Showing posts with label 8. Show all posts
Showing posts with label 8. Show all posts

Thursday, March 28, 2013

Superman vs Muhammad Ali (comic)

Writers: Neal Adams, Denny O'Neil
Artist: Neal Adams
Original Graphic Novel

It could only have happened in the 70's.

Think about it. Ali was still in his prime and while the Silver Age had been winding down, it would still be a while before COIE and men like Frank Miller and Alan Moore would put it to rest for good. Try and pitch it just a few years later and the idea would probably have been laughed out of the DC Offices. Trying it any sooner wouldn't work either; Ali's exile from boxing over Vietnam cost him several years of his career. It feels like one of those circumstances where, had the stars not aligned just right, this book wouldn't even exist.

Which would be a shame, because I had a good time with it.

The cover doesn't lie. This is indeed about a boxing match between The Greatest and The Man of Steel. Obviously, it goes a bit further than that - an intergalactic empire decides to waste Earth unless the winner of the titular bout can defeat their champion in the ring - but it's window dressing to justify the fact that Superman is just straight up chillin' with Ali and at one point trading punches.

It's almost goofy in how very Silver Age it is. The aliens, the fact that it's decided that a boxing match would be a pretty bitchin' way to decide the fate of the planet, the other aliens being moved to turn against the warlord by the courage and honor of the title characters. It is ridiculous.

I wouldn't have it any other way.

Personally, I have a rough time with Silver Age comics. I love the crazy anything-can-and-frequently-does-happen nature of the era. But those comics are very, very dated; I've said this before, but as much as decompression is decried, the format of comics changed for a reason. A lot of Silver Age comics - because almost all of them had to end in twenty two pages or less, as was the sensibility of the time - end up reading like a still clip show. As though someone arranged a bunch of pictures, with no fluid motion or connectivity, and attempted to make a story out of it.

Superman vs Muhammad Ali does not have that problem, because it's illustrated by Neal Adams in his prime. Adams is a master of his craft, able to craft dynamic page layouts and tell a coherent story with his art. Portraying the intricacies of a boxing match in the comic style of the time has to be a tall order, but Neal Adams is good enough to pull it off.

Of course, the writing is also handled by Neal Adams, which normally would be cause for alarm. Yeah, his usual partner - similarly legendary writer Dennis O'Neil - has his name on the cover, but as the intro explains O'Neil was forced to drop out of the project fairly early. For a man who understands sequential storytelling like few others, Neal Adams is a notoriously bad writer. Skateman is the stuff of bad comic legend, while Batman Oddessy is so off the wall bad that it loops back around to being enjoyable for it.

I'm not sure if it came down to the editing or the approval process - as the text pieces explain, Ali's people pored over the book extensively and had final say - but Neal Adams manages to hold the story together fairly well. Oh sure, it's still goofy as all get out, but it's the fun sort and not the kind that requires bleach for the brain. A bit too wordy - this is still a comic from the 70's, after all - but not as overbearingly so as many old comics tend to be.

The hardcover is in DC's Deluxe Edition*. It really is a nice looking book. I guess they even managed to get all the proper permission, because the original cover is used and included for the book**. It's a nice package and well worth putting on your bookshelf. The Deluxe Edition format is well liked for a reason.

The Score: 8 out of 10

It's ridiculous. It's outrageous. But more importantly, it's a lot of fun. I wouldn't go so far as to call it a classic or one of the best OGN's of all time, but it's a really good time and well worth putting on your shelf. You just don't get stuff like this anymore.

It's only fitting that the greatest duo receive the greatest hardcover.
* I'm not sure, but I think DC may have retired the Deluxe Edition since the New 52 started. I may have missed them, but I don't recall seeing any since the New 52 started to hit trade. Shame. They make for a nice package.

** The cover of Superman vs Muhammad Ali has a who's who of 70's celebrities in the audience. Pretty much everyone you can think of is there, including Jimmy Carter. You'll also notice assorted DC superheroes and DC staff of the time if you're particularly eagle eyed. There's a ton to pore over in that one cover. The hardcover included a key in the back for identifying each crowd member.

Sunday, January 20, 2013

Mega Man 9 (video game)

Platform: PSN, X-Box Live Arcade, WiiWare
Developer: Inti Create
Genre: Action, Platformer
ESRB Rating: Everyone
Release Date: September 22, 2008

There's been a bit of a "retro" revival lately. Sonic the Hedgehog attempted a middle ground between the modern day and the past with Sonic 4. But before the other blue hero decided to get back to his roots to win back his fans, Mega Man had the same idea. The main difference is that he went all the way, regressing back to his 8-bit heydey for this latest adventure.

Plot was never a focus in the Mega Man games and this one doesn't break the mold. Dr. Wily frames Dr. Light and Mega Man has to smack around some robots to clear his name. As expected, it's not much more than an excuse for our pixelated hero to fight eight more master robots - even including a female for the first time in series history - and traverse Wily's Super Deathtrap Castle to shoot him in the face.

Mega Man 9 is fanservice of the highest order. A lot of time and effort has clearly gone into recreating the classic Mega Man experience, right down to making an intentionally bad box cover* just to complete the illusion. The graphics, the controls, the music, the effects; everything has recieved painstaking attention to detail, to the point where the only evidence that 7 and 8 ever existed is maybe Auto and the item shop. That's the problem.

A lot of people more articulate than I have gone into detail about why nostalgia - and attempting to recreate things based around it - is a doomed effort. The Iceberg Lounge has a pretty good piece about this, so I'll just say "go read what he has to say" and I won't go into too much detail about that particular subject. But that's the gist of what we're looking at here; they've tried so hard to hit those nostalgia centers that they've taken the series ten steps backwards, to the point where the controls have regressed back to what we had in Mega Man 2.

That's not good for a game series and in fact it actually leads to stagnation. Quick, how many of you ever think of 4, 5 and 6 whenever Mega Man is brought up? Exactly. They were pretty good games, overall, but that was the period in which the series had begun to stall. Rather than jump to the Super Nintendo, the franchise stuck with the then-outdated NES and any improvements made were incremental at best.

See, video games have to keep moving and keep improving. Otherwise, they may as well be the equivalent of a mission pack extension of the older games. What would Final Fantasy have looked like if it never progressed past the first game? We'd have lost a lot of things, such as the job class to start. Why has the Katamari series begun to lose some of its cult fanbase? Because the series refuses to move forward in any meaningful way. Say what you want about 7 and 8 - and they had dumb ideas, like the soccer ball mechanic from 8 - but they were attempts to finally move forward instead of lingering in the past.

Which brings me back to Mega Man 9. It's about as perfect a piece of 8-bit gaming as you can find. It's fun, it's challenging and engaging. But it's so deeply rooted in the past that I wonder it maybe they've gone too far. They're shooting for one demographic here - the people who grew up with NES Mega Man games - and in that regard I wonder if they've forgotten other demographics exist. I've heard more than one story of a parent seeing Mega Man 9 as their own personal nirvana while their kid just didn't get what the big deal was.

If the series is to continue past Mega Man 10, I'm hoping they get back to moving forward again. If you must, keep the pixelated graphics. But man, at least evolve the gameplay a bit, even if you just end up bringing things back from the later games in the series.

The Score: 8 out of 10

A well polished game that is arguably too much of a blast to the past. It's a great game, but I can't help but feel like it's a step back for the franchise instead of a step forward. But if old school Mega Man is your thing, have at it. Just don't be too surprised that the game is basically Mega Man 2 with a fresh coat of paint**.

* This is an amusing thing to go ahead and replicate. Sure, everyone remembers the insanely bad cover for the first Mega Man, but that was the only one that was flat out wrong. Mega Man 2's had a lot of inaccuracies, but was far closer. Past that the cover art nailed the look of the characters.

** This is not necessarily a bad thing. Mega Man 2 is easily my favorite in the classic series, maybe even in the entire franchise. I'm not sure I wanted a remix of it, though.

Thursday, May 10, 2012

Captain America: The Trial of Captain America (comics)

Writer: Ed Brubaker
Artists: Daniel Acuna, Butch Guice, Mitch Breitweiser
Collects: Captain America #611-615, #615.1, Captain America 70th Anniversary Magazine

There's a real feeling of coming full circle with this volume, as the chickens have come home to roost. As you may recall, last volume ended with Baron Zemo blowing Buckys past as the Winter Soldier out of the water. Here, we realize just what that means as America turns on him and he is brought to trial for his crimes.

It is, of course, gripping stuff brought about at the perfect time. By this point - including the fifty issues of volume 5 before its numbering was switched back to volume 1's - Bucky has been the star and focus of Brubakers Captain America for longer than Steve Rogers. Hell, even when Steve was the front runner the book was at times as much about Bucky as it was him. So by now, we care about him, we've grown to like him in his new role and we've largely accepted him. Time to throw a wrench in the gears; his past - which you could be forgiven for thinking Brubaker had forgotten after so long - is the perfect tool.

It raises a few good questions as well - the kind only comics could ask - about the nature of being controlled. Obviously, such a thing would have to utterly wreck the legal system, because good grief, how do you deal with that? How can they be held responsible? If they can't, then who do you blame? Going after Russia isn't going to be pretty or productive, especially given the changes since the Cold War. It's all tricky; the closest comparison I could think of is being forced to kill someone else by threat of your own life, but at least there you have the smallest measure of control and options in the matter.

Regardless of this, the Marvel populace goes to crucify him, because they are morons easily swayed when shiny keys are dangled in front of them.

Obviously, the legal details are fudged somewhat, as they always are in fiction. I don't find this to be a real problem. Look, I'm no expert in legal matters; a lot of the time I'm generally clueless about the intricacies. I am, however, a guy who, for several years, watched CourtTV regularly. Even the cases that are full on media circuses - Michael Jackson, Phil Specter, Scott Peterson, take your pick - are nowhere near as engaging as Phoenix Wright would lead us to believe. If they were, it'd be the hottest spectator sport going.

As it is it's a lot of standing around, dully arguing minutia while talking heads argue whether the case is just during recesses. It can be interesting, but entertaining it is not. On top of that, if anything exciting happens you can catch it repeated ad nauseam on the news. So generally, I accept that fiction is not going to follow the legal system to the letter, because overall it's pretty boring. Bru manages what seems like a potent mix of legal realities and fictional ones, managing to keep our interest through them.

He also understands that a full four or five issues in a courtroom - no matter how fudged the rules are for the sake of being entertaining - is going to get dull real fast. So while all this is happening, Sin - daughter of the Red Skull - has reared her ugly head and started to cause trouble. Thus, Bucky has to struggle with the decision to stay put - when escape would be simple if he chose - and leave it to Steve Rogers or to escape and suit up as Captain America one last time to track her down and stop her, even if it means ruining his case. Guess which one he chooses?

So, the story is fine. The art kind of wavers. We've got no less than three artists working on this volume and it shows. I'm not an art expert - and it's part of why I don't talk about it much unless there's something to say - but the shift is pretty noticeable. It's not going to sink the book, of course - at this point in Brubakers run, you're probably long past the point where some rushed art will cause you to drop it - but it's unfortunate.

At the end of the volume is another one of those lovely point one issues. As usual, It's not really a great jumping on point. In this case, it acts as more of an epilogue to the trial than anything; Steve is struggling with the decision to take back the identity in lieu of Buckys legal trouble. While he angsts about that, he has to deal with a pretender to the mantle. It's a pretty decent read, but accessible? If you were to jump into this cold after watching Caps feature film, you'd probably end up wondering why Steve was out of the costume to start with.

I don't think Marvels writers really know how to handle these things. Few of them are properly structured as a place to jump on the book; either they're positioned as another chapter of it or as setup for something else entirely. I'm sure they have good intentions - and the idea of an issue being put out from time to time which will catch up new readers is a very good one - but by now I'm convinced this "point one initiative" just isn't working.

The Score: 8 out of 10

If you've been following the book all along, then this is a definite purchase. Ed Brubaker has yet to really fail on Captain America. This volume is largely payoff to long running plot threads, however, so a good point to get on board it is not. I'm sure you could get the gist of things but I don't think you would get nearly as much out of it.

Monday, March 26, 2012

Brightest Day vol. 2 (comics)

Writers: Geoff Johns, Peter Tomasi
Artists: Ivan Reis, Patrick Gleason, Ardian Syaf and several others
Collects: Brightest Day #8-16

Time for the second volume of Brightest Day; one half of DC's most recent weekly experiment. Is it as enjoyable as the first volume? Or does the book see a drop in quality?

First thing to note - since I complained about it at length last time - is the slight drop in unnecessary ultra-violence. This is not to say it isn't there - Martian Manhunters plot is sadly the go to when Geoff wants to show beheadings - but we're thankfully spared the slaughter of entire families and people being skinned. Not quite as much improvement as I'd like, but after last volume I'll take what I can get.

All five of our major plotlines continue along without a noticeable drop in quality. The best are still great, the decent are still pretty good and the Hawks still suck. All of it continues to be fairly accessible, even as the Firestorm plot has started to veer off into territory tying back to Blackest Night. It's easy enough to figure out though; Black Lanterns are back and want to extinguish life because they're dicks like that. Simple.

They're making a bit of a shift in structure though. A given plot will now be take up almost a full issue, with the character taking center stage next issue given a page or two at the end. While this occasionally means dealing with close to a full issue of Hawk related nonsense, it has the benefit of giving focus to the various plots; previously there were times when it felt like the stories moved at a snails pace.

Of the five plots, I'm a fan of four of them; pretty good ratio, if you ask me. I already liked the Martian Manhunter, but thus far this series has managed to make me care about Aquaman, Firestorm and even Deadman. That's pretty damn good considering I didn't give a crap about any of them prior to this. If the intent here was to make people invested in these characters, thus far it's been a success.

Except with Hawkman. On the surface, it sounds like their plot has the right ingredients, but the Hawks suck the life out of just about anything they come into contact with. They're plot vampires. Hell, they even look kind of dumb. At some point you'd think DC would have to just accept that the Hawks don't work and stop bothering. Of course, then you realize they tried reviving the Doom Patrol about five million times when that concept hasn't worked since Grant Morrison had it. For some reason, DC refuses to give up on anything.

The art is varied, of course. Each plotline has its own artist. Ivan Reis and Patrick Gleason are the standouts. Whoever does the Firestorm plot isn't. Still, no one puts in work I'd classify as outright bad. Overall, I'm pretty happy that Ivan Reis is going to be on board the New 52 Aquaman book with Geoff; the Aquaman plotline of Brightest Day has quickly become one of my favorites and the art is at least part of why.

The Score: 8 out of 10

Thus far, Brightest Day has been a strong read. I'm interested in seeing where everything goes, so I'll definitely be back for the third volume. So far this has been worth the pickup even if you didn't bother with Blackest Night. Time - and volume three - will tell if it's a resounding success. Even stories with the best buildup can end on a sour note.

Sunday, February 26, 2012

Ultimate Spider-Man: The Death of Spider-Man (comics)

Writer: Brian Michael Bendis
Artist: Mark Bagley
Collects: Ultimate Comics Spider-Man #155-160

The Ultimate line of books lost its way real early. Originally, it was supposed to be a continuity free, familiar, accessible take on Marvel favorites. Only Ultimate Spider-Man really stuck to that. Ultimate Fantastic Four made a go of it, but The Ultimates and Ultimate X-Men seemed to be in a race to see which team could become the bigger group of unlikable assholes. Most Ultimate Marvel books - even Spidey at times - then seemed to get their jollies on putting new, different spins on old classics. The line kind of floundered, which was obviously worrying; keep in mind that the Ultimate line generated a lot of positive critical buzz and sales in the early days.

At this point they made the idiotic decision to give the line to Jeph Loeb, who proceeded to infect the line with the comic book equivalent of gangrene; by this point they figured the only option was to "cut the rot", meaning kill off half the heroes in Ultimatum and hope a clean slate could save it.

The overall goal now seems to be to make the Ultimate line as different as possible, making it an interesting alternate universe. This is the volume where it catches up with Ultimate Spider-Man. I used to collect Ultimate Spider-Man regularly and - insistence on Mary Jane being his one true love aside - there wasn't a thing I didn't like about it. It was a great Spider-Man book at a time when the regular Spider-Man was knee deep in a twenty year rut that seemed like it would never end. Brand New Day changed all that and kicked regular Spideys quality level up to eleven, at which point Ultimate Spider-Man, while still good, started to feel redundant.

So I dropped it. Call me a sucker for hype if you want, but the only reason I really came back was for this. I guess I wanted to see how it ended for a version of Spidey that was, for a time, THE Spider-Man to me.

It's an effective story, but not in a bombastic "event" sort of way. It feels a bit more... subdued, I guess, for a story where things are exploding left and right. Norman Osborn is back and he's rounded up several of Spideys rogues; his ultimate goal is to kill Spidey. This is a bigger deal for this Spider-Man; he's only a teenager and, while very resourceful, we're talking about six super powered goons coming at him. He receives enough warning to get his Aunt and Gwen out of dodge, then ends up getting shot. From that point on, it's a fight for survival; you can guess how it goes.

For most of the book, it feels like it could have been a normal arc without leading to his death, which I think is a strength. Ultimate Spidey has faced tall odds before; even with a gunshot wound, you still feel like somehow he could pull it out. But this time, he doesn't survive the end of the fight and dies in the line of duty, having saved everyone he loves and the neighborhood in general. It feels like a "normal" ending to someone who picks a line of work that deadly; sort of like a police officer, there are times someone won't get to go home to his family.

Part of what leads to the death stems from a crossover to the final arc of Mark Millers Ultimate Avengers. I'm of two minds about it. On the one hand, it's a little pointless; it doesn't play any huge role in the story and is relegated to "stuff happening at the same time". So "why bother" is a fairly legitimate question to ask.

On the other, it adds background detail and desperation to Spideys last fight. Sometimes, you just expect big fights will overlap. In this case, Spideys biggest foe has escaped on the day the Ultimates are busy fighting Nick Furys black ops Avengers squad. When he goes to try and help, he's shot for his trouble. To make matters worse, it ensures just about anyone who could provide backup is a bit preoccupied with the gigantic brawl in the middle of New York; Spidey's left on his own, bleeding out from a gunshot wound and trying to fight off five guys. It's the definition of the desperate struggle.

Overall, I think it worked out pretty well, but it doesn't stick the landing entirely. Bendis has a few moments where he gets a little cutesy; I audibly groaned when he had a character actually say "come with me if you want to live". Also, some of Spideys logic is a little screwed up; he suspects that if he hits the hospital for some treatment for the gunshot, his secret identity is blown. So he figures, well, why the hell not just show up back at the house with his mask off and fight everybody that way. Everyone is going to know anyways.

Absolutely retarded; all he'd have to do if he wanted to hit up the hospital - and he could have, since his family evacuated ahead of time - was switch to civvies and say he was hit by a stray gunshot. I mean, there is a huge fight going on. Who's going to call shenanigans when two super teams are beating the crap out of each other in the middle of New York? Hell, he could even say he was the victim of a mugging gone bad. It's not like anyone was around when Spidey came to; the warring super teams were in another part of the city by then and there weren't exactly any news crews nearby to see that Spider-Man was shot. Oh, and while we're at it, why exactly did that truck explode at the end of the book? That was terribly unclear.

So yeah, it's not a complete slam dunk, but I'd say it's a good two point shot.

Mark Bagley returns to Marvel after a stint at DC that wasn't exactly the big hit everyone hoped it would be. Bagley's overall strength is that he's fast and reliable; he's a workhorse with fairly decent art. That said, he's far from the best; even here, there are a few odd panels that are hard to suss out and an occasion or two of patented Liefeldian knife-feet. Still, his presence helps the book feel as though it's come full circle. Bagley was there at the beginning and stuck around for over a hundred issues. It's only fitting he'd illustrate the ending of the story.

While this is the swan song for Ultimate Peter Parker, this isn't the end of Ultimate Spider-Man. The title is relaunching, with a new, ethnic teenager taking on the identity. It's been making some waves and I've heard some good things. I may stick around for it; the book might not feel so redundant if we're following a new kid carrying on in the name of the old.

The Score: 8 out of 10

The story works, but it's a bit flawed. Still, it's a fairly memorable death and clears the deck for Marvel to do something really different with the Ultimate Spider-Man property. Not an instant classic, but a good send-off for this version. If you've been reading all along, of course you'll pick this up. If you, say, dropped the book after Bagley left, I still think it's safe to nab the hardcover and roll with it. I haven't read Ultimate Spider-Man in years* and I didn't have any major problems. Recommended.

* I think the last one I read was that one with Black Cat and a bunch of other guys. Pretty sure Kingpin and Ultimate Elektra were involved. I recall Pete really wanted to bone the Black Cat - because duh, she's incredibly hot and he's a horny teen - and she puked on him when she realized he was a teenager. Fun stuff, but by the time I got around to reading it - a couple years after its publication - I was kind of falling off the train when it came to the book. Pretty sure it was an arc back when Bagley was still on the book full time.

Tuesday, February 14, 2012

Star Wars: Darth Vader and the Lost Command (comics)

Writer: Haden Blackman
Artist: Rick Leonardi
Collects: Darth Vader and the Lost Command #1-5

We don't get many stories that focus on Darth Vader himself, do we? Kind of a rare treat. This miniseries does not disappoint.

We start about a month removed from Revenge of the Sith and Vader has since begun his campaign to wipe out the remaining Jedi. But before long the Emperor has a fetch mission for him. Seems the son of the future Moff Tarkin has up and went missing on a mission to a backwater part of the galaxy. Naturally, Vader's got to clean the mess up. He's even given a shadow because the Emperor's an idiot; why he was shocked Vader tossed him over a railing to his death in Return of the Jedi I'll never quite get.

What we have is a rounded portrayal of the iconic Sith lord. Haunted by visions of what could have been, we catch the occasional glimpse of that spark of humanity his son would one day revive. The rest of what we get is a Vader that is as deadly as we've ever seen. It isn't long at all before we see just how ruthless, cunning and vicious he could be. While the Vader of the films was fine with getting his hands dirty when necessary, it was never to the extent we get here. He actively participates in a brutal, efficient takedown of a city, orders survivors drowned, tosses civilians into hot tar pits to get information from a hostage and has no qualms about sinking an entire city.

Dude doesn't play games.

The story is engaging and moves at a brisk pace. It's helped along by a Darth Vader that feels authentic*, if younger and a bit more brash than we saw in his later years. Even his fleeting moments of sorrow over his lost wife work; the few scenes we get are more believable than the entire half of Episode II dedicated to building that "love story". Even if you give pause at the slightest bit of self loathing or regret, know that Blackmans got you covered; by the stories end, Vader proves himself every bit the evil prick we've always thought he was. Maybe even worse.

I don't have a lot to say about the art other than it's pretty decent. Leonardi uses another style to differentiate the visions of what could have been from reality. It works pretty well. That he can draw a mean Darth Vader certainly helps.

The Score: 8 out of 10

Even if you're not a fan of the prequels, this is well worth the money. It bridges who Vader was and who he has become better than the films ever thought about. We also get a hell of a reminder of just why Darth Vader is one of the best villains to ever hit the silver screen. If you need some of your faith restored, this should do the trick.

*The dialogue passes my general litmus test for this kind of thing. Meaning I could imagine Darth Vaders voice reading his lines.

Thursday, February 2, 2012

Captain America: No Escape (comics)

Writer: Ed Brubaker
Artist: Butch Guice, Mitch Breitweiser
Collects: Captain America #606-610

Baron Zemo is back, only now he knows the new Captain America is none other than Bucky, the death of whom was Baron Zemo Sr's claim to fame. So Zemo is just a wee bit pissed, but as it turns out, not necessarily for the reasons you might think. Zemo then proceeds to pull Buckys life out from under him.

We've dropped the heavy political undercurrent from last volume; this time, we're back in the thick of Buckys ongoing story, which has been as central to Brus run thus far as anything involving Steve Rogers. The hook is admittedly pretty smart on its own, but Bru takes it in a direction you might not expect. The result plays off of Zemos own history as well as putting Bucky in the meat grinder over his time as the Winter Soldier.

Spoiler alert
for the following paragraph or so, so skip to the end of you don't want spoilers.

Turns out, Zemo's not upset over his fathers one accomplishment being deep sixed. No, he's a bit more pissed off about the fact that Bucky's gained something of a free ride towards redemption. While Bucky has gone through quite a few trials and tribulations, the world at large is unaware that he's still alive, not to mention his past as the Winter Soldier. So Zemo throws Buckys life in a blender, leaks EVERYTHING to the press, smacks Bucky around a bit and says "here, now earn your redemption".

Not only does it make for good drama - you just know there's going to be a reckoning now that the world at large knows his past - but it's the sort of action I can picture for Zemo. Unlike his old man, who was an unrepenant Nazi, Zemo's toed a fine line over his history, with his time in the Thunderbolts softening him into a more heroic figure, if not exactly a full white hat. He has had a lot to make up for and redemption doesn't come easy; hell, he never really was fully redeemed or trusted. Meanwhile, his fathers greatest nemesis has a past as an assassin for the Ruskies and manages to just sweep it under the rug. You can sort of see why he might be a bit pissed.

It's a bit stronger a volume than Two Americas was. We're coming full circle with Brubakers run up to this point; we started with the revelation of the Winter Soldier and now we're dealing with it once more, only this time Bucky will have to face the public as well. I'm looking forward to it.

The Score: 8 out of 10

We're closing in on the endgame of Buckys time as Captain America. Next volume will be the last. Another good volume in Brubakers extended run. Hopefully the conclusion of this stage of Bucky's life will be as strong.

Tuesday, January 24, 2012

Batman: Noel (comics)

Writer/Artist: Lee Bermejo
Original Graphic Novel

This book just kind of snuck up on me; I didn't even know it existed until a week or two before its release late, late last year.

Batman going through his own version of A Christmas Carol is something I'm a bit shocked hasn't happened before. Doesn't it seem like everything goes through the "A Christmas Carol" homage? Maybe it's just my memories playing tricks on me.

Here, it works better than a lot of other attempts. The narration overlays a telling of A Christmas Carol over Batmans "humbug" of a Christmas. Batman is, of course, Ebenezer Scrooge, with all that entails.

I don't hate the super gritty, dark, dickish version of Batman - in small doses, at least - but only when it adds to the story, which rarely happened in most of the stories from the 90's up to about seven years ago. Here, it makes sense. The Batstard incarnation - or the Dick Knight, if you prefer - meshes the character with the tale of Scrooge. After all, a Batman with a better balance won't have much to learn from such an ordeal, which is the entire point of the tale. The end result works better than I expected.

Lee Bermejo isn't exactly known for his writing, so I tried not to expect much. Artists trying their hand at writing tends not to work out that well. Plus, I wasn't sure what to expect without Azzarello, who typically teams with Bermejo. Pleasant surprise here; Bermejo can actually hold his own in this department. He easily nails the premise, the narration and the characters; this certainly won't be the best written GN I read this year, but when you consider artists going for writing is always an unknown, it certainly deserves mention and praise.

Bermejo's art is as great as always. I have to believe that there's a group of people out there who don't like his art. I mention this because I could understand why; I'm not always looking to read a comic with art of this variety. But the difference between a style that doesn't work for you and bad art is the craft; Bermejo knows what hes doing, from panel flow to layouts and so on.

Overall, this is a nice package. I imagine it would have been nicer for me if I'd read it during the Christmas season as intended instead of after, but it's enjoyable out of the season as well.

The Score: 8 out of 10

An enjoyable Christmas tale. I imagine it would be great to have once the holidays start to creep up again this year. It's not going to blow any doors down but it doesn't need to. I give it a recommendation.

Tuesday, November 15, 2011

Arkham Asylum: Madness (comics)

Writer/Artist: Sam Kieth
Original Graphic Novel

You'll notice there's no "Batman" in the book title. It's intentional. Arkham Asylum is the star of the show here. Batman doesn't even make an appearance.

It's nice when we get a comic about Arkham Asylum. That type of Batman story is one wisely kept to occasional stories, but when we do get to delve into the madness, it's often a treat. It's rare we get a look strictly at the asylum, however, even in its spotlight stories. This one bucks the trend; the high concept is that the reader spends twenty four hours with the staff of Arkham, seeing firsthand what the staff has to go through on a given day.

This is one of those comics that depicts Arkham as hell*. It's a working environment so harsh and difficult that staff tends to come and go with alarming frequency, frequently leaving the building short staffed. It's a take I've always found particularly interesting, as you have to wonder what a place like Arkham could do to a person. The personalities within go beyond extreme and into downright frightening territory. We even see some staff come and go within the book itself.

Sam Kieth writes and draws the book. He is professional in both aspects. He sells us on the characters within and the trials they go through. Some stick around for the pay or hours, having given up or resigned themselves to the job they hate. Others are there out of desperation, trying to claw their way out of a debt all too many in the world feel the weight of.

Our main character is one such nurse and I felt Kieth really sold her troubles. She's practically trapped there through an ever crazier day, first wanting to get out early, then being stuck with the full shift, then stuck with a double. I actually felt some tension from the book, wanting her to be able to leave the place before the other shoe drops. That's a very good sign.

Sam Kieth's art is even better. He does not draw in some sort of house style. He ranges from dirty to simple to painterly work, depending on what a scene needs. It doesn't look like typical comic art and that's a strength. He sometimes exaggerates the things he draws - and not every choice in how he draws certain characters work** - but it's in a way that serves the story in ways that similar styles just do not manage.

He is, frankly, perfect for this kind of book. His style easily renders itself to giving the sort of nightmarish pictures a book like this needs. This is, after all, something akin to a horror comic. Clocks drip blood, inmates torment the staff, flashbacks show someone losing a limb to Jokers madness. Under a normal sort of artist, it can be quite effective. Under a guy like Sam Kieth, it's twisted. Great work on his part.

In the afterword, he mentions the fanboys perhaps not being pleased with his art style. This is true, I suppose. Sam Kieth does not draw quite like anyone else. But that's a boon; pair him with the right project and it's clear he can really kick ass. I hope he's "let out of the cell" again fairly soon; I think I'd like to read more work like this.

The Score: 8 out of 10

A very well put together OGN that was well worth the time. It's not perfect and it won't change the comics world, but it's a very interesting project. Even if you're not really a fan of Sam Kieths style, I think this book is well worth tracking down, as this is the sort of story his work really meshes with. Give it a look.

* Boy, is it ever hell. By the end, some questions popped up in my mind. What happens if everyone, or at least the vast majority of the staff - were to quit? How the hell does the asylum go on? You'd think SOMEBODY would have to be moved there, or else the crazies would be loose or transferred somewhere else, basically starting the process over. But at that point, how much money would you have to offer someone to work Arkham of all places? Who really runs and keeps it in check? I know the Arkhams built it, but isn't there some kind of institution that would have to regulate it? This is the kind of crap I think about at night.

** I'm not a fan of his choice for Harleys look. For some reason, she has her hair in dreadlocks. It looks damn odd on her. Some give the Arkham games flak for their sexualized depiction of Harley, but even with the cosmetic changes she looks like herself. Here, she looks more like a used up junkie. But that's the thing about a style like this; you're going to find some things that don't work for you, even when the work is this good.

Saturday, November 12, 2011

The Last Zombie: Dead New World (comics)

Writer: Brian Keene
Artist: Joseph Wight
Collects: The Last Zombie #1-5

I guess the lesson to be learned here is "don't judge a book by its publisher".

I almost gave this one a pass only because of who was putting it out. I know Antarctic Press mostly for their comics that take current political figures and throw them in ridiculous situations to capitalize on their notoriety. They're nowhere near Bluewater - who put out nothing but terrible comic biographies without permission and are to comics what "The Asylum" are to movies - but it's enough to send me looking elsewhere.

I realize that's not exactly fair - it's not like DC and Marvel don't put out shit nestled between two covers and I read a lot of their product - but come on; is Steampunk Palin really the kind of comic that's going to inspire my confidence? At least when Marvel pumps out a She-Hulk ongoing you know there's someone out there who wanted it.

The concept grabbed me though, so I gave it a read. I'm glad I did. Brian Keene decides to set his book after the zombie apocalypse - or at least it seems to be over; whether it is happens to be a mystery - which is an inspired move. Almost no one ever goes for the aftermath for obvious reasons, so it's a relatively untapped well to draw from.

Keene goes for it with gusto. The specter of zombies looms large - again, no one is a hundred percent sure they're really gone - but they're hardly the big threats. In the year humanity went underground, as it were, unmanned nuclear plants melted down, your typical roaming gangs formed, animals run free, wildfires raged unchecked and diseases ran rampant. It's a nightmare out there.

A nightmare our cast has to go out into. They lost contact with the Maine bunker, which housed not only most of the government that was left. Obviously, a rescue operation is needed, one that's venturing out into the unknown, to ascertain what happened and if necessary rescue whoever is left of the remnants of American government. No pressure, right?

Keene wisely grounds it all in human emotion. Of course, there's the overall purpose of the mission, but one of our main characters is on board for personal reasons. His fiancee was in the other bunker and he won't stop until he knows one way or another if she's still alive. He's also the center of the twist near the two thirds mark.

There is definitely suspense to the proceedings. Keene fakes us out from time to time and never lets us forget that the zombies could still be out there. But by the end, zombies seem like the least of their worries; they're not out of the bunker long before they're attacked by bandits after their equipment. Worse still, they're outnumbered. We close the book wondering what else might be out there; the apocalypse may be over, but even if the zombies are gone, it's clear humanity has a long way back.

The artwork is good as well. The comic is black and white, but it seems the artist went sans inker. Almost everything looks penciled in, including detail, giving it a unique look among comics. I can't think of many that just go with pencil drawings, with all the shading and such done that way. I like it. Wight has talent.

The Score: 8 out of 10

I had a good time with this one; if Antarctic Press is smart they'll keep this team around on other projects as well. It's pretty well written, well drawn and has a pretty good hook. I recommend it and I'll be keeping an eye out for more. Give it a shot; it's worth the time.

Thursday, October 20, 2011

Wolverine: Old Man Logan (comics)

Writer: Mark Millar
Artist: Steve McNiven
Collects: Wolverine #66-72, Wolverine: Old Man Logan Giant Sized

Hey, look, it's a project by that king of all hucksters, Mark Millar! Even more shocking, it's, GASP, pretty good without relying on shock and awe gross-em-out tactics. Miracles CAN happen, folks!

Anything with Millars name tends to draw a lot of attention - usually for all the wrong reasons - and several years back this was one of those projects Marvel was making a big deal about. The hype was certainly saying all the right things to reel me in; Mad Max style future starring Wolverine as a Clint Eastwood-in-Unforgiven style character with completely off the wall changes? Sold.

Still, it's a Millar project - and I may have mentioned I'm not really a fan - so I took my sweet ass time in getting around to it.

It's good, though. Millar delivered what was promised; we get a pretty crazy buddy cop adventure with Wolverine and Hawkeye rolling through the desert to the other side of the country. See, Wolverines landlords are dicks and he needs money or else they'll eat his family. Wolverine won't pop his claws - which he's sure to remind us way too often - because of an event in the past, so he needs to get out of the situation another way; so he teams up with Hawkeye, the two roll around in the Spider-Mobile, the Hulk has a whole family of inbred hillbilly Hulks and holy crap is that a Venom dinosaur?

Millar throws every crazy idea he has at the wall and no lie, it makes the book a page turner, even if the overall plot is a bit thin. There's something enticing about these kinds of stories, where you want to see more and more of this f***ed up world and you want to know how it got this way. Putting a wild twist on the familiar is always a good way to drive interest up, which is why these "warped future" stories tend to work so well. Besides, it's just freaking creepy - in a good way - to see something like the Red Skull, now President of his quarter of the US, dressed in Captain Americas costume with a trophy room of items collected from the dead heroes.

It's not all roses, however; with Millar, it never is. Spoiler warning for this paragraph. The way we get to the final fight is a little too obvious, frankly. We know that by the end, Logan will be back to his old self again in some fashion. It's just obvious. Also obvious is the way it's finally accomplished, as it's one of those plot points that you can see coming a mile away. So why Millar went with it, I couldn't tell you. I'd have been much more shocked if he'd gone another way.

Also disappointing is that Mark Millar recycled the premise of his creator owned work "Wanted" for this one. You know, the whole "all the villains joined forced, defeated the heroes and took over the world" bit. The only reason that really worked there is because - despite the fact that ninety percent of the characters were based on Marvel and DC heroes - they were his own characters in a world he owned. Outside of that, it doesn't hold water.

We're told something about there being "twenty villains for every hero" or something, which - if it were true - might make for a hell of a fight for our heroes. But think about this for more than five minutes and it breaks apart. Most heroes - especially at Marvel - don't have a rogues gallery to speak of. Sure, Spider-Man has about thirty villains - not all of them of note - but Cloak and Dagger are lucky if they have one. The Marvel Universe in particular is also very team focused - Avengers, Runaways, Fantastic Four, X-Men, etc. - and the more expansive rogues galleries tend to be attacked to these even bigger teams.

There isn't twenty villains for every hero. There isn't even ten. If we're being honest, there are probably more heroes at Marvel than villains and a good quarter of the villain total are completely lame. We're not even going to get into the experience most heroes have with fighting - and beating - all these villains.

One last sour note that relates to the villains - another spoiler alert here - the big mystery of the book is what screwed Wolverine up so badly that he gave up fighting, but the event in question is flawed. Make no mistake, being conned into slaughtering people you held dear works as a reason. I can believe that would screw with Logan enough to do this. That's not the problem.

The problem is that this all hinges on... Mysterio. The guy whose shtick involves parlor tricks and mere illusions. A human without much more than some experience in Hollywood effects somehow manages to not only make Wolverine see other beings as known villains - like, for example, Omega Red or Bullseye - but to make the body language mimic said villains, make him think they're using the weapons of those villains and to somehow make Logans super evolved senses - including smell - detect them as those villains.

An effects dude who does little more than annoy Spider-Man on occasion somehow does this. Without magic or powers. Anyone else seeing a problem here?

Despite those glaring issues, this is still a good read. It moves at a brisk pace, despite being seven full issues and a giant sized special. Despite the fact that I wanted to know more about the world than was given, I have to give Millar credit for not overloading us with details. He keeps the adventure moving and provides enough thrills and banter to keep you entertained. Despite the plot holes and logic problems, I'd say this is one of Millars better written projects. It's some pretty good fun, which is the kind of Millar writing I prefer, but rarely get.

Steve McNiven provides the visuals and he handles whatever Millar throws at him. This is a tall order. There's a lot of crazy ideas floating around this world they've given us. A lesser artist would not have been able to handle the kind of shit we see here and the book would have been ruined because of it. McNiven pulls it off without a hitch. His work really puts this book over the top and helps keep you from thinking on certain events too much.

The Score: 8 out of 10

Despite the issues I've mentioned, this book is still a lot of fun as long as you don't think too hard on some of the plot twists. It's probably the most I've enjoyed a Millar book since Wanted, at least; maybe even as far back as when he worked with Grant Morrison. Well worth a purchase, if you ask me. The ending sets things up for a sequel; I hope we get it at some point.

Saturday, July 16, 2011

Marvel Zombies 4 (comics)

Writer: Fred Van Lente
Artist: Kev Walker
Collects: Marvel Zombies 4 #1-4

One of these days, the last bit of potential is going to be wrung out of the Marvel Zombies concept. It's going to happen. This cannot possibly sustain itself forever. But today is not that day; and given that 5 has the same writer, tomorrow does not look good either.

Having generally fended off the attack by the Marvel Zombies universe last time, Morbius and ARMOR decide it's time to go on the offensive. There are, after all, a couple rogue zombies that made it past the dragnet in the chaos of last volumes climax, so time is running short. His response is to get together an all star ghoul squad of Marvels more prominent monsters to throw down.

This includes Man-Thing and boy oh boy, do I love me some Man-Thing (though I admit I love his DC counterpart, Swamp Thing, more).

What follows is a darkly humorous story with some heart to it. Our heroic monsters naturally have some personal issues to work out. It ain't easy having fangs and/or fur. There's also a possible death sentence hanging over them; the good doctor Morbius has made a vaccine, but it carries an inherent danger. Like all vaccines, there's a chance of contracting the disease and this isn't your garden variety flu. Under normal circumstances, you contract this, you're done. Each team member thusly puts out a "last will and testament", of sorts, each of which help frame the events.

Hell, even Zombie Deadpool - or Headpool as Marvel dubbed him - has a few moments where you feel sorry for him.

The jump to bringing the virus into the 616 universe seems to have revitilized this franchise. There are real stakes now; despite the fact that we know the heroes will win the day - because if they didn't, there wouldn't be a regular Marvel universe anymore - there are still consequences that could come about. ARMOR is literally ready to nuke the island at one point just to stop the virus. These miniseries are genuinely enjoyable, to the point where I can't really imagine going back to the barren, essentially dead universe we started out in.

Kev Walker again illustrates our zombie tomfoolery and Marvel really ought to just make a horror ongoing and put him on it. That's about as good a praise as I can really give for this. But I can't think of any horror ongoings he could be put on. Well, unless he wants to jump over to DC to partake in the DCnU.

The Score: 8 out of 10

I don't know how long this franchise can last, but as long as Van Lente is on it, I'll read it. I mean, the dude basically uses the water cycle to mix the zombie virus into a sentient cloud that kills or turns everything it rains on. Who else could come up with that?

Thursday, July 7, 2011

Brightest Day vol. 1 (comics)

Writers: Geoff Johns, Peter Tomasi
Artists: Ivan Reis, Patrick Gleason
Collects: Brightest Day #0-7

You know, I'm a Geoff Johns fan. I'm not afraid to admit that, despite how much he's derided by certain sects of the comic fandom these days. Even when he screws up, his pre-One Year Later Teen Titans run - of which I'm an unabashed fan, despite generally not caring for the Young Justice four save Bart - earned enough goodwill for me to give him some leeway. But at some point, enough is enough with some of the crap he pulls in his comics.

The hyper-violence is a large part of what annoyed the piss out of me this time. I generally cut him more slack for Infinite Crisis than most of the internet, because it wasn't something he did a lot at the time. But by this point, it's beyond moronic. Is there any damn reason to show senseless slaughter in this comic?

No, there isn't. But we get at least three separate scenes of gratuitous violence, all three pretty much crossing the line of good taste. There is no reason whatsoever for Black Manta to just suddenly slaughter everyone around him because Aquamans back. The plot is not served one bit by a family being butchered to reveal the new villain. There is absolutely nothing gained by a couple being beheaded and their skin ripped off. What the hell is this Geoff?

Then there's the namedrop midway through the prologue issue. To quote WWE superstar The Miz, really? Really?

Then there are the times where I'm reminded just why I like his work so much, points where he and Tomasi seem to touch magic. The Martian Manhunter has a scene in a middle issue that is just touching and quickly reminds me just why he's a great character. Ronnie Raymond - despite being hit with a bit of character regression - has a short bout of believable self destruction over Black Lantern Firestorms actions. Aquaman is, for the first time I've ever seen, an interesting character to watch, especially in conjunction with his now equally interesting wife, Mera.

I never in my life thought I'd want to see more Aquaman aside from badass Aquaman with the hook, but there you go.

Most of this book takes place in the immediate aftermath of Blackest Night. All the main characters were resurrected at the end of that event. Naturally, there's some acclimating to be done, especially for someone like Deadman, who's been away a long, long time. Some characters are farmed out to have their stories post resurrection told in the ongoings, but about six stick around here to be renovated by these two writers.

You may as well call this DC Third Stringers: Rebirth, because that's what they accomplish here. Most folks have a couple plotlines they like from this series, some they're alright with and some they hate. Other than the Hawks - who, lets face it, will probably never be interesting short of Grant Morrison writing their ongoing - I actually liked just about every running story in this book. If there's any problem here, it's that things don't seem to really kick into gear until the end, where we start getting hints of where the overall story will go.

Better still, I've yet to actually read Blackest Night and I don't feel penalized for it.

Both Ivan Reis and Pat Gleason are great artists in their own right and both make this a good looking book. I honestly don't expect that from weeklies - or even, in this case, bi weeklies - so it's a pleasant surprise that not only did they keep up the pace thus far, but they put out some pretty respectable work. Both are going on books in the DCnU I'm interested in, so I look forward to more of their work in the future.

Oh, one last thing; the colors in this are great. Wish the vast majority of books looked like this. Just vibrant work; there's a panel late in the book of a clean, restored beach that just looks gorgeous with the coloring.

The Score: 8 out of 10

This is by no means perfect - and Geoffs trend towards heavy amounts of violence is starting to piss me off - but I'm actually invested in characters I never gave two craps about before and I'm looking forward to reading volume 2. I think it says something when only one plotline out of about six really lost me. Hopefully this holds at this level; if it does, it may actually manage to match 52, which actually had an iffier ratio of interesting plots to dull ones.

Tuesday, May 10, 2011

Marvel Zombies 3 (comics)

Writer: Fred Van Lente
Artist: Kevin Walker
Collects: Marvel Zombies 3 #1-4

So did you hear the one about those wacky Marvel Zombies?

Here's the problem with Marvel Zombies; in some ways it's essentially a joke in comic form. It's popularity was borderline ridiculous for a while there and they've since turned it into a franchise. The original appeal, however, rested largely on the novelty and giggles gained from seeing a bunch of zombified heroes eat things.

But the reality of comedy is that if you keep telling the same joke over and over, eventually it's just not funny anymore. How many jokes do you know with sequels? Even the second volume seemed almost cognizant of this; the dark humor was dialed down and while it was generally more of a real story, it also seemed to make it quite clear this concept couldn't sustain itself forever without an overhaul.

So overhaul it they did. This time, the regular Marvel 616 Universe is involved*. The result leaves me thinking that just maybe there's a little life left in this quickly rotting husk.

The last volume pretty much picked up where the first left off and it ended on a cliffhanger, presumably for this volume to pick up on. It doesn't. Actually, this volumes story doesn't even take place after the events of volume 2**. The 616 universe we all know and love is clearly set in present continuity while the time period of the Zombieverse they encounter is actually the time between the cosmic seven leaving and returning. This takes a bit of retconning, really***, but whatever, I can roll with it.

The story opens with a mission gone horribly wrong. Floridas Initiative team, the Command, combs the swamps of Citrusville after a distress call, quickly finding themselves confronted with a grisly scene. Before they can realize what's happened, they're wiped out; only one survives, while another goes into hibernation for an uncertain amount of time to try and purge the virus. One of the zombies from that troublesome universe managed to make it over using the Nexus of All Realities; no one knows how many infected are roaming the swamp, which is, of course, a problem, especially if they make it out of the swamp. Before you know it, the "fleshy" hating Machine Man is sent into the zombie universe to get a sample to help come up with some manner of vaccine.

You can probably guess how smoothly that mission goes.

The new approach actually does wonders for extending the life of the flagging franchise. For the first time, we've got a pretty distinct set of characters for our main cast. It feels more like they're trying to tell an actual story - with, of course, the dark humor - instead of constantly trying to outgross themselves. The zombies are now an element, not the sole driving force of the series, and it makes a bigger difference than you'd think.

Van Lente's style is a fair amount of why this works. He brings back the comedy elements that had been toned down last time, but it's no longer about the joke or hearing about Daredevils blood bloated ankles needing to be punctured. The chief character, Machine Man, actually shows character growth over the course of the volume.

Starting as the distinct NEXTWAVE version Warren Ellis introduced us to, he changes a bit as the volume goes on, especially when confronted about his dickery by an old robot flame. By the end, he's even accepting of a name he long denied. That's a pretty big jump in actual storytelling for a series that mostly subsided on things like Hulk eating a human and then having the bones explode through his stomach when he reverts to zombie Banner.

We even get a pretty decent addition to the Marvel universe out of ARMOR, an organization dedicated to handling inter-dimensional threats. In a way, it completes the circle in some way. It's not just the acronyms - you know, armor goes with sword goes with shield - but the fact that it makes sense that the Marvel world would have an organization each dedicated to different threats. With SHIELD handling most Earth based problems, SWORD dealing with space and ARMOR handling threats from other dimensions, they're pretty much covered.

I hope this is the last of these though. If I see HELMET or BOOTS, I'll be unable to keep from laughing uncontrollably. As it is, we still have HAMMER lingering around as a villain organization when it really should have dissolved entirely at the end of Osborns time at the top.

This time, we have Kevin Walker on art. His work is a bit cleaner, but when it comes time to illustrate the yuck, he doesn't shy away. Check out the image of the zombie Kingpin, champagne glass full of blood and eyeballs, bloody human bones on the table behind him. It's ridiculous, but a fun ridiculous. I wonder how much of the little touches were Walkers idea and how much was actually in the script. Either way, a good job all around.

One last thing to note. This volume does come complete with a cover gallery, one that goes the whole nine and collects all the zombie variants that were on books while this series ran. I'm always happy to see a full cover gallery in volumes, but good grief these zombie variants. Can we nix these whenever a Marvel Zombies miniseries shambles around? I'm tired of them. The joke - you know, taking iconic covers and zombifying them to disgusting effect - is just not funny anymore. See above about telling the same joke too many times.

The Score: 8 out of 10

I actually really enjoyed this one. Moreso than both of the preceding volumes. Van Lente and Walker revitilize a concept that was withering on the vine. Worth checking out; hell, despite the number three on the cover, you don't need to read the previous ones. Skip 'em, if you're so inclined. Originally I thought this would be the last volume for me, but I'm going to stick around, especially considering the next one is going to have Man-Thing and the Midnight Sons.

I am always down for teams of ridiculous super movie monsters.



* Interestingly, this is probably the first time there's been any kind of actual link between the Main universe and the Ultimate universe. Both have come into conflict with the Zombieverse by now, which is the closest the two ever came to crossing over. Whether Marvel will stick to their guns on the determination not to let the two directly meet remains to be seen.

** I don't believe the story and characters of the first two Marvel Zombies are wrapped up within the numbered line. MZ4 is apparently a direct sequel to the events of this volume. I'm pretty sure they got around to tying the original plots off in one of the numerous offshoots.

*** The end of the first volume had the remaining members of the main zombie crew we followed assert dominance over the right to eat Galactus. They were, quite simply, the alpha zombies. I recall it being pretty clearly implied they wiped out the rest of the zombies who tried to get in the way of their cosmic meal. The events of volume 2 - where aside from the docile Hawkeye, Wasp and Colonel America there isn't a zombie to be found on Earth - backed it up. As you can probably guess, this volume shows us that there's still a pretty damn big contingent of zombies floating around after the cosmic zombies left. Doesn't make much sense, but the first two miniseries were riddled with odd contradictory moments, so it's not worth thinking on too much.

Sunday, January 30, 2011

Transformers: The IDW Collection Volume 1 (comics)

Writers: Eric Holmes, Shane McCarthy, Simon Furman
Artists: Alex Milne, Casey Coller, E.J. Su, Nick Roche and others
Collects: Megatron Origin #1-4, Spotlight: Blur, Spotlight: Cliffjumper, Spotlight: Shockwave, Spotlight: Nightbeat, Spotlight: Hot Rod, Spotlight: Soundwave, Infiltration #0-6

This is only my second real foray into Transformers comics. Clearly they have fans - though they've never reached the heights of popularity that GI Joe did in the 80's, as far as I can see - but I've admittedly been a bit skeptical about it. I love the brand and have since I was a kid, but comics never struck me as a great fit for the Transformers.

The reason for that is because one of the key distinctive features of the Transformers has always been the transformation itself. Back when the toys first came out, it was what set them apart from the action figures of the day and to a young mind offered more play oppourtunities than the standard figure. In cartoons, it was still a major strength of the brand, because it was just cool to see them in motion, the transformations animated. For all the strengths of the comics medium, this is not something you can properly depict in detail without spending panel upon panel on the transformation itself. What's left are the characters themselves - and the allure of giant fighting robots - without one of the key features of the brand.

Luckily, I'm quickly finding myself convinced that's enough.

My first taste of the IDW continuity was the opening volume of All Hail Megatron, which takes place further down the line. I liked what I saw quite a bit, but instead of jumping right into the second volume, I figured I'd jump back to the beginning and read back up to that point. IDW had started putting together the big hardcovers, so damn, that's about as good an opening as any, right?

IDW started up their continuity in a rather unique way, one which is on full display in this volume. Instead of sticking with a lot of long story arcs, the bulk of the work is made up of one shot spotlight issues - each focusing on a different Transformer - sandwiched between two bigger stories that play out through the course of a miniseries. The spotlight issues are a great way to get to know the bot in question and while most of them generally begin and wrap in the course of the twenty two pages, the writers are slick in using the issues to set up numerous subplots, several of them feeding into the miniseries.

The result is a continuity that feels connected without being overpowering, which is a nice use of it as a tool instead of a crutch.

The opening story - the first of the two miniseries included here - is the IDW continuities official origin of Megatron. It's not quite the standard opening you might expect from this franchise. Megatron's a disgruntled miner in the midst of having his job ripped from him and his fellow miners by the Autobot government.

It's an interesting switch in that the Autobots, before the rise of the Decepticons, are portrayed as almost corrupt in the upper echelons, their government just as cold and uncaring as ours might be. For a time, it almost looks as though they're shooting to make Megatron sympathetic, even going so far as to show him shook up from his first kill. But that's not what they're going for; any sympathy for Megatron quickly melts away as he becomes increasingly ruthless, finding the killing easier and easier. Soon, he's become the evil tyrant we all know he is.

Speaking of Megatron, before I talk about anything else in the Origin, it's worth noting that this is not the mostly incompetent buffoon we know best from G1. Clearly, this is meant to be the Generation 1 Megatron, but by the end of the collections it's obvious IDW's version follows on the general trend since G1 of making the Megatrons far more dangerous and far better at what they do.

This is the first iteration I've seen of Generation 1 Megatron that was as vicious and competant as the Beast Wars Megatron - without the latters crippling arrogance - who has long been the gold standard. He may turn out to be even more ruthless than the BW counterpart; it's too early to tell, but if he continues in this vein he may just take the crown. Upon learning of Starscreams treachery, Megatron casually dispatches the cronies who followed him before completely trashing Starscream like it ain't no thing. This is not a Megatron to be trifled with; even BW Megatron had a bad habit of letting guys like Tarantulus and Terrorsaur hang around a bit too long.

Anyways, back to the mini itself. The writing is pretty good, but I think it's hurt by the art. Alex Milne isn't a stranger to the Transformers - he's done work on the Energon comic prior to Dreamwaves closure, as I understand - but while he draws some awesome looking robots, there are occasional storytelling hitches. There were instances in the course of the mini where it was difficult to figure out what was going on. I'm not entirely sure it's Milne's fault - much of my confusion seemed to result when the coloring messed up - but it's still disappointing.

After the Origins mini, the next third of the book is taken up by the spotlight one shots. They're all enjoyable and well written, setting up future plots while serving as enjoyable stories in their own right. A couple of them are written by Shane McCarthy, who I recognize as the writer of All Hail Megatron, but halfway through Simon Furman takes the reins, penning the rest of the material in the book.

It's a bit difficult to talk about the art for the one shots. There's literally a different artist for each one. So talking about each one would take all day. But what can be said is that it's uniformly good. No problems following them either, which is what hampered the Megatron Origin.

The last third or so of the book is the Infiltration mini, which seems to be the first "big" storyline of the continuity. I really enjoyed it. Humans are introduced here for the first time; I don't carry the disdain for human characters like some Transformers fans do, but the ones introduced here are probably the best bunch I've seen from the franchise as actual characters. Furman's got a good handle on everyone; I'd expect as much from a long time writer for the franchise, but I was still surprised, considering this was my first exposure to his work.

The brunt of the story picks up on plot threads introduced in the spotlight mini's; Starscream gets hold of some totally awesome energon and decides hey, now seems like a bitchin' time to betray Megatron and take over. Megatron doesn't really care for that, of course, so off he goes to give Starscream a stern talking to. Which, for this Megatron, involves creating giant holes in Transformers bodies and leaving them for scrap. Like I said, this Megatron doesn't screw around.

It's fitting that it closes out the volume, because it does so on a high note. This is probably my favorite of the volume. The writing is good and the art is great. It also sets up the future nicely and leaves me ready for volume two. IDW's Transformers work is pretty awesome, from what I'm seeing.

There's also an unusual risk taken with this continuity in that - Megatron aside - it doesn't focus on the better known Transformers much. Bumblebee isn't seen until Infiltration and Optimus Prime isn't seen at all aside from a cameo or two. Optimus in particular is the most surprising omission, since he's a principal character and arguably the face of the franchise. But it works; when he finally does show up, it feels kind of like a big moment, arguably the one we've been waiting for, and helps with that whole "looking forward to Volume 2" thing.

Overall, this is a very nice package. It's a handsome hardcover and while it's not, say, omnibus size, there's a decent amount of content here. Seventeen issues isn't anything to sneeze at and makes for a pretty thick hardcover. It feels substantial, really; and while I'm normally not a hardcover guy, this is the sort of package I could make exceptions for. Very good work in putting this together.

The Score: 8 out of 10

Seventeen issues of good writing and mostly good art in a beefy, well produced hardcover. As a whole package, this book earns its high mark. I look forward to where things go from here and most of my skepticism about Transformers comics is pretty much gone now. Hopefully the second volume is as good, if not better.

Friday, December 10, 2010

Final Crisis Aftermath: Run (comics)

Writer: Matthew Sturges
Artist: Freddie Williams II
Collects: Final Crisis Aftermath: Run #1-6

In the midst of Final Crisis, the Human Flame got his "revenge" on his nemesis. But the Crisis ended and it turns out that having one of the heroes murdered in cold blood is probably a bad plan. So the two-bit never-was decides it's time to go on the run from pretty much everyone and bumbles his way from one predicament to the next.

Now, it's not often that we get a bonafide villain centric comic; a lot of it being due to the problems said concept brings up. If we get anything of the sort, there's usually an anti-hero slant added to the character or it focuses on the positive qualities. See Secret Six for one example; most of its members are former villains who have since moved more towards shades of gray.

Not here. The Human Flame is a bonafide, Grade-A douchebag. Halfway through the first issue - about when he ties up his ex and steals her car right in front of his kid - it becomes crystal clear that there is absolutely nothing redeeming about him. He's nothing but a thug with delusions of grandeur. Not exactly someone you could write an ongoing about, but for a mini like this, he's just what the doctor ordered.

See, Run is very heavy on the dark comedy. Human Flame is a worthless loser, a fact the story never fails show in a variety of ways. So we watch as he screws himself over time and time again, usually with bloody results. No matter what he does or what he gains, his tendency to be a scumbag causes him to blow it. He's his own worst enemy and it's fun to watch him fail repeatedly at villainy.

The comedy Sturges shoots for isn't just dark, its quite physical. Run almost verges on Looney Tunes-ian in regards to the slapstick. Things the Human Flame uses blow up, money burns, he runs out a three story window and smacks the pavement and so on. It's depraved, physical comedy enacted on the type of human being whom - though you would never admit it - you would want to see get his just desserts if you met him in real life.

It's easier to laugh at these sort of things when your protagonist is such a prick, which is why Sturges made the right call here. Doing it with a more heroic figure - or even an anti-hero - doesn't quite work. After all, if you like the character, do you really want to see one of Flashes rogues knock his teeth out? Not to mention that the Human Flame is about as Z list as you get in regards to villains - as are a bunch of other loser villains he hooks up with in the story - so you can do whatever you want to him. I doubt this could have worked with any other character; even some C list villains have some manner of potential or popularity that can keep a writer from going all out. Sturges doesn't have to worry about such things and he makes the most of it.

I can't mention the successes of this book without mentioning the art. Freddie Williams II really outdid himself here. When I mentioned earlier that the book becomes almost Looney Tunes-esque in it's slapstick, a good bit of that is because of his art. He shows almost everything that happens to the Human Flame. He doesn't seem to skip on the detail anywhere, even a particularly gruesome two pages where Human Flame wakes up in the midst of his "upgrade". I can't say enough good things about the art; without this level of work I doubt it would have worked as it does.

All the elements combine to make a fun read, though I imagine it's not for everyone. If you need a likable protagonist to care about the proceedings or aren't partial to dark humor, this one might fall flat for you. Otherwise this is a well constructed tale that feels like it winds down about where it should. I'm not sure we'll ever see a book starring the Human Flame again - I'm almost shocked they did this one, since it's literally a mini about a nobody villain - but if Sturges ever wants to write this sort of thing some more I'd be glad to pick it up. Something like this every once in a while might be nice.

The Score: 8 out of 10

This isn't a book that's going to rock your world. It's not a book that really "matters", at least not to the greater continuity. It's probably not going to win any "best of" awards either. But that's not a good way to judge it. If you like fun, dark comedy then you could do so much worse than this. I had a good time; to me, that counts quite a bit.

Sunday, November 28, 2010

Thor (comics)

Writer: J. Michael Straczynski
Artist: Olivier Coipel
Collects: Thor #1-6

I've gotta say, mythology in comics usually doesn't do it for me. It's part of the reason you don't see many comics reviewed here that dabble in it; it's not the reason I haven't touched Hercules yet, - I actually like Greek mythology a lot - but it is part of why I haven't bothered with Marvels Thor. Something about it when translated into a comic medium just seemed off to me, so I've long avoided many comics that deal with it.

However, sometimes a comic will get so much praise that I end up ignoring my personal preferences and give something a shot I might not otherwise. Thor by JMS is one of those times. JMS is a rather controversial writer - especially since he went to DC - but his Thor run garnered acclaim and I'd wanted to give Thor a fair shot, so the first trade of his latest ongoing seemed as good a place as any.

The story starts from the ground up. Ragnarok has come and gone; the cycle finally broken by Thor himself. After his victory, he went missing; left to sleep in an endless void. But now, he has returned. The cycle of Ragnarok behind them, he brings Asgard back, settling it in Oklahoma. Now he must find the rest of the Asgardians hidden away in humans scattered all over. But the world has changed in his absence and it may not be ready for the gods to live among them.

These days, new ongoings have a habit of being inpenetrable just as often as they make themselves accessible to newbies. There's been several occasions where a new number one continues a story from someplace else, which really defeats the purpose of a number one issue. If you're not getting in on the ground floor and learning everything you need, then what's the point? The new Thor series doesn't have this problem, thankfully. I'm pretty ignorant when it comes to Thor and his mythos at Marvel, but by the end of the first issue, I felt like I knew what I needed to. This is pretty important to me; as cynical as comic readers generally are with their "oh there's no such thing as a new reader" business, there are people who would like to read new things or read comics. But comics have a reputation for being impenetrable for newbies, one it's probably earned; I've heard some say "you know, I wish comics weren't so hard to get into so I could read some [insert chracter here]", which leads me to think there really ought to be more effort into making them easy to get into. As a newbie to Thor, I appreciated feeling as though I had been brought up to speed despite not knowing a lick of the lore prior. Comics need more of this sort of thing.

This volume's starts off slow, but each issue seems to ratchet the momentum up a bit. First, Thor is back, then in the second issue Asgard returns, in the third Thor finds his first hidden Asgardian and so on. It feels like you're along for the ride as the Thor mythos are rebuilt from the ground up and for a reader new to Thor, that's a rewarding feeling.

Most of the book is well written. There are some particularly nice moments as we watch the Asgardians interact with their neighbors in the town near Asgard. Actually, the residents of the nearby town are probably what surprised me the most; I wasn't quite expecting to like them as much as I did, but lo and behold, I did. They also bring about some genuinely funny moments in their interactions with the Asgardians, which is welcome.

Unfortunately, it's not all roses. If there was a rough issue out of the six collected here, it was definitely the third one. In it, Iron Man guest stars as Thor finds himself in a Hurricane Katrina ravaged New Orleans. Just by that previous sentence you can probably see where it went wrong. JMS has brought in real world events before - see the 9/11 issue of Amazing Spider-Man he did - and it's exactly the sort of thing I hate in comics. Not only did this come years after the disaster in question had come and gone, JMS used it to get a bit preachy. One of the citizens is pissed at Thor because he didn't do anything - despite the fact that, you know, the dude was dead when it happened - and irrationally blames the heroes despite Thor explaining that there was no way he could help. Then Thor feels bad because he could have stopped it. Only, you know, he couldn't, because this is a real world disaster we're talking about here; if Hurricane Katrina never happened this issue wouldn't have existed, which makes this whole exercise feel pointless and stupid. At least Thor didn't respond by taking a walk around America.

Worse still is the appearance by Iron Man, as this book takes place back during the time Iron Man was the Director of SHIELD. After Civil War manhandled the character, it became hip to have Iron Man show up in a book so that the title character could tear him apart. Not only is this annoying for fans of the character who already didn't care for how Civil War twisted him, but it happened so often that it quickly became tedious. Even if, by chance, you DID want to see it happen, it's kind of hard to pump your fist and say "yeah, give that mustachioed prick what he deserves" after the twentieth time a book had their main character tear open the armor like a can opener and beat the stuffing out of him.

Still, it's not enough to drag down the trade as a whole; the fourth issue gets a little preachy, but it's otherwise not as bad as I'd feared.

Oliver Coipel's work here also cannot be understated. He draws Thors head a bit blockier than I'd expect, but he otherwise draws the hell out of this book. He seems right at home with the granduer of the material, drawing splash page after gorgeous splash page of the mammoth floating Asgard. His fight scenes are also rather striking. I was pretty impressed. I hope JMS gives him even more to work with in future volumes.

The Score: 8 out of 10

In all, I enjoyed this book. I'm not sure I can call myself a Thor fan just yet, but this book went a pretty long way in making me a convert. It's a bit of a slow start, but it's accessible to a newbie and if things keep up in the next volume I'm hoping things will pick up even further. Still, what's here is pretty compelling and I'm intrigued enough to come back for more. Recommended.

Wednesday, October 13, 2010

Sonic 4: Episode 1 (video game)

Platform: X-Box Live Arcade, PSN, Wiiware, iPhone
Developers: Sonic Team, Dimps
Genre: Action, Platformer
ESRB Rating: Everyone
Release Date: October 7th-13th (released on a different day for each system)

Everyone has an idea in their head about what Sonic 4 should be. It's been about fifteen years since Sonic 3 & Knuckles. Fifteen years of expectations. No matter what they did, not everyone would be happy; especially not the unpleasable retro section of Sonics fanbase. But they pressed forward with this regardless. Now the first episode is out; all the PR speak is said and done, the whining irrelevant. Does what we have thus far deserve the name "Sonic 4"?

Yes, actually; but make no mistake, the game isn't perfect.

First off, the game looks great. Everything feels slick and modern in a way we haven't really seen in a 2D Sonic title. It's unfortunate that the looks of the zones are rehashed from previous Sonics - same for the badniks as well - but damn if they don't look pretty in HD.

The music is similarly excellent. Not all of them are on the same level as the classics - and seeing as Michael Jackson is dead, they can't exactly get his help to hit the kind of style 3&K had - but they are as catchy. Each of the three acts of every zone has it's own music, each different from the last; though later acts in the same zone may have a variation of the music from an earlier act. It's not all roses with the music, however; the regular Dr. Eggman theme for Sonic 4 is hardly the pumping tune you might expect from an encounter with the rotund doctor, though the theme for the panic mode of every boss fight is much better.

As for the gameplay, well, this is going to be the most divisive. Straight up, the physics are not exactly the same as the classics. In fact, they're more than a bit off. I suspect this game uses a heavily modified version of the Sonic Rush engine, because I recognized some of the faults that were common in that engine. Not all of the issues persist - it's fixed up enough that it does not have all of the same faults Rush did - but enough return to be noticeable. Momentum also does not work the same as in the classics and could use some tuning up; if you stop pressing in a direction, for instance, you stop moving dead in your tracks and just drop, a physics goof that really needs to be fixed post haste. To be blunt, if you're the type that takes your Sonic games way too seriously, this game will send you into the type of nerd rage that would likely inspire someone to backhand you.

Everything else, however, reeks of classic Sonic influence. The physics may have some of the problems Rush did, but the level design does not. Whereas Rush emphasised on speed over all else, Sonic 4 is slower and more deliberate. Timing your jumps and true platforming are the order of the day and the levels are built to be explored. Bottomless pits are far rarer, saving unnecessary death. Say what you want about the physics, but I'm not sure they could have changed the feel of the game as much. The level design is what makes this game feel like classic Sonic more than anything else; and it's a welcome change that helps smooth over the faults. By the time you get to Lost Labrinth Zone, the developers had clearly hit their stride. It and Mad Gear Zone are crazy awesome.

While they may have mined classic Sonic levels for the overall look of each zone, the gimmicks and a lot of hazards are mostly new. From ziplines to playing cards to outrunning giant stone spheres like Indiana Jones, there's a lot here we haven't seen before. Some gimmicks return - the canons from Sonic 3 are back - but even those don't play the same as they did before. Same goes for the boss fights. They're culled from past games, but if you think that means you know everything Robotnik will do, then you'd better watch out; when his contraption takes enough damage, he goes into a "Panic Mode" of sorts, switching up his attack patterns completely.

Everything old is new again.

As far as the amount of content you get goes, I'm conflicted. On the one hand, I want to say that fifteen dollars is too much for four zones plus a final boss rush level, all of which based on the classics instead of all new. On the other hand, this game has three full length acts per zone, plus a separate boss confrontation for each. That's the same overall amount that the original Sonic the Hedgehog gave us. I think ten dollars would have been a fairer price point, but I suppose that it's ultimately a judgement call. Either way it's well worth picking up; I would just have rather paid ten dollars for what I got and paid fifteen for Episode 2 on.

I will say this though; the majority of Episode 2 had better be new. I can handle the homages for one fifteen dollar episode, but I don't think I can justify continuing if the whole thing is going to basically be a remix of the classics. I'm paying for Sonic 4, not "Best of Sonic HD"; I'd buy that, but not under the guise of being Sonic 4.

The Score: 8 out of 10

Look, this game isn't perfect. At all. I'd very much like it if the physics were fixed to be more like the classics. But it's fun. A lot of fun. Isn't that supposed to be what matters most? Frankly it's the kind of fun the Rush games should have given me, but never managed to deliver. Sonic has been on an upward trend in recent years and Episode 1 seems to be where Sonic Team and Dimps are truly getting their legs under them. If you're a physics nazi, steer clear; but if you're nowhere near that anal, this is worth dropping the coin. Sonic seems to be in good shape again; if they can fix the physics for Episode 2, Sonic 4 could live up to its pedigree yet.