGMT. The casual observer is not quite sure what to expect, whether the woman pictured (Megan) has just kissed the man (Lyme) on the cheek ... or instead broken his neck. Especially when measured against the sickly-sweet cover blurbs and visual elements, like hearts and pastel colors, it accentuates this title’s insidious seditiousness.

I also really enjoyed the scenes where Megan sets about dismantling the town that has acted as her prison for years, armed both with the twisted powers of her now-unleashed mind and, of course, a full clip of bullets. To see this idyllic bit of Americana actively decanted into a hellish nightmare of Kindt’s almost childlike visual madness is disconcerting to say the least. It’s a visual storytelling style that sticks to your ribs, a world at once surreal and sublime, innocent and sick in its collapse.

If you’ve skipped this arc and its two predecessors for whatever terrible reason, then you are missing out on what I truly believe to be the future of comic book storytelling. In short: My god. What a fucking book...

Score: 5/5

Writer/Artist/Creator: Matt Kindt Publisher: Dark Horse Comics Price: $3.99 Release Date: 11/27/13

Review: Half Past Danger #6

There was another twist! Creator Stephen Mooney told me to look out for another twist after my last review, but what I couldn’t tell you all in the review was that I knew this one was coming. Due to the progression of the story reveals in the last issue it was a bit obvious, but the journey was fun. I just didn’t say anything because it would spoil the story to anyone that hadn’t figured it out. This was a fitting ending to the series. It doesn’t deviate from the path set in the first issue and delivers a solid reading experience from beginning to end and that’s what really matters. This issue begins with an announcement that Half Past Danger will return! Good for that, but awkward placement. The real story picks up with one of the spoilers from the last issue that I can’t talk about. The result is a character going overboard and the other characters thinking that they’re dead. We can see from the art that it was planned and the rest is basically revealed as much later on. The results of this story are actually pretty sad. Sure there’s the fun cheekiness that the characters and story have always had, but the actually conclusion is really jacked up. There is one scene in particular with Irish towards the end that was a real bummer of a scene.

HPD_06-pr_Page_1The art on this series has been great. It’s rare to get an illustrator of Mooney’s talents that can also tell a story. I think I’ve said this from the beginning but the range of subjects he covers in this series and issue are most impressive. A book of just his dinosaur drawings would be enjoyable as well so cough, cough, get on that. The action in this issue is very rewarding and I enjoyed the fact that the character that fell to their death was handled the way it was. Usually in comics (or even film for that matter) when a death is faked they show it really happening and then just explain it all away, but Mooney shows us the faking as it’s happening and that was a nice touch.

Overall this was a rewarding ending to the series. It’s a bit on the happy side as far as endings go, but there are some real emotional moments in the issue and final pages in particular. Though it was a solid ending the pacing could have been better. The ending, ending itself wasn’t particularly necessary and could have been dropped in favor of more action, but it is what it is at this point. If you’ve been following the series it’s definitely worth finishing the journey.

Score: 3/5

Writer/Artist/Creator: Stephen Mooney Publisher: IDW Publishing Price: $3.99 Release Date: 11/27/13

Review: Fanboys vs. Zombies #20

This is the end of Fanboys vs. Zombies. When all said and done, the decision to end the series was a good one. I couldn’t imagine the story taking on more than it did while keeping readers interested. I was proud of the overall effort and will miss this addition in my pile. I liked the quirky jokes and fun-loving characters. It did get a tad hard to write a whole review, because towards the end nothing major happened. I enjoyed issue nineteen, but still thought the story felt forced and that is a bad sign just nineteen issues in. This issue takes on a new role with the telling of the story. Clearly, the comic had some ground to cover, since the gang just got back from space. The writers decide to write themselves in as characters and tell of the comic, Fanboys vs. Zombies, as they are going to some convention. It was fun how they ended it this way, and allowed for a shout out at almost everyone who worked on the series. It isn’t how I would end a huge series, but with this being cut off so short it worked out pretty well.

FVZ_20_preview_Page_1Our two main characters are Jerry Gaylord and Shane Houghton. The two are headed into a convention where Shane is telling Jerry of how Fanboys vs. Zombies will eventually end. I love how Jerry has no idea, clearly indicating his type of personality. Plus Jerry asks all about Missy and Kyle, since the fans loved these characters and everyone hoped they would come back. Well it finally gets address along with tons of other quick information. I don’t want to reveal all of it, since I feel bad that the comic is cancelled. But the Wrecking Crew is back together once again. We also find out that Kurt has been a secret jerk the whole time. He did kill Kyle and Missy and is playing with the characters in order to survive. Amanda is heartbroken, and needs to leave the crew for a while. It all ends up being a good thing since she runs into a familiar face.

While this all happening, Jerry and Shane are noticing some strange occurrences at the convention and decide to check it out. Shane is still talking all the while about the ending though. The Wrecking Crew heads to Seattle and finds that there are no zombies. Burger is with them so leads to some problems. Here is where the story kind of trails off. We get no clear indication of what happens, but we do know the story ends happily by a few pictures we see being play out. I think the writers wanted to leave some of the story up to the reader, plus it was a lot to fill in with only one issue.

Jerry and Shane notice their story coming to life at their very own convention, and run for their lives from the zombies they help create. The story ends with a recap of what happens to Jerry and Shane. All in all, it was pretty shitty that the comic had to end, but I think Shane did a good job of writing it out. I will miss Jerry Gaylord’s fun art and hope to see him in some other stuff soon. Thanks guys.

Score: 3/5

Writer: Shane Houghton Artist: Jerry Gaylord Publisher: Boom Studios Price: $3.99 Release Date: 11/27/13