Showing posts with label Keith Giffen. Show all posts
Showing posts with label Keith Giffen. Show all posts

Wednesday, July 17, 2024

The New 52 - Futures End Vol. 2 (comics)

Writers: Brian Azzarello, Jeff Lemire, Dan Jurgens, Keith Giffen

Artists: Patrick Zircher, Jesus Merino, Aaron Lopresti and many more

Collects: The New 52 - Futures End #18-30

 Volume one was a decent start but felt too slow at times, which became a bit of an issue by the end. The first volume contained eighteen issues worth of material including the FCBD special that kicked it all off, inching close to half the overall weekly in one tome, a lot of ground to cover without speeding up. Thankfully, that's less of an issue with volume two. Containing a lighter thirteen issues, it also shifts out of first gear and actually starts to get some momentum going.

We do start to get some answers as to what exactly is going on and some threads start to converge. The Firestorm arc starts to bleed into Tim Drakes plot, while Terry is also starting to think that he needs Tims help, thereby tying that in. It's made plain who attacked Stormwatch, though if you have a clue about what symbol said enemy uses you'll see it coming. Grifters plotline dips into Brother Eye shenanigans, so we're getting closer to whatever the hell let him take wider control, while also dealing with the mystery of the missing Earth 2 refugees. Most importantly, back in the future Terry escaped, Brother Eye realizes that Terry has traveled through time, which means he has to do his best Skynet impersonation and send someone back to deal with the threat.

By the volumes close, we've got all the pieces in play for the last volume. Brother Eye has escaped to the wider world, we have a new Firestorm, Brainiac is coming, Tim Drake is starting to realize he can't really leave this life behind and Mr. Terrific barrels onward with his tech ambitions, despite warnings from friends. Also, Frankenstein and his team manage to escape the danger they were in, warping away, but we don't actually see where they end up in this volume. For some reason, it happens in the middle of the volume and the remaining four or five issues are dealing with other things. A strange breakdown, but might simply be the nature of how the divisions for the collection broke down.

It's hard to say a lot about the writing that wasn't said last time, because I'm not at the end yet, but as mentioned before this volume moves faster and that does it a lot of good. Unfortunately, my nitpick about Terry needing more page time holds over from the prior volume, but it is what it is. They really are juggling a lot more ongoing plots than I expected and they all need page time. Thankfully we start to see him more as the volume wears on and with plotlines intersecting I expect it will be less of an issue in the final volume. 

As for the art, it's the same deal as last volume. Hard to critique. Competent work that blends together well enough. Never horrid nor spectacular.

Obviously I'm going to hold any opinions on if the weekly is good overall until I finish the final volume, but the second is a bit of an improvement over the first, which I already thought was a decent read. So far, as long as it doesn't completely shit the bed with the ending, it'll probably hit somewhere in the middle as far as ranking DC's weeklies.

Bit of a short review, I know, but there isn't a lot of bad that sticks out and any good I could emphasize depends on how the series closes out.

Tuesday, July 16, 2024

The New 52 - Futures End Vol. 1 (comics)

Writers: Brian Azzarello, Jeff Lemire, Dan Jurgens, Kieth Giffen

Artists: Patrick Zircher, Jesus Merino, Aaron Lopresti and many more

Collects: The New 52 - Futures End #0-17

I was pretty excited about this back in the day. It's a time travel, avoid the bad future story and I often dig those. It's a weekly with Batman Beyond, one of the best variants of Batman ever put to paper, front and center. It has a bunch of writers I generally like. But reviews of it week to week were mid and money issues put me off from getting the trades in a timely manner. It became one of those "I'll read it when I get to it" projects, only who the hell knew when I'd get to it.

Well, I finally did. It's pretty decent? I want to say good, but this is only a third of the overall weekly so I don't know how it will shake out. It's not quite the slam dunk I expected from the talent involved, but I'll get into that. Still, I enjoyed it.

The series starts out hot with its zero issue, which is entirely set in the devastated future of thirty five years out from the then DC Universes present day. And when I say devastated, I mean it. Brother Eye has taken over everything its eye can see, assimilating heroes in frankly horrifying ways, and the whole thing is essentially the last stand of the remaining heroes. Seriously, there's some body horror going on, as much as they can get away with for a general audience. Circumstances leave them unable to pull it off, leading to Batmans backup plan; he's going to go back to the past and destroy Brother Eye before he and Mr. Terrific even build it. Unfortunately, he's injured in a standoff, so he sends his protege Terry McGuinnis in his place.

From there, the series is structured similarly to past weekly projects. 52 comes to mind. There are multiple running stories throughout that dip in and out when necessary. The duo that make up Firestorm are on the outs and we see what leads to the two agreeing never to merge again. Grifter is caught by agents of Cadmus for shadowy business. Frankenstein is lured into rejoining S.H.A.D.E. to investigate a sudden attack on Stormwatch. Mr. Terrific is completely up his own ass and marching the world toward the dark future without realizing it. Lois Lane is investigating the Green Arrows death. Tim Drake is in hiding and it's unclear why. Then there's the most important plotline, Terry McGuinnis working to avert the future entirely.

Well, it's the most important in theory, but one of the things that keep it going from decent-to-good all the way to great is that it feels like, at times, that plotline is the one that has the least focus. After we're past the zero issue, Terrys story is around, but as you can tell from the preceding paragraph, it's one of like eight narrative strands the weekly chooses to service. I don't think any of the narratives lost me, but it's a lot to juggle and none of them have fully merged by the end of the volume.

Which leads to the other issue that keeps the first volume from being a bit higher up on the quality chain. With so much to juggle, the book often feels like it's moving very slowly. We're jumping between a bunch of narratives, for a good chunk of the volume all of them are in setup mode and you can go a couple issues before you see a plotline return again. I imagine this is a very large part of why the weekly issues god middling reviews. If the pace feels slow to me in a collected volume, it must have been absolutely maddening to follow week to week.

Having yet to finish the overall story, I'm not a hundred percent sure which you cut, but maybe Lois Lanes plotline could have been folded into one of the others at the least. I'd have said Tim Drake just going off this volume, but that's the one plotline I DO know the destination of and yeah, can't really be cut. Maybe some pages could have stood to be trimmed from Grifter on Cadmus island. But whatever could have been decided, Terry needed more pages. He was the big draw of this weekly and he could have stood to be front and center more.

The art is about what you would expect for a weekly. There's a rotating cast of artists, some regular and a few pinch hitters. They all generally hit a baseline of quality so it looks consistent enough to carry the day, you just can't expect any standout artwork because that's not really what you see on these sort of projects. I kind of wish there was more to talk about, but the demands of a weekly schedule mean consistency of the whole mean more than any individual part. No shade from me, it's about the only way to hit a weekly schedule for a year. Wildly different art across one project almost never works out anyway.

It's difficult for me to pass judgement on a single volume of such a large series. A good chunk of the plotlines only just kick into gear by the end of the volume. I'll have more formed opinions by the time I'm finished. But for one volume, it's a pretty decent read with the caveat that you understand that it's a slow burn and there are a lot of plotlines being juggled. If that's not a turnoff for you, feel free to give the first volume a go.

Wednesday, May 28, 2014

Superman: Secrets and Lies (comics)

Writers: Dan Jurgans, Keith Giffen, Scott Lobdell
Artists: Dan Jurgans, Jesus Merino
Collects: Superman (vol. 3) #7-12, Superman Annual #1

Hey, are you ready for another switch of creative teams? Too bad! Jugans and Giffen are only around for this volume. Lobdell takes control with the Annual - included here - and has the reigns for a couple volumes.

This volume of Superman may have the highest creative turnover of the entire New 52 line and it's not doing the book any favors.

We've already encountered Dan Jurgans at least once in the New 52. He's a dependable talent, not shifting too far in either direction as far as quality goes, but I'm hard pressed to think of anything he's done I really loved. The trend continues here, despite the addition of Keith Giffen; I enjoyed his art and the writing isn't half bad, but nothing about this book is even remotely memorable.

Part of that may have to do with the constant creative shifts. George Perez didn't last longer than a volumes worth of comics either. It's difficult to set up some sort of stable status quo or do anything interesting when no one can even settle in before they're gone. Still, it makes for a forgettable experience.

So we're left with a book that doesn't have a real direction; as such, it's sort of become a dumping ground for short, old school, disposable Superman adventures. I suppose there's some merit to the approach - it's a contrast to Grant Morrisons approach over in Action Comics - but the New 52 wasn't really supposed to foster books like this, where you can practically see the wheels spinning. It was supposed to foster excitement and new directions, wasn't it?

Instead, the Superman comic has felt like something out of the past. You may recall one of my complaints with the first volume was that it felt like a throwback to the Bronze Age. Well, it didn't get any better with this one. It has the same feel of a comic from a bygone era, though maybe a bit more modern than What Price Tomorrow. It only manages to get worse when we get to Scott Lobdells Annual; George Perez occasionally slipped into the old timey practice of using thought balloons, but Lobdell straight up embraces it.

Guys, we moved past the thought balloon for a reason.

Ultimately, nothing of consequence really happens here. I mean, it sort of advances the Daemonite plot that's popped up here and there and tries to set up a villain I assume Lobdell will be using, but it all feels like we're killing time. It's difficult to remember what actually happens save a few bullet points; I just read it last night and I can only remember the broad strokes. I actually stopped three times in the course of reading it, which is never a good sign for any volume that doesn't collect a number of issues somewhere in the teens.

I can typically see the purpose of a New 52 title or why DC might have been looking for when it made a certain comic. Superman is the title I understand the least of any of them. I don't really get what they were trying to accomplish with this or why they decided on this direction. All I know is it's not working.

My Opinion: Skip It

Friday, April 13, 2012

Justice League International vol. 2 (comics)

Writer: Kieth Giffen, JM DeMatteis, John Ostrander
Artist: Kevin Maguire, Bill Willingham, Luke McDonnell
Collects: Justice League International #8-13, Suicide Squad #13, Justice League International Annual #1

So here we are with the second volume of the much loved Justice League International run. To sum it up quickly, it's a bit more of the same. Unfortunately, that goes for both the good aspects and the bad; the contents of this volume suffer from the main problem I had with the first one while simultaneously being hit with those oh so lovely things called tie-ins.

The good is, of course, still good. We're still treated to a fair amount of solid team fare with some of the trademark humor the run would come to be known for. The humor has started to become more of a factor as we move onward; the first issue of the collection is entirely centered around the new JLI embassies going up, which contains our first outright Bwa-Ha-Ha moment. Thankfully, it's still not our primary focus; there's plenty of super heroics to be found along with the endearing yucks and team dynamics.

They also write an effective Batman; he's a bit too far on the Batstard side of the scale for me, but there's no denying he's very effective. This is most apparent in the two issue crossover with Suicide Squad - the #13 issues of each - that advances plotlines from both series. The Suicide Squad issue contains a knock down-drag out fight between Rick Flag and Batman; it effectively lasts for about three total pages of multi-panel grids, yet it sells the fact that these two are beating the hell out of each other like few of todays overused splash pages can. The punch-for-punch flow of the action and full twelve panel grid moves the fight along at a fast pace while feeling as brutal as it is short. Some modern day writers and artists ought to take notes.

Unfortunately, the issue I had with the last volume rears its ugly head again. Once more, several storylines resolve themselves without much League participation; this time, the overarching plotline going since issue one plays out with Maxwell Lord while the League is dealing with a New God. The annual comes down to the Martian Manhunter with the helmet of Fate saving the day. It's fairly noticeable; yet again, I hope this is ironed out as we move forward.

Also problematic is the Millennium tie-in issues. While I appreciate their inclusion for the sake of completion-ism, they're parts of an event. Even with the text pieces explaining some of what happened in the other parts, they make little sense. It's essentially a compromise between including all of the event or none of those issues, but given the choice, I'd rather have had one or the other. This is why I hate ongoing series tie-ins; I've seldom been happier with comics than when DC switched to having most tie-in stories in their own dedicated miniseries.

Thinking about it on the whole, we're two volumes into this run - both volumes containing a generous number of issues - and I'm still not completely happy with it. The right stuff is there and I love the team dynamics, but the downsides just leap out at me. If I wasn't assured it got better, I think it might have dropped down my totem pole of comic priorities a bit after this volume. I still like it - and I'd still continue - but this book is not in "oh god I need the next volume NOW" territory.

The Score: 7.5 out of 10

Same as last time. This is good, solid, enjoyable work, but there are still some kinks to be worked out. We'll see what the future holds for this book. If you're a JLI fan I'm sure you already have this volume. If not I'd say it's still well worth it, but temper your expectations, because the book still hasn't hit its stride.

Monday, March 5, 2012

Justice League International vol. 1 (comics)

Writers: Keith Giffen, JM DeMatteis
Artist: Kevin Maguire
Collects: Justice League International #1-7

Long a cult favorite, Justice League International is a book I'd heard plenty about but never got around to. Quite a few folks consider it "their" Justice League and much has been said about its comedic nature. Having now read this volume, I'm not exactly ready to say it's the best thing since the pyramids, but it's a very charming, solid team book that's occasionally pretty funny.

Just looking at the cover, you can tell this Justice League is a motley crew. Outside of Batman and the Martian Manhunter, the roster isn't exactly made of League stalwarts. It's certainly not as rag-tag as the Detroit lineup - a roster mostly made up of Z listers - but none of them would be your first pick. Apparently they weren't Giffens either. But part of the strength of the book is that it's a fun group to watch; they don't all get along, but they do achieve results and prove themselves.

It helps that they're likable in their own ways, from Captain Marvels "gee whiz" personality to Blue Beetles joke cracking to Guys... well, Guy is just a prick in this book, but he's the lovable sort of prick you like in fiction but would hate in real life.

If nothing else, the stories in this volume are nothing if not good, solid team fare. The plots are a bit standard, but the dialogue and scripting keep things interesting. The book isn't in the realm of full on humor I'd expected - seems that comes later - but you can see seeds of it in scenes like the infamous "one punch" and Boosters explanation of why he can hit a female villain. It's a great balance, one that I'm a bit worried about losing, since I know the book eventually descends into being more of a superhero sitcom, of sorts.

If I have any problem with the stories in this volume, it's that there are a few too many that resolve without much participation from the League. The plot of the group running around disposing of nukes sort of resolves itself, the rest of the League doesn't do much more than stand around while Dr. Fate disposes of the Gray Man and Mr. Miracle does a lot of the heavy lifting with the problem in space. I'm willing to chalk it up to the creative team getting into their groove - there's a plot or two where the League effectively handles a situation, so they know how to do it - but I hope to see less of this in future volumes.

Kevin Maguire does his usual great work. He's famous for his facial expressions; while we don't get as much of that here as we would later, there's still a fair bit of great storytelling through the characters reactions. I quite like his work, so I'm happy that his earlier work is showing signs of what made him famous.

The Score: 7.5 out of 10

Good, solid Justice League stories. I can see why this was an instant hit when it came out; while the humor the run would become famous for hadn't kicked into high gear yet, it must have been a relief to have a consistently good Justice League book after the book had been stuck in Detroit for so long with D-to-Z list nobodies. There's plenty of room for the book to get better, but for a first volume still working out the kinks this is still very solid. Give it a look; just don't expect full on "Bwa-Ha-Ha" yet.