Sunday, February 26, 2012

Weekly Comics - 02/22/2012

Flash#6 - Francis Manapul, Brian Buccelato, Franic Manapul

The creative team begins a new story with this issue, where the ramifications of the Flash's actions in the first story lead to an attack from Captain Cold. The conflict is essentially pretty simple, but the issue works well as a way to continue building the Flash's world while launching him into another visually interesting fight sequence. I like how the writers are building off of what has come before. Barry has been learning about the time travel effects
of tapping into the Speed Force. Not only does he work with a solution to that problem here, but, in causing the EMP burst in the previous story, he's caused Captain Cold's attack. Instead of just presenting new angles on Barry's powers, the writing team are building this angle into their ongoing story progression. This issue plays around with time, as the narrative jumps around from Cold's climatic attack to the events leading up to it. I like the approach - the non-costumed scenes of Barry, Patty, and Iris become much more interesting when juxtaposed with the later action. The first story lost track of Barry's civilian life, so it's nice to see his relationship with Patty, his job, and the love triangle with Iris delved into here. Captain Cold gets some page time as well, as we learn his motivations in going after the Flash, tied to his terminally ill sister and the EMP blast. I'm not completely sold on him as a villain - I like his motivation and the destruction he causes is a sight to behold, but his personality is a bit one-note at this point. However, there's still time for that to change. The battle scenes are a marvel to behold. Buccelato brightens up the book's traditional colour scheme, letting the Flash's red outfit contrast with the crisp blue sky and the white of snow and ice. The book feels vibrant and lively. Manapul once again does wonderful things here, playing with panel arrangement and visual sound effects to tell the story. The image of the boats, raised by columns of ice, is fantastic, and Manapul does interesting things with it. The page layouts are generally very fun and the action looks great. In the non-costumed scenes, the characters have a strong, expressive look to them, as Manapul uses his cartoony style with confidence. It's another strong issue - a fantastic looking comic with a fun, upbeat story that also has some depth to it.

Justice League Dark#6 - Peter Milligan/Mikel Janin


The team's first antagonist is defeated, they angrily went their separate ways. So where does the book go from here? Milligan has the core cast drawn back to Madame Zanadu to find an explanation for their distressing nightmares, and it's surprisingly effective stuff. I'll give Milligan credit - he drew me right in, with engaging characters and disturbing dream sequences. As usual with an issue of this nature, when the plot actually has to get going in the final pages, and a real narrative has to begin, things become less graceful and engaging, but Milligan has a sure hand with the cast and tone of this book. I'm no fan of lengthy dreams in comics, but the four presented here are directly tied to the personal problems and neuroses of Deadman, Zatanna, Constantine, and Shade, even looking back to the fight with the
Enchantress in the opening arc. That's what drew me in. It helps that they were also genuinely creepy sequences, presented in a very deliberate, haunting manner, with stunning art. Zatanna's fears of half-dead creatures stuffing fingers down her mouth, Shade's horrific efforts to ressurect Kathy, Deadman facing the result of his impulsive behaviour towards June Moon - these dreams resonated with me because they drew on events from the opening arc, while reaching to the core of each character. Once the group reunites at Xanadu's house, their dynamic is right on point. Constantine and Deadman's disdain for each other, Shade's slightly unbalanced reaction to everything, Zatanna's desperation for answers. Milligan gets his cast very well. Not a panel is wasted and the scene comes together very well. It's the very very end that is less engaging than all of this - Xanadu decrees that the dreams are portents of bad things to come if the group separates. Is it the strongest hook for the series? No. Would I prefer this group of misfits to continue to randomly cross paths? Absolutely. But something must exist to propel this book forward as an ongoing series, and this simple premise should work just fine. The issue ends with a very abrupt transition into the upcoming crossover with I, Vampire. It's meant to feel abrupt, so we'll see how well that title integrates with this one. Janin's art remains beautiful. Even when his figures look a little too posed, they are so attractive, and the settings they are thrown into so vividly created and detailed. It's a great looking book. This book is still finding its feet, narrative wise. But in terms of tone, pace, and characters, it is A-list.

Fantastic Four#603 - Jonathan Hickman/Barry Kitson

Hickman's Fantastic Four mega story continues to move towards its conclusion, as more pieces and players' roles in the big plan are revealed. On the one hand, it's exhilirating to see some of this coming together. On the other hand, in spots it does feel like a collection of moments; a checklist of plot elements that need to be re-introduced and resolved. There's still a lot of good here - the team dynamic is always strong, and there are nice moments when the kids are reunited with Uncle Johnny. Galactus' space battle with the Celestials is incredible
stuff, drawn with real scale and energy by Kitson. And the action and intrigue build with real tension and excitement towards a final page that brings back two players from very early in Hickman's run for their big moment. I love the scope of the planning Hickman has put into this title and I really do like how all of this mega story fits together. There is that slight 'checklist of events' feel to the proceedings, but when it's all so meticuolously plotted out, it can't help but work. However, there is one massive clunker in all of this - the Inhumans/Kree war. I always felt this story came out of nowhere and didn't fit in at all with the Council of Reed-Nathaniel-Doom-time travel plotlines that Hickman had been building since his earliest issues. I guess I was right. I one hideously clunky page, Hickman dismisses the whole plot. The Kree fly off, the Inhumans follow them, and suddenly our heroes no longer have to worry about them. Talk about deflating. It makes me feel that the whole story may have been an editorial remit to stretch out Hickman's mega story. Because they sure don't have anything to do with that mega story. Kitson remains an asset to the book, with clear, clean faces and expressions, and strong settings and action shots that sell the big moments. His style is exacting, but there's a softness to his people and their faces. Makes for a very nice reading experience. So this one has one major hiccup, but it's still another strong chapter in the race to the finish.

Wolverine and the X-Men#6 - Jason Aaron/Nick Bradshaw

This title continues to be a ton of fun, although I would say this issue was the least engaging so far. Aaron presents two different stories, running in parallel - Wolverine and Quentin trying to win money for the school at an intergalatic casion and the X-Men and students fighting off a Brood invasion (both in Kitty's body and on the school grounds). The former is more in keeping with the playful, creative vein
of this title. Aaron has developed a great dynamic between Wolverine and Quentin. There's an understanding tone to Wolverine's voice with him, not just an authoritative one. Many alien jokes are thrown in and it's great fun to watch them navigate through alien blackjack tables. The mansion stuff ran hot and cold for me. I like that Aaron is injecting a more serious tone in these scenes. The Brood invasion has moments of tension, particularly for Kitty and Broo, but they are always balanced with Aaron's typical barbs and jokes. The rest of the team, shrunk down in Kitty's stomach, get some fun moments as well. But I kind of lost sight of the conflict - who are these additional Brood, arriving from space, and what are their goals? Their attack on the mansion causes a lot to be happening here, and unlike the book's earliest issues, it doesn't feel like organized chaos. It just feels too busy. It doesn't help that Nick Bradshaw is clearly having trouble keeping up with everything going on. The art gets slightly rushed in some panels and it's clear there is just too much happening. Bradshaw's designs for the Brood also lack any visual punch, particularly the generic main antagonist. The art is still fun, with a lot of energy and humour to the characters, but Bradshaw does struggle in spots. So it's a fun comic, but not this title's best yet.

X-Men: Legacy#262 - Christos Gage/David Baldeon

Don't be fooled by the excellent, gritty cover - this issue, while competently done, has as much bite as a kitty cat. It's an issue-long fight scene, as the Rogue's team chases Exodus cross-country, in hopes of preventing him from attacking Cyclops for splitting up the X-Men. On that level, it works quite well. The action is where the issue succeeds. It's fast-paced, each character gets at least one moment to shine, and there's a real effort to mix characterization into the fight scenes. Gage wisely trades on Frenzy and Exodus' lengthy past together as they fight, and there's a good team dynamic at play during the fight. Baldeon is at his strongest here, with some great splash pages and expansive panels of action that transcend some of the weaknesses of his style. I also like that Gage is playing with Jason Aaron's experimentations with Iceman's powers, having him enter the fight as a giant, lumbering ice creature. The issue has its problems, though. Exodus has no teeth has a villain. He's just become a ranting madman. The intelligent Mike Carey story upon which his anger here is derived from doesn't shine through anymore. There's also some character problems, namely Wolverine lashing out at Rogue multiple times. It's all very out of character, an effort to create group tension where none exists. There was an element in the previous run of Cyclops disliking Rogue's tactics as a leader, and this is a lame attempt to repeat that. Wolverine's anger towards is so over the top and unfounded. The tension between them doesn't work at all and feels very forced. And the promised reunion of X-teams doesn't happen here - it's a cross-country fight issue, not a team reunion on Utopia. And, when Utopia characters do intervene, it's Hope's team of young mutants. I did think it was too early to reunite the X-Men, but this option is just deflating. Baldeon's art is quite good on the action, but he is still struggling with cartoony and less sophisticated faces. This book is still struggling to define itself post-Carey. It's almost deliberately less understated and intelligent than his work, but hasn't filled the void with anything other than a standard team book. An ok issue, but I'm ready for more.

Thursday, February 16, 2012

Weekly Comics - 02/15/2012

DC Universe Presents#6 - Dan Didio, Jerry Ordway/Jerry Ordway

I thought I’d give this new arc a try, given that the title’s first story was a pleasant surprise and I’ve never read anything by the infamous Dan Didio. OMAC has been getting great buzz, so maybe his re-imagining the Challengers of the Unknown held similar promise? No such luck. This was fairly lifeless from start to finish. The Challengers are re-imagined as the crew and celebrity cast of a Survivor-style reality show, whose plane crashes in the Himalayas. They awaken in Nanda Parbat, and the quest for a mysterious artefact behind their troubles begins. There’s some effort here to play around with timeframes, reminding me of what Duane Swierczynski did a couple issues back in Birds of Prey, when the cast awoke to find themselves displaced from where they had been, with hazy memories of it. Needless to say, the trick is pulled off with less style here. The issue just feels clunky – outside of a couple of personalities, the cast members are ciphers, the introduction of Nanda Parbat and the threat aren’t very engaging, and there is a lot of talking heads. For a concept that I assumed would be about high-adventure and espionage, we get a lot of sitting around and talking, by some fairly dull characters. The lead female character is at least slightly interesting, and her reaction to the loss of her boyfriend in the plane crash provides some emotional hook for the story. But that’s about as deep as this one gets. The art by Jerry Ordway is old-fashioned, but fun, with some strong visuals in the few action scenes. There are a lot of talking heads scenes here, though, so I wish he got more interesting things to draw. The opening Deadman story was a treat, so this issue is a disappointment. I may be back for James Robinson’s Vandal Savage story in #9, but I’m going to skip the rest of the Challengers arc.

Batman#6 - Scott Snyder/Greg Capullo

This is the issue after the infamous hold-the-book-upside down issue. It's not as audacious, but it's equally excellent. Batman is still stuck in the Court of Owls' maze-like tomb, but instead of focusing on his disorientation, this issue deals with his efforts to regain self-control and overcome his opponents. It's the story of a man struggling to find that one piece inside himself that will give him the strength to persevere. This issue goes for some big moments and bizarre visuals that obviously are occurring somewhere in Bruce's rattled head as much as they are in reality, and it works. Snyder sucks us right into Batman's mindset, so that when he does lash out and have his moment of lunacy, we are right there, buying in to the wild visuals. Snyder and Capullo work together to create an unhinged Batman, determined to beat his oppressors. Their deranged, fanged Batman works perfectly, and it's just "out there" enough to sell the intense action scene that follows. The splash page of a snarling Batman, swatting away the Court members pawing at him, is truly a highlight for this run so far. I loved the culmination of Batman's battle with Talon, where he so desperately wants to reassert himself as a master tactician. He pulls that off, but his need to explain why his plan was so successful to Talon really shows the fear and insecurity he's feeling (especially given the haunting fate he later faces). Snyder also gives us a lot more insight into the Court in this issue, with a chilling portrayal of their society, their rules, and their means of operating. Capullo is in lock step for this, portraying a deranged, maniacal society of mask-wearing evil creatures. From the old woman in the wheelchair to the bloodthirsty young girl, we're now seeing more of the Court beyond just Talon, and it is a vivid and frightening world. This title is the story of two creators working in tandem to create something special. The two have created a world that is visually stunning, dark, violent, and unsettling, while telling the story of one hero trying to navigate it. Excellent stuff, once again.

Birds of Prey#6 - Duane Swierczynski/Javier Pina

Swierczynski plows along with the Choke story. Everything that makes this book enjoyable is in full force – fast-paced action and intrigue, exacting portrayals of the lead characters, and a dark, exciting vibe to the proceedings. My one reservation is the length of this story. After this issue, we will be entering the seventh chapter of a story where the antagonist has been kept deliberately vague, and his goals equally unknown. Some of that is coming into focus now, but I do think this may be stretching on a little longer than it should. Thankfully, Swierczynski always keeps it interesting and exciting, maintaining the quick pace, fun action, and attitude of the Birds in action. That is the draw of the book, along with the increasingly deep portrayals of Black Canary and Starling. The action also jumps ahead here, with the Birds back on top of their opponent after last issue’s mind games. There’s a jump in time – the team has made some big strides and regained their momentum against Choke. Some may find it jumpy, but it feels like Swierczynski planned this as the next beat in the story and it works dramatically. The jump in the action fits right in to the tone and pace of the book. Javier Pina does full pencils this time, and his style is remarkably close to Jesus Saiz’s. A bit less rounded and soft in spots, but he maintains a consistent look for the characters and action and the book looks good. So while I have reservations on the length of this particular story, this issue maintains the tone, pace, fun, and great characters the book is known for.

Wonder Woman#6 - Brian Azzarello/Tony Akins

This issue continues the machinations of the gods in the wake of Zeus' disappearance. I think it is this title's least gripping issue so far, but it makes great strides in the plot while telling an engaging action story. This issue is the first time Diana has taken an active role in the familial drama unfolding around her, rather than waiting to act, and it's great fun. Watch her navigate promises to Poseidon, while fighting him, watching out for Zola, and keeping tabs on Lennox's activities, makes for a great read. Akins handles the action well, particularly the wordless scenes as Diana volleys around to keep Zola safe. It's fun to get some greater focus on the desires and goals of the other gods. Each of them have such strongly defined personalities and visual looks. Hades proves himself to be nothing but trouble, Poseidon is still over-the-top, and Hera's confrontation with Diana is appropriately epic. Lennox is also a fun character, a clear John Constantine take-off, but a welcome voice in the parade of godly characters. If there's one failing to the story, it's that the mechanics of Diana's trickery get a little lost at the end - too much happens too quickly, and I wasn't sure exactly how it was all accomplished. Still, the issue is enjoyable, with a fun, fast pace and strong character portrayals. Akins does a great job here, but I wish we got some of the bigger panels we did last time. Part of the reason the action at the end is a little confused is because of his smaller panels. Still the character acting is strong and the look he brings to the title is unique. This is another strong issue; perhaps not quite the gut punch earlier chapters have been, but a strong piece in the larger story Azzarello is telling.

Uncanny X-Men#7 - Kieron Gillen/Greg Land

Erghh. This is not doing it for me. The characters have essentially been stripped out of the story, and I’m left with the in-depth conflict of two advanced creatures at war with each other. I’m just not engaged with the concept of this Tabula Rasa story at all, and it feels like the X-Men are so removed from it. It started out as a problem Psylocke needed to resolve, and that was the character hook of the story. But she appears for two pages here before being knocked out. Colossus and Magik are absent, and Magneto is wallpaper, so all the interesting characters are off the table. What we’re left with is a fairly detailed exploration of the conflict between two characters from Tabula Rasa, with the X-Men following around trying to keep up. It’s just not engaging to me at all, which is disappointing, as the first two issues tried to bring the X-Men in to spice up the story. They’re absent in any significant way here. Also, there’s another issue of this story left! Talk about dragged out. I think this title could use some subplots – Wolverine and the X-Men is brimming with little side stories and character moments. You could argue that’s what comprises every issue. And it feels lively and full of character. This book has nine lead cast members and they all mainly sit there as blank ciphers. And the book is badly suffering because of it, because these stories don’t have enough to keep my interesting.

Friday, February 10, 2012

Weekly Comics - 02/08/2012

Frankenstein: Agent of S.H.A.D.E.#6 - Jeff Lemire/Alberto Ponticelli

Lemire begins to bring this book into different territory in the sixth issue - he starts exploring Frankenstein's past while delving into the intrigue at S.H.A.D.E. It's a wise choice. For as great as the first arc was, it was a big fight book, with a lot of humour. It's nice to add some layers to the story. Here, we meet Frankenstein's team mate from the Vietnam War, Colonel Quantum, who defied his superiors and deserted the battlefield on a mission back then. Quantum is an interesting counterpoint to Frank. He feels bad for the deaths he caused and wants his suffering to end. In the face of Frank's stoic resolve to kill him, Quantum is a figure of pity, but one who retains dignity because he accepts his less-than-proud past. Frank's coldness here is an extreme take on his abrasive personality. In fact, of all the freakish lead cast members, Frank comes off the worst here, as even his team mates show some squeamishness at the thought of killing Quantum. Speaking of his team mates, Lemire continues to refine their interaction, with some truly cutting and funny moments as they travel through Vietnam. The action at S.H.A.D.E. hq is strong stuff as well - the Humanid servants we met at the start of the series have developed enough of a consciousness, thanks to Father Time’s mucking with Brother Eye last issue, to rebel. Lady Frankenstein is highly entertaining here, but, even through the comedy, Lemire sells the danger of the situation. The end hints at more secrets from Frank's past coming out. Ponticelli continues to do great work on this book. His depiction of an aging, deformed Quantum is appropriately sad and Quantum's death scene is larger than life. I also really liked his work at S.H.A.D.E. hq, where he fused crazy machinery with some shadows and atmosphere. This issue isn't as overtly wild as previous ones have been. But I appreciate its efforts to show us another side of Frankenstein's past while starting some bigger stories. Another strong issue for this surprisingly compelling title.

Batgirl#6 - Gail Simone/Adrian Syaf

Gail Simone's curse on this title is to jam-pack each issue with too much content. This issue alone gives us Gretel's origin, wraps up her story, has Barbara reflect on her
relationship with Batman while teaming up with him, features Barbara's mother trying to make amends, forwards Detective McKenna's story, and contains two lengthy battle scenes. This could be a mess, and it does often feel like a lot is going on, but I can't help but really enjoy it. It feels busy, but controlled, like Simone is doling out her plot elements as she sees fit. It is also always held together by Barbara's narration, which is full of life, even when reflecting on the pain and loss she has faced. And just when it feels like the book’s events are chaotic, Simone throws in a moment of true clarity and tenderness. A standout one here is Barbara reflecting on how Batman comforted her after her accident. The Batgirl/Batman relationship is really well-handled here. Simone gives Barbara her own unique connection to Bruce, and their interaction has both a familiarity and a standoffish quality to it. The story of Gretel is also very well done. The cut away to Gretel reflecting on her past doesn't feel out of place at all. Instead, it's a fairly gripping origin that drew me in right away. Simone once again parallels Batgirl with her foe, but it doesn't feel overdone. Both Barbara and Gretel have been left for dead by ruthless criminals, and Gretel’s journey to move on from an incident like that doesn't end up as well as Barbara's did. The use of Barbara's mother is much better here as well. Again, Simone seems to be telling this story at her own pace, and the snippet here is quite humorous (particularly in how Barbara sneaks two of her mother's baked goods after rebuking them). Syaf's art occasionally falls victim to the weight of the content - at times, his figures are a little cramped. But, in general, his faces and action scenes have life and movement to them, and he seems a strong fit for Simone's sensibilities. I would usually rally against a script this busy, but against all odds, this book is working. The key to it all is the strength of Barbara's portrayal. Good stuff.

Batwoman#6 - J.H. Williams III, W. Haden Blackman/Amy Reeder

This is it. The big one. J.H. Williams steps back as artist for this arc, and Amy Reeder joins the book to draw the current
story. This character's entire world has been defined by such a unique, strong visual sense. How will it hold up as drawn by another artist? It turns out Reeder isn't here to emulate Williams' style or even his general aesthetic. She boldly brings her own sensibilities to the book. Pages live and breathe in completely different ways than Williams would have depicted them. Characters emote and express themselves in a different way than Williams would have shown them, but no less distinct and visually interesting. Reeder plays with giant splash pages, as Williams does, but in her own way. Images don't dance across the splash page, but boldly or even angrily jump out. I think I was most pleasantly surprised with that harsher aspect of Reeder's style. Williams' world is softer and more graceful, but in Reeder's, the action and the emotion are a bit harder. I'm happy Reeder is experimenting with her style on the book. If another artist has to draw this title, it needed to be one who brought their own unique visual sense to the table.

As for the story, it jumps around, both in time and character point of view, to catch us up on all the players in Kate Kane's world, after the
brutal twist of events in the previous issue. All of the individual scenes here are strong. And while I applaud the writers once again trying something different, I don't know if the narrative trick really worked to produce a complete issue. I felt like this was a 'catching up with each character' issue, not part one of a new arc, which it is. Now, every scene here is great, I just prefer the less obvious way they have jumped between characters and stories in the past. The highlight here is how the writers continue to develop the world around Kate. Maggie is an interesting love interest because she challenges and questions Kate in ways this closed-off woman usually tries to avoid. I also like the hint of a troubled past they introduce for her here. Kate's father takes a larger role, in a touching scene where he visits Bette in the hospital. The Weeping Woman story is also being fleshed out into a lengthy story, with hints of a back story provided and intrigue in the present explored. I loved the fight scene Batwoman and Chase embark on. Where, last issue, it seemed like Chase trapped Kate, here, Kate is so brazen in her crime-fighting tactics, that Chase is frightened and off-guard the whole time. Kate seems to be subverting her captor by being so outlandish on the battlefield, and it's a great reversion. It's also a stunning-looking fight scene, with Reeder's most dynamic pages. Barring a storytelling experiment that didn't fully come together, the individual pieces here are as strong as ever, and the art brings a bold new voice to the book.

Superboy#6 - Scott Lobdell, Tom DeFalco/R.B. Silva

The first thing I noticed here is that Bob Harras has brought another 90s Marvel staffer, Tom DeFalco, in to script this issue over Scott Lobdell's plot. And,
to be honest, it's the kind of script I would have expected from Lobdell before this book started. Instead, he has been understated, intelligent, atmospheric, and somewhat insightful. The quieter, introspective scenes Lobdell has brought to the lead character are all laid on the table here - instead of having pondering his free will and the nature of human suffering, DeFalco has Superboy literally asks these questions. Lobdell has crafted some great inner monologues that touched on deeper issues, but DeFalco loses all sense of subtlety or elegance in his dialogue. The script in general is weaker here. Superboy's meeting with Supergirl should have been disquieting and interesting. Instead, every thought and problem is laid bare and the interaction between them is wooden as a result. This isn't even a bad issue, I was just surprised how much it stumbled without Lobdell's script. The events of the issue are all good - the fight with the Teen Titans was enjoyable, given that I don't read their title. And the meeting with Supergirl yields some interesting revelations about Superboy, causing him to attack N.O.W.H.E.R.E. And Superboy remains likable in his earnest desire to understand his life and the choices he faces. R.B. Silva's art is as good as ever. His lines are crisp and clean, and his characters fluid and energetic. The page designs are always sharp, drawing us in to the attractive figures. I just wish Lobdell had scripted this issue. He has brought a cold, antiseptic sense of atmosphere to this book that really worked, as well as surprisingly strong scripting. DeFalco's script doesn't have any life to it, and loses the book's typical nuance by being too literal. A bit of a misstep, but hopefully a one-off mistake.


Wolverine and the X-Men#5 - Jason Aaron/Nick Bradshaw


Jason Aaron ostensibly starts a new arc here, with the invasion of Brood aliens via Kitty's pregnancy. But, really, that is just one of many plotlines running though this issue, which once again has a large number of things happening, most of them highly amusing and
entertaining. The high point of the issue is probably Beast leading the students through a tour of Toad's stomach. It's funny and inventive, and the dynamic amongst the student body is refined more and more with each issue. Aaron takes this group dynamic and brings it into many other scenes. In fact, the student interaction is really the highlight of the issue, particularly Quentin's insults towards Broo. But there's a lot going on here - Kitty is pregnant with invading Brood aliens, Angel is stripped of his finances, Wolverine goes off in search of funding, and a wider alien threat emerges. Aaron has a talent from cramming each issue with tons of jokes, little character moments, and details around the school. This approach is really working for the book. It feels different from other Marvel titles. I know I can count on it to deliver a quality read that goes above and beyond to entertain. Nick Bradhsaw continues to grow in his role as artist. The whole package is a bit less visually exciting than it was under Chris Bachalo's pencils, but Bradshaw has his own unique, quirky style that suits the tone of the book. His depiction of Toad's insides captures the wonder and humour of the scene perfectly. This is another strong issue. It's a set up issue for a new story, but it is full of so many small moments of character and humour that it feels like a substantial read.

Sunday, February 5, 2012

Weekly Comics - 02/01/2012

Action Comics#6 - Grant Morrison/Andy Kubert, Sholly Fisch/ChrisCross

This is for a sure a love it or hate it book. I don't have much of a connection to Superman, so I can come into it a bit fresher, but I can imagine purists not loving this unconventional telling of Superman's modified origin. It jumps around in time and space and doesn't hold the readers hand through it's narrative. It also does a lot with the Legion of Superheroes.
This is a touchy subject in Superman's origin for die-hard fans. As I'm not one of them, I can only judge but what I see in this issue. What I got was a vibrant, compelling look at Superman's youth told through a conflict his future self faces which was exciting, interesting, and, at times, confusing, with wonderful artwork. The figures that appeared on last issue's final page become clear immediately - it is the future (adult) Superman and the Legion of Superheroes. The Legion must get into Superman's head to retrieve the Kryptonite that powers his rocket ship, which has been shrunken down for a negotiation session between the Anti-Superman army inside Supes' brain. All the while, he must fight his former friend Erik (no clue who this is), who is mutating into a variety of forms and was involved in the Kryptonite theft. Oh yeah, add in a number of flashbacks to Clark's childhood and his first meeting with the Legion as children. This issue requires patience along with an understanding that it's more frenetic plot elements may become clearer in the future. Once you get in that mindset, it is a wild ride, but one that never loses an inspiring sense of heart. The Legion really come on strong here. I like their unwavering confidence and intelligence and how Superman must struggle to keep up with them. He feels out of his depth in this crisis, and it makes his struggle against Erik feel more personal. The sense of friendship amongst the heroes creates some nice moments, particularly the ending, where the Legion balance their disappointment in Superman with his excitement when he met them as a child. Morrison is toying with some great ideas here - the Anti-Superman army negotiation session, the fact that it's going on in Superman's brain, and the interesting idea of the rocketship needing to be in balance. It has slowly grown to become a key concept in his run, and here there is this great feeling that, if it is not whole, bigger problems will arise. There is a lot packed in here, and perhaps Morrison could have spaced out the issue's contents. The flashbacks to Clark's childhood could definitely use more space, but they capture his desire to connect with other superpowered beings and his relationship with his father well. Andy Kubert's art has done wonders for Morrison's unconventional origin story. It never loses step with his wild plotting and temporal shifts, retaining an energy throughout. At the same time, Kubert emphasizes wonder, fear, and worry in Superman's face at the right moments, humanizing this otherworldly time travel story.

The backup continues to explore Clark's time in Smallville, with this one focus on him leaving after his parents' deaths. This one is subtle and touching, as Clark reflects on his childhood when moving out of the family home. There also nice moments with Lana Lang and Pete Ross, exploring the deeper friendships Clark left behind. I remain impressed with how Chriscross has adjusted his style for these stripped-back, personal stories. He has brought a whole new expressive look to his characters, emphasizing their youth and inexperience, but also their earnest and true feelings. The colours are nicely washed out, lending an appropriate look to the flashbacks. There's always something interesting to be found in these backups. Sholly Fisch has a talent for these smaller, personal stories and I'd like to see more of them here.

Animal Man#6 - Jeff Lemire/John Paul Leon, Travel Foreman

Animal Man takes a breather issue, as Buddy's son Cliff watches the movie his father starred in (mentioned in #1) on his phone while the family continues to drive away from the Rot. I think a breather at this point is perfectly fine, and Lemire takes the opportunity to tell a creative story set within the backdrop he has already created for this book. The movie segment takes up the entire issue, outside of the last
three pages. Drawn in a heavily moody, but stark, style by John Paul Leon it presents a look at a retired superhero at the end of his ropes, trying to move on in life. The story nicely parallels Buddy's situation when the series began, without ever going to overboard with the in-jokes or meta-commentary. Instead, the story of the movie character is told in a pretty straight style. It's a stark, depressing portrait of a hopeless man, but told with respect and tenderness. There are strong parallels (the headstrong, somewhat rude, but ultimately caring, wife, the disinterested children), but they work to highlight what Buddy's life was like when he chose to take on this role as an actor. I was surprised at how much I was drawn in to the movie character's story, particularly in trying to connect with his son. Lemire treats the character with respect and the tragedy of his situation really comes through. It's the kind of softer storytelling Lemire brings to Sweet Tooth. I've always loved John Paul Leon, and am happy to see him as guest artist. His strong brushstrokes create a great mood and his characters are real and vulnerable. There are some in-jokes here (Cliff's phone buffering at one point, "A Ryan Daranovsky film"), but, as mentioned, the reader is not inundated with them and they are well-timed. The final three pages catch up with the family, and are illustrated by Foreman. The sense of dread and anguish the family faces are palpable, a joke between Buddy and Cliff is perfectly placed, and the final page is a chilling end. All in all, a great little experiment of an issue. If more breather issues had this level of creativity and substance put into them, I'd be happy.

Stormwatch#6 - Paul Cornell/Miguel Sepulveda

And here, in Paul Cornell's final issue as writer, things really come together. This book has at times felt like organized chaos and at others a little too full for its own good. Here, the characters and storylines are put in place to provide a streamlined roster, a mission statement, and an antagonist for the book, while keeping the frenetic pace and tone. To start with, the initial bloated 9-person roster is down to a
manageable 6, each with personalities that are starting to get more defined and a group dynamic that is shaping up nicely. The lost team members still exist as part of the larger story, with Harry Tanner's betrayal providing the book with a major antagonist and Adam One's hidden secrets providing a new mission for the group. And while Jenny is still a blank slate, the other five team members get a fair amount of page time here, fleshing out their motivations and reactions to this crisis. Cornell is unafraid to jump right into Apollo and Midnighter's mutual attraction. It's nothing more than an attraction right now, but it's enough to drive both men to stay on the team. The sense of tradition behind the team is played with in interesting ways here. With the Shadow Lords mysteriously not chiming in on finding a new leader for the group, they violate that tradition to find their own. Meanwhile, Jack uses his knowledge of Daemonite culture and physiology (they can't refuse a good deal) to repair Stormwatch's ship and keep everyone alive. This is a great sequence, with a very clever hook to it. It also sets up another potential long-term development for the work. The pacing is also quite good here. Cornell creates a sense of chaos around the destruction of the team's shape, as the various members work to stay alive and fix it. The intercutting between scenes is fun and exciting, and there is a lot of room for character interaction. Sepulveda's art is also strong. His figure work improves with each issue and he captures the action well. The fake space backgrounds get distracting, but when those effects are toned down, strong art emerges. I can comfortably say all of the pieces are in place for a solid book now. It's a shame Cornell won't be here to explore the new status quo, but I have hopes the book can go to good places from here.

Swamp Thing#6 - Scott Snyder/Marco Rudy

Scott Snyder plows along with his Swamp Thing epic. I feel like, plot wise, this may be one of the lighter issues, but when it comes to creepy visuals, fast-paced chases, and dramatic story turns, it packs a whallop. It seems like Snyder may have written parts of this directly for guest artist Marco Rudy's style. Rudy's work on the human characters is in keeping with the look Yanique Paquette has created for the book,
and is very good, But his scratchier, looser style comes to life in the burning of the Parliament of Trees in Brazil, where Rudy emulates Paquette's panel structure but fills the pages with an angrier look that is wholly is own. Same goes for the vision of a world overtaken by the Rot. Snyder seems to provide these opportunities for Rudy to really let loose with his style. The visual of Abby merged to the Rot, the key figure of the issue, is a haunting mass of sinews, blood, and veins, with one pained human face struggling to break free, and it is a great piece of work. The extended chase sequence is excellent as well, with a terrified Alec, having lost his only ally, riding off as horrific undead vultures pursue him. Both writer and artist are at their best here. These events are wrapped around the revelation that the Rot want Abby, not her brother, as its host. Snyder does a great job conveying Alec's pain at losing the only person he has connected with, in Abby,and his fear at facing the challenges ahead. The ending has Alec returning to the Green, volunteering to become Swamp Thing to fix things. It's haunting and tragic, complemented by Rudy's swirling panels and some muted colours. This book continues to be one of DC's best. This issue is a bit light on plot, but rides on the energy and strength of its characters, high intensity action, and fantastic visuals. Every issue is exhilarating and a true page turner. A must read.

Uncanny X-Men#6 - Kieron Gillen/Greg Land


This is leagues better than this title's first arc, but I'm not fully drawn in to it. It just feels a bit too much like a mission this team has undertaken. The personal connection to it is not there, and so I feel a little removed from the story. Last issue's compelling look at Psylocke's guilt over causing Tabula Rasa is ignored here in favour of the internal politics within that enclosed world. Granted, Gillen is putting a lot
of effort in to exploring what such an advanced world would be like, and it is well thought-out and interesting. I'm just not that drawn in by it. It just sits there as some good ideas but doesn't grab me. But I do like the concepts about evolution played with here. The underwater scene in particular is strong, as Namor discusses how the sea creatures have no concept of moving water and aren't equipped to deal with currents. One thing working in Gillen's favour is the pacing. There is a lot going on here, and Gillen deftly moves through the various scenes, touching in on the various characters, and slowly providing a bigger picture of what is going on here. The character interaction is also shaping up to be much better than it was in the first arc. The characters finally have some chemistry on panel together, and Gillen knows how to play it subtle. Psylocke has added a lot to the book, and her interaction with Magneto is good stuff. And I'd be remiss in not mentioning the moment where Magneto, looking for a quick weapon, turns his helmet into blades of metal. Sublime. So I'm not drawn in by the main story, but there is still a lot of good here and Gillen is finding his footing after some rocky opening issues. (Note: Until Greg Land starts drawing and stops tracing, I can't discuss his art.)

I also read Fatale#2 (Ed Brubaker/Sean Phillips), but I'm going to hold on comment until I have a few more issues.

Thursday, January 26, 2012

Weekly Comics - 01/25/12

Justice League Dark#5 - Peter Milligan/Mikel Janin

Milligan notionally wraps up this title's first arc, as June Moon and the Enchantress are defeated and these disparate individuals have a discussion about teaming up. Granted, it doesn't go very well, as they angrily go their separate ways, but these characters have faced their first conflict as a group. This is the kind of story that I'd love to go back and re read in light of this issue's events - namely, that Madame Xanadu had more to do with causing
the problem than solving it and that the Enchantress and June weren't nearly as sinister as Xanadu herself (despite her apparent best intentions). This issue is bigger on plot movement than most, as the group struggle amongst themselves to unite June and the Enchantress. It's laced with character conflict, as the pain and bitterness each character experienced individually in the first four issues is preventing them from coming together as a unit. Deadman, in particular, cannot bear to be around the others or help them against June. However Milligan plans to keep this group together, there is a great dynamic here, rooted in this anger and pain. It's to his credit that scenes of fantastical magical opponents are always grounded by these characters trying to reach out to each other. Zatanna kissing Shade to remind him what is real is particularly effective. Most the issue takes places in a mindscape, where the characters jump between scenes, appearing to help and antagonize each other, and it's a disorienting and effective set up. The final scene is also great, with the assembled characters confronting Xanadu about what she's done and leaving. There's a softness and vulnerability to her character, the supposed evil mastermind, and I can't wait to see where she goes from here. Janin continues to surprise on the art. His figures are soft and believable in their facial expressions and body language, but they are thrown into any number of horrific settings against different creatures. It's a very pretty book. Even the various creatures and mindscapes are meticulously rendered. At the end of this first story, I still don't necessarily know what the premise of this title is going to be. That said, Milligan has created a deep, interesting world, and a cast of fully realized characters, so I'm happy to keep following it.

Flash#5 - Francis Manapul, Brian Buccelato/Francis Manapul

Manapul and Buccelato continue to great work on this book. In one sense, they wrap up their first story, leaving dangling threads for future stories. And, in another, they use this story to continue to expand on the Flash's power set in innovative ways. The Manuel Lago story wraps up with this creative team's typical flair for high octane superheroics and startling artwork. The set piece here is an experiment run by Dr. Elias to correct the genetic imbalance in Manuel's clones, and Manapul uses it as an opportunity for some stunning visuals. Sound effects invade the very pacing and structure of the page, bringing an innovative look to the action. The climactic splash pages, where the
Flash stops the experiment, are a beauty to behold, bathed in a pale green and mixing the right amount of pathos into these cartoony faces. The writers leave Manuel's story open ended - the threat has ended in tragedy, but the door is re-opened at the end for the returnof Mob Rule. I like how personally connected Barry has been to this fight. Last issue's flashbacks are built on, so that the friendship between Barry and Manuel is at the core of the heroic, but impulsive, choices Barry makes here. Events from this story directly lead to the bombshells of the final scene, where Barry learns how his powers are causing time travel incidents - the EMP blast that abruptly descended on the city in the first issue is traced to his actions here, among other incidents. There is a nice serendipity to this twist, explaining some random elements from previous issues with grace. At the same time, this wrinkle in Barry's powers is presented as a grave danger, surely a threat to be explored further. It's a paradigm shift for the book, and I was really grabbed by this twist. There's a lot more going on here - Iris' rescue from Iron Heights (a wonderful action scene as drawn by Manapul), Barry flirting with Patty and Iris in his two different guises, and the set up for a future opponent in Captain Cold. I do still think the writing team have some kinks to work out, albeit minor ones, but the final product is always great - fantastic, inventive artwork wrapped around energetic, fun stories.

Fantastic Four#602 - Jonathan Hickman/Barry Kitson

Wow. Hickman really ramps things up here. The previous issue of FF started to show how everything connected, and this one continues in that vein. But, at its core, this is a strong action issue with a lot of fun character work. I tend to find Hickman's action issues to be quick reads, but he peppers a lot of team interaction through this one. His run has been so focused on high concepts, that the characters can sometimes get a bit lost, particularly the fun team dynamic. Hickman rectifies that here, with a playfully scheming Reed and Sue planning a big move while their two team mates struggle to keep up with them. It's fun, while contributing to the bigger story. The action also moves along at a great pace, jumping between the different parties involved and keeping a wider story going in the background. But the big moment here is the final sequence with Galactus. I've previously said the Kree/Inhumans/Galactus elements felt out of place with the time travel/alternate Reeds/Nathaniel story Hickman had been building since his first issue. Here, Hickman shows how they are all connected, and, read in conjunction with FF#14, a wonderful tapestry is emerging. Galactus, particularly, seemed like a late-game addition to the big story, but his purpose is revealed here, and it's a great twist that makes perfect sense. Barry Kitson guest pencils the issue, and is typically excellent. His figures and faces are crisp and expressive, his action scenes are clear and powerful, and his style is a great match for the book. Things are coming together at a controlled pace here. At the same time, the action is big and fun. A really great issue.

FF#14 - Jonathan Hickman/Juan Bobillo


Hickman's also revealing more pieces of his grand plan in this issue. Namely, the role of the Celestials, more background on the alternate Reeds, just what Valeria and Nathaniel have been plotting, and what role
Doom will play in everything. We're beginning to see how a number of Hickman's plot elements, going back almost three years, fit together into one sequence of events, all leading to this point. If this is what the payoff to a sometimes plodding long, long-term story feels like, it's worth it. The lengthy flashbacks to Nathaniel, Valeria, and Doom are great scenes, teasing at the big reveals without outright spelling everything out. It's enough for the reader to piece things together. As for the present day scenes, they retain the fun group dynamic of previous issues, while adding the gravity of the fight with the Celestials. There is weight to the proceedings here that makes the events feel as important as the war with the Kree in Fantastic Four. I also love Doom's role - I tend to like when he joins with the Fantastic Four as an ally, and his willpower and sense of sacrifice here adds an interesting layer to the story. Bobillo also continues to impress, with a great depiction of the children and an offbeat look for all of the deranged adults populating the book. The space battle looks great, and he continues to play with panel arrangement and blank space in effective ways. I don't think this one was quite as urgent as this week's Fantastic Four, but it was still a strong read that continues putting the pieces of a major story together.

X-Men: Legacy#261 - Christos Gage/David Baldeon


Christos Gage properly gets his run underway after the Point 1 issue, picking up on some of Mike Carey's threads. And I can safely say it is coming off a lot more obvious than Carey would have handled it. I hate to be comparing Gage's tenure to Carey's but when he is drawing on Carey's stories and character arcs so strongly, it's hard not to. It starts with the characterization. From the
opening scenes where Rachel and Rogue discuss the latter's relationship with Magneto and Frenzy and Gambit discuss their kiss, it is all just laid on the table. Carey was always a bit more opaque and subtle with his character work, and here it is all out there. It's fine stuff, it just lacks the layers and depth a more stripped back presentation would give it. Exodus' arrival draws on one of Carey's best issues, #225, where Xavier convinced Exodus and his followers that the dwindling number of mutants need to unite, not fight amongst themselves. It was a brilliant examination of the X-titles and a strong direction for their future. Here, Exodus arrives, angry at the schism in the X-Men, and Carey's earlier idea loses a lot of its subtlety and sharpness. Again, the conversations are laid right on the table, and the topic of mutant unity just becomes the backdrop for an enjoyable, but generic, fight scene. By the end of the issue, it seems the conflict is over, then Gage tacks on plot where Exodus will attack Cyclops for causing the schism. It's all nicely executed, and the fight scene is energetic, with artwork much improved by Baldeon, but it feels pedestrian compared to the depth Carey could bring to the book, even in a wordless scene. I hate to dump on this book in Gage's second issue. This is a good issue, but subtle it ain't, and the comic is weaker for that.

Thursday, January 19, 2012

Weekly Comics - 01/18/12

Batman#5 – Scott Snyder/Greg Capullo

This is it. The big one. I'm not sure if I can say more than what has already been said in online reviews, so I'll stick with my gut reaction. I loved every page. Snyder and Capullo have created a masterwork with this comic. The writing is haunting and unnerving, the panel compositions are hypnotic, and the image of an exhausted, frightened Batman struggling to come to grips with his surroundings was captivating. By the time the now infamous page-flip happened, I was completely drawn in to this world, and felt as disoriented as Batman. Suddenly, I was reading a comic upside down, as bewildered as Batman was. And, when the second big twist came at the end, it was a gut-punch. But the chaos here was so controlled - the panels presented to achieve certain effects and the sudden scene shifts as Batman hallucinates expertly presented for maximum effect. They ramp up when the book flips, mirroring Batman's state of mind as the reader struggles to keep up. There isn't so much a story here as a tale of Batman struggling to stay afloat through the maze of torments that the Court of Owls has put him through. There are two brief framing scenes, and the rest of the issue takes place in the maze. Those framing scenes don't take away from the rest of the issue at all. They add a layer of humanity to Batman's disappearance. Commissioner Gordon and Damian Wayne's insistence that the Bat Signal gives people hope is touching. Batman's journey through the maze is hard to comment on. It continues the story Snyder has been building. Whereas before, Bruce adamantly denied the existence of the Court, now, faced with their existence, he finds other things to deny, constructing his own explanations for the horrors they are showing him in order to stay somewhat in control of his situation. It's a harrowing portrait of the consummate hero, able to stand up to anything, worn down, physically, and mentally, to nothing. Batman's journey through the maze takes the hero through a number of disturbing rooms and visuals, and the narrative jumps suddenly, mirroring his mental state. It's fantastically well done. Capullo produces some stunning visuals. The barest hint of cartooniness to his style is the secret ingredient. It brings just the slightest exaggeration to his work, from Batman's impossibly large, bedraggled cape to the minor excesses in Batman's dwindling physical state and the vividness of the final attack. His unique style brings an edge to the visuals. That's to say nothing of the setting itself, bathed in haunting whites by FCO. The setting is less a maze and more a series of disturbing, impossibly large rooms, one after another, where even a series of framed pictures looks disturbing. The white really helps. Instead of bathing the issue in shadows, the setting are presented to us in stark whites, adding an unusual feeling of terror to the book. Even Batman's costume, wearing away after a week, is an odd white shade that is very effective. Altogether, an outstanding piece of work. This is a very special comic, but it's really just one shining piece in a run that has been uniformly excellent.

DC Universe Presents#5 – Paul Jenkins/Bernard Chang

Jenkins wraps up the five part Deadman story with an issue that unfortunately loses its sure hand at the end. The opening two-thirds of this issue continue the philosophical discussions at the story's core. But once Deadman resolves his dispute with Rama, Jenkins moves to wrap up the wounded veteran's story, and it doesn't quite come together. The Deadman story is thankfully up to the quality of earlier issues. Jenkins has lead Deadman down a path of self-discovery. He has grown in courage to be able to even ask the questions about the purpose of his existence. Here, he confronts Rama about the journey she has set him on and how long it must continue. Their conversation builds on last issue's existential dialogues, leading Deadman to ask the important questions about his life. It's compelling stuff, bringing Deadman's character arc full circle in his quest for some measure of understanding and independence. I knew nothing about this character going in, and Jenkins has proven that beneath his power set lay the potential for interesting questions about the nature of his heroism and the impact he has on the lives of others, as well as the purpose of his own life. It's been an interesting story, and I'm glad to have read it. That said, the story then has Johnny, the wounded soldier Deadman is currently possessing, attack the arms dealers we barely met last issue to get his own closure. I get the ideas Jenkins is going for here, but this isn't the best way to get there. The arms dealers are a hastily introduced plot device and Johnny's heroic mission is out of step with this story's thoughtful tone. Jenkins is able to wrap it up with a nice monologue, but this resolution is still out of step with the rest of the five-part story. Chang's art is up to its usual standards of quality, bringing life and expression to mystical characters in his trademark blocky style. I just wish this story had stuck to its unusual, talky roots right up until the end. As it stands, the final scenes don't ruin the story, but they don't quite sync up with the type of story Jenkins had been telling.

Birds of Prey#5 – Duane Swierczynski/Jesus Saiz, Javier Pina

Swierczynki takes a bit of a break here, but in a good way. The frenetic action of the earlier issues is stripped back. The issue has the Birds recuperating in the wake of a fight where one member is missing, injuries have been healed, and no one can quite remember what has happened. This title definitely needed the space to breathe and get to know these characters better, but having it happen under this fog and haze of uncertainty lends and air of doom to the proceedings. Swierczynski is successful in creating this tone through the script, as each of the Birds struggles with how exactly they have awoken, in perfect condition, in the middle of a street after last issue's battle. The character building scenes that result are top notch stuff. Poison Ivy is embroiled in some nefarious scheme, possibly connected to her membership in the team, and its nicely set up. Black Canary and Katana get a scene that finally humanizes the latter, showing her reaching out for companionship with her teammates. The dialogue is fun, but also does a good job developing these characters. Battle-hardened and weary, Black Canary is showing cracks that reveal her true self. Batgirl is put to interesting use here. Obviously, she is the missing link who disappeared after last issue's battle. Yet, here, she remembers nothing. She's a good addition to the book, skeptical of the team and playfully sparring with Canary. Starling gets a lot of focus, with hints about her personal life and her thoughts on her role in the team. As the only new character in this book, she remains a vibrant and compelling one. The wider plot is still going on here, with a minor skirmish at the start and bigger revelations at the end, leading to a cliffhanger for Starling. As usual, the plot itself is good stuff, but is overshadowed by the pace, tone, and energy of the proceedings. Even in a breather issue, that remains true, and Swierczynski flips through the various characters' personal lives at a good clip, giving us enough to get drawn into their respective stories. Saiz provides layouts here, with Javier Pina finishing his pencils. Saiz' strong page designs and attractive figures shine through as usual, but I won't deny they lose a bit of their lush fullness under Pina's finishes. It's still a strong-looking comic, just not as polished as when Saiz provides full art. It's another strong issue for this title. Swierczynski changes up the focus and gets worthwhile material out of his cast members as a result. One last thing - can this please be the end of these awful David Finch covers?

Wonder Woman#5 – Brian Azzarello/Tony Akins

Brian Azzarello continues to redefine the world of Greek mythology Wonder Woman operates in, and this issue is his strongest statement on that yet, as the big story starts to reveal itself. Not only is Zeus Diana's father, but he has disappeared, and a fight for his kingdom is about to break out. This issue thrusts the action into this story with the same commanding confidence and strong voice Azzarello has brought to the book so far. Like much of his run, the concept is simple. But Azzarello commits to playing it on a godly scale, with a variety of godlike beings weighing in on it and the stakes presented as Earth-shattering. It completely works in the tone Azzarello has developed for this book. There's sinister messengers, dire prophecies, and age old grudges at play here, and the proceedings feel suitably epic. At the centre of this is the trio of Diana, Hermes and Zola, struggling to accept their role in the conflict. Azzarello keeps their interaction playful, providing a nice counterpoint to the rest of the action. Zola and Diana, in particular, are developing a friendly banter and a caring relationship that really humanizes the latter character. I also like Diana's struggle to accept her new family. Through her words and hesitant actions, she is still coming to grips with not only the fact that Zeus is her father, but that she has such a perverse, evil family lineage because of that. The confrontation with Poseidon is a wonderful scene, where Diana must confront her new uncle about her father's disappearance. It comes to life thanks to Tony Akin's portrayal of Poseidon as a giant, lumbering sea creature. I was excited to have Akins on a guest penciller. I loved his work on Jack of Fables, and thought his playful qualities would work well on an aquatic issue like this. His design for Poseidon is sublime and he captures the other creatures equally well. His style is in keeping with the look Cliff Chiang has developed for the book, but with a bit more quirk to the facial expressions, which suits the fun and banter of some of the scenes here. Overall, it's another stellar issue of this title, which takes Azzarello's direction for the book into the next phase of the plot with its usual strengths in writing and art.

Uncanny X-Men#5 – Kieron Gillen/Greg Land

I'll give Gillen credit: This is one of the better issues since this book relaunched. Similar to last week's Wolverine and the X-Men, this one is seeped in events from Uncanny X-Force. The entire conflict spins out of it and much of the material surrounding Psylocke comes from her role in that title. I know the broad strokes of what has been going on in that book, so I could follow things pretty well, with the exception of a couple moments. In general, there's enough background given here that non-readers of that title should be fine getting through this. The Tabula Rasa conflict is a fine idea for a story. It is a bit disconnected from the X-Men (only because all of them except Magneto don't know X-Force exists, so this isn't a personal mission for them like it is for Psylocke), but it works as a good starting point. There's the potential for some great visuals in it. One page even has Colossus comment on how beautiful it is. Unfortunately, this is accompanied by some muddy tracing by Greg Land. Gillen seems to recognize that the bloated cast of this book have mostly been ciphers. So he has the team split up into pairs here for some potential characterization. He's partly successful in this. The Colossus/Illyana scene is great. Their relationship has been ignored since #1, and there is a lot to it in its current form, which Gillen nicely delves into. Psylocke and Magneto get a strong scene as well, discussing her complicity in creating Tabula Rasa. On the flip side, Namor and Hope get some forced banter and Storm makes things uncomfortable with Scott when she casually mentions the Beast's name. That scene had the subtlety of a sack of manure, and was a ham-fisted attempt to remind us of Schism. Thanks, but I'd rather forget about it. Still, Gillen is putting some effort into this cast, and I can appreciate that. Meanwhile, in more non-subtle territory, the build-up to Avengers vs. X-Men begins with a scene straight out of Matt Fraction's terrible Uncanny run. Captain America tells Cyclops that the press are trying to present the X-Men and the Avengers as at odds with each other. Um, since when? Is this going to be another forced, contrived conflict, like the aforementioned Schism? Who cares, I've already decided I'm not reading it. But that scene was painful. So it's a mixed bag. The book still feels impersonal and cold, and the inhuman Greg Land art doesn't help that. But there is a genuine effort made with some of the characters here and the story is just fine. Not completely successful, but certainly a better issue than most for this struggling title.

Wednesday, January 18, 2012

Hellblazer - Parliament of the Trees. Could use a bit of a pruning, in my opinion.

Hellblazer - Black Flowers (#181-186)

If Mike Carey’s first volume on this title, Red Sepulchre, was an exercise in constructing a strong story, building up mysteries and character relationships, and reaching a satisfying conclusion, Black Flowers shows that Mike Carey is attempting this exercise on a wider scale. Red Sepulchre was a solidly constructed single story, but, in Black Flowers, Carey reveals that he’s taking his knack for strong plotting to build up a mystery and a threat for John to confront that spans volumes. This volume comprises three shorter stories, each building on the threat that revealed itself in Red Sepulchre and is lurking on the fringes here. But these three stories are also brimming with a vibrancy that Carey was only touching on in his first volume. As the mysteries deepen, Carey is getting a stronger handle on John, the pace of his adventures, his connection to people around him, and how to bring excitement and danger into this book.

The first of these stories, “The Game of Cat and Mouse,” is a single-issue story drawn by Jock. It’s a chase story, in which three demons called Lukhavim are after John for killing Fredricks in the previous volume. Jock’s design for the creatures is great – they look hulking and imposing, but also sit quite naturally in panels with human characters. The issue itself has a great balance. It’s a very typical John Constantine encounter, with the magician walking the demons into traps and calmly gloating as they wither away. But, at the same time, danger lurks around the proceedings. Enough cryptic warnings are provided by the demons that it is obvious their pursuit of John is tied to a bigger problem. Their first attack on him is jarring, in that it actually hurts him. This puts John on edge through the rest of the story. For as calm and cool as he remains, he knows they mean business and can hurt him, and it shows. The pace of this story hits just the right balance as well. I also like that Clarice, the rich old woman from the previous story, is being used as John’s advisor on all things Hell. A fun ride, and there’s a lot happening here.

Lee Bermejo pencils the two-part “Black Flowers” next, and it is a treat to see his interior artwork. The human characters have a strong realism to their faces and the inhuman characters are so commanding on page that they truly feel like they are intruding in our world, which is the point of the story. The art is dark, but not overly so, with shadows being used to accentuate the locations. The story involves Angie getting John to help her with an outbreak of madness in the town where her brother is a psychiatric patient. This alls ties into the wider plot Carey is working with. Namely, that “there is a disturbance at the border” – something nasty from the otherworldly realms is creeping into ours. These spirits have turned the town mad, and three murderous shepherds from that realm have come here to set things right. The story does a great job digging into Angie’s character. Carey wisely places a lengthy scene between her and her jerk boyfriend early on, to give us more insight into her regular life before plunging her into this. She’s on edge for the rest of the story, struggling to accept John’s world but equally angry towards her brother. Carey also tells the story really well. The cutting of scenes between John discovering something is amiss as Angie gets deeper into it is expertly done, building up tension effectively. The climatic moments also work nicely, aided by Bermejo’s designs for the shepherds. And, as well as this works as a standalone tale to build up John and Angie’s relationship, Carey swings things on the final page to remind us how this otherworldly invasion seems to be part of a bigger danger John is facing. The tension is effectively built, allowing this story to fit into a larger whole.

Marcelo Frusin is back to pencil the final three issues, the “Third Worlds” story. John takes Angie across the world with him, first to South America to get Swamp Thing’s help and figure out what may be coming from another realm, then to Iran to find the followers of Cain, and finally to New Zealand for more information. This doesn’t feel like wacky globe-trotting, mainly because it is all tied together so nicely by the threat of the otherworldly invaders and the strong narration from John and Angie.

The Swamp Thing chapter contains some card game shenanigans that are a bit off-course, but the visit with Swamp Thing is perfect. Carey gets their antagonistic dynamic, and John brings a lot of humour to the situation. Frusin, an artist grounded in darkly cartoony Vertigo books, creates a captivating vision of Swamp Thing, growing out of a giant old tree. The visit to Iran is another fun chapter, as John must answer for an old theft and Angie comes into to her own as an adventuress. There are hints that the evil John seeks goes back to the Garden of Eden and also an old-school trial by ordeal with humorous results. Very strong stuff, and Frusin’s depiction of arid desert life is great. The Tasmania chapter swings things into the deeply personal category. John learned from Swamp Thing that the evil he seeks also escaped from Tasmania two centuries ago, and journeys back in time to colonial slavery to learn about it. At the same time, Angie must ward of Aboriginal spirits and relays the story of her brother’s mental illness to them. These two story threads, coupled together, create an incredibly compelling narrative of pain felt throughout the years. Carey doesn’t downplay the years of pain felt by the Aboriginals when their land was taken over, but it’s a very poignant moment to have one of the spirits acknowledge that Angie’s family has also faced great suffering. The issue gives Angie remarkable depth. Just the fact that she stands up to the spirits shows a strength she didn’t have when we first met her, and a growth since accompanying John on the road.

I think what I like just as much is that Carey keeps the ominous threat feeling both sharply drawn and very vague. The point of the Tasmania story is for John to get information from the natives in the past. He gets it, but the scene cuts away as that conversation starts. At the end of the issue, he relays that he learned what he needed too, but we still don’t know what it is. Throughout this volume, the vague threat of something breaking through the wall between realms and entering ours is pervasive. But the terms are never laid out in stone, the threat is never delineated, and the dangers don’t have to be spelt out. Something bad will happen, and John is trying to learn more to prevent it. The danger feels real, partly because it is so vaguely sketched. In presenting it that way, Carey is allowing these individual stories to live and breathe as standalone tales and leaving ample space for character interaction. But it always feels like these pieces are building towards something, even if we don’t have a clear picture of what yet. It’s incredibly strong story structuring, and, aided by three strong artists, a sharp and effective package.

Friday, January 13, 2012

Weekly Comics - 01/11/12

Batgirl#5 - Gail Simone/Adrian Syaf

Simone starts a new story for Batgirl, and, once again, there is a lot going on here. It works for the book. I like the multiple plot elements. But sometimes there is even too much going on within a scene. In the opening action scene, there are so many players doing so many things at once, that it does get a bit cluttered, especially since these are all new characters. Now, this
does work to replicate Batgirl's confusion at facing so much at once, and it certainly has impact once new opponent Gretel enters the scene, but there is a lot happening here. That said, the issue is still a strong one, and I do like the multiple events going on - Barbara tries to reconcile her differences with her mother, Detective McKenna's vendetta against Batgirl continues to build, there's some roommate bonding, and Gretel makes a second strike. I like the general randomness of Gretel and her motivations. By her second attack, Simone has smoothed it out. That sequence still feels chaotic, but more organized. The opener had Simone playing with too many ideas, while the chaos at the end is engaging. We feel as bewildered as Batgirl at the tactics of her opponents and the final page twist. Gretel is an interesting figure, standing around, seemingly in control, while a brutal fight wages around her. The characterization of Barbara remains strong, balancing anger, hopefulness, and a desire to move on. The roommate dynamic is also developing nicely. The scene with Barbara's mother isn't fully satisfying, and deliberately so. It touches on their issues, with Barbara's hard shell up the whole time. I suspect there's a lot more to come here, and for now it's a good start. Finally, Simone and Syaf work in a clever "Occupy Gotham" subplot (including some graffiti in an earlier scene), where citiziens of Gotham are protesting Bruce Wayne's philanthropic building plans (built up so favourably over in Batman). I love the willingness to play with this idea and present this title as coming from a different place than Batman. Syaf's art remains strong, and at it's best with bigger panels - Batgirl swooping through the skies, Gretel's first attack. When Simone is cramming a lot into a scene, and Syaf has to do the same, it shows. But the book still has a strong look to it. This remains a complicated book, overall. It is dealing with complicated issues surrounding its lead character, and still ironing out how to tell her story. Even with that, there's something special here. It's certainly always engaging.

Batwoman#5 - J.H. Williams III, W. Haden Blackman/J.H. Williams III

Utterly amazing in every way. In twenty pages, Williams and Blackman accomplish so much. And they do it with grace, skill, fluidity, and beautiful artwork. This issue shows that there is a big plan for this book. The Weeping Woman isn't just an opponant to be fought and defeated in this opening arc. She is a catalyst for a much bigger story and the drive that forces Kate to make tough decisions in this issue. There's a paradigm shift in the final pages of this book that is tense, disturbing, and dark, as Chase and Bones finally make their move. In order to protect the world
she has created around herself, Kate makes a tough choice, and, like that, an already wonderful comic series is propelled into a bold new direction. This issue is forward thinking. It moves the story of Batwoman forward into dark new territory, hinting at the places her story can now go. But it also looks back to the character's past with skill. Kate's final confrontation with the Weeping Woman is a moment of terror for the character, where she is forced to confront her lost sister and the person she became. Kate makes her peace with her sister's fate, and, in a rare moment of serenity for Kate, resolves to move forward, using her sister's memory for strength. Then Chase and Bones arrive and Kate's life is thrown in another direction. The book moves wonderfully through it's various movements, from action to denouement to further horror, with ease. The opening page uses the typical expository text (a brief blurb on the Batwoman character), incorporates it into the text of the story, and makes it an integral part of the story. From the horror of Kate's new predicament, the final page then swings the mood of issue, showing us the strength and resolve of Kate's character that is still present, even in her current predicament. Outside of Chase, this issue strips back the supporting cast to focus on Kate and it's a great showcase for her. It goes without saying the Williams' art is fantastic. His depiction of the fight with the Weeping Woman brings that scene to life, with sweeping pages depicting the battle in watery images. It truly feels like Kate is fighting for her life in a very personal battle. He switches to the less painterly depiction of Kate at the right moments, in a way almost reflecting the layers of her character by presenting her in completely different ways throughout the issue. There are the typical innovative layouts, dazzling splash pages, and haunting depictions of people. This issue is a game changer that proves this title as a tour de force in both writing and art.

Frankenstein: Agent of S.H.A.D.E.#5 - Jeff Lemire/Alberto Ponticelli

I didn't know what to expect from this one, a crossover with OMAC#5 (which I didn't read). They said repeatedly in interviews that this was Frankenstein's take on the battle with OMAC, and that you didn't need to read both comics to get the whole story. They were right. I shoudn't have doubted Lemire. This is an incredibly fun comic, a great crossover issue, and a piece in the larger Frankenstein story. The premise is
deceptively simple - Checkmate asks S.H.A.D.E. to capture OMAC for them. With all these super science underground groups running around the DC Universe, it's inevitable they'd cross paths at some point. Lemire plays this up for humour, with an antagonistic tone between the two groups, enhanced by the fact that S.H.A.D.E.'s representative (Father Time) is a young girl in a domino mask. Frank himself is at his surly and unimpressed best here, echoing the readers' sentiment that he knows nothing about the fight he is getting into and has no background information on his target. The SHADE.net narration is used to strong effect by Lemire, stepping in to illuminate the situation with deadpan humour numerous times. The actual battle with OMAC is a great showcase for Ponticelli's artwork. He experiments with panel layouts in new ways (removing them entirely on one page, so the fight just moves down the page) and has some great splash pages. The fight itself is right in line with this title's sense of humour - Frank's unimpressed demeanour juxtaposed with OMAC's Hulk-like phrases, as mass property damaged happens in their wake. It's a lot of fun, as is the end, where Frank loses an arm and later matter-of-factly gets it back. As mentioned, some ongoing threads from the title continue admidst the crossover - Father Time shows her truly devious side, outwitting Checkmate to get needed information, hints of an atraction are brewing between Frank and Agent Mazursky, and Frank hits a wall in his frustrations with S.H.A.D.E. The book looks great, as usual. Ponticelli has created a rough and nasty world full of exaggerated creatures. He helps develop the book's over the top nature and quirky charm while also creating some nice, quieter moments. It's another strong issue. The opening arc was a bit action heavy, and I worried how long the book could sustain that momentum. This one proves that not only is that formula a winner, but there is a lot more going on in this book. Great stuff

Superboy#5 - Scott Lobdell/R.B. Silva

This book continues to impress in its fifth issue. Lobdell is doing a lot of what he's done well so far - exploring the growth and maturity of a young boy who's been raised in a laboratory. Superboy isn't exactly mature at all times, but he's making decisions for himself and acts on his own impulses for the first time in his life. That's interesting to read about. Sometimes, his choices are intelligent and good-natured, and other times,
he faces wrongdoers in a way most of us wish we could. His decision-making has a certain logic and process to it, but there also are base emotions and impulses driving his actions. Lobdell is also succeeding in building a fairly deep tapestry of characters and subplots within the metal and glass of the laboratory. There are now three "lab boss" type characters vying for Superboy's trust and loyalty - perhaps one too many, but it keeps things interesting. Meanwhile, Caitlin Fairchild's character has moved in a wholly unexpected direction, with increasing comments that she is only one of a group who may betray N.O.W.H.E.R.E. Rose Wilson has risen since Caitlin was captured. Here, she's alternately hard-edged and lonely. The shot of her slumping down against the metal walls of the facility captures the sterile, alienating feeling of this series perfectly. There are also numerous references to a bigger story developing, with the Culling Day mentioned more than once (including in the wonderful twist of the final scene). Silva's artwork remains a strong fit for the book. His figures and faces have enough expression and quirk to them that they keep the cold laboratory setting feeling lively. There's also a great rounded look to the characters. At the same times, his layouts are strong and occasionally creative. So there's a lot going on here and I remain entertained watching this lead character navigate the unsavoury world he has found himself in.

Wolverine and the X-Men#4 - Jason Aaron/Nick Bradshaw

This issue is certainly a breather after the opening story. It retains the title's dense feel (almost every page is packed with little character moments and jokes), but it's not the beginning of a new story. Similar to how last week's Uncanny X-Men#4 was a breather issue, this one is too. I still don't feel like either title earned a breather issue this early on. This title doesn't have a compelling plot hook outside of "Wolverine runs a school." Yes, that's fun and all, but I just think it's too early to take a break to explore that premise more. We've had a lot of that so far. That said, this is still a
lot of fun throughout. It may seem hard to establish a group dynamic in such an eclectic book, but Aaron is sticking to a central cast (Wolverine, Iceman, Rachel, Kitty, Beast) and making them work as an overextended, exhausted faculty, cracking wise as they try and keep the school together. There's also a great effort to establish a student body - Kid Gladiator, Idie, Broo, Quentin Quire, and new additions Genesis and Angel. The classroom scenes, with Kitty trying to reign them in, are funny, and good example of Aaron cramming a lot onto each page. This is also the issue where Aaron makes explcit links to Uncanny X-Force - Genesis and the amnesiac Angel get lengthy introductions (along with Deathlok delivering humourous prophecies to the students). I don't read that book, but I had no trouble following these elements. In fact, they were quite compelling, particularly the visions of the future caused by Genesis and Iceman's pledge to stick by Angel and guide him through this difficult time. It just feels like these are meant to be big additions to the book. But the book is only on its fourth issue, still settling into its setting and cast, and to throw two elements from another book in with such a big introduction was a bit jarring for me. This issue also sees the addition of Nick Bradshaw as artist. Really, he's the only artist in the X-stable unique enough to take on this role, in my opinion. He's not aping Chris Bachalo's style at all. He's got a style all his own (ok, it's heavily influenced by Art Adams), with facial expressions and sense of humour to it that are right at home in this title. So it's another very strong issue, with Aaron's humour and approach to the book fully intact. On it's own merits, it's a great comic. I don't think it was the right time for a breather issue, so early on. And I'm a little concerned about the big role two characters from another book take immediately. But, with a cliffhanger ending so funny and a strong hand in guiding this book so far, I have faith in Aaron's direction for the book.

X-Men: Legacy#260.1 - Christos Gage/David Baldeon

Christos Gage takes over this title from longtime writer Mike Carey with a Point One issue that lays out the school setting, the main cast members, and the various relationships between them. It's a good comic and I like that Gage isn't afraid to begin developing the characters in a Point One issue. But it can't help but feel a little lightweight. Part of that is down to the nature of the threat. The main cast (Rogue, Rachel Summers, Gambit, Iceman, Frenzy) stumble upon the N'Garai cairn on the mansion grounds and accidentally open it. The issue covers their attempts to
take down the creatures without involving the students or disrupting their school day. It's a cute premise (maybe too cutesy), but it touches on the thing that annoyed me most about the "Schism" that brought us to this point - the notion that Rogue and co. have to take down these creatures without involving the younger mutants or harming their innocence. Without forcing them to use their powers to fight. Keep in mind the mutant students in question have been to hell (literally) and back and used their powers to fight for their lives plenty of times before Schism. The premise of the split still grates on me. I'd much prefer it was just glossed over, as Wolverine and the X-Men has done. Still, the battle scenes are well done, with fun juxtaposition of what's happening inside the school. As mentioned, Gage is not afraid to get right into the character arcs he'll be exploring in his first issue. Gambit's unrequited feeligs for Rogue, Cannonball and Husk's struggle to reconnect as siblings, a budding romance for Frenzy, and surprisingly strong material for some of the students. That's what gets me excited for his tenure on the book - not these lightweight action scenes. Much to my surprise, I'm a little wary of David Baldeon's pencils. I've liked him on past projects, so I was surprised to find his work here was so cartoony. It's borderline Marvel Adventures, which is a departure for a mainstream X-Men book. It lends the book a very distinct tone, and was certainly part of the reason why this book felt light and cutesy at points. Seriously, it makes Mark Brooks' art look grim and gritty. Still, this was a good comic. I'm happy to see Gage has plans for the various cast members. It should provide a solid foundation for future stories.