Writer: Gene Luen Yang
Artist: John Romita Jr.
Collects: Superman (2011) #40-44, Superman story from Divergence: FCBD Special Edition #1
I said a while back that if the Superman book didn't improve, I was out until Gene Luen Yang took over. Well, if you want to check the Superman tag, you'll see how that worked out. But the honest truth is that, having read this volume, I'm about ready to call the New 52 era of Superman a wash, because Grant Morrison aside I haven't read anything that's going to be remembered even a couple years removed from it.
It's not that this volume is bad so much as it feels like Yang never got the chance to do anything. All of the other books jumped forward to after Supermans secret identity was blown, with Yang left lining things up to get us there. As such, it feels like he's trying to do that at the same time he tries to get his own ideas through. That leads into some of the cast doing stupid things that feel out of character, simply because we need to get from point A to point B.
The "how" of Supermans identity being exposed is one of these things. I won't spoil it in case you missed the coverage of it when it happened or are coming in after the fact, but I didn't exactly buy it because I couldn't imagine that character doing what they do, even if she convinced herself at the time that it was the right course of action. It's too pat, too clean, and ignores any of the more interesting reasons the character might have ever thought to do it.
I'm not a hundred percent sold on the bad guy, either, partly due to lack of development and partly because it's not going to amount to anything. The basic story is that the evil head of Not-Facebook has figured out Supermans secret identity and is using that knowledge like a dangled carrot to get Superman to do what he wants. Interesting idea. The idea of social media being used for evil feels almost prescient now, in the aftermath of an ugly election cycle - and, frankly, the Presidency that followed - that saw the rise of "fake news" both as a thing to worry about and as a catch-all boogeyman for various ills. It's easy to forget that a company owns the crap all your personal data, thoughts and moments are thrown on and that, if they wanted, they could probably use it against you.
It sucks, then, that Hordr-Root - yeah, I know, it sounds kinda dumb - just kind of vanishes at the end of part three of a four part arc. Supermans identity is exposed and, without that leverage, Hordr-Root just kind of kicks a rock and shuffles off, with the entire final issue dedicated to the aftermath of the reveal. With three issues left to tell this story - because let's be honest, this isn't coming up again after Rebirth and Yang has a different, unrelated Super book now anyway - there's no way it goes anywhere interesting or reaches a satisfactory conclusion. It feels like wasted potential. That and the design isn't super amazing.
As for the whole "blown secret identity" thing, well, Rebirth is not even a full years worth of monthly issues away by this point. What are the odds anything interesting is done with it in that time? Yeah. Exactly. I have to believe they weren't a hundred percent locked into doing Rebirth yet when they greenlit Truth, because there would have been no point in bothering if they did.
All of that is compounded by the art. I respect John Romita Jr's long tenure in comics, but somewhere along the way he transitioned into a style I'm not wild about. It's very simple, with a lot of straight lines and even blockiness. There isn't a ton of detail on certain things, either, unless it's extra lines everywhere. There's a prototype gun bandied about early on that looks almost Liefeldian, like something Cable might have been packing in the 90's. I don't compare it to Liefeld to be super insulting, because it's still competent work, but I'm just not into JR Jr's art these days.
With all the negatives dragging Before Truth, I really can't recommend it. I'm still interested in a book where Gene Luen Yang is able to actually do something, so I'll probably read Rebirths New Super-Man - and I may even read the following volume of this just to see if the story does go anywhere - but as it stands it's worth giving this a pass.
My Opinion: Skip It
Showing posts with label Skip It. Show all posts
Showing posts with label Skip It. Show all posts
Sunday, May 28, 2017
Wednesday, May 24, 2017
Batman/Superman: Second Chances (comics)
Writer: Greg Pak, Jeff Lemire
Artists: Diogenes Neves, Karl Kerschl, Jae Lee, Marc Deering, Cliff Richards and like ten others
Collects: Batman/Superman #10-15
Don't let that Jae Lee cover and top artist billing on it fool you, his work is barely in this trade.
At this point I feel like this book is starting to fall apart on a bunch of different levels and none of them are the fault of any one person. It started out strong, with a punchy, well written and dynamically drawn opening arc involving the first meeting of the titular heroes and an encounter with their Earth 2 counterparts, but since then the regular artist has not exactly been what you'd consider a regular, the art has suffered and it's beginning to bring down what are otherwise fine comics.
On the upside, we've finally returned to the stuff the book began with, mainly that initial Earth 2 encounter, Kaiyo the Chaosbringer and the suppressed memories of the entire thing. Aside from some lip service during the First Contact arc of the prior volume, it's been mostly absent for about five issues - plus two of Worlds Finest - and an annual. Kaiyo's back and screwing with the duo, giving them a chance to change the events of Earth 2, then afterwards stripping them of their memories and tossing them in the world to figure it out from there, for kicks.
It's too bad it doesn't really go anywhere, doesn't wrap up and isn't likely to be continued. I don't know if it's because DC just gave up on Jae Lee penciling for the series, but the series takes a hard left into different territory from here on. The next arc is, from what I've read online, entirely about Superman ending up with his own "Joker". By the time that's done, the Jim Gordan and Truth eras of Batman and Superman, respectively, are in full swing, meaning this book has to fall right in line. Aside from the fact that the two remember the first arc now, nothing is really accomplished. It might have been better if the book never called back to it and left it at that.
There's also a fill-in issue where Superman teams up with the Atom to save Batman from something inside his brain. It's a pretty decent one off adventure and I've always enjoyed Jeff Lemires writing, but there isn't a lot to say about it.
Anyway, the issues with the story are kind of outside of its control, due to real world circumstances and pertaining more to the future of the book, so it's a bit easier to give it a pass. After all, the book is otherwise a fun enough read. Unfortunately, we get to the real problem, which is the art.
As mentioned before, Jae Lee is done after this. It was inevitable, really, and I suspected as much back when I reviewed the first volume. It's not exactly ideal, but something had to be done, because the art situation is completely out of control. I only listed five artists up top, but that's only because I didn't want that to run on much further than it did. No joke, we literally have twelve to fourteen pencillers contributing pages across six issues. Every issue but one - Jae Lees - has at least two artists. The issue closing out the volume has four.
Diogenes Neves does a passable Jae Lee impression - and if I'm being honest, I'm down to see more of their work elsewhere - but no one else comes close. Worse still, there isn't even any consistency in the issues themselves, for obvious reasons. A lot of them do their best chameleon job - and none of the transitions are as jarring as the annual in the prior volume - but if you look you can see the seams.
We'll see what the next volume brings, but as it is, there's not much reason to read this.
My Opinion: Skip It
Artists: Diogenes Neves, Karl Kerschl, Jae Lee, Marc Deering, Cliff Richards and like ten others
Collects: Batman/Superman #10-15
Don't let that Jae Lee cover and top artist billing on it fool you, his work is barely in this trade.
At this point I feel like this book is starting to fall apart on a bunch of different levels and none of them are the fault of any one person. It started out strong, with a punchy, well written and dynamically drawn opening arc involving the first meeting of the titular heroes and an encounter with their Earth 2 counterparts, but since then the regular artist has not exactly been what you'd consider a regular, the art has suffered and it's beginning to bring down what are otherwise fine comics.
On the upside, we've finally returned to the stuff the book began with, mainly that initial Earth 2 encounter, Kaiyo the Chaosbringer and the suppressed memories of the entire thing. Aside from some lip service during the First Contact arc of the prior volume, it's been mostly absent for about five issues - plus two of Worlds Finest - and an annual. Kaiyo's back and screwing with the duo, giving them a chance to change the events of Earth 2, then afterwards stripping them of their memories and tossing them in the world to figure it out from there, for kicks.
It's too bad it doesn't really go anywhere, doesn't wrap up and isn't likely to be continued. I don't know if it's because DC just gave up on Jae Lee penciling for the series, but the series takes a hard left into different territory from here on. The next arc is, from what I've read online, entirely about Superman ending up with his own "Joker". By the time that's done, the Jim Gordan and Truth eras of Batman and Superman, respectively, are in full swing, meaning this book has to fall right in line. Aside from the fact that the two remember the first arc now, nothing is really accomplished. It might have been better if the book never called back to it and left it at that.
There's also a fill-in issue where Superman teams up with the Atom to save Batman from something inside his brain. It's a pretty decent one off adventure and I've always enjoyed Jeff Lemires writing, but there isn't a lot to say about it.
Anyway, the issues with the story are kind of outside of its control, due to real world circumstances and pertaining more to the future of the book, so it's a bit easier to give it a pass. After all, the book is otherwise a fun enough read. Unfortunately, we get to the real problem, which is the art.
As mentioned before, Jae Lee is done after this. It was inevitable, really, and I suspected as much back when I reviewed the first volume. It's not exactly ideal, but something had to be done, because the art situation is completely out of control. I only listed five artists up top, but that's only because I didn't want that to run on much further than it did. No joke, we literally have twelve to fourteen pencillers contributing pages across six issues. Every issue but one - Jae Lees - has at least two artists. The issue closing out the volume has four.
Diogenes Neves does a passable Jae Lee impression - and if I'm being honest, I'm down to see more of their work elsewhere - but no one else comes close. Worse still, there isn't even any consistency in the issues themselves, for obvious reasons. A lot of them do their best chameleon job - and none of the transitions are as jarring as the annual in the prior volume - but if you look you can see the seams.
We'll see what the next volume brings, but as it is, there's not much reason to read this.
My Opinion: Skip It
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Friday, May 12, 2017
Batman/Superman: Game Over (comics)
Writers: Greg Pak, Paul Levtiz
Artists: Jae Lee, Brett Booth, RB Silva, Kenneth Rocafort, Phillip Tan
Collects: Batman/Superman #5-9, Batman/Superman Annual #1, Worlds Finest #20-21
After I read and enjoyed volume one of the New 52 Batman/Superman title, I'd hoped that would extend to the second. Unfortunately, Game Over is not quite as strong as Cross World for a variety of reasons. Part of that is down to some uneven stories. The rest is art clash.
Plotwise, there are three arcs over the course of this volume and they range from okay to good, without anything really standing out. The first is the one the volume takes its name after. Toymaster has a new augmented reality video game which can, without his knowledge, take control of actual people and heroes, thanks to meddling by Mongul. Since it's just a video game, the players decide to fight heroes. Sadly true to life, as plenty of people get their rocks off playing evil pricks in video games, when given the option. The second takes place over the entire annual and is something of a sequel, involving Battleworld, Monguls son and a tournament for right of succession. The last is a crossover with Worlds Finest, where the titular duo finally meet the multiverse lost castaways from Earth 2. Can family get much more extended than "from an alternate universe"?
The first is just okay. There's an interesting plot to be made with the idea of an alien like Mongul using the bloodthirsty nature of "gamers" to his advantage and attempting to turn them into something he can use. "Gamers" are assholes, or at least a good portion of them are. Twenty plus years playing them and exposing myself to online communities did a lot to clue me in to that. But it's undermined a bit by feeling too much like a generic action story in the visual terms. There are no HUDs, no indicators that might resemble anything you see or link to a game. The only out of place thing is chibi versions of the players hovering around like they're goddamned Mr. Mxyplkt; not exactly a common sight. At best, it's like some weird AR game.
The voices feel off, too, which is probably why it's a bad idea to try too hard to imitate the voice of any particular group. Maybe it would have felt more authentic if the players were incredibly toxic and blindingly racist. Five minutes playing any multiplayer game with randos would tell you that's how "gamers" really sound.
I might like the annual the best. It's a done-in-one, using the oversized special for one story involving Battleworld, making it a bit of a follow-up to the first arc. It may just be that it has the first whiff of Jae Lee art in the volume. I'm not sure. But it was fun enough watching the two families battle in a gladiator tournament, helping Monguls son keep his throne.
Rounding out the volume is a crossover with Worlds Finest, where Huntress (Helena Wayne) and Power Girl - castoffs from Earth 2, dumped into the main universe in that comics first issue - meet the main universe counterparts of their father and cousin, respectively. It was an inevitable encounter, one Pak and Levitz mine for all the awkward comparisons and strained bonding you would expect. I feel like I might have pulled more from it, were I familiar with what Paul Levitz had been doing in Worlds Finest - I assume the antagonist and area the group ends up in was set up in previous issues of that book - but it holds together well just on the emotional weight of the meeting and their continued sadness over being cut off from home. It ends on an interesting look at what I assume are at-the-time recent developments in the Earth 2 comic proper; I'd always meant to read more of that, but to date have not managed to pick up the second volume.
So, all well and good on the story end, but nothing too spectacular. It might have been elevated with top shelf art, but unfortunately that's not exactly a given with this book. You saw the number under "artists", right? Five of them, not including Scott McDaniel, who did breakdowns for an issue late in the volume. I like the work of most of them.
One problem. They're not Jae Lee. Or, more accurately, some of them don't really gel with Jae Lee.
Maybe I just got the wrong idea, but I kind of assumed this book, at the start, was going to be more of a Jae Lee project, with him doing the bulk of the art. If you're using that guy, you'd want to have him doing as much as possible, right? Even if it leaves the book just kind of doing it's own thing. I mean, its nothing new. Remember the pre-Flashpoint Superman/Batman title? A good book, half the time, and mostly divorced from whatever else is going on in the universe. So there's precedent. But instead we kind of end up with fill-in guest arcs and while at least one story was tailored for that - I can't really picture Game Over being done by Jae Lee, even if there wasn't much done artistically with it as is - it's not really what I wanted.
But you know, that's fine too, because that's an artist for an arc. There's a clear breaking point. It's iffier when you're alternating artists with Jae Lee in one story or arc. Jae Lees work is distinct. No one else looks like him. I liked the annual a lot, but when art duties switched to Kenneth Rocafort - an artist I like a lot - for part two, it stood out. It's even worse when Batman/Superman alternates chapters with Worlds Finest, because RB Silvas artwork - which is also pretty good on its own - may be the furthest removed from Lees style, leaving zero visual consistency between issues. It leaves the First Contact arc feeling like patchwork, artistically. I feel like Lee should have either done the entire annual or the entire crossover, but not both.
The end result is a volume that feels uneven. Nothing inside is what I'd consider outright bad, but the Game Over arc is forgettable and the art feels like it whips all over the place. The book hasn't gone back to the events of the first volume yet either, aside from the title characters having an occasional inkling that they'd forgotten something during First Contact, so if that's what you're looking for, you're not going to find it here. I'd go so far as to say you can probably give this volume a pass if you want. Next volume seems like it might be more substantial anyway.
My Opinion: Skip It
Artists: Jae Lee, Brett Booth, RB Silva, Kenneth Rocafort, Phillip Tan
Collects: Batman/Superman #5-9, Batman/Superman Annual #1, Worlds Finest #20-21
After I read and enjoyed volume one of the New 52 Batman/Superman title, I'd hoped that would extend to the second. Unfortunately, Game Over is not quite as strong as Cross World for a variety of reasons. Part of that is down to some uneven stories. The rest is art clash.
Plotwise, there are three arcs over the course of this volume and they range from okay to good, without anything really standing out. The first is the one the volume takes its name after. Toymaster has a new augmented reality video game which can, without his knowledge, take control of actual people and heroes, thanks to meddling by Mongul. Since it's just a video game, the players decide to fight heroes. Sadly true to life, as plenty of people get their rocks off playing evil pricks in video games, when given the option. The second takes place over the entire annual and is something of a sequel, involving Battleworld, Monguls son and a tournament for right of succession. The last is a crossover with Worlds Finest, where the titular duo finally meet the multiverse lost castaways from Earth 2. Can family get much more extended than "from an alternate universe"?
The first is just okay. There's an interesting plot to be made with the idea of an alien like Mongul using the bloodthirsty nature of "gamers" to his advantage and attempting to turn them into something he can use. "Gamers" are assholes, or at least a good portion of them are. Twenty plus years playing them and exposing myself to online communities did a lot to clue me in to that. But it's undermined a bit by feeling too much like a generic action story in the visual terms. There are no HUDs, no indicators that might resemble anything you see or link to a game. The only out of place thing is chibi versions of the players hovering around like they're goddamned Mr. Mxyplkt; not exactly a common sight. At best, it's like some weird AR game.
The voices feel off, too, which is probably why it's a bad idea to try too hard to imitate the voice of any particular group. Maybe it would have felt more authentic if the players were incredibly toxic and blindingly racist. Five minutes playing any multiplayer game with randos would tell you that's how "gamers" really sound.
I might like the annual the best. It's a done-in-one, using the oversized special for one story involving Battleworld, making it a bit of a follow-up to the first arc. It may just be that it has the first whiff of Jae Lee art in the volume. I'm not sure. But it was fun enough watching the two families battle in a gladiator tournament, helping Monguls son keep his throne.
Rounding out the volume is a crossover with Worlds Finest, where Huntress (Helena Wayne) and Power Girl - castoffs from Earth 2, dumped into the main universe in that comics first issue - meet the main universe counterparts of their father and cousin, respectively. It was an inevitable encounter, one Pak and Levitz mine for all the awkward comparisons and strained bonding you would expect. I feel like I might have pulled more from it, were I familiar with what Paul Levitz had been doing in Worlds Finest - I assume the antagonist and area the group ends up in was set up in previous issues of that book - but it holds together well just on the emotional weight of the meeting and their continued sadness over being cut off from home. It ends on an interesting look at what I assume are at-the-time recent developments in the Earth 2 comic proper; I'd always meant to read more of that, but to date have not managed to pick up the second volume.
So, all well and good on the story end, but nothing too spectacular. It might have been elevated with top shelf art, but unfortunately that's not exactly a given with this book. You saw the number under "artists", right? Five of them, not including Scott McDaniel, who did breakdowns for an issue late in the volume. I like the work of most of them.
One problem. They're not Jae Lee. Or, more accurately, some of them don't really gel with Jae Lee.
Maybe I just got the wrong idea, but I kind of assumed this book, at the start, was going to be more of a Jae Lee project, with him doing the bulk of the art. If you're using that guy, you'd want to have him doing as much as possible, right? Even if it leaves the book just kind of doing it's own thing. I mean, its nothing new. Remember the pre-Flashpoint Superman/Batman title? A good book, half the time, and mostly divorced from whatever else is going on in the universe. So there's precedent. But instead we kind of end up with fill-in guest arcs and while at least one story was tailored for that - I can't really picture Game Over being done by Jae Lee, even if there wasn't much done artistically with it as is - it's not really what I wanted.
But you know, that's fine too, because that's an artist for an arc. There's a clear breaking point. It's iffier when you're alternating artists with Jae Lee in one story or arc. Jae Lees work is distinct. No one else looks like him. I liked the annual a lot, but when art duties switched to Kenneth Rocafort - an artist I like a lot - for part two, it stood out. It's even worse when Batman/Superman alternates chapters with Worlds Finest, because RB Silvas artwork - which is also pretty good on its own - may be the furthest removed from Lees style, leaving zero visual consistency between issues. It leaves the First Contact arc feeling like patchwork, artistically. I feel like Lee should have either done the entire annual or the entire crossover, but not both.
The end result is a volume that feels uneven. Nothing inside is what I'd consider outright bad, but the Game Over arc is forgettable and the art feels like it whips all over the place. The book hasn't gone back to the events of the first volume yet either, aside from the title characters having an occasional inkling that they'd forgotten something during First Contact, so if that's what you're looking for, you're not going to find it here. I'd go so far as to say you can probably give this volume a pass if you want. Next volume seems like it might be more substantial anyway.
My Opinion: Skip It
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Wednesday, April 26, 2017
Captain America: Steve Rogers - Hail Hydra (comics)
Writer: Nick Spencer
Artists: Jesus Saiz, Javier Pina
Collects: Captain America: Steve Rogers #1-6 and FCBD 2016
This probably seemed like a better idea back when they pitched it in early 2016.
I'm not going to dance around any spoilers, because you already know the twist. It was all over the news. Even martians know the ending of issue one by now. Steve Rogers, Captain America, is an agent of Hydra and, thanks to the machinations of a cosmic cube, has had his memories altered so that he believes he was always a part of Hydra.
It's comic book-y as hell, but "good guy gone bad" stories are a classic trope for a reason. Even here, it's fairly well written and the story they're telling is kind of interesting. It is, after all, a story about how the most trusted, beloved figure in the Marvel universe, who everyone looks to for guidance or assistance, has been corrupted and how much damage he can do with that standing in the superhuman community. This one man could undermine the entire community, just because of who he is. That's compelling drama. Had they chosen anyone but Hydra, this story might have worked.
Unfortunately, media is not written or consumed in a political or societal vaccuum, so this book has some nasty implications that make it a difficult read.
There's the obvious issue, of course. When this was pitched, it was likely before everything blew up, but by the time the first issue actually released, we were neck deep in the primary season of 2016 and everyone knows how that went. The last issue collected here released two weeks before election day, roughly, and we all know how that went too, as well as how things spiraled downhill after that.
Marvel tries to pride itself on reflecting the real world in its spandex crime fighting, but there's a point where things can get a little too real. At the start of the last year of the Obama administration, the threat of white supremacists and fascists ending up with a foothold in the government probably felt like a remote possibility. By the time the last issue of this collection was out, it was a hairs breadth from reality. Reading this collection is an uncomfortable experience, because a symbol of America, one of the key figures to wear the colors of the country and represent it in pop culture, is running with white supremacists, with fascists, with Nazis.
Yes, Nazi's. I don't care what Marvel tries to say. They can downplay Hydras connection to Nazis all they want, but they're not fooling anyone. As a group, they've always had the mannerisms, the slogan, the actions and the atmosphere of Nazis. In the first Captain America film, they were a division of the Nazis outright. At this point in time, they're led by the Red Skull. The Red Skull. A Nazi agent since conception. There was even a miniseries where he was hanging with Hitler for a while there. There's no escaping this connection, whether they like it or not - and going by their interviews and how they've tried desperately to argue otherwise, they don't - and it means they've essentially had the symbol of America in their universe throw in with an organized, deadly, dangerous version of Neo-Nazis.
Worse still, the comic has a problem you might see occasionally in wrestling where the way everyone is written in the grand scheme of things leaves the villain correct in their gripes and motivations. When Steves thoughts turn to what a bunch of ineffectual, bickering children the other heroes are and how all they know to do is fight among themselves, it's hard to argue against, because he's absolutely correct. The last two issues of this trade are tie-ins to Civil War II, which is about the four hundredth instance of the Marvel superhero community splitting into sides and duking it out since the first Civil War. That's not really Nick Spencers fault, because it's how the greater universe is written, but it's a bitter pill when the corrupted hero working with Nazis kind of has a damn point. At this point, the heroes almost deserve to lose after going so long, in universe and out, without getting it together.
Like I said, it's uncomfortable all on its own; it's only compounded by what was happening at the time.
It's strange, because it's clear they knew they had a hard sell early and that people would not react kindly. The second issue, the one immediately after Captain America gives out a "Hail Hydra" on the last page of the first, it literally a "how it was done", almost as if to soothe fears and try to explain that no, it's not what you think it is, we know what we're doing, there's a plan. You might recall they tried a similar trick to pre-empt outrage and dampen it by having Peter the Whiny Ghost around in the early days of Superior Spider-Man, to annoying effect. That series worked out, but that has less real life baggage; it's sort of amazing to me that anyone greenlit this without someone saying "isn't this a bad idea?"
Can good writing salvage an idea like "Captain America throws in with Nazis"? I'm not convinced. But that's the conflict they have here. A decently written comic struggling against it's own ill conceived idea. It's the fact that it is decently written and somewhat compelling that I don't want to write it off. I gave Superior Spider-Man a chance, after all, and you might recall that it ended up being one of my favorite Spider-Man runs in a long time. But there's also the reality that this entire storyline is ending in an event series - because Marvel has not learned its lesson about diminishing returns, at least not when they started this - and those never end well. I think Siege was the last one I enjoyed. At least it knew to get it's shit in and get out in four issues, well before the fun wore out. I appreciated the brevity in an era when Marvel events drag on for nine plus issues.
I guess we'll see. I may see it through to the end, if only because it's not looking like a long storyline. They've got another trade before the event, Secret Empire, starts. I suspect they moved the conclusion up after things went downhill in the real world - I can't imagine they don't know full well the implications, with how things have changed since this story started - to get this out of the way, because it feels like something that might have festered a bit more in the background of the universe, in any other era. Or maybe this was always the plan and they've never met a bad idea they didn't like; they had Norman Osbourne running defense in the US for like two years worth of comics despite the fact that it made no goddamn sense, so who knows. Regardless, we'll see how it pans out. If the library stocks the rest, I might read and review it.
Now, after all that, it's worth addressing the art, because it's something I can feel good about with no reservations. It's clean, expressive and does its job well. There's an artist switch halfway through, as Javier Pina takes over for issues four through six, but he maintains visual continuity well enough that you might not notice. The only thing that stuck out for me was the depiction of Sharon Carter. She looks far older than the last time I remember seeing her. Is this a thing now? I haven't read a lot of Marvel over the past two years, so I'm not sure if something happened there. The last time I saw her show up was the Rick Remender run of Captain America. Maybe I'm just too far behind. In my defense, Marvel's kind of sucked the past couple years, in my opinion. I've had little interest in anything they were doing outside of whatever Jason Aaron is doing at any given time, which isn't much outside Thor.
The coloring in particular deserves a lot of praise. Whenever Steve Rogers goes too far or is in the midst of sinister machinations, the colors shift to a deep red background behind him - occasionally even bathing him in red light - which lends an eerie air reminding you of his true nature whenever it shows. An example is in the third issue. There's a lot of blue and other colors in each panel, but when Steve is on panel, beating the life out of Taskmaster for hitting Sharon, the deep red shows up. A page later, it's the same deal. Brighter colors while cleanup happens and Steve comforts Sharon, which switches back to red over Steve giving a sideways, troubled glance when it's announced someone he'd thought he'd killed has a pulse. It pulls back somewhat in the second half of the trade - Jesus Saiz colored his own work for the first half, which may explain it - but it's still there and still effective as a visual trick.
Flashbacks are another area the coloring excels. The tainted memories of a life led in service of Hydra are drained of every color but red, leaving the same sinister air as when the color is used in the present day. It's a nice visual tie between the two and lends a bit of flair to these warped flashbacks to Depression era New York.
All told, I'm really mixed on how I feel about this. It's an uncomfortable read from start to finish. But it's written well enough, with great art and coloring bringing it to life. I'm just not sure it can salvage an idea they probably should have thought about a little harder before they went all in. Whatever the case, it's something Marvel is going to have to live down for a while once it's over. It isn't exactly merit-less trash, so I guess it's up to you to decide whether or not you're down with reading about Hydra-Cap for a while. For me personally, it's not something I'd spend money on or have much interest in if the library didn't have it.
My Opinion: Skip It
Artists: Jesus Saiz, Javier Pina
Collects: Captain America: Steve Rogers #1-6 and FCBD 2016
This probably seemed like a better idea back when they pitched it in early 2016.
I'm not going to dance around any spoilers, because you already know the twist. It was all over the news. Even martians know the ending of issue one by now. Steve Rogers, Captain America, is an agent of Hydra and, thanks to the machinations of a cosmic cube, has had his memories altered so that he believes he was always a part of Hydra.
It's comic book-y as hell, but "good guy gone bad" stories are a classic trope for a reason. Even here, it's fairly well written and the story they're telling is kind of interesting. It is, after all, a story about how the most trusted, beloved figure in the Marvel universe, who everyone looks to for guidance or assistance, has been corrupted and how much damage he can do with that standing in the superhuman community. This one man could undermine the entire community, just because of who he is. That's compelling drama. Had they chosen anyone but Hydra, this story might have worked.
Unfortunately, media is not written or consumed in a political or societal vaccuum, so this book has some nasty implications that make it a difficult read.
There's the obvious issue, of course. When this was pitched, it was likely before everything blew up, but by the time the first issue actually released, we were neck deep in the primary season of 2016 and everyone knows how that went. The last issue collected here released two weeks before election day, roughly, and we all know how that went too, as well as how things spiraled downhill after that.
Marvel tries to pride itself on reflecting the real world in its spandex crime fighting, but there's a point where things can get a little too real. At the start of the last year of the Obama administration, the threat of white supremacists and fascists ending up with a foothold in the government probably felt like a remote possibility. By the time the last issue of this collection was out, it was a hairs breadth from reality. Reading this collection is an uncomfortable experience, because a symbol of America, one of the key figures to wear the colors of the country and represent it in pop culture, is running with white supremacists, with fascists, with Nazis.
Yes, Nazi's. I don't care what Marvel tries to say. They can downplay Hydras connection to Nazis all they want, but they're not fooling anyone. As a group, they've always had the mannerisms, the slogan, the actions and the atmosphere of Nazis. In the first Captain America film, they were a division of the Nazis outright. At this point in time, they're led by the Red Skull. The Red Skull. A Nazi agent since conception. There was even a miniseries where he was hanging with Hitler for a while there. There's no escaping this connection, whether they like it or not - and going by their interviews and how they've tried desperately to argue otherwise, they don't - and it means they've essentially had the symbol of America in their universe throw in with an organized, deadly, dangerous version of Neo-Nazis.
Worse still, the comic has a problem you might see occasionally in wrestling where the way everyone is written in the grand scheme of things leaves the villain correct in their gripes and motivations. When Steves thoughts turn to what a bunch of ineffectual, bickering children the other heroes are and how all they know to do is fight among themselves, it's hard to argue against, because he's absolutely correct. The last two issues of this trade are tie-ins to Civil War II, which is about the four hundredth instance of the Marvel superhero community splitting into sides and duking it out since the first Civil War. That's not really Nick Spencers fault, because it's how the greater universe is written, but it's a bitter pill when the corrupted hero working with Nazis kind of has a damn point. At this point, the heroes almost deserve to lose after going so long, in universe and out, without getting it together.
Like I said, it's uncomfortable all on its own; it's only compounded by what was happening at the time.
It's strange, because it's clear they knew they had a hard sell early and that people would not react kindly. The second issue, the one immediately after Captain America gives out a "Hail Hydra" on the last page of the first, it literally a "how it was done", almost as if to soothe fears and try to explain that no, it's not what you think it is, we know what we're doing, there's a plan. You might recall they tried a similar trick to pre-empt outrage and dampen it by having Peter the Whiny Ghost around in the early days of Superior Spider-Man, to annoying effect. That series worked out, but that has less real life baggage; it's sort of amazing to me that anyone greenlit this without someone saying "isn't this a bad idea?"
Can good writing salvage an idea like "Captain America throws in with Nazis"? I'm not convinced. But that's the conflict they have here. A decently written comic struggling against it's own ill conceived idea. It's the fact that it is decently written and somewhat compelling that I don't want to write it off. I gave Superior Spider-Man a chance, after all, and you might recall that it ended up being one of my favorite Spider-Man runs in a long time. But there's also the reality that this entire storyline is ending in an event series - because Marvel has not learned its lesson about diminishing returns, at least not when they started this - and those never end well. I think Siege was the last one I enjoyed. At least it knew to get it's shit in and get out in four issues, well before the fun wore out. I appreciated the brevity in an era when Marvel events drag on for nine plus issues.
I guess we'll see. I may see it through to the end, if only because it's not looking like a long storyline. They've got another trade before the event, Secret Empire, starts. I suspect they moved the conclusion up after things went downhill in the real world - I can't imagine they don't know full well the implications, with how things have changed since this story started - to get this out of the way, because it feels like something that might have festered a bit more in the background of the universe, in any other era. Or maybe this was always the plan and they've never met a bad idea they didn't like; they had Norman Osbourne running defense in the US for like two years worth of comics despite the fact that it made no goddamn sense, so who knows. Regardless, we'll see how it pans out. If the library stocks the rest, I might read and review it.
Now, after all that, it's worth addressing the art, because it's something I can feel good about with no reservations. It's clean, expressive and does its job well. There's an artist switch halfway through, as Javier Pina takes over for issues four through six, but he maintains visual continuity well enough that you might not notice. The only thing that stuck out for me was the depiction of Sharon Carter. She looks far older than the last time I remember seeing her. Is this a thing now? I haven't read a lot of Marvel over the past two years, so I'm not sure if something happened there. The last time I saw her show up was the Rick Remender run of Captain America. Maybe I'm just too far behind. In my defense, Marvel's kind of sucked the past couple years, in my opinion. I've had little interest in anything they were doing outside of whatever Jason Aaron is doing at any given time, which isn't much outside Thor.
The coloring in particular deserves a lot of praise. Whenever Steve Rogers goes too far or is in the midst of sinister machinations, the colors shift to a deep red background behind him - occasionally even bathing him in red light - which lends an eerie air reminding you of his true nature whenever it shows. An example is in the third issue. There's a lot of blue and other colors in each panel, but when Steve is on panel, beating the life out of Taskmaster for hitting Sharon, the deep red shows up. A page later, it's the same deal. Brighter colors while cleanup happens and Steve comforts Sharon, which switches back to red over Steve giving a sideways, troubled glance when it's announced someone he'd thought he'd killed has a pulse. It pulls back somewhat in the second half of the trade - Jesus Saiz colored his own work for the first half, which may explain it - but it's still there and still effective as a visual trick.
Flashbacks are another area the coloring excels. The tainted memories of a life led in service of Hydra are drained of every color but red, leaving the same sinister air as when the color is used in the present day. It's a nice visual tie between the two and lends a bit of flair to these warped flashbacks to Depression era New York.
All told, I'm really mixed on how I feel about this. It's an uncomfortable read from start to finish. But it's written well enough, with great art and coloring bringing it to life. I'm just not sure it can salvage an idea they probably should have thought about a little harder before they went all in. Whatever the case, it's something Marvel is going to have to live down for a while once it's over. It isn't exactly merit-less trash, so I guess it's up to you to decide whether or not you're down with reading about Hydra-Cap for a while. For me personally, it's not something I'd spend money on or have much interest in if the library didn't have it.
My Opinion: Skip It
Labels:
Captain America,
Comics,
Javier Pina,
Jesus Saiz,
Marvel Comics,
Nick Spencer,
Review,
Skip It,
Trade Paperback
Thursday, August 11, 2016
Justice League: The Flashpoint Paradox (animated film)
Voice Actors: Justin Chambers. C. Thomas Howell, Michael B. Jordan, Kevin McKidd
DC's animation has always been better than Marvels. I don't think that's really disputable and it goes all the way back to the days when Batman: The Animated Series went up with Spider-Man, X-Men, Iron Man and the others that were tossed an animated show back in the 90's. Their films have, as expected, been mixed, but I'd say there have been more hits than misses. Up to this point, they had all mostly been their own entities. After this point, they endeavored to connect them all a bit more in a loose continuity.
In a way, the Flashpoint Paradox ends up serving the same purpose it did in the comics, if not quite as directly; as a bridge between the old and the new.
The plot is a fairly basic messy alternative timeline tale. Barry Allen wakes up at his desk one day to find that everything has changed. His mother - murdered when he was still a boy - is alive, his wife Iris is married to someone else, Bruce Wayne died in the alleyway instead of his parents and his powers are missing. What's resulted is a dark, bleak alternative timeline where the world stands at the gate of annihilation due to a looming war between the forces of Wonder Woman and the forces of Aquaman, each ruler of their respective kingdoms. Flash has to find a way to figure out what happened and fix it before it's too late.
I like these kind of stories, typically, because you can go places you usually can't. That said, this tale, much like the comic it's based off of, goes a bit too far, in my estimation, and ends up feeling very much the opposite of what the DC universe should. It comes down to a lot of things that build to a whole and not any one thing.
The part that chaffes the most is that, in painting this bleak setting, this film - and the comic, really - went a little too far with the characters in this timeline. Of the groups we see, only a few are true heroes, not including The Flash. That's Cyborg and the people he associates with, including the Shazam kids. Everyone else has gone crazy loco to the point that it's hard to believe even the ripple effects in time surrounding a point of divergence would do this.
Wonder Woman, for instance, has gone full straw feminist, to the point of suggesting she might just kill off men at the climax of her fight with Aquaman. Speaking of Aquaman, he's now completely unreasonable and nuts on the level you might expect from his brother, Ocean Master. He has a doomsday device that sank a good portion of Europe in an attempt to strike at Wonder Woman and not only does he not care, he seems alright with the idea of sinking all of land right up until it's suggested using his doomsday weapon again might kill everything. Not even JLU Aquaman was this unreasonable, and when he first appeared he was kind of a prick.
Wonder Womans entire deal is compassion. I'm not even a huge fan of the character, but you're going to have a hard time convincing me she could go this far over much of anything. I have a hard time believing she'd just behead Mera amidst an assassination attempt and wear her crown like a trophy. I have a harder time believing she'd become the killer of kids, even if those kids could become Shazam with but a word. Seriously, she kills Billy Batson near the end.
There's also the case of the film alluding to - or showing in truncated form - a lot of the subplots and side stories the comic event had in its tie-ins. In some cases, this isn't necessarily a bad thing. It's all but outright stated that the loss of Bruce drove Martha Wayne insane, to the point she became this worlds Joker, but thankfully they don't try to waste everyones time showing the story of the tie-in in truncated form. Instead, it gives just enough hints to inform Thomas Waynes character and make you wish you could see that story without wasting time giving a version without proper attention. Lois Lanes "Resistance Fighter" plotline is given a few minutes, but manages to tie into the main plot by ultimately giving Flash a clue, so that's fine.
Others, however, are pointlessly done. There's a subplot about the US government trying to find and disable the doomsday weapon that ends up utterly pointless. It shows Deathstroke and what he did in truncated form, seeming to build that whole thing up, but 'Stroke doesn't get anywhere other than informing them where it is. Then Hal Jordan's the second part of this subplot, wrenching in his story from the tie-in miniseries. Only, oops, he can't get the job done. The US brass give up and hide at this point and Aquaman doesn't even bother to retaliate. At the climax, the weapon goes off. So we wasted a good ten to fifteen minutes trying to tie both in to the film in some way, ultimately going nowhere. The Superman arc doesn't fare much better; they rescue him mid film, he flies off, then he returns at the climax, fails to save Cyborg and ceases to be a part of the overall struggle. So, why even bring him into the film?
You could argue that it gives the world color, but you know, that's what the comic tie-ins were meant to do. Here, we're supposed to be adapting the main story and if the side stuff can't really be tied into that, there's no point. They could have cut twenty minutes of this movie, come up with ten minutes of original stuff to connect the dots more and get the runtime back up a bit and ultimately end up with a tighter movie.
But those are mostly problems with structure. They're not so glaring that they really kill the film. Plus, they could be fixed. No, the real problem with this film is the same problem the actual comic it's based on had.
This just isn't a very heroic story.
Spoilers Ahead.
As it turns out, the cause of the altered timeline isn't even the Reverse Flash, as we assume along with Barry. Nope, that's the twist. The culprit is actually Barry Allen. See, Barry went back in time to save his mother, but that one act unfortunately had a ripple effect, as Barrys run to change time caused some kind of sonic boom in time that threw everything off or something. Hence why everything went wrong.
Okay, so, not a big deal. Flash made a mistake, right? Heroes can do that. He can fix it. That's what the story is about.
The problem is Barry cannot even save the world he's in before he changes everything. To his credit, it's every bit his intention. He does not want to go back and fix the timestream until he's saved THIS world, because dammit, that's what heroes do. But he can't. Everything goes horribly wrong. The climax of the film is pretty much everyone dying in the big, final fight while Reverse Flash beats the crap out of Barry. Then, the doomsday device goes off and everything dies. The world is actually ending and Flash has to run fast enough to escape that, go back in time and stop all of it.
The climax of the film is constructed so that the world basically ends, the hero cannot save it and he actually has to run away from it and hope that changing the timeline means it never existed. That's your ending. The day is saved by the hero running away from doomsday, because he could not stop doomsday and ultimately accomplished nothing there, in the world his actions created. If there's an animated multiverse and that world split off and ended up one of them when the timeline was changed back, safe to say it's freaking gone.
Yeah. I don't know either, man.
You probably think I might hate this film by now. It would be a safe guess. The comic series itself wasn't one of my favorites for similar reasons. Yet, somehow, I kind of enjoyed this?
I'm not sure how, but I had a decent time watching it. Maybe it's just because it's hard to get me to hate something, I don't know, but there were good qualities, including the animation. The bookends were great too, with Bruce Wayne and Barry Allen interacting. The last scene, with Barry giving Bruce a message from his father, had some weight. The first scene had the Flash in top form, fighting some of his rogues and calling his friends for help in the League, who manage to handle the situation well. Batman shows a subtle moment of caring about Barrys well being. The action scenes were nice. The voice cast worked well, with some old school favorites returning to voice the role they - or in one instance, their father - are best known for; Sam Daly as Superman, Ron Perlman as Deathstroke, Kevin Conroy as Bruce Wayne, so on.
I don't know. It's not the best story and it's not a particularly heroic story, which I think is something DC really ought to play up more. But I had fun with it? It's hard to explain. It's troubled but still strangely enjoyable. You might still like it. Just be aware going in that it has problems. If it doesn't sound like your cup of tea - and I completely understand that - you won't miss anything if you give it a pass.
One last note. Despite the billing, this isn't really a Justice League film. It's very much a Flash movie in disguise. Maybe more of a team up film between the Flash, an alternate Batman and Cyborg, really. The actual Justice League, as a team, is only in the opening.
My Opinion: Skip It
Heartwarming Batman Moments: Reverse Flash basically tells Flash, at the end of the opening scene, that he can never save everyone or get the job done when it counts. Batman immediately moves to dismiss those words before they can get to Flash, saying the man is a sociopath who knows just how to get under your skin. When Barry still seems affected, Batman cares enough to ask Barry if he's okay. Later, when Barry gives him the letter from his father, he actually tears up a bit and tells Barry he's a hell of a messenger, which is obviously an unspoken "thank you".
DC's animation has always been better than Marvels. I don't think that's really disputable and it goes all the way back to the days when Batman: The Animated Series went up with Spider-Man, X-Men, Iron Man and the others that were tossed an animated show back in the 90's. Their films have, as expected, been mixed, but I'd say there have been more hits than misses. Up to this point, they had all mostly been their own entities. After this point, they endeavored to connect them all a bit more in a loose continuity.
In a way, the Flashpoint Paradox ends up serving the same purpose it did in the comics, if not quite as directly; as a bridge between the old and the new.
The plot is a fairly basic messy alternative timeline tale. Barry Allen wakes up at his desk one day to find that everything has changed. His mother - murdered when he was still a boy - is alive, his wife Iris is married to someone else, Bruce Wayne died in the alleyway instead of his parents and his powers are missing. What's resulted is a dark, bleak alternative timeline where the world stands at the gate of annihilation due to a looming war between the forces of Wonder Woman and the forces of Aquaman, each ruler of their respective kingdoms. Flash has to find a way to figure out what happened and fix it before it's too late.
I like these kind of stories, typically, because you can go places you usually can't. That said, this tale, much like the comic it's based off of, goes a bit too far, in my estimation, and ends up feeling very much the opposite of what the DC universe should. It comes down to a lot of things that build to a whole and not any one thing.
The part that chaffes the most is that, in painting this bleak setting, this film - and the comic, really - went a little too far with the characters in this timeline. Of the groups we see, only a few are true heroes, not including The Flash. That's Cyborg and the people he associates with, including the Shazam kids. Everyone else has gone crazy loco to the point that it's hard to believe even the ripple effects in time surrounding a point of divergence would do this.
Wonder Woman, for instance, has gone full straw feminist, to the point of suggesting she might just kill off men at the climax of her fight with Aquaman. Speaking of Aquaman, he's now completely unreasonable and nuts on the level you might expect from his brother, Ocean Master. He has a doomsday device that sank a good portion of Europe in an attempt to strike at Wonder Woman and not only does he not care, he seems alright with the idea of sinking all of land right up until it's suggested using his doomsday weapon again might kill everything. Not even JLU Aquaman was this unreasonable, and when he first appeared he was kind of a prick.
Wonder Womans entire deal is compassion. I'm not even a huge fan of the character, but you're going to have a hard time convincing me she could go this far over much of anything. I have a hard time believing she'd just behead Mera amidst an assassination attempt and wear her crown like a trophy. I have a harder time believing she'd become the killer of kids, even if those kids could become Shazam with but a word. Seriously, she kills Billy Batson near the end.
There's also the case of the film alluding to - or showing in truncated form - a lot of the subplots and side stories the comic event had in its tie-ins. In some cases, this isn't necessarily a bad thing. It's all but outright stated that the loss of Bruce drove Martha Wayne insane, to the point she became this worlds Joker, but thankfully they don't try to waste everyones time showing the story of the tie-in in truncated form. Instead, it gives just enough hints to inform Thomas Waynes character and make you wish you could see that story without wasting time giving a version without proper attention. Lois Lanes "Resistance Fighter" plotline is given a few minutes, but manages to tie into the main plot by ultimately giving Flash a clue, so that's fine.
Others, however, are pointlessly done. There's a subplot about the US government trying to find and disable the doomsday weapon that ends up utterly pointless. It shows Deathstroke and what he did in truncated form, seeming to build that whole thing up, but 'Stroke doesn't get anywhere other than informing them where it is. Then Hal Jordan's the second part of this subplot, wrenching in his story from the tie-in miniseries. Only, oops, he can't get the job done. The US brass give up and hide at this point and Aquaman doesn't even bother to retaliate. At the climax, the weapon goes off. So we wasted a good ten to fifteen minutes trying to tie both in to the film in some way, ultimately going nowhere. The Superman arc doesn't fare much better; they rescue him mid film, he flies off, then he returns at the climax, fails to save Cyborg and ceases to be a part of the overall struggle. So, why even bring him into the film?
You could argue that it gives the world color, but you know, that's what the comic tie-ins were meant to do. Here, we're supposed to be adapting the main story and if the side stuff can't really be tied into that, there's no point. They could have cut twenty minutes of this movie, come up with ten minutes of original stuff to connect the dots more and get the runtime back up a bit and ultimately end up with a tighter movie.
But those are mostly problems with structure. They're not so glaring that they really kill the film. Plus, they could be fixed. No, the real problem with this film is the same problem the actual comic it's based on had.
This just isn't a very heroic story.
Spoilers Ahead.
As it turns out, the cause of the altered timeline isn't even the Reverse Flash, as we assume along with Barry. Nope, that's the twist. The culprit is actually Barry Allen. See, Barry went back in time to save his mother, but that one act unfortunately had a ripple effect, as Barrys run to change time caused some kind of sonic boom in time that threw everything off or something. Hence why everything went wrong.
Okay, so, not a big deal. Flash made a mistake, right? Heroes can do that. He can fix it. That's what the story is about.
The problem is Barry cannot even save the world he's in before he changes everything. To his credit, it's every bit his intention. He does not want to go back and fix the timestream until he's saved THIS world, because dammit, that's what heroes do. But he can't. Everything goes horribly wrong. The climax of the film is pretty much everyone dying in the big, final fight while Reverse Flash beats the crap out of Barry. Then, the doomsday device goes off and everything dies. The world is actually ending and Flash has to run fast enough to escape that, go back in time and stop all of it.
The climax of the film is constructed so that the world basically ends, the hero cannot save it and he actually has to run away from it and hope that changing the timeline means it never existed. That's your ending. The day is saved by the hero running away from doomsday, because he could not stop doomsday and ultimately accomplished nothing there, in the world his actions created. If there's an animated multiverse and that world split off and ended up one of them when the timeline was changed back, safe to say it's freaking gone.
Yeah. I don't know either, man.
You probably think I might hate this film by now. It would be a safe guess. The comic series itself wasn't one of my favorites for similar reasons. Yet, somehow, I kind of enjoyed this?
I'm not sure how, but I had a decent time watching it. Maybe it's just because it's hard to get me to hate something, I don't know, but there were good qualities, including the animation. The bookends were great too, with Bruce Wayne and Barry Allen interacting. The last scene, with Barry giving Bruce a message from his father, had some weight. The first scene had the Flash in top form, fighting some of his rogues and calling his friends for help in the League, who manage to handle the situation well. Batman shows a subtle moment of caring about Barrys well being. The action scenes were nice. The voice cast worked well, with some old school favorites returning to voice the role they - or in one instance, their father - are best known for; Sam Daly as Superman, Ron Perlman as Deathstroke, Kevin Conroy as Bruce Wayne, so on.
I don't know. It's not the best story and it's not a particularly heroic story, which I think is something DC really ought to play up more. But I had fun with it? It's hard to explain. It's troubled but still strangely enjoyable. You might still like it. Just be aware going in that it has problems. If it doesn't sound like your cup of tea - and I completely understand that - you won't miss anything if you give it a pass.
One last note. Despite the billing, this isn't really a Justice League film. It's very much a Flash movie in disguise. Maybe more of a team up film between the Flash, an alternate Batman and Cyborg, really. The actual Justice League, as a team, is only in the opening.
My Opinion: Skip It
Heartwarming Batman Moments: Reverse Flash basically tells Flash, at the end of the opening scene, that he can never save everyone or get the job done when it counts. Batman immediately moves to dismiss those words before they can get to Flash, saying the man is a sociopath who knows just how to get under your skin. When Barry still seems affected, Batman cares enough to ask Barry if he's okay. Later, when Barry gives him the letter from his father, he actually tears up a bit and tells Barry he's a hell of a messenger, which is obviously an unspoken "thank you".
Labels:
Animation,
Batman,
DC Comics,
Flash,
Flashpoint,
Justice League,
Movie,
Review,
Skip It
Saturday, December 19, 2015
Superman: Krypton Returns (comics)
Writers: Scott Lobdell, Tom DeFalco, Michael Green, Mike Johnson, Justin Jordan, Michael Alan Nelson
Artists: Kenneth Rocafort, Mahmud Asrar, Ed Benes, Dan Jurgans, Rob Lean, Ray McCarthy, R.B. Silva, Paulo Siquera
Collects: Superboy #0, 25, Supergirl #0, 25, Superman #0, 23.3, 25, Action Comics Annual #2
Ladies and Gentlemen, Superman: Krypton Returns, brought to you by a crew of hundreds.
This is a bizzare crossover than sort of ran through the Superman family for a month and ate up a bunch of specials. Pretty much the entirety of their Zero Month inventory was dedicated to setting up this story, as well as a villains month issue. You get a chance to put out clean origins for your characters and you use it to set up a crossover? I don't know, I'm not a businessman; clearly it made sense to someone.
It's a weird read, too. The high concept isn't a bad one. Basically, H'el - a recent addition to the rogues gallery - has used some time travel shenanigans to his advantage, managing to save Krypton from its destruction. Couple problems with that. For one, his actions have basically screwed with the timeline to the point it's causing devastating cosmic storms. For two, after learning his origins, he cracks and just takes over Krypton outright, ushering in a rule that is devastating to the planet.
None of the story from there plays out like you might expect. The three heroes basically split up into different points in Kryptons past, with the job of ensuring the planet dies for the good of the universe. Again, intriguing chance for drama here. But it also feels kind of flat. There's not a lot about the story that's all that exciting and their given tasks are, for the most part, completed without a lot of trouble. Supergirl has to stop a clone war that damages Krypton - why is never explained, despite Kara herself bringing up that doing so seems at a cross purpose to their ultimate goal - and just kind of warps in where the clones are hanging out and wrecks them. Superboy has to ensure past Kara is saved. He warps in where she is and saves her from some dude that's trying to kill her. Superman himself has to stop H'el from saving Krypton. He warps in where he needs to be with a brief stop to meet his younger parents.
Why? How do the three tasks correlate? It's not explained that well. They're given by an "Oracle" - who I don't think we've ever seen before - who speaks first through Kon and later through Faora*. It feels more like they needed something for everyone to do, including a chance for a heroic sacrifice, rather than an organic plan.
Speaking of which, it's shown within the story that portals to the present will show up once a task is complete, allowing the character to get back. This doesn't happen when it comes time for the heroic sacrifice. Before you ask, I don't know why either. It just doesn't. Like I said, there's not a lot here that's well explained.
That said, Krypton Returns is written fairly well from a character standpoint. A problem I had with Lobdells earlier volume was that every character he touched seemed to act like a dick. Here, everyone fares better. Superman feels like himself - right down to refusing to accept that Krypton is destined to die and trying a hail mary pass at the last moment, even if, again, this is not well explained - and Supergirl feels like she has it together more than she did during H'el on Earth. I want to be smarmy and suggest this might be because there were a ton of other writers involved, but even Lobdells chapters seem to have a better handle on things.
Plotwise, it's a vague mess, but at least everyone is acting more like themselves than the last time I checked in.
Unfortunately, I may have to play bad cop a bit on the art front. There are some storytelling issues to be found here and sadly, they are mostly confined to Kenneth Rocaforts chapters. I like his art a lot - and enjoy the fact that he doesn't just do static layouts - but there are instances of confusing storytelling. Some of his layouts leave you a bit confused as to where to look next. Not all of this is his fault - some of the blame is on a lot of oddly placed word balloons and interchangable dialogue - but it has to be said. Most of the other art flows fine, but you run into the usual problem of stylistic clash; no one else attempts the kind of interesting layouts Rocafort does and no one even attempts to ape his style, so it's painfully obvious when he is and isn't on art duties even without looking at the credits.
All told, Krypton Returns isn't bad. It isn't good. It just is.
My Opinion: Skip It
* Yes. That Faora. From Man of Steel. Her appearance here doesn't amount to much, as she's there to drop some exposition and exit stage right after about five pages. It's clear she's here because the movie was out around that time. It's pointless.
Artists: Kenneth Rocafort, Mahmud Asrar, Ed Benes, Dan Jurgans, Rob Lean, Ray McCarthy, R.B. Silva, Paulo Siquera
Collects: Superboy #0, 25, Supergirl #0, 25, Superman #0, 23.3, 25, Action Comics Annual #2
Ladies and Gentlemen, Superman: Krypton Returns, brought to you by a crew of hundreds.
This is a bizzare crossover than sort of ran through the Superman family for a month and ate up a bunch of specials. Pretty much the entirety of their Zero Month inventory was dedicated to setting up this story, as well as a villains month issue. You get a chance to put out clean origins for your characters and you use it to set up a crossover? I don't know, I'm not a businessman; clearly it made sense to someone.
It's a weird read, too. The high concept isn't a bad one. Basically, H'el - a recent addition to the rogues gallery - has used some time travel shenanigans to his advantage, managing to save Krypton from its destruction. Couple problems with that. For one, his actions have basically screwed with the timeline to the point it's causing devastating cosmic storms. For two, after learning his origins, he cracks and just takes over Krypton outright, ushering in a rule that is devastating to the planet.
None of the story from there plays out like you might expect. The three heroes basically split up into different points in Kryptons past, with the job of ensuring the planet dies for the good of the universe. Again, intriguing chance for drama here. But it also feels kind of flat. There's not a lot about the story that's all that exciting and their given tasks are, for the most part, completed without a lot of trouble. Supergirl has to stop a clone war that damages Krypton - why is never explained, despite Kara herself bringing up that doing so seems at a cross purpose to their ultimate goal - and just kind of warps in where the clones are hanging out and wrecks them. Superboy has to ensure past Kara is saved. He warps in where she is and saves her from some dude that's trying to kill her. Superman himself has to stop H'el from saving Krypton. He warps in where he needs to be with a brief stop to meet his younger parents.
Why? How do the three tasks correlate? It's not explained that well. They're given by an "Oracle" - who I don't think we've ever seen before - who speaks first through Kon and later through Faora*. It feels more like they needed something for everyone to do, including a chance for a heroic sacrifice, rather than an organic plan.
Speaking of which, it's shown within the story that portals to the present will show up once a task is complete, allowing the character to get back. This doesn't happen when it comes time for the heroic sacrifice. Before you ask, I don't know why either. It just doesn't. Like I said, there's not a lot here that's well explained.
That said, Krypton Returns is written fairly well from a character standpoint. A problem I had with Lobdells earlier volume was that every character he touched seemed to act like a dick. Here, everyone fares better. Superman feels like himself - right down to refusing to accept that Krypton is destined to die and trying a hail mary pass at the last moment, even if, again, this is not well explained - and Supergirl feels like she has it together more than she did during H'el on Earth. I want to be smarmy and suggest this might be because there were a ton of other writers involved, but even Lobdells chapters seem to have a better handle on things.
Plotwise, it's a vague mess, but at least everyone is acting more like themselves than the last time I checked in.
Unfortunately, I may have to play bad cop a bit on the art front. There are some storytelling issues to be found here and sadly, they are mostly confined to Kenneth Rocaforts chapters. I like his art a lot - and enjoy the fact that he doesn't just do static layouts - but there are instances of confusing storytelling. Some of his layouts leave you a bit confused as to where to look next. Not all of this is his fault - some of the blame is on a lot of oddly placed word balloons and interchangable dialogue - but it has to be said. Most of the other art flows fine, but you run into the usual problem of stylistic clash; no one else attempts the kind of interesting layouts Rocafort does and no one even attempts to ape his style, so it's painfully obvious when he is and isn't on art duties even without looking at the credits.
All told, Krypton Returns isn't bad. It isn't good. It just is.
My Opinion: Skip It
* Yes. That Faora. From Man of Steel. Her appearance here doesn't amount to much, as she's there to drop some exposition and exit stage right after about five pages. It's clear she's here because the movie was out around that time. It's pointless.
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Saturday, August 22, 2015
Superman: Fury at Worlds End (comics)
Writer: Scott Lobdell
Artist: Kenneth Rocafort
Collects: Superman #0, 13-17
This volume is entirely pointless and its existence annoys the crap out of me. Fury At Worlds End is one of those volumes that collects a particular books issues of a crossover and nothing else. In this case, the Superman issues of H'el on Earth.
It's one of the most annoying practices comic companies pull and DC was especially guilty of it around the period this trade came out; see JL: The Grid and JLA: Worlds Most Dangerous, which had chapters of Trinity War. Sure, technically, you can fill in the blanks enough through basic logic to read this on its own, but most of the reasoning behind several plot points is stripped. Why is Supergirl so wrapped up in this guys bull? How did H'el get his hands on Superboy? How did H'el and Supergirl get control of the Fortress of Solitude? I don't know. You don't know. All of that happened in the Superboy and Supergirl issues of the crossover.
If you're interested in the story, basically someone names H'el shows up claiming to be a lost kryptonian and he's ready to wipe Earth off the map to bring Krypton back. He's convinced Supergirl to join him, I assume because she's got some serious PTSD over Kryptons destruction, so bringing it back appeals to her. Superman has to stop them. That's the long and the short of it. Most of the details are lost in the absence of the other two comics.
The writing is another throwback. The same problem previous volumes had. Reads like it belongs in another era, so on and so forth. This is clearly going to be an issue with Lobdells Superman going forward, so if that bugs you, it's probably safe to write off the New 52 Superman book for now, because Lobdells around for a while. I guess it doesn't bother me all that much - not like the characterization does, at any rate - but it can be tiresome.
Speaking of characterization, everyone in this book is an asshole. Superman is short with Superboy and barely seems to tolerate him at times. Kara's easily led by the nose and quick to distrust her cousin. Clark is a prick to Lois because she's moving in with her boyfriend and I guess she needs to run that by him first or something. No one is particularly likable. I really hope it's just a hiccup, because if this is the way everyone is going to be written going forward I'm not sure I'll continue with the book for long.
But hey, there are good things to be said! The artist is Kenneth Rocafort, an artist I'm rather fond of. I like his linework and style and the color is perfect. I assume he works with the same colorists every time? I checked and he's paired with Sunny Gho and Blond. I haven't checked before, so I'm not sure if they're the same colorists he always works with, but if so, he should definitely stick with them. The only problem here? I wish Rocafort were on a book I cared more about; so far, Superman has not been kind to me and I'm not super interested in Red Hood and the Outlaws.
The art is the only thing really worth praising, though. If you're going to read this, you should be reading the big, all encompassing volume titled, wait for it, "H'el on Earth"! It has every issue this one does, save #0. This is not a problem, because issue #0 has nothing to do with anything else in the Superman comic up through H'el on Earth. You don't have any other exclusive material like the Justice League books, so seriously, don't even bother with this.
For my part, I may read the trade collection that has the entire story at some point, but I'm beginning to lose patience with the New 52 Superman book. This is the third volume that has landed with a thud. Between the constant creative changeovers and the dated feel of the writing, this has been the weirdest comic launch I've seen and also the least interesting. I may give Lobdell another volume - Justice League pissed me off worse and my opinion on it took a major turn, so I feel like I'd be a hypocrite if I didn't give him another chance - but if that doesn't grab me I'm out until Gene Luen Yang takes over.
But seriously DC. Slapping the issues of a crossover together in a standalone volume? That's incredibly sleazy. Cut that shit out. Just title the next standalone story "volume three" if you have to.
My Opinion: Skip It
Artist: Kenneth Rocafort
Collects: Superman #0, 13-17
This volume is entirely pointless and its existence annoys the crap out of me. Fury At Worlds End is one of those volumes that collects a particular books issues of a crossover and nothing else. In this case, the Superman issues of H'el on Earth.
It's one of the most annoying practices comic companies pull and DC was especially guilty of it around the period this trade came out; see JL: The Grid and JLA: Worlds Most Dangerous, which had chapters of Trinity War. Sure, technically, you can fill in the blanks enough through basic logic to read this on its own, but most of the reasoning behind several plot points is stripped. Why is Supergirl so wrapped up in this guys bull? How did H'el get his hands on Superboy? How did H'el and Supergirl get control of the Fortress of Solitude? I don't know. You don't know. All of that happened in the Superboy and Supergirl issues of the crossover.
If you're interested in the story, basically someone names H'el shows up claiming to be a lost kryptonian and he's ready to wipe Earth off the map to bring Krypton back. He's convinced Supergirl to join him, I assume because she's got some serious PTSD over Kryptons destruction, so bringing it back appeals to her. Superman has to stop them. That's the long and the short of it. Most of the details are lost in the absence of the other two comics.
The writing is another throwback. The same problem previous volumes had. Reads like it belongs in another era, so on and so forth. This is clearly going to be an issue with Lobdells Superman going forward, so if that bugs you, it's probably safe to write off the New 52 Superman book for now, because Lobdells around for a while. I guess it doesn't bother me all that much - not like the characterization does, at any rate - but it can be tiresome.
Speaking of characterization, everyone in this book is an asshole. Superman is short with Superboy and barely seems to tolerate him at times. Kara's easily led by the nose and quick to distrust her cousin. Clark is a prick to Lois because she's moving in with her boyfriend and I guess she needs to run that by him first or something. No one is particularly likable. I really hope it's just a hiccup, because if this is the way everyone is going to be written going forward I'm not sure I'll continue with the book for long.
But hey, there are good things to be said! The artist is Kenneth Rocafort, an artist I'm rather fond of. I like his linework and style and the color is perfect. I assume he works with the same colorists every time? I checked and he's paired with Sunny Gho and Blond. I haven't checked before, so I'm not sure if they're the same colorists he always works with, but if so, he should definitely stick with them. The only problem here? I wish Rocafort were on a book I cared more about; so far, Superman has not been kind to me and I'm not super interested in Red Hood and the Outlaws.
The art is the only thing really worth praising, though. If you're going to read this, you should be reading the big, all encompassing volume titled, wait for it, "H'el on Earth"! It has every issue this one does, save #0. This is not a problem, because issue #0 has nothing to do with anything else in the Superman comic up through H'el on Earth. You don't have any other exclusive material like the Justice League books, so seriously, don't even bother with this.
For my part, I may read the trade collection that has the entire story at some point, but I'm beginning to lose patience with the New 52 Superman book. This is the third volume that has landed with a thud. Between the constant creative changeovers and the dated feel of the writing, this has been the weirdest comic launch I've seen and also the least interesting. I may give Lobdell another volume - Justice League pissed me off worse and my opinion on it took a major turn, so I feel like I'd be a hypocrite if I didn't give him another chance - but if that doesn't grab me I'm out until Gene Luen Yang takes over.
But seriously DC. Slapping the issues of a crossover together in a standalone volume? That's incredibly sleazy. Cut that shit out. Just title the next standalone story "volume three" if you have to.
My Opinion: Skip It
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Monday, July 27, 2015
Lazarus Book One (comics)
Writer: Greg Rucka
Artist: Michael Lark
Collects: Lazarus #1-4, four page preview story
Even the best fumble sometimes. I'm generally into most of the work Greg Rucka has made over the years. Lazarus might be the first that didn't lose me so much as it never had me and I'm not even sure how much of that is the books fault and how much of it is my own opinions.
Lazarus doesn't feel too much different from the typical Rucka deal. Some behind the scenes backstabbing is going on, there's some espionage, such like that, in a super vague dystopia. Maybe that's the problem. It feels "safe". It feels like a "typical book" for Rucka. Maybe that's not a problem for most people, but occasionally I find if a creator does a bit too much in one style or genre I start wishing they'd branch out some.
But all that could just be me. Hey, personal opinions and all that. I'm not so convinced the other issues are entirely on my end, though. There's something about Lazarus that just doesn't grab me. I couldn't connect to any of the characters, I didn't much care what happened to any of them and when things went bad I didn't much care to see where things would go from there. It feels so by the numbers I couldn't truly invest in it. It got to a point where, in the midst of the second issue, I actually hopped on Twitter to ask someone I knew was a Rucka fan if it got more interesting*. Something just isn't working.
As a side note, naming the unkillable bodyguard "Forever" is so on the nose I audibly groaned.
The bright spot is the art. Michael Lark is pretty amazing. But you know that. Even so, something feels off here. Like this is not the sort of project his artwork fits with. It's just a personal feeling. I'm not sure I can explain it.
Boy, not much I can explain in this review, huh?
Anyway, so far I'd say to give Lazarus a pass. Something isn't clicking. I may give it one more volume, but so far this is the least I've liked a Greg Rucka comic. That's an odd feeling. I hope it's just a hiccup.
My Opinion: Skip It
* The answer was no, by the way. He made it to the eighth issue before giving up. The rest of the first volume didn't exactly prove him wrong.
Artist: Michael Lark
Collects: Lazarus #1-4, four page preview story
Even the best fumble sometimes. I'm generally into most of the work Greg Rucka has made over the years. Lazarus might be the first that didn't lose me so much as it never had me and I'm not even sure how much of that is the books fault and how much of it is my own opinions.
Lazarus doesn't feel too much different from the typical Rucka deal. Some behind the scenes backstabbing is going on, there's some espionage, such like that, in a super vague dystopia. Maybe that's the problem. It feels "safe". It feels like a "typical book" for Rucka. Maybe that's not a problem for most people, but occasionally I find if a creator does a bit too much in one style or genre I start wishing they'd branch out some.
But all that could just be me. Hey, personal opinions and all that. I'm not so convinced the other issues are entirely on my end, though. There's something about Lazarus that just doesn't grab me. I couldn't connect to any of the characters, I didn't much care what happened to any of them and when things went bad I didn't much care to see where things would go from there. It feels so by the numbers I couldn't truly invest in it. It got to a point where, in the midst of the second issue, I actually hopped on Twitter to ask someone I knew was a Rucka fan if it got more interesting*. Something just isn't working.
As a side note, naming the unkillable bodyguard "Forever" is so on the nose I audibly groaned.
The bright spot is the art. Michael Lark is pretty amazing. But you know that. Even so, something feels off here. Like this is not the sort of project his artwork fits with. It's just a personal feeling. I'm not sure I can explain it.
Boy, not much I can explain in this review, huh?
Anyway, so far I'd say to give Lazarus a pass. Something isn't clicking. I may give it one more volume, but so far this is the least I've liked a Greg Rucka comic. That's an odd feeling. I hope it's just a hiccup.
My Opinion: Skip It
* The answer was no, by the way. He made it to the eighth issue before giving up. The rest of the first volume didn't exactly prove him wrong.
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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
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
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Tuesday, May 13, 2014
Superman: Earth One vol. 2 (comic)
Writer: J Michael Straczynski
Artist: Shane Davis
Original Graphic Novel
Well, I guess volume one was a fluke, because they already blew it with the second.
To back up for a moment, I thought the first volume of Superman: Earth One was a pretty decent effort. I enjoyed its portrayal of Clark Kent as a confused young man trying to find a place he could feel comfortable while doing the most good. So, a typical young adult. A fair bit of the Comics Internet hated it, but I noticed at the time that most of loudest detractors were often the ones who had strict, rigid ideas about who Superman is and who he should be. Flawed as it was - Tyrell is such a forgettable villain that, two years later, I can't even remember what his deal was - it had merit.
Volume Two doesn't.
Not everything about it is bad. At least this time they go with a recognizable villain in Parasite. The artwork of Shane Davis is still good. But there are some wrongheaded notions at the core of this book and they're serious enough to sink it.
One of which is its odd portrayal of women. Lois Lane has a small role in this book and every page of it concerns a downright unhealthy obsession with finding out whatever it is she thinks Clark Kent is hiding. This is not necessarily news for the franchise, but it hits an uncomfortable note fairly quick. It comes off as obsessive and occasionally downright stalkerish with little justified reason for her skepticism. It reaches a point where she basically kicks her boyfriend out so she can illegally access his information. It's clearly intentional, as Jimmy Olsen comments on it in the four or five panels he's in and all but makes dismissive wanking motions about it.
If it were the only thing going on in here, you could possibly excuse it as taking Ms. Lanes usual behavior in pre-marriage stories a bit too far. I mean, she's done worse, right? Silver Age Lois Lane took obsession to crazed heights. Actually, everyone in that era was kind of a dick, save maybe Olsen. But it's not an isolated incident.
No, new love interest Lisa Lassalle is the one that kind of solidifies it. She's likable enough, but falls into a lot of the same traps you see with most female characters. A fair bit of her behavior is overly flirtatious, which - while sadly stereotypical in most fiction - isn't in itself a bad thing, but late in the book we find out she's also a prostitute, or at least when she needs cash to pay the bills.
Look, I'm usually pretty forgiving - I get in disagreements with a friend of mine semi-regularly because I find at least some merit in things he doesn't - but when that revelation came about, I shook my head. Of course she hooks. No sexually active woman could possibly be anything else, except maybe a slut, right? It feeds right into the sort of double standards we as a society have struggled with over the past few decades. On it's own it might not seem as jarring - especially if it had a few other female characters of different mindsets - but in a book where the only other female character of note feels obsessive to the point of stalkerish, it raises a few alarms.
But this is nothing new, I can hear some say. It's hardly the first comic to have questionable portrayals of women. Nor will it be the last. What matters is whether the rest of the book holds up. How does Superman himself come off?
Well, I'm sad to say that this time I have to side with the detractors. JMS definitely screwed him up. Spoiler warning for the next paragraph.
The point volume two completely lost me came late in the book, but had its roots in an early scene. At the start of the book, we see Superman in action, doing typical Superman things, such as saving people in a foreign country from a natural disaster. His rescue mission ends prematurely when the countries leader - clearly taking cues from real life dictators like Saddam Hussein - basically tells Superman to get out of his country before he starts killing people. Superman has to make a hard choice; clearly, he could stop this mans army from killing everyone, but he can't be in two places at once. Eventually he would have to leave to help someone else.
This is fine. It's a little too close to the real world for my taste - using realistic dictators in a superhero story makes for an uncomfortable time, which is why you tend to have things like Black Adam ruling a country - but on the surface it plays into the themes of the Earth One Superman series thus far. As mentioned at the start of the review, most of the point of the last volume was seeing Clark go through different avenues to do the most good before inevitably donning the red and the blue. Now that he's hip deep in the superhero trade, it makes sense for this Superman to come face to face with his limitations; he can't punch every problem, as some are systemic and may have been easier to solve had he been in a different profession.
No, the problem is the bookend. Near the end, after the threat has been dispatched - I know, spoilers, but come on, of course he figures out a way to beat Parasite - Superman returns to that country and incites a revolution. He waltzes in, takes guns from the dictators men, gives them to the revolutionaries and allows them to violently overthrow this regime. There is no mistaking it. There is gunfire going off. Then he goes to the dictators house, tells the man what he's done and then, hearing revolutionaries coming to kill the dictator, leaves him to die. Even if the revolution is over in an hour with minimal bloodshed, people have died and Superman is directly responsible.
Look, we all have different ideas about how change should come about in the world. I'd prefer most conflicts to be solved without violence, but I can't deny that at times I think some people need to be punched in the face, at the least. That, however, is reality. This is fiction.
We're talking about Superman. Having him do things like this shows a complete lack of understanding of the character. But even if we set that aside, even if you buy that Superman could kill or leave someone to die, we're not talking about another Kryptonian with the same power set and potential for danger here. The last scene of the book shows people in the US government trying to figure out a way to kill Superman. We're supposed to feel it's paranoia, because he has supposedly been benign. We're supposed to think they're out of line. But Superman just walked into a middle eastern country and turned it into a war zone. Isn't that absolutely terrifying?
If you were a citizen in that universe and someone with the powers of a god - who is supposedly altruistic, but hasn't been around all that long - went ahead and did that, wouldn't you want some kind of assurance he could be stopped?
That I'm even asking that question brands volume two of Earth One a failure, because it couldn't misunderstand the character more. That's a damn shame. Don't even bother with this one.
My Opinion: Skip It
Artist: Shane Davis
Original Graphic Novel
Well, I guess volume one was a fluke, because they already blew it with the second.
To back up for a moment, I thought the first volume of Superman: Earth One was a pretty decent effort. I enjoyed its portrayal of Clark Kent as a confused young man trying to find a place he could feel comfortable while doing the most good. So, a typical young adult. A fair bit of the Comics Internet hated it, but I noticed at the time that most of loudest detractors were often the ones who had strict, rigid ideas about who Superman is and who he should be. Flawed as it was - Tyrell is such a forgettable villain that, two years later, I can't even remember what his deal was - it had merit.
Volume Two doesn't.
Not everything about it is bad. At least this time they go with a recognizable villain in Parasite. The artwork of Shane Davis is still good. But there are some wrongheaded notions at the core of this book and they're serious enough to sink it.
One of which is its odd portrayal of women. Lois Lane has a small role in this book and every page of it concerns a downright unhealthy obsession with finding out whatever it is she thinks Clark Kent is hiding. This is not necessarily news for the franchise, but it hits an uncomfortable note fairly quick. It comes off as obsessive and occasionally downright stalkerish with little justified reason for her skepticism. It reaches a point where she basically kicks her boyfriend out so she can illegally access his information. It's clearly intentional, as Jimmy Olsen comments on it in the four or five panels he's in and all but makes dismissive wanking motions about it.
If it were the only thing going on in here, you could possibly excuse it as taking Ms. Lanes usual behavior in pre-marriage stories a bit too far. I mean, she's done worse, right? Silver Age Lois Lane took obsession to crazed heights. Actually, everyone in that era was kind of a dick, save maybe Olsen. But it's not an isolated incident.
No, new love interest Lisa Lassalle is the one that kind of solidifies it. She's likable enough, but falls into a lot of the same traps you see with most female characters. A fair bit of her behavior is overly flirtatious, which - while sadly stereotypical in most fiction - isn't in itself a bad thing, but late in the book we find out she's also a prostitute, or at least when she needs cash to pay the bills.
Look, I'm usually pretty forgiving - I get in disagreements with a friend of mine semi-regularly because I find at least some merit in things he doesn't - but when that revelation came about, I shook my head. Of course she hooks. No sexually active woman could possibly be anything else, except maybe a slut, right? It feeds right into the sort of double standards we as a society have struggled with over the past few decades. On it's own it might not seem as jarring - especially if it had a few other female characters of different mindsets - but in a book where the only other female character of note feels obsessive to the point of stalkerish, it raises a few alarms.
But this is nothing new, I can hear some say. It's hardly the first comic to have questionable portrayals of women. Nor will it be the last. What matters is whether the rest of the book holds up. How does Superman himself come off?
Well, I'm sad to say that this time I have to side with the detractors. JMS definitely screwed him up. Spoiler warning for the next paragraph.
The point volume two completely lost me came late in the book, but had its roots in an early scene. At the start of the book, we see Superman in action, doing typical Superman things, such as saving people in a foreign country from a natural disaster. His rescue mission ends prematurely when the countries leader - clearly taking cues from real life dictators like Saddam Hussein - basically tells Superman to get out of his country before he starts killing people. Superman has to make a hard choice; clearly, he could stop this mans army from killing everyone, but he can't be in two places at once. Eventually he would have to leave to help someone else.
This is fine. It's a little too close to the real world for my taste - using realistic dictators in a superhero story makes for an uncomfortable time, which is why you tend to have things like Black Adam ruling a country - but on the surface it plays into the themes of the Earth One Superman series thus far. As mentioned at the start of the review, most of the point of the last volume was seeing Clark go through different avenues to do the most good before inevitably donning the red and the blue. Now that he's hip deep in the superhero trade, it makes sense for this Superman to come face to face with his limitations; he can't punch every problem, as some are systemic and may have been easier to solve had he been in a different profession.
No, the problem is the bookend. Near the end, after the threat has been dispatched - I know, spoilers, but come on, of course he figures out a way to beat Parasite - Superman returns to that country and incites a revolution. He waltzes in, takes guns from the dictators men, gives them to the revolutionaries and allows them to violently overthrow this regime. There is no mistaking it. There is gunfire going off. Then he goes to the dictators house, tells the man what he's done and then, hearing revolutionaries coming to kill the dictator, leaves him to die. Even if the revolution is over in an hour with minimal bloodshed, people have died and Superman is directly responsible.
Look, we all have different ideas about how change should come about in the world. I'd prefer most conflicts to be solved without violence, but I can't deny that at times I think some people need to be punched in the face, at the least. That, however, is reality. This is fiction.
We're talking about Superman. Having him do things like this shows a complete lack of understanding of the character. But even if we set that aside, even if you buy that Superman could kill or leave someone to die, we're not talking about another Kryptonian with the same power set and potential for danger here. The last scene of the book shows people in the US government trying to figure out a way to kill Superman. We're supposed to feel it's paranoia, because he has supposedly been benign. We're supposed to think they're out of line. But Superman just walked into a middle eastern country and turned it into a war zone. Isn't that absolutely terrifying?
If you were a citizen in that universe and someone with the powers of a god - who is supposedly altruistic, but hasn't been around all that long - went ahead and did that, wouldn't you want some kind of assurance he could be stopped?
That I'm even asking that question brands volume two of Earth One a failure, because it couldn't misunderstand the character more. That's a damn shame. Don't even bother with this one.
My Opinion: Skip It
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Friday, April 11, 2014
Indestructible Hulk: Agent of SHIELD (comic)
Writer: Mark Waid
Artist: Lenil Yu
Collects: Indestructible Hulk #1-5
In a reversal of my last review, this was a book I was actually prepared to like. Mark Waid's a rock solid writer who's penned a few runs many consider to be among the all time greats. Even on a bad day he usually manages something that's a decent read. Should be a safe bet.
Unfortunately, I felt that Indestructible Hulks first volume whiffed. There are a few reasons why, not all of them the fault of the creative team. Regardless, they add up to something of a letdown.
We start off harmlessly enough. Shield is looking for the Hulk in the wake of Avengers vs X-Men. We don't get a lot of specifics, but they aren't really necessary; the Hulk is an engine of destruction on a good day, so it's not hard to see why Shield might be after him. Banner finds Maria Hill - probably the most utilitarian character in Marvel by now - and runs a proposition by her; they give him all the resources he wants to invent and he'll let them use the Hulk as they see fit.
Fair enough for the first issue, but by the second we've run into some problems.
The Shield thing I don't mind. The Hulk is a very basic concept at its heart - the Jekyll and Hyde dynamic multiplied tenfold - and has often required some spice to keep it interesting. By the time of Marvel Now, Hulk has been an inter-dimensional traveler, hero to a microscopic kingdom or two, been shot into space, ruled a planet, had a couple ridiculous fever dreams, got his own rainbow corps of Hulks and battled with MPD, his many personalities including a super smart fusion of Banner and Hulk, a straight up evil Devil Hulk and a grey version that enjoys making like an old fashioned mobster. As far as basic concepts go, throwing in with Shield in an effort to try and channel the destruction in a positive way is probably the sanest direction Marvel's gone with in a while.
No, the thing that gave me the most trouble is the one this creative team isn't necessarily responsible for. For a few years now - starting, I believe, with Greg Paks second run on Hulk - Marvel's pushed hard on a "Bruce Banner's kind of a genius" track. Still, Waid and Yu take is the furthest it's gone to date. Bruce Banner is now in the upper tier of Marvel geniuses; not quite a Reed Richards but above the likes of a Tony Stark.
You may think I'm kidding about that last part, but I'm not. Issue number two has Iron Man as a guest star. It's also the issue where they lost me.
See, issue two is entirely devoted to telling us Bruce Banner is smarter than Tony Stark. Not entirely unreasonable that they'd put him over Iron Man - this is Hulks book, so he's going to get the rub - but it reaches a point where Bruce Banner looks like one of the most awful human beings walking. The first issue had a sense of smug self importance about the character - some of his dialogue with Maria Hill rubbed me the wrong way - but it wasn't bad enough to make me stop reading and wonder what the hell was going on with him. Not so with issue two.
Let's do a quick rundown of everything that happened. First, Iron Man shows up, understandably concerned that Shield just recruited the friggin Hulk, a guy known for toppling buildings if he so much as sneezes. He greets Bruce, understandably skeptical, and everyone decides to get in a little condescension before breakfast. Banner then dangles a carrot in front of Tony o he'll volunteer as wingman for a trip out to the Arctic to safely test a new, safer method of fracking. Tony fiddles with it in an attempt to make the process go faster. Banner flips his lid and it's at this point that we find out that this was his plan all along. He deliberately lured Iron Man out to the Artic so he could transform into the Hulk and beat the daylights out of him. The stated reason is because Banner felt Stark always looked down on him. This is apparently enough to justify turning into a demi-god of rage and blitzing a dude in a metal suit. A futuristic, high tech one, but a metal suit nonetheless.
Whatever the case, Iron Man attempts to fend Hulk off so he can get back to the device, which he didn't finish calibrating. It's now set to blow thanks to Hulks reckless attack, because Banner clearly thought this plan out in great detail. The explosion nearly kills Iron Man, which I guess is okay because Hulk saved him from being torched. I guess cleaning up a mess you made negates that whole "near death" thing. They go back and have a laugh, Banner condescends some more and Tony has to brush it off, go to the bathroom, look in the mirror and tell himself he's still rich. He's that shaken by Banner's clearly superior intellect.
Anybody else see the problem here?
There's the obvious issue in that, by this point, Bruce Banner has become entirely unlikable. Iron Man is very nearly killed amidst a brawl Banner lured him to a secluded spot with every intention of starting. He's now the smartest person in any room that doesn't include Reed Richards and he knows it, leading to an off-putting sense of sheer smug that makes you want to see someone deck him. Worse still, he doesn't have any of the charm or likable qualities that keep a character like Tony Stark interesting despite his many screw-ups. This is made even more striking by a character throwing out the notion that what Bruce really wants to be is Tony Stark; the issue tries to refute this a bit in the most "nuh-uh, Banner's better" way possible, with Banner himself basically laughing the implication off about an hour after he nearly killed the guy and Stark musing that Banner would have to aim lower to be him, but it really does feel like Stark is the type of character they're trying to mold Banner into now. The results are mixed, to be kind.
A problem that isn't as immediately obvious is what this intellect upgrade might end up doing to the character. There's a decent chance it might ruin him. We're not talking scientist level smarts anymore. He literally builds a new, world altering invention each week. The kind that solve problems like food and energy shortages. Obviously, this is glossed over and the effects this would have on society aren't shown. There's no downside either, aside from the obvious question of how he can make this stuff yet still find himself magically unable to find a cure. In conjunction with the Shield concept, the Hulk isn't even a counter anymore; his destruction is now, thus far, contained and used to take out threats to the US.
How is this character not a Mary Sue at this point? I do realize this could be going somewhere. Trouble is, do I even care anymore? I'm not sure.
The following three issues didn't do much to change my mind. Hulk basically goes off to fight quasi-Atlanteans or some junk. There's one sorta-Atlantean girl who wants to ride the Hulk, but hates Banner - if that sounds familiar, you've read some Hulk comics - whom Banner later kisses in hopes she'd deck him and he'd transform. Aside from the minor sexual assault, it's fine, but after that second issue, I needed something to pull me back. Those three issues did not fit the bill.
On the upside, the art is quite good. I've been a bit negative regarding Yu's art in the past, partly due to how scratchy it could get. There's little of that here. I'm not sure what else can be said about it. You'll never hear me claim to be a good art critic, because I'm really not. I know what I like, can tell you about what I don't and that's pretty much it.
I hate to be this hard on Indestructible Hulk - I've enjoyed Waids work in the past and went into this wanting to like it - but it just didn't work for me. I may read the second volume if the library has it in the future - I'm at least somewhat curious as to whether the aforementioned problems are leading to something or if it's just how the character is in this book - but I'm not going out of my way for it. As always, I note that you may get more out of it than I did; my opinion is far from absolute.
My Opinion: Skip It
Artist: Lenil Yu
Collects: Indestructible Hulk #1-5
In a reversal of my last review, this was a book I was actually prepared to like. Mark Waid's a rock solid writer who's penned a few runs many consider to be among the all time greats. Even on a bad day he usually manages something that's a decent read. Should be a safe bet.
Unfortunately, I felt that Indestructible Hulks first volume whiffed. There are a few reasons why, not all of them the fault of the creative team. Regardless, they add up to something of a letdown.
We start off harmlessly enough. Shield is looking for the Hulk in the wake of Avengers vs X-Men. We don't get a lot of specifics, but they aren't really necessary; the Hulk is an engine of destruction on a good day, so it's not hard to see why Shield might be after him. Banner finds Maria Hill - probably the most utilitarian character in Marvel by now - and runs a proposition by her; they give him all the resources he wants to invent and he'll let them use the Hulk as they see fit.
Fair enough for the first issue, but by the second we've run into some problems.
The Shield thing I don't mind. The Hulk is a very basic concept at its heart - the Jekyll and Hyde dynamic multiplied tenfold - and has often required some spice to keep it interesting. By the time of Marvel Now, Hulk has been an inter-dimensional traveler, hero to a microscopic kingdom or two, been shot into space, ruled a planet, had a couple ridiculous fever dreams, got his own rainbow corps of Hulks and battled with MPD, his many personalities including a super smart fusion of Banner and Hulk, a straight up evil Devil Hulk and a grey version that enjoys making like an old fashioned mobster. As far as basic concepts go, throwing in with Shield in an effort to try and channel the destruction in a positive way is probably the sanest direction Marvel's gone with in a while.
No, the thing that gave me the most trouble is the one this creative team isn't necessarily responsible for. For a few years now - starting, I believe, with Greg Paks second run on Hulk - Marvel's pushed hard on a "Bruce Banner's kind of a genius" track. Still, Waid and Yu take is the furthest it's gone to date. Bruce Banner is now in the upper tier of Marvel geniuses; not quite a Reed Richards but above the likes of a Tony Stark.
You may think I'm kidding about that last part, but I'm not. Issue number two has Iron Man as a guest star. It's also the issue where they lost me.
See, issue two is entirely devoted to telling us Bruce Banner is smarter than Tony Stark. Not entirely unreasonable that they'd put him over Iron Man - this is Hulks book, so he's going to get the rub - but it reaches a point where Bruce Banner looks like one of the most awful human beings walking. The first issue had a sense of smug self importance about the character - some of his dialogue with Maria Hill rubbed me the wrong way - but it wasn't bad enough to make me stop reading and wonder what the hell was going on with him. Not so with issue two.
Let's do a quick rundown of everything that happened. First, Iron Man shows up, understandably concerned that Shield just recruited the friggin Hulk, a guy known for toppling buildings if he so much as sneezes. He greets Bruce, understandably skeptical, and everyone decides to get in a little condescension before breakfast. Banner then dangles a carrot in front of Tony o he'll volunteer as wingman for a trip out to the Arctic to safely test a new, safer method of fracking. Tony fiddles with it in an attempt to make the process go faster. Banner flips his lid and it's at this point that we find out that this was his plan all along. He deliberately lured Iron Man out to the Artic so he could transform into the Hulk and beat the daylights out of him. The stated reason is because Banner felt Stark always looked down on him. This is apparently enough to justify turning into a demi-god of rage and blitzing a dude in a metal suit. A futuristic, high tech one, but a metal suit nonetheless.
Whatever the case, Iron Man attempts to fend Hulk off so he can get back to the device, which he didn't finish calibrating. It's now set to blow thanks to Hulks reckless attack, because Banner clearly thought this plan out in great detail. The explosion nearly kills Iron Man, which I guess is okay because Hulk saved him from being torched. I guess cleaning up a mess you made negates that whole "near death" thing. They go back and have a laugh, Banner condescends some more and Tony has to brush it off, go to the bathroom, look in the mirror and tell himself he's still rich. He's that shaken by Banner's clearly superior intellect.
Anybody else see the problem here?
There's the obvious issue in that, by this point, Bruce Banner has become entirely unlikable. Iron Man is very nearly killed amidst a brawl Banner lured him to a secluded spot with every intention of starting. He's now the smartest person in any room that doesn't include Reed Richards and he knows it, leading to an off-putting sense of sheer smug that makes you want to see someone deck him. Worse still, he doesn't have any of the charm or likable qualities that keep a character like Tony Stark interesting despite his many screw-ups. This is made even more striking by a character throwing out the notion that what Bruce really wants to be is Tony Stark; the issue tries to refute this a bit in the most "nuh-uh, Banner's better" way possible, with Banner himself basically laughing the implication off about an hour after he nearly killed the guy and Stark musing that Banner would have to aim lower to be him, but it really does feel like Stark is the type of character they're trying to mold Banner into now. The results are mixed, to be kind.
A problem that isn't as immediately obvious is what this intellect upgrade might end up doing to the character. There's a decent chance it might ruin him. We're not talking scientist level smarts anymore. He literally builds a new, world altering invention each week. The kind that solve problems like food and energy shortages. Obviously, this is glossed over and the effects this would have on society aren't shown. There's no downside either, aside from the obvious question of how he can make this stuff yet still find himself magically unable to find a cure. In conjunction with the Shield concept, the Hulk isn't even a counter anymore; his destruction is now, thus far, contained and used to take out threats to the US.
How is this character not a Mary Sue at this point? I do realize this could be going somewhere. Trouble is, do I even care anymore? I'm not sure.
The following three issues didn't do much to change my mind. Hulk basically goes off to fight quasi-Atlanteans or some junk. There's one sorta-Atlantean girl who wants to ride the Hulk, but hates Banner - if that sounds familiar, you've read some Hulk comics - whom Banner later kisses in hopes she'd deck him and he'd transform. Aside from the minor sexual assault, it's fine, but after that second issue, I needed something to pull me back. Those three issues did not fit the bill.
On the upside, the art is quite good. I've been a bit negative regarding Yu's art in the past, partly due to how scratchy it could get. There's little of that here. I'm not sure what else can be said about it. You'll never hear me claim to be a good art critic, because I'm really not. I know what I like, can tell you about what I don't and that's pretty much it.
I hate to be this hard on Indestructible Hulk - I've enjoyed Waids work in the past and went into this wanting to like it - but it just didn't work for me. I may read the second volume if the library has it in the future - I'm at least somewhat curious as to whether the aforementioned problems are leading to something or if it's just how the character is in this book - but I'm not going out of my way for it. As always, I note that you may get more out of it than I did; my opinion is far from absolute.
My Opinion: Skip It
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Monday, March 24, 2014
Super Monkey Ball: Banana Splitz (video game)
Platform: PS Vita
Developer: Marvelous AQL
Genre: Action, Puzzle, Party
Release Date: October 23rd, 2012
Few games can go from fun to frustrating as fast as a Super Monkey Ball entry.
Super Monkey Ball has been around since the early days of the Gamecube and was, in fact, one of the better titles for the system. Thirteen years after the first game, we're on entry number ten; time marched on, but Monkey Ball did not. Save some cruddier level design, this series has refused to move forward at all and that's it's biggest problem.
The biggest - and arguably only - added feature happens to be motion controls. If you so desire, you can control the game through tilting the system. This isn't even all that new a feature; I'm pretty sure the 3DS counterpart has it as well. Either way, the option to use the left analog stick is still there and believe me, you're going to want to use it.
See, the trouble with adding motion control to a game like this is that you only have so much say over what is happening as it is. Monkey Ball has always been unique in that you don't actually control the resident simian or the ball he resides in; you are actually controlling the tilt of the entire stage itself and using that to maneuver the ball around hazards, with sixty seconds to get to the goal. That's difficult enough as it is; adding tilt control just adds an extra layer of imprecision to a game where you're already struggling against momentum and navigating thin pathways.
Banana Splitz doesn't do a great job of being a portable title, either. When I say "nothing has changed" I'm including the way the game is structured. The typical Super Monkey Ball format is to have three difficulties; Beginner will have one world of ten stages, Normal will have three worlds of ten and Advanced will have five. You have a number of lives and continues to utilize and must complete all the stages in a difficulty in one shot.
That's perfectly fine for a home console - you're sitting on your couch, likely with a fair chunk of time to devote to whatever game you choose - but it's a poor format for a portable. Part of the point is to play games on the go and you don't always have a long stretch of time to play. Oh sure, you may have the occasional long commute or wait in a doctors office, but typically you'll pull out the system to kill a few minutes here and there. Most modern portable games plan for this - even the long games, like an RPG, will typically allow you to save at almost any point - but Super Monkey Ball doesn't bother. You either complete all the levels or you quit; there's no saving midway, so if you're on Advanced you're more or less screwed.
As a result, there aren't a lot of upsides to playing Banana Splitz. It's really the same as any other Monkey Ball game, so you may as well get one of those. There are better games to get for your PS Vita.
My Opinion: Skip It
Developer: Marvelous AQL
Genre: Action, Puzzle, Party
Release Date: October 23rd, 2012
Few games can go from fun to frustrating as fast as a Super Monkey Ball entry.
Super Monkey Ball has been around since the early days of the Gamecube and was, in fact, one of the better titles for the system. Thirteen years after the first game, we're on entry number ten; time marched on, but Monkey Ball did not. Save some cruddier level design, this series has refused to move forward at all and that's it's biggest problem.
The biggest - and arguably only - added feature happens to be motion controls. If you so desire, you can control the game through tilting the system. This isn't even all that new a feature; I'm pretty sure the 3DS counterpart has it as well. Either way, the option to use the left analog stick is still there and believe me, you're going to want to use it.
See, the trouble with adding motion control to a game like this is that you only have so much say over what is happening as it is. Monkey Ball has always been unique in that you don't actually control the resident simian or the ball he resides in; you are actually controlling the tilt of the entire stage itself and using that to maneuver the ball around hazards, with sixty seconds to get to the goal. That's difficult enough as it is; adding tilt control just adds an extra layer of imprecision to a game where you're already struggling against momentum and navigating thin pathways.
Banana Splitz doesn't do a great job of being a portable title, either. When I say "nothing has changed" I'm including the way the game is structured. The typical Super Monkey Ball format is to have three difficulties; Beginner will have one world of ten stages, Normal will have three worlds of ten and Advanced will have five. You have a number of lives and continues to utilize and must complete all the stages in a difficulty in one shot.
That's perfectly fine for a home console - you're sitting on your couch, likely with a fair chunk of time to devote to whatever game you choose - but it's a poor format for a portable. Part of the point is to play games on the go and you don't always have a long stretch of time to play. Oh sure, you may have the occasional long commute or wait in a doctors office, but typically you'll pull out the system to kill a few minutes here and there. Most modern portable games plan for this - even the long games, like an RPG, will typically allow you to save at almost any point - but Super Monkey Ball doesn't bother. You either complete all the levels or you quit; there's no saving midway, so if you're on Advanced you're more or less screwed.
As a result, there aren't a lot of upsides to playing Banana Splitz. It's really the same as any other Monkey Ball game, so you may as well get one of those. There are better games to get for your PS Vita.
My Opinion: Skip It
Tuesday, July 30, 2013
Justice League: The Villains Journey (comic)
Writer: Geoff Johns
Artist: Gene Ha, Jim Lee
Collects: Justice League #7-12
If I had reservations after the first volume, they have now turned to outright dismay. Origin stumbled, but it was a game attempt at giving a definitive modern story of the formation of the League. The Villains Journey skips forward five years to the present day of the DCU and it is... a "quality challenged" book.
A regular joe who was caught in the middle of Darkseids attack in Origin - he even wrote a book about the incident - lost his family from some inexplicable disease in the years following. Now he blames the League for it and has decided he'll take them down through the use of spirits and junk. But first, he needs a way to get under their skin, so he captures the League liason - Steve Trevor - and starts knocking over the dominos.
First off, when the liason to your team is the most interesting, relatable character in the book, you are doing it wrong. The first issue of the volume, an interlude before the main arc, revolves around him, giving him the most exploration of any character in the entire first year. It's also the only issue of the twelve to actually try and give some character to the League. How? Through a short flashback sequence. One per member. After a year we barely even know these characters, aside from the fact that they bicker constantly. They're ciphers, serving little purpose other than the fact that we need something to center the plot around. Problem is, if you don't even give a crap about the central players, it's difficult to care about whatever fine mess they find themselves in.
It's difficult to like some of them. So tell me, Wonder Woman; any real reason you had to haul off and beat the shit out of Green Lantern, who was only trying to keep you from walking into an obvious trap without backup? He wasn't even being a dick about it either and she not only knocks him halfway across town, but actually goes after him, sword in hand, so she can presumably carve him up and beat the piss out of him some more. "I don't take pleasure in this" my ass, Wondy.
Then there's Batman, who continues his streak of uselessness in this book. Yet again, he contributes nothing to the fight, doesn't even seem to be respected by his team-mates and is pretty much just there. Had the book opened explaining Batman left the team sometime in the five years gap, I think we'd all be better off. After all, it's clear the creators don't know what to do with him and you have to figure Batman has better things to do than stick around a group that doesn't even seem to respect him.
All of which is to say the book lacks anything resembling character depth. They're all shallow, save maybe Steve Trevor. After thinking on it for a while, I realized the difference between a good comic by Johns and a bad one comes down to its focus. Much of his best work - Teen Titans, JSA, Brightest Day, 52 - was driven, at least in part, by the cast. The big plotlines were there, but Johns spent enough time with the characters themselves that anything they did or trouble they found themselves in had weight.
One of the best volumes of his Teen Titans run - and a favorite of many - is The Future is Now. At that point, we'd spent three volumes with the team and Johns had done enough character work with each for us to invest in them. So we care when they meet their possible future counterparts and find out they're villains. It has meaning. The premise would not have worked if it had been, say, the second story, which is exactly what this book attempts.
Getting back on the topic of The Villains Journey, there are also some noticeable discrepancies. I guess Johns didn't bother reading JLI before he made mention of it here, because not only does he pen a scene where Batman tells Steve Trevor the JLI are basically useless and that he wants them shut down - the exact opposite of how he felt in JLI, where he also encouraged Booster Gold to keep at it - but he kind of misses the fact that the JLI never even had the chance to become an official thing.
It doesn't feel like this team has been together for five years either, no matter what the book says. They don't listen to each other, they don't follow orders, they're often berating each other and they somehow don't know a thing about one another. Yet they've had countless adventures in that span of time. It's a story befitting of a team that just formed, not one that has supposedly kept the entire world safe for five years. It's one of the things that hurts "The Villains Journey" the most; this volume seems like it should be the endgame to, say, the first or second year the team has been together, where they finally put aside their differences and work to become the team they should be.
This all feeds into the biggest problem with the book; The Villains Journey has not earned a single one of its big moments. One instance is the big kiss that made all the headlines - not only is "we're lonely, hey, we should start a relationship" dumb*, but it's another moment ruined by the fact that we have no investment in these characters - and another is the dismissal of Steve Trevor as the League liason after all of a single volume in that role. But my prime example is a scene late in the book, where Green Lantern quits the League - saying he was responsible for the fight with Wonder Woman - so the team has a scapegoat to keep their reputation intact. It's supposed to be an emotional moment and a big deal, but it means absolutely nothing.
Not only is GL's "I started the fight" bit not what happened at all - which should be clear to any eyewitnesses - but we have no reason to care. There's this supposed five year history, but we've seen none of it, leaving us with no real idea of Lanterns experience with the team, what it means to him, how hard a choice this might be for him or how it might affect the team itself. The scene just happens and yet the creators expect it to have an impact; in reality, it just hangs there, lifeless, because it lacks the context to lend it any gravitas.
Honestly, that example is the issue with this comic in a nutshell. For this story to work at all, the book needed a couple of stories after Origin to show some early adventures. Instead, they dropped the origin, threw a five year time skip at us and then expected a plotreliant on events we haven't even seen to have weight.
At least the pacing issues that plagued Origin aren't quite as bad this time.
Making matters worse is the fact that the art is subpar Jim Lee work. Origin had the same problem. It's fairly decent most of the time, but the fact that it's not his best is inescapable. This is Lee's last volume and I hate to say it, but it might be for the best. Lee is amazing when he can take his time, but I think his Justice League run proves he can't hit a monthly deadline anymore without the quality taking a serious hit. It's a damn shame, too.
My Opinion: Skip It
Justice League: The Villains Journey just doesn't work. Most of the problems are avoidable, some are just a consequence of the circumstances and stories placement. Either way, they add up to a whole that just isn't worth the hassle. This book needs to shape up fast. The flagship book of DC's entire line should not be this screwed up.
* I'm probably not telling you anything new here, but starting a relationship based out of sheer loneliness is a recipe for disaster. I like to think Johns is aware of this and that it's a part of his plans for the book, but who knows. As it stands, it's pretty groanworthy; it doesn't help that we have no reason to care. Unless, well, you're a shipper who thought this should have happened long ago, in which case you probably cared before this, quality and sense be damned.
Artist: Gene Ha, Jim Lee
Collects: Justice League #7-12
If I had reservations after the first volume, they have now turned to outright dismay. Origin stumbled, but it was a game attempt at giving a definitive modern story of the formation of the League. The Villains Journey skips forward five years to the present day of the DCU and it is... a "quality challenged" book.
A regular joe who was caught in the middle of Darkseids attack in Origin - he even wrote a book about the incident - lost his family from some inexplicable disease in the years following. Now he blames the League for it and has decided he'll take them down through the use of spirits and junk. But first, he needs a way to get under their skin, so he captures the League liason - Steve Trevor - and starts knocking over the dominos.
First off, when the liason to your team is the most interesting, relatable character in the book, you are doing it wrong. The first issue of the volume, an interlude before the main arc, revolves around him, giving him the most exploration of any character in the entire first year. It's also the only issue of the twelve to actually try and give some character to the League. How? Through a short flashback sequence. One per member. After a year we barely even know these characters, aside from the fact that they bicker constantly. They're ciphers, serving little purpose other than the fact that we need something to center the plot around. Problem is, if you don't even give a crap about the central players, it's difficult to care about whatever fine mess they find themselves in.
It's difficult to like some of them. So tell me, Wonder Woman; any real reason you had to haul off and beat the shit out of Green Lantern, who was only trying to keep you from walking into an obvious trap without backup? He wasn't even being a dick about it either and she not only knocks him halfway across town, but actually goes after him, sword in hand, so she can presumably carve him up and beat the piss out of him some more. "I don't take pleasure in this" my ass, Wondy.
Then there's Batman, who continues his streak of uselessness in this book. Yet again, he contributes nothing to the fight, doesn't even seem to be respected by his team-mates and is pretty much just there. Had the book opened explaining Batman left the team sometime in the five years gap, I think we'd all be better off. After all, it's clear the creators don't know what to do with him and you have to figure Batman has better things to do than stick around a group that doesn't even seem to respect him.
All of which is to say the book lacks anything resembling character depth. They're all shallow, save maybe Steve Trevor. After thinking on it for a while, I realized the difference between a good comic by Johns and a bad one comes down to its focus. Much of his best work - Teen Titans, JSA, Brightest Day, 52 - was driven, at least in part, by the cast. The big plotlines were there, but Johns spent enough time with the characters themselves that anything they did or trouble they found themselves in had weight.
One of the best volumes of his Teen Titans run - and a favorite of many - is The Future is Now. At that point, we'd spent three volumes with the team and Johns had done enough character work with each for us to invest in them. So we care when they meet their possible future counterparts and find out they're villains. It has meaning. The premise would not have worked if it had been, say, the second story, which is exactly what this book attempts.
Getting back on the topic of The Villains Journey, there are also some noticeable discrepancies. I guess Johns didn't bother reading JLI before he made mention of it here, because not only does he pen a scene where Batman tells Steve Trevor the JLI are basically useless and that he wants them shut down - the exact opposite of how he felt in JLI, where he also encouraged Booster Gold to keep at it - but he kind of misses the fact that the JLI never even had the chance to become an official thing.
It doesn't feel like this team has been together for five years either, no matter what the book says. They don't listen to each other, they don't follow orders, they're often berating each other and they somehow don't know a thing about one another. Yet they've had countless adventures in that span of time. It's a story befitting of a team that just formed, not one that has supposedly kept the entire world safe for five years. It's one of the things that hurts "The Villains Journey" the most; this volume seems like it should be the endgame to, say, the first or second year the team has been together, where they finally put aside their differences and work to become the team they should be.
This all feeds into the biggest problem with the book; The Villains Journey has not earned a single one of its big moments. One instance is the big kiss that made all the headlines - not only is "we're lonely, hey, we should start a relationship" dumb*, but it's another moment ruined by the fact that we have no investment in these characters - and another is the dismissal of Steve Trevor as the League liason after all of a single volume in that role. But my prime example is a scene late in the book, where Green Lantern quits the League - saying he was responsible for the fight with Wonder Woman - so the team has a scapegoat to keep their reputation intact. It's supposed to be an emotional moment and a big deal, but it means absolutely nothing.
Not only is GL's "I started the fight" bit not what happened at all - which should be clear to any eyewitnesses - but we have no reason to care. There's this supposed five year history, but we've seen none of it, leaving us with no real idea of Lanterns experience with the team, what it means to him, how hard a choice this might be for him or how it might affect the team itself. The scene just happens and yet the creators expect it to have an impact; in reality, it just hangs there, lifeless, because it lacks the context to lend it any gravitas.
Honestly, that example is the issue with this comic in a nutshell. For this story to work at all, the book needed a couple of stories after Origin to show some early adventures. Instead, they dropped the origin, threw a five year time skip at us and then expected a plotreliant on events we haven't even seen to have weight.
At least the pacing issues that plagued Origin aren't quite as bad this time.
Making matters worse is the fact that the art is subpar Jim Lee work. Origin had the same problem. It's fairly decent most of the time, but the fact that it's not his best is inescapable. This is Lee's last volume and I hate to say it, but it might be for the best. Lee is amazing when he can take his time, but I think his Justice League run proves he can't hit a monthly deadline anymore without the quality taking a serious hit. It's a damn shame, too.
My Opinion: Skip It
Justice League: The Villains Journey just doesn't work. Most of the problems are avoidable, some are just a consequence of the circumstances and stories placement. Either way, they add up to a whole that just isn't worth the hassle. This book needs to shape up fast. The flagship book of DC's entire line should not be this screwed up.
* I'm probably not telling you anything new here, but starting a relationship based out of sheer loneliness is a recipe for disaster. I like to think Johns is aware of this and that it's a part of his plans for the book, but who knows. As it stands, it's pretty groanworthy; it doesn't help that we have no reason to care. Unless, well, you're a shipper who thought this should have happened long ago, in which case you probably cared before this, quality and sense be damned.
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Thursday, July 4, 2013
Batman: The Dark Knight - Knight Terrors (comic)
Writer: Paul Jenkins, David Finch
Artist: David Finch
Collects: Batman: The Dark Knight #1-9
Of the New 52 line, The Dark Knight is one of the books I had the lowest expectations for. Golden Dawn was not what you'd call high art and that's without taking into account the fact that Finch couldn't even manage five full issues of art in a years time. Hard to have much confidence in that.
Knight Terrors exceeded my super low expectations, but that's not saying much. The comic is still a hot mess.
Do you enjoy reading a Batman who's kind of an idiot? Yeah, me neither. The Batman we get in Knight Terrors simply cannot put two and two together even when the clues all but slap him in the face. It's not like there's some complex caper going on, either; you can guess who's behind it on the last page of issue one and you're not even supposed to be a great detective!
The plot is almost as dumb; very action figure-y, much like Golden Dawn. It does, however, give Finch plenty to draw. If he didn't get to tackle everything he wanted to with the first story, I'm sure he has now. Just about everyone shows up in Knight Terrors, whether they add to the story, such as it is, or not. If you really like David Finchs art - or hell, are even jonesing for some classic rogues* - that may be reason to check this out.
I'll give Finch credit; he defied my expectations. He actually manages seven full issues before a guest penciller has to step in for an issue. Really makes you wonder what the hell the problem was with the first series. His work is typical David Finch; maybe a little less detailed due to the strict deadlines, but still easily recognizable as his. That includes the drawbacks.
Artists who like to draw females on the verge of cheesecake are pretty common in comicss, but Finch kind of takes it to a new level here. The White Rabbit is just... wow. Here we have a character who is literally running around, occasionally tormenting Batman, in her underwear. White corset and pink panties. Dead serious. The White Rabbit is a walking ass shot. Even Psylocke - Miss Ass Floss herself - would look at her and go "damn, put it away girl".
The highlight of the whole book is probably the last issue, a Court of Owls tie-in. Judd Winick scripts, giving us a tale of an old Talon the court retired when age dulled his skills. It's a nice one-shot, giving some background to one of the numerous Talons the Court employs. Winicks best work has always been with Gotham, in my opinion, so it's always nice to see him jump back in. The issue even has David Finch on art, so he's actually lending his work to a story that makes sense! I know, I'm as surprised as you are.
But regardless of how good it is, one issue cannot save an entire volume.
Oh, one last thing. I mentioned in the review for Golden Dawn that I had no clue if anything from that volume would re-appear. Now I can say that's a no for sure. I have zero faith anything from this volume will be resolved either, since a new writer is on board for the next volume.
My Opinion: Skip It
This comic almost makes me want to re-evaluate my stance on Faces of Death. At least that one kind of held together. If you really like the artwork of David Finch, you can bump the score up one. Otherwise, I'd wait for the next volume of this book or just read another Batman book instead.
* The other Batman books are mostly concerned with new villains. I could be mistaken, but I think The Dark Knight is the only one that didn't follow this trend.
Artist: David Finch
Collects: Batman: The Dark Knight #1-9
Of the New 52 line, The Dark Knight is one of the books I had the lowest expectations for. Golden Dawn was not what you'd call high art and that's without taking into account the fact that Finch couldn't even manage five full issues of art in a years time. Hard to have much confidence in that.
Knight Terrors exceeded my super low expectations, but that's not saying much. The comic is still a hot mess.
Do you enjoy reading a Batman who's kind of an idiot? Yeah, me neither. The Batman we get in Knight Terrors simply cannot put two and two together even when the clues all but slap him in the face. It's not like there's some complex caper going on, either; you can guess who's behind it on the last page of issue one and you're not even supposed to be a great detective!
The plot is almost as dumb; very action figure-y, much like Golden Dawn. It does, however, give Finch plenty to draw. If he didn't get to tackle everything he wanted to with the first story, I'm sure he has now. Just about everyone shows up in Knight Terrors, whether they add to the story, such as it is, or not. If you really like David Finchs art - or hell, are even jonesing for some classic rogues* - that may be reason to check this out.
I'll give Finch credit; he defied my expectations. He actually manages seven full issues before a guest penciller has to step in for an issue. Really makes you wonder what the hell the problem was with the first series. His work is typical David Finch; maybe a little less detailed due to the strict deadlines, but still easily recognizable as his. That includes the drawbacks.
Artists who like to draw females on the verge of cheesecake are pretty common in comicss, but Finch kind of takes it to a new level here. The White Rabbit is just... wow. Here we have a character who is literally running around, occasionally tormenting Batman, in her underwear. White corset and pink panties. Dead serious. The White Rabbit is a walking ass shot. Even Psylocke - Miss Ass Floss herself - would look at her and go "damn, put it away girl".
The highlight of the whole book is probably the last issue, a Court of Owls tie-in. Judd Winick scripts, giving us a tale of an old Talon the court retired when age dulled his skills. It's a nice one-shot, giving some background to one of the numerous Talons the Court employs. Winicks best work has always been with Gotham, in my opinion, so it's always nice to see him jump back in. The issue even has David Finch on art, so he's actually lending his work to a story that makes sense! I know, I'm as surprised as you are.
But regardless of how good it is, one issue cannot save an entire volume.
Oh, one last thing. I mentioned in the review for Golden Dawn that I had no clue if anything from that volume would re-appear. Now I can say that's a no for sure. I have zero faith anything from this volume will be resolved either, since a new writer is on board for the next volume.
My Opinion: Skip It
This comic almost makes me want to re-evaluate my stance on Faces of Death. At least that one kind of held together. If you really like the artwork of David Finch, you can bump the score up one. Otherwise, I'd wait for the next volume of this book or just read another Batman book instead.
* The other Batman books are mostly concerned with new villains. I could be mistaken, but I think The Dark Knight is the only one that didn't follow this trend.
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Sunday, June 30, 2013
Detective Comics: Faces of Death (comic)
Writer/Artist: Tony Daniel
Collects: Detective Comics (vol. 2) #1-7
I've always liked Tony Daniel as an artist, but as a writer he leaves something to be desired. The plots are rarely gripping and it's easy to forget a lot of what you just read. Even with this book, which I read a week or so ago, I've been struggling to recall what happened without going back to the book for a refresher. Never a good sign; even worse when we're talking about one of the flagship Batman books in the wake of a line-wide relaunch.
Don't be fooled by the cover, either; after the first issue, the Joker vanishes, not to be seen again until Scott Snyders "Death of the Family".
Faces of Death actually focuses on a new villain. A laudable approach that I'm all for DC doing more of. Trouble is, said new villain has no spark. The Dollmaker is not much of a character beyond the fact that he cuts faces off, which is an MO we could get from any old grimdark comic book. Without an interesting threat, the book just kind of falls apart.
Still, I enjoy Daniels artwork, as always. A lot of people give him flack for being too "90's", but his style's always worked for me. He's not quite as reliably good an artist as some - he seems to like to experiment with technique a lot, which doesn't always pan out - but when he's on top he can make some really memorable images. Memorable as in "wow, that's a cool splash", not "uhh... huh, a splash page of Jokers severed face". Unfortunately, those type are in short supply here, but the art is still pleasant enough.
Even so, there's nothing here that you just gotta see and it's not quite good enough to make up for the lackluster story.
My Opinion: Skip It
Faces of Death isn't really "awful", but it's forgettable enough that I'm comfortable saying you don't need to bother. Kind of a dud, all things considered. Tony Daniel's done better.
Collects: Detective Comics (vol. 2) #1-7
I've always liked Tony Daniel as an artist, but as a writer he leaves something to be desired. The plots are rarely gripping and it's easy to forget a lot of what you just read. Even with this book, which I read a week or so ago, I've been struggling to recall what happened without going back to the book for a refresher. Never a good sign; even worse when we're talking about one of the flagship Batman books in the wake of a line-wide relaunch.
Don't be fooled by the cover, either; after the first issue, the Joker vanishes, not to be seen again until Scott Snyders "Death of the Family".
Faces of Death actually focuses on a new villain. A laudable approach that I'm all for DC doing more of. Trouble is, said new villain has no spark. The Dollmaker is not much of a character beyond the fact that he cuts faces off, which is an MO we could get from any old grimdark comic book. Without an interesting threat, the book just kind of falls apart.
Still, I enjoy Daniels artwork, as always. A lot of people give him flack for being too "90's", but his style's always worked for me. He's not quite as reliably good an artist as some - he seems to like to experiment with technique a lot, which doesn't always pan out - but when he's on top he can make some really memorable images. Memorable as in "wow, that's a cool splash", not "uhh... huh, a splash page of Jokers severed face". Unfortunately, those type are in short supply here, but the art is still pleasant enough.
Even so, there's nothing here that you just gotta see and it's not quite good enough to make up for the lackluster story.
My Opinion: Skip It
Faces of Death isn't really "awful", but it's forgettable enough that I'm comfortable saying you don't need to bother. Kind of a dud, all things considered. Tony Daniel's done better.
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Wednesday, June 19, 2013
Spider-Man: Ends of the Earth (comics)
Writers: Dan Slott, Ty Templeton
Artists: Humberto Ramos, Stefano Caselli
Collects: Amazing Spider-Man #682-687, Amazing Spider-Man: Ends of the Earth #1 and Avenging Spider-Man #8
This volume may have busted Spider-Man again. I suppose it's been happening since Dan Slott went solo on the title, but it isn't until this volume that it became unbearable. The reality is that Spider-Man has been on a backslide to a place Marvel went to a lot of trouble pulling the character out of. Slott clearly loves and respects Spider-Man, but perhaps has lost sight of what makes him work.
Once again, things are way too perfect for Peter Parker. I guess it started back with Big Time. Suddenly, Parker's so smart he lands a job at a big time science lab where he makes ridiculous amounts of cash. He can come and go as he pleases, something that takes care of all the realities of vigilantism that kept him from holding down a regular job. He has access to anything he could ever need. He can devise weapons to use against his villains in his spare time, while the tech also has practical use as inventions for his job. His rich supporting cast has been scattered to the four winds yet again*. On top of all that, the series has fallen back into that annoying habit of treating Mary Jane like she's "The One" and that they're perfect for one another, whether they're together or not, and she's patient and never mad at him when he has to run off and did I mention she's a supermodel or an actress depending on what you're reading**?
The pressure has been building for some time and Ends of the Earth is where the dam burst.
Slott obviously meant it as the culmination of everything Doc Ock has been doing since he returned to the book in... #600, I think it was. The scope and scale is suitably epic. The odds are insurmountable. The world is against him and it seems hopeless. All that is precisely the problem.
Within the second issue, the Avengers - called upon by Spider-Man to give him a hand - get the hell beat out of them with ease. It's not even a clever out like in Spider-Island; they're actively jobbing to Doc Ock. From then on, it's Spider-Man, in a spiffy new suit designed to counteract the powers of the entire Sinister Six - because he can come up with shit like that in his spare time now - against, quite literally, the world. Silver Sable and Black Widow are along, but Sable's the only one of any use. In this story, Spider-Man by himself is more resourceful than an entire team of Avengers. He comes up with the big ideas that take down the Six, he has Ocks plan figured before anyone else, manages to defeat several mind controlled Avengers in combat (he comes up with the solution to the predicament too) and... need I go on?
To top it all off, he has this "no one dies" thing going on and literally sulks after saving the entire world because one person died.
I just... what in the actual hell did I just read? I realize it's his solo, but suddenly Peter Parker is the smartest, toughest, bestest superhero around. There isn't even a "his deeds will never be known" bit; everyone knows he just saved the entire planet more or less by himself. I'm not saying stories like that can't work, but this one sure as hell doesn't. There are few, if any, points in this story where it seems like Spidey is on the ropes or in a difficult situation. Also completely ignored is the fact that, if he can seriously come up with a counter for all his villains now, no one should pose much of a threat to him going forward.
It's too much. I'm not going to pretend I don't know where this is going, but I have a hard time believing the events a couple volumes from here can salvage this, in my opinion, misguided direction. At this point everything Brand New Day brought back is being slowly tossed out the window again and it's annoying the piss out of me.
Arts pretty great though, I'll give it that. Stefano Casseli is just as great as when he did Venom issues during Spider-Island. Humberto Ramos is around, but only does two issues of the storyline. And hey, credit where it's due; I liked his work in this one a little better than I usually do. The art is the only reason you're not seeing red right below this.
My Opinion: Skip It
This is a bridge too far. I'll be around long enough to try out Superior Spider-Man - I love the concept, so I'm going to give it a chance - but if it doesn't seriously impress me I think I'm done until there's a serious change in direction or creative team. This book just is not working for me anymore.
* Characters are going to come and go depending on what happens to them, but we're at a point where a bunch of the characters Brand New Day went out of its way to bring back are flat out gone now. Slott has tried to control the damage by giving Peter some new friends and colleagues at Horizon Labs, but most of them - except maybe Pete's boss and I suppose Grady's alright - aren't on par with the best.
** All the other love interests are, yet again, either gone or a non issue. This is exactly why I dreaded the day Mary Jane returned to Amazing Spider-Man. I was afraid the series would fall back into old habits. Sadly, I was right.Time will tell if it holds, but I'm not optimistic.
Artists: Humberto Ramos, Stefano Caselli
Collects: Amazing Spider-Man #682-687, Amazing Spider-Man: Ends of the Earth #1 and Avenging Spider-Man #8
This volume may have busted Spider-Man again. I suppose it's been happening since Dan Slott went solo on the title, but it isn't until this volume that it became unbearable. The reality is that Spider-Man has been on a backslide to a place Marvel went to a lot of trouble pulling the character out of. Slott clearly loves and respects Spider-Man, but perhaps has lost sight of what makes him work.
Once again, things are way too perfect for Peter Parker. I guess it started back with Big Time. Suddenly, Parker's so smart he lands a job at a big time science lab where he makes ridiculous amounts of cash. He can come and go as he pleases, something that takes care of all the realities of vigilantism that kept him from holding down a regular job. He has access to anything he could ever need. He can devise weapons to use against his villains in his spare time, while the tech also has practical use as inventions for his job. His rich supporting cast has been scattered to the four winds yet again*. On top of all that, the series has fallen back into that annoying habit of treating Mary Jane like she's "The One" and that they're perfect for one another, whether they're together or not, and she's patient and never mad at him when he has to run off and did I mention she's a supermodel or an actress depending on what you're reading**?
The pressure has been building for some time and Ends of the Earth is where the dam burst.
Slott obviously meant it as the culmination of everything Doc Ock has been doing since he returned to the book in... #600, I think it was. The scope and scale is suitably epic. The odds are insurmountable. The world is against him and it seems hopeless. All that is precisely the problem.
Within the second issue, the Avengers - called upon by Spider-Man to give him a hand - get the hell beat out of them with ease. It's not even a clever out like in Spider-Island; they're actively jobbing to Doc Ock. From then on, it's Spider-Man, in a spiffy new suit designed to counteract the powers of the entire Sinister Six - because he can come up with shit like that in his spare time now - against, quite literally, the world. Silver Sable and Black Widow are along, but Sable's the only one of any use. In this story, Spider-Man by himself is more resourceful than an entire team of Avengers. He comes up with the big ideas that take down the Six, he has Ocks plan figured before anyone else, manages to defeat several mind controlled Avengers in combat (he comes up with the solution to the predicament too) and... need I go on?
To top it all off, he has this "no one dies" thing going on and literally sulks after saving the entire world because one person died.
I just... what in the actual hell did I just read? I realize it's his solo, but suddenly Peter Parker is the smartest, toughest, bestest superhero around. There isn't even a "his deeds will never be known" bit; everyone knows he just saved the entire planet more or less by himself. I'm not saying stories like that can't work, but this one sure as hell doesn't. There are few, if any, points in this story where it seems like Spidey is on the ropes or in a difficult situation. Also completely ignored is the fact that, if he can seriously come up with a counter for all his villains now, no one should pose much of a threat to him going forward.
It's too much. I'm not going to pretend I don't know where this is going, but I have a hard time believing the events a couple volumes from here can salvage this, in my opinion, misguided direction. At this point everything Brand New Day brought back is being slowly tossed out the window again and it's annoying the piss out of me.
Arts pretty great though, I'll give it that. Stefano Casseli is just as great as when he did Venom issues during Spider-Island. Humberto Ramos is around, but only does two issues of the storyline. And hey, credit where it's due; I liked his work in this one a little better than I usually do. The art is the only reason you're not seeing red right below this.
My Opinion: Skip It
This is a bridge too far. I'll be around long enough to try out Superior Spider-Man - I love the concept, so I'm going to give it a chance - but if it doesn't seriously impress me I think I'm done until there's a serious change in direction or creative team. This book just is not working for me anymore.
* Characters are going to come and go depending on what happens to them, but we're at a point where a bunch of the characters Brand New Day went out of its way to bring back are flat out gone now. Slott has tried to control the damage by giving Peter some new friends and colleagues at Horizon Labs, but most of them - except maybe Pete's boss and I suppose Grady's alright - aren't on par with the best.
** All the other love interests are, yet again, either gone or a non issue. This is exactly why I dreaded the day Mary Jane returned to Amazing Spider-Man. I was afraid the series would fall back into old habits. Sadly, I was right.Time will tell if it holds, but I'm not optimistic.
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