Don MacPherson's Comic Reviews

Reviewer For: Eye On Comics Reviews: 925
6.5Avg. Review Rating

What makes this such a compelling read is that while prejudice and racist cliches are the catalysts, the real story is about self-image and self esteem. I'm a white kid from Atlantic Canada rather than an "American Born Chinese,"but I can easily identify with Jin's sense of isolation and Danny's embarrassment. We've all felt those ways, rightly or wrongly; what's different for everyone are the causes of those feelings. Even the monkey god's journey of empowerment and later rediscovery of his cultural identity are elements that one can easily find in one's own life. The meticulous quality of this graphic novel's construction is eclipsed only by the honesty and universal nature of the subject matter.

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I've enjoyed American Virgin from the very first issue, but it occurred to me after reading this issue that I'm only beginning to understand it now. The book has been a brutally frank examination of western culture in terms of religion, sexuality and media, but now I see that this is actually a rather traditional parable about a prophet being tested by God. Adam's story mirrors those from the Bible of people God tasked with impossible and socially embarrassing missions or destinies. Abraham was asked to sacrifice his son purely on faith. Joseph was asked to accept a wife carrying a child that was not his own. Angels don't come down and ask men and women to do great things and lead people; they ask them to do strange, inexplicable things. They prove their faith and worth by overcoming what's asked of them, not by achieving. Adam is in the same position here, complete with angelic messenger.

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I could write pages about what I think Mazzucchelli is talking about in this book. At times, his meaning comes across as abundantly clear, and at others, there's a surreal tone that makes meaning elusive, even fluid. And the ending... the ending alone is enough to keep readers debating about the artist's ultimate message, I'm sure. This is without a doubt the most amazing comics experience I've had all year, and it's a safe bet that this book will top critics' best of 2009 lists in a few months. This is a must read for fans of intelligent, finely crafted comics.

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There are no answers forthcoming in this first volume, but Little definitely lures the reader further into the melancholy, miserable world of Chiaroscuro, using that mystery as a strong and effective lure. I sincerely hope it won't be long before Little continues this opus.

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Writer Jason Aaron brings this war story to a satisfying and fitting conclusion. As always, the parallels and contrasts between the two protagonists' tales serve as the greatest appeal of the book. Aaron's script and plotting challenge his audience, and the complexity of the storytelling, tempered with its down-to-earth characterization, is quite thought-provoking. Billy Everette's character finds redemption as a soldier in this concluding issue, but in finding his courage and overcoming his fear, he loses himself and any chance at a normal life. Cameron Stewart's art conveys the choreography of the climactic battle perfectly. We can see the mechanics of the battle unfold with crystal clarity, and he manages to convey the chaos in a slow-motion mode that drives home the art and the drama of the ugliness of the violence. Not surprisingly, The Other Side proves to be an ironic tragedy. The dedicated soldier with a loving family is denied his return home, while the reluctant weakling is h

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While Brubaker entertains with his deconstruction of the classic Archie characters, what the story is really about is how one lives life. Here, Riley has for an easy life. While he denies it, he's clearly in part drawn to Felix because of her money. He marries for convenience, not for love. It's not to say that he never felt anything for her, but that she represented what he wanted to reject: his small-town life. Riley wanted out of his own past, but now, he wants back in, away from the dark place he inhabits now. The problem is that he's using the ugliness in which he's been immersed as a means to achieve his ends.

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When it comes to the American Revolution, what one usually sees from American storytellers is, understandably, a fairly one-sided view of that period of history in which the men fighting for the American colonies' independence from the British monarchy are glorified and hailed for taking the first steps toward creating what would be a world super-power. But Schweizer doesn't glorify any player in this drama, nor does he denounce any particular side in the conflict. More importantly, he demonstrates there were more than just two sides. The idiom "there's two sides to every story" almost always proves to be false; there's always more than two. The truth is made up of a polygon of viewpoints that shape the real story only when all sides are assembled. Schweizer recognizes this fact, incorporating neutral parties such as unaffiliated colonists, native American tribes and others into the mix.

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The first chapter of "Twenty Questions" is incredibly well written, and if subsequent episodes are half as compelling and interesting as this one, I'll still be riveted.

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By accompanying him on a trip to this strange but all-too possible vision of Manhattan, Brian Wood also takes the reader around the world and through time. We visit My Lai in Vietnam, and we spy on soldiers in Abu Ghraib Prison in Iraq. Wood offers no judgments about the past war crimes, the memories of which this story elicits. He does acknowledge the unjust horrors that have been carried out in the midst of war, but he also acknowledges that in many instances, they're committed with regular joes who have been immersed in Hell on earth. They are ordinary people in circumstances that would drive any ordinary person insane.

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In reaction, Hundred goes on to question why he - and by extension, the establishment in general - have given a pass to some forms of periodical publishing while making environmental demands of others. One character offers that the argument is moot, that there's no future for newspapers or comics. Perhaps that's Vaughan's final word on the subject, I don't know. I don't entirely agree with it, but it's wonderful fodder for debate and discussion. Anyone who an interest in comics, the responsibilities of those in publishing and the future of print ought to give this collection of dead plant matter a look, whether or not he or she's familiar with Ex Machina.

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Thompson's commentary adds so much to the reading experience that I actually felt this was the superior publication as compared to the first hardcover volume of 1950s-era strips I have on my bookshelf. In that volume, the strips really have to speak for themselves, but Thompson's footnotes here bring so much more to the equation. It's also interesting to see the evolution of Schulz's character design and style. Charlie Brown looked a bit different when he debuted as compared to the icon we know today. The same holds true for how these familiar characters behaved in their early days. Unseen Peanuts will be of interest not only to fans of the craft of comics but to anyone who grew up with Charlie, Snoopy, Linus et al.

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I think what I most enjoyed about Friends With Boys was it wasn't about what I thought it was going to be about. The title leads one to believe it's about a girl meeting new, male friends as she enters the public school system for the first time. But it's not about that. Instead, she ends up befriending a girl, Lucy. So then I thought it was about how Maggie had only been friends with boys (her brothers), so the title was meant as a bit of misdirection. But Maggie also becomes friends with Alastair, Lucy's brother. It wasn't until the book's climactic ending the true meaning reveals itself, and it's thoroughly satisfying. All the clues are there. Friends With Boys is ultimately a story about the importance of family as a foundation for who we are and the lives we choose to live. Friends With Boys stands out as Faith Erin Hicks' finest work, and given the strength of her past projects, that's saying something.

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Given the look of the art and the cosmopolitan tone of the writing, I'd assumed Roy was an established European creator. I actually inquired with publisher Ed Brisson about the origins of the book; I had a hunch this was actually a reprint of a well-received European comic. To my surprise, I was informed that Simon Roy is actually a Canadian comics creator who's just starting out. This is a powerfully effective and thoroughly impressive debut from a young, new talent. Roy - whom Brisson tells me is only 20 - exhibits maturity and a level of craft beyond his years. He's a real find, and fans of comics or just strong storytelling ought to seek out Jan's Atomic Heart... and his future endeavors as well.

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The over-the-top aspects of the story are amusing and even briefly thrilling on occasion, but the quieter moments are those that exhibit the greatest strength. The friendship between Joe and his masked friend Pete is simple and straightforward, and it's completely believable. The more intimate connections - between Pete and his mermaid charge, and Anna and Max - seem heartfelt, and they help to balance the surreal side of the book. Graham's vision of a wonderworld of the future is fascinating, but the strong, convincing characterization serves as the real heart of this topsy-turvy tale.

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While I enjoy his writing, there's no denying that Petersen's greatest strength as a storyteller stems from his richly textured artwork. He has an incredible eye for nature. Though his mice behave in a human manner, they always look like mice. There's a simple, soft approach in the backdrops and landscapes that make for an interesting contrast with the rich detail of the various animals. Petersen with a talent in the industry without equal, and it's wonderful to see that he's apparently got no shortage of Mouse Guard stories to tell.

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Hickman sets a perfect pace in this opening issue, introducing each character clearly while still setting the stage and advancing the plot. When politics, science, religion and war converge, the result is no simple scenario. However, Hickman spells out the complexity of the situation clearly, but accessibility doesn't lead to oversimplification or a patronizing tone. The writer conveys the science-fiction elements in a convincing manner; the notion of time travel as presented here comes off as plausible rather than fantastic. He's also granted the characters distinct, believable voices. Perhaps the most interesting sequence in the story is one that's almost entirely text-based. The debate among the cardinals and the pope about what to do with their new technology is compelling. They don't seem like madmen or even intense zealots. Instead, there's thoughtfulness in their discussions, but there's passion and trepidation as well.

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Power Man and Iron Fist just went from being one of the most fun comics Marvel is publishing right now to one of the most important comics in its lineup.

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Cooke portrays the dangerous world in which these characters exist as oddly alluring but at the same time, they're clearly living depressing lives. Parker is ultimately a survivor, someone who chases after what he needs rather than what he wants. Parker is incredibly impressive and intimidating, but he's also a pitiable figure. While this piece of crime fiction is fascinating, with its clever twists and examination of the tricks of the criminal's trade, the reason it's such a captivating read is that it's such a thorough, well-crafted character study of a broken but strong man.

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As strong as Vaughan's writing is, I think artist Fiona Staples tops him by bringing his visions to life. This is absolutely one of the loveliest comics I've seen in some time. I've seen Staples' work on covers and in an issue of Jonah Hex not too long ago, but those fine efforts pale in comparison to what the Canadian artist has accomplished here. Alana is absolutely loveable, but like the other characters, there's a rougher look at play in her design as well, thanks to Staples' loose style combined with softer colors. There's really not a single character design in the book that's not appealing, from the "robots" to The Will's feline companion. This is as close to a flawless comic book as one might find. The only thing I can find wrong with it is its generic title.

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Given that this issue doesn't boast the extra pages at no extra cost the first one did, I figured there was no way this issue could prove to be better than the previous one. Boy, was I wrong.

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Scarlet clearly plays two roles in her own story, that of the victim and of the heroine. But she also fulfills a third key role - I see her as also being the ultimate villain in this drama. The audience understandably sympathizes with, empathizes with and pities Scarlet. Circumstances and the system have transformed her into the destructive yet influential force that she becomes in this issue. She's out to fight corruption, and she does so unforgivingly, unrelentingly. But that determination and skewed perspective are what threaten to make her the villain to all, not just those who abuse power. There's an undertone to her call to arms that she sends to the public that leads me to believe she's going to take a "if you're not part of the solution, you're part of the problem" approach to her mission. It's one thing to attack those who are tainting the system. It's another to destroy those who either don't agree with you or are apathetic. I wonder how widely Scarlet will cast her net in he

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MacIsaac's work has been billed as gay porn, and there's definitely plenty of explicit homosexual sex depicted in these pages. That prospect may make some uncomfortable, but MacIsaac's main purpose isn't to arouse or shock his audience. The sexual components of his storytelling are there because they speak to what drives the characters, what frightens them and what helps them to find themselves. Ultimately, the gay sex is simply part of their lives, just part of what they do that makes them human - now what makes them different.

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However, one needn't be a history buff to follow and appreciate the story and characters. There's a classic enmity between Charles Lord and Montglave that not only motivates the characters but drives the story forward. Like Chantler's artwork, there's a certain simplicity to the good-guys-versus-bad-guys plot that's appealing, but the creator uses that simple conflict as a foundation for a more complex structure. He divides the characters into smaller factions, making for multiple plotlines and character threads that only converge in a climactic battle scene. Chantler also offers up a couple of interesting twists that took me off guard. The snivelling nephew proves to be made of sterner stuff than the author led us to believe, and he also adds a new dynamic to the relationship between Charles Lord and Simon that really brings a thematic conflict to a brutal conclusion.

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The juxtaposition of Billy's and Dai's stories not only spotlights their significant differences but the common ground they share. Dai may be braver and more focused, but we see they both come from small communities, from similar nuclear families. While Billy's training may be lacking in how people are treated, the military facilities at Dai's people's disposal pale in comparison. The ultimate message is about how important attitude and ideology are in waging a war, but I'm fascinated by the connections - both subconscious and thematic - between these two protagonists.

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Innocence is a vital component of this book. Morse portrays himself as a cute little animal to convey that innocence, and the reason seems to me is that he wants us to see that he still feels like a child in the world. He's making things up as he goes along and doesn't fully understand how it all works. At the same time, that child-like perspective is a blessing, as it allows him to see beauty in the simpler things. The ultimate point of the book seems to be that innocence is an inherent component of creativity. The point is made more subtly in the earlier part of the book, but the final few pages serves as Morse's overt statement on the issue. It's almost a manifesto, but really, it's a promise from a man to his son as well as a note of encouragement from the father to himself.

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Reading King City and following characters such as our slacker-kid cat master and the masked Pete as they embark upon their capers remind me of my youth, as I followed a friend into weird and intimidating places that opened my eyes to the existence of a whole other world lying underneath the one I knew. It's like that visit to an after-hours club where you don't really belong, but in which you manage to have an incredible night that serves as the fodder for a story you'll be telling for the rest of your life. King City takes its readers to that place, where one's wide-eyed wonderment is mixed with a sense of intimidation.

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Above, I mentioned a particularly poignant scene set in a hospital room, where an ailing Law Chantler lay dying near the end of his life in the late 1990s. He's watched over by one of his grandchildren, and she hears him mutter about his time during the war, apparently reliving a harrowing moment. I was fascinated, and honestly, I wanted to know more about the man's struggle late in life and how the war changed him and haunted him. But that wasn't Scott Chantler's purpose with this book. It was to chronicle his grandfather's journey through that dark but important segment of history. The short scene set in the 1990s served to demonstrate how that journey, even so long after its end, was an ever-present element in the man's life. That scene served to speak about the war, not to explore the experiences that came years after.

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Ultimately, this book isn't about what it takes to make a relationship work and whether or not it's meant to be. I think the greater message is that whether it's Forever or For a While, the collection of the experiences alone is the reward. The prize isn't the storybook ending but the story itself. The juxtaposition of the two final scenes says it all: the good definitely outweighs the bad.

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The central theme of this issue " and a defining characteristic for this interpretation of Animal Man " is compassion. Buddy Baker is compassion given form. He cares for the crazed individual who puts sick children at risk because he sees sickness in him as well, not malevolence. Buddy's a symbol of compassion for animals. He's all about caring for others, but he's still presented as a regular guy. He's not sainted, and he doesn't sacrifice who he is or his other roles to exercise that compassion. Perhaps the point of the opening story will be about sacrifice, or about a challenge in which compassion has no place. I don't know, but I can't wait to find out.

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Annihilator actually shares more than a writer in common with the afore-mentioned The Multiversity. Both comics explore the notion of writing as a reality-altering force, as tapping into unknown powers. In the DC event book, Morrison's script casts the audience in the role of power, as the script begs the reader not to take the characters further down toward a path of decay and corruption. In Annihilator, the story is about the written word given birth to something dark and menacing, or perhaps it's the creation using the writer to craft its gateway into existence. It's weird and intense and entertaining.

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For this relaunch, Busiek brings back his everyman protagonist from the second Astro City series published by Image Comics back in 1996. Ben Pullam served as our standin, allowing the reader to walk the streets of Astro City and to look up and see the impossible unfolding above them. Now, Busiek is taking Ben in a different direction. He's no longer the everyman, the witness. Now he's becoming part of the mythic world that's been overhead for so many years. I like how Busiek is bringing the series full circle by using Ben as the central figure in this latest story, which also allows him to demonstrate things in Astro City are unfolding in real time instead of the frozen hourglass that allow Superman and Spider-Man to remain eternally young.

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As fun as the dialogue and interplay are, what really grabbed my attention and never let go from the start was DeConnick's comparison of Iron Man and the Hulk. She uses them to present opposing philosophies, and it's interesting to see how such disparate points of view grew from what was basically the same starting point.

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It's interesting that DC has allowed Morrison to revive a piece of its past that it ha buried years ago, but then again, the Kathy Kane we meet in this story is a far cry from the one who joined Batman and Robin on their adventures a lifetime ago. She's a much darker character, meant to be much more than a love interest or female reflection of the title character. Her motives are radically different, and there's an edge to this new incarnation of the Silver Age character that keeps the reader from seeing her completely as a protagonist. Oddly enough, I'm reminded of the embittered incarnation of the character that turned up on television a few months ago in an episode of Batman: The Brave and the Bold. Furthermore, given the hallucination sequence in the story, I'm not entirely convinced that Morrison has actually restored this lost element of the Batman mythos. Rather than retconning a retcon, he may be playing with perception, misdirecting an audience that's expecting one thing but a

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Maybe what was most striking about this comic book was the story is populated by a cast of strong, female characters. All of the major roles are filled by female characters, and they're convincing ones. The Weeping Woman is a thoroughly creepy yet somehow tragic figure, but my favorite bits in the book were Kate's more personal moments. Her scene with Maggie and the confrontation with her father show opposite ends of Kate's emotional spectrum. She's almost shy and clearly vulnerable as she decides to approach Maggie, but she's a whirlwind of outrage and hurt in the face of her father. While she exhibits a stoic and strong facade, the writers are exploring how Kate is broken in many ways. I would imagine this series will ultimately prove to be about her efforts to repair her broken parts. Maybe she'll even end up carving out a life for herself rather than a mission.

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While the point of the storytelling is abundantly clear, the way in which Love opts to convey his meaning is darkly delightful. This is an African-American vision of such fabled stories as The Wizard of Oz and Alice in Wonderland. Southern and black culture factor, not to mention U.S. history, factor in heavily with Love's character concepts and designs. He mixes the worlds of magic and the mundane incredibly well here. This unusual and mature take on the child's quest into another world is mesmerizing. It's clear why Bayou caught the attention of the Zuda editorial board early on and why it's earned a number of awards.

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The smartest thing Cosby does with the property is limit the length of the stories. Yeah, he would have been limited in part by the format of Dark Horse Presents, but this is the sort of material that works well in short form in that anthology format. The extreme nature of the characters, plots and comedy seems to work well in small doses. Buddy Cops works as a drive-by hooting.

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Guillory's distorted linework and designs reinforce the unique and unusual qualities of the story and characters. He clearly crafts Amelia to be a beauty, but he avoids the typical curves that artists usually employ to convey beauty. Instead, her form is as misshapen as everyone else's, so the artist conveys her attractive qualities through a shining smile, perkiness and confidence. I also loved the gruesome greens he employs to convey the stomach-churning results of Amelia's work.

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This graphic novel was also obviously crafted with an eye toward serial publication as traditional, periodical comics. The pacing and chapter breaks made it abundantly clear. That it was published as one volume instead isn't problematic at all, though. The chapters/individual issues make it easy for the reader to peruse the book in spurts. But then again, the characterization, artwork and storytelling are so engrossing, there's really no need for the pauses. I'm thrilled to add this touching volume to my bookshelf. Honestly, it's a shame it wasn't also offered as a hardcover edition. I would've been happy to plunk down an extra few bucks for an edition that had an even more permanent feel to it.

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Courtney's rage in light of all of that cowardly behavior among the adults around her - people she's been told always know better than her - is completely understanding. Such anger in the face of hypocrisy is understandable for a young person, but what allows Courtney to stand apart is her refusal to stay quiet, calling the offenders out for what they are. We've seen Courtney's rebellious side and her perceptive nature before. What's more interesting is her interaction with her uncle in this story. In other Crumrin comics, she's had other authority figures against which she could revel or about which she could grumble. Now it's just her and Aloysius, and the kinship she feels for the old warlock comes into conflict with her natural obstinence. The new dynamic between the two Crumrins is intriguing, and I look forward to seeing how the relationship develops.

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Brubaker's compelling characters and conflicts would be for naught if it weren't for the gritty, noir artwork provided by his creative partner. He captures the strength and determination that define both Lawless and his pursuer and the thoroughly corrupt nature of other players in the drama as well. He also does a nice job of depicting the femme fatales in the story, not only their beauty but a certain emptiness in their eyes as well. Val Staples's use of muted, almost unnatural colors adds to the atmosphere of tension. My only real issue with the visuals for this issue is the placement of the logos on the cover; they're too dominant, detracting from Phillips's artwork.

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The apparent core premise of "The Crogan Adventures" is somewhat disappointing, in a way. The framing sequence - featuring a father telling his son of the adventures of one of their Crogan ancestors - indicates that further books in this potential series will feature other members of the title clan (and a quick read of Schweizer's website tells me I'm right, as a new Crogan book is forthcoming). While I welcome the potential for another installment of Schweizer's storytelling, I'm a bit disappointed the next one won't feature these pirate characters. Still, Crogan's Vengeance stands up well as a self-contained, one-off story, and my desire to see more of these characters certainly doesn't detract from the strength of the creator's work on this thoroughly impressive effort.

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Ultimately, Ennis's resurrection of Dan Dare is about honor and idealism. The stumbling bureaucracy in this sci-fi story is meant to mirror the corrupted governments of the West with which we're faced today. Dan Dare lives in a version of England that saw great men as its leaders. Digby laments the lack of leaders and the need for someone strong and true to step up. I couldn't agree with Ennis more. I look forward to future issues, as it seems that Dan Dare will be about how we can revisit the potential and greatness that was once only part of our history. Dan dreams of returning to a simpler, better time. So does Ennis.

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For years (and some would argue decades), Daredevil's adventures seemed to take place in a dark place, almost separate from the rest of the Marvel Universe. Sure, he encountered other Marvel heroes, but the New York in which Matt Murdock was tormented by the Kingpin wasn't the same city in which the Fantastic Four fought Galactus. Now, while DD's exploits seem immune from crossovers such as Fear Itself, he's definitely ventured back into the Marvel Universe. In keeping with the lighter tone Waid has instilled in the property, more super-science, wondrous elements have turned up in this title. Daredevil isn't just fighting mob enforcers and skilled assassins anymore. He's having to contend with masters of evil, mutant monsters and mad scientists. It's a dramatic shift, but one that works - probably because it's been a long time in coming.

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Becky Cloonan really outdoes herself with her efforts on this comic book. The settings are meticulously detailed; St. Paul's Cathedral looks incredible here. It's incredibly easy to see this happening in the real world, because it looks like the real world. When it comes to the characters, she boasts a slightly simpler approach, given her Amerimanga style. However, the figures are just as convincing, because he captures body language nicely. I was also pleased to see that despite its move to a bigger publisher, the art on Demo is still presented in black and white. Furthermore, the creators still offer up text and sketches in the back of the comic to give their readers some insight into the creative process.

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The final page, which features the big revelation about the true nature of this story, elevates this from a good, entertaining super-hero story to something special, something thought-provoking, something significant. No, I'm not alleging that a Dr. Strange comic is going to effect social change. But the plot development on the final page, the themes introduced in this issue and the title of the story itself all indicate that Vaughan is going to pose some interesting ethical questions that can prompt for personal and social reflection. I shouldn't be surprised that Vaughan has developed such a smart story. He remains one of the most important talents in the industry today.

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It's fitting that the most successful and innovative of the Escapist spinoff comics should focus on characters that create comics, just as Michael Chabon's award-winning novel did. Dark Horse's initial decision to publish super-hero spinoff stories may have seemed like a natural way to extend Chabon's vision, but Vaughan has taken a far more logical approach to adding to the world of Kavalier and Clay.

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Hundred's sci-fi power makes for an interesting contrast with the spirituality of the Vatican and the classic architecture that serves as the backdrop for this story. Also intriguing is the fact that such different entities have a powerful commonality: are both beings of great political power and responsibility. Really, this story arc is about the fundamental differences between the secular and spiritual worlds and how they hide common ground. Serving as a symbol of that approach to the storytelling is the story arc's title - "Ex Cathedra" - which is a religious play on the title of this series; it's different but similar. Vaughan's script achieves an excellent balance between the theological theory exposed at the end of the issue and more everyday, down-to-earth concerns. Hundred's banter with Bradbury early on in the story enables us to see the hero as an everyman, and his awestruck reactions to physical structure of the Vatican and its inner workings allows the reader to walk in his

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Phillips brings a perfect noir, pulpy sensibility to the book that's a major part of its appeal. The characters' faces are thoroughly expressive and realistic, but he renders them in a somewhat simple way that makes their convincing and emotive qualities seem all the more surprising. While he employs an economy of lines to bring the characters to life, he brings a stunning of level of detail to bear in the backgrounds, which brings a strong sense of place to the mix, adding to the credibility of the incredible story. Perhaps more than any issue before this one, this episode of the series shows just what a vital role colorist Dave Stewart plays in the success of the visuals.

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Perhaps Vining's greatest accomplishment with this book is how he manages to instill personality in the chimp characters without personifying them. The characterization is powerful and effective. We really get to know Ham and some of his chimp colleagues, and there's anthropormorphication of the animals. The writer/artist conveys Ham's intelligence and his primal nature quite well; it's a balanced approach and a solid one. Ham turns out to be a sympathetic figure and an admirable one. Is he brave? I don't know, but I sensed trust in how Vining depicts his behavior and reactions.

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It was recently reported that the sales on Flashpoint #1 fell under the 100K mark and well below the numbers DC's main competition posted with its Fear Itself event book. However, those numbers reflect sales before the release of the spinoff titles such as this one. I suspect the strength of storytelling such as what's to be found in Batman Knight of Vengeance might serve as a boost to the Flashpoint brand in general.

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The best thing Johns does in this book is show Hal trying to cope with regular life. It brings an important balance to the incredible notions of magic rings, immortal overseers of the universe and other fantastic elements inherent in the property. More importantly, though, it gives the reader something with which to connect on a personal level.

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It seems to me Beaton is casting herself in the jester's role, humbly presenting herself as a goofy cartoonist rather than an artist making profound statements on history and culture. Both characterizations of the cartoonists are valid, as far as I'm concerned. Her work appeals on both a baser level and an intellectual one, explaining the broad reach she's had in a few short years online.

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The poverty and totalitarian approach to corporate and civil security stand out as the most compelling aspects of Martz's story. Undoubtedly, he's been crafting this story for some time, so there's no way he could've foreseen the Occupy/99 Per Cent movement. But there's no questioning the experiences that unfold in Heaven All Day are what led to it. Of course, the protests point out, in part, the financial imbalances in Western society are untenable, whereas Martz's story ultimately has an encouraging message, I think. The engineer's perseverance wins out over the oppression he witnesses and experiences every day. Maybe one day we'll be able to say the same about the 99 Per Cent as well.

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As is often the case with so many Hellboy comic, while there are some explosive action and spine-tingling monsters to be found, the real draw is the mood. Hellboy's down-to-earth demeanor makes it easy to accept his netherworldly nature among the human players in the drama. Mignola doesn't bother to explain how Hellboy arrived at this place at this moment. He allows his audience to simply accept that he's drawn to adventure, drawn to where he's needed. It's an accessible read, and while it seems like a fairly simple story at first, it ends up embracing faith and good will as vital components of not only the plot, but the human heart as well.

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Waid's focus here isn't on unimaginable destruction, weird and new super-hero powers or the downfall of a champion. While there's a fascinating plot and mystery unfolding, it's the characterization that's the most engaging aspect of the book. We see the Plutonian/Superman as an emotionally vulnerable character, even fragile. Waid explores a man who's forced to live his entire life in secret and how he's changed and damaged when the decision to finally let someone see his vulnerability and humanity blows up in his face. We also get to see what scares a man who can't be hurt along with what breaks his heart. Alana's reaction to learning the Plutonian's secret is completely understandable and justified. That explosive scene and the fallen hero's relationship with Patel simply serve to spotlight how disconnected he is from humanity and how that's really left him as something of an innocent. Perhaps it's his loss of innocence that leads to the world's loss of hope and security.

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McLeod's distorted artwork suits the bizarre and absurd tone of the premise, plot and players perfectly. Perhaps what's most striking about his work here is how much it reminds me of the style of Joe (E-Man) Staton, with his elongated figures and exaggerated facial features. Despite the somewhat loose look of some of the linework, there's a strong sense of world-building at play. The artist seems to have a fully realized vision of what Kaptara looks like and where it will lead the protagonist. Kaptara is weird but wonderful, a delightful convergence (ugh, DC has ruined that word) of pop-culture influences and the unconventional, skewed perspectives of its creative forces.

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That's what Brian Wood's story is all about. Megan ran from herself for years, and she did some awful things and witnessed the misdeeds of others along the way. Some of it was scarring, some of it was a lie, but it all led her to a final destination. It makes all of the experiences, good and bad, worthwhile. Megan also accepts that while she's responsible for her own happiness, she can't shoulder the burden of others' expectations and needs. It's an encouraging message overall, and it makes for a great payoff for what has primarily been a dark, sullen character study.

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Of course, Hopey's journey is guided in part by her past, and more specifically, by her relationship with Maggie. Maggie is a permanent fixture of Love and Rockets, and she's clearly been established the perfect woman. She's kind, she's happy, she's intelligent and she's sexy. Maggie has a profound effect on the lives of all those she touches, it would seem. While her influence is apparent in Hopey's life, Hernandez offers a more pronounced take on the phenomenon when she shifts hears later in the book to focus on Ray and Vivian. Ray's greatest regret is letting Maggie go, while Vivian so wants to be Maggie (and be with her) that she's transformed that into jealousy, resentment and self-loathing. Vivian is the anti-Maggie. There's nothing stable about her, nor is she caring or intelligent. She's a wreck, but one that's fascinating to watch.

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What makes Madame Frankenstein (which I feel should really be titled Mademoiselle Frankenstein, but it's a minor gripe) such an engrossing read is Rich's characterization. This issue focuses on the rivalry between protagonist Vincent Krall and Henry Lean, the well-to-do son of the rich man his family served for years. Henry's cruel bullying and sense of ownership of Vincent makes it easy to root for the latter, but what's more interesting is the fact that Vincent directs the same sort of behavior toward his late object of his affection and newly resurrected creation. Just as Henry uses Vincent to elevate himself, so does Vincent treat as a means to his ends. Vincent is both the hero and the villain of the story, and that dichotomous approach in the storytelling keeps pulling the reader in different directions.

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Fegredo's expressive art really pops on the faces of the exuberant quartet tearing a swath through greed and the status quo across America. The detail in the backgrounds, in the speed effects and action are stunning, but really, it's the glint in Roscoe's eye, the mischievousness on Baseball's face, the adoration and admiration Rosa has on hers for her man - these elements humanize an impossible story.

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As I noted earlier in the review, Baker leaves it to the reader to decide if Turner's snowballing throng of fury is a small army or a mob that's out for blood. It seems clear to me that Turner and his allies turn out to be murderers rather than soldiers. Innocents are slaughtered over the course of their two-day rampage, and those killings are carried out in such bloodthirsty fashion that one can't help but feel revulsion. But that sickening feeling is balanced by the reader's awareness of the horrors of slavery and how that practice continues to taint the sociological and political landscape in the 21st century. One has to ask if there is a justification, if the notion of "by any means necessary" is acceptable. Turner remains the hero of this story, but he proves to be one of its villains as well.

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I think the most intriguing aspect of this story is that so far, the "heroes" of the story do present the threat that the government fears. Tensen's actions in this issue transform him from the wretched, tortured, pathetic figure we first met into a monster, devoid of control or conscience. Ken Connell, though a victim of cosmic coincidence, is a time bomb waiting to go off, if the previous, uncontrolled manifestations of his power are any indication. Ken, Izzy and Jennifer are down to earth, confused people who are justifiably scared out of their minds, and that makes it easy to relate to them and to get on their side. But so far, the "super-heroes" do represent a dangerous Darwinian circumstance. I'm sure once the bigger picture comes into focus, the government types will proven to be in the wrong, and their fear-driven actions will end up being the real threat to mankind. At this point, though, Ellis has turned the usual dynamic on its ear, and his well-crafted, smart script makes f

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Gillen sets up some clear parallels between the characters in this flashback book and the superhumans in the main title, but one needn't have read the previous newuniversal comics in order to appreciate this dark story. What's really fascinating is that there are no heroes in this tale, only villains. Nevertheless, it's easy to see the NSA agents view in the story. There's a logical reason for their actions, especially when one considers the strong Darwinian viewpoint that the central character holds. Even so, there's no overcoming the fact that the story ultimately brings the main protagonist in conflict with pure innocence. Gillen offers a riveting script built on a foundation of an ages-old ethical debate. This was easily the best comic book I read this past week, and it's got me excited about Marvel's other newuniversal titles again.

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Hickmans artwork isnt the only thing that will earn him favorable comparisons to Brian Wood and his cutting-edge contributions to the medium. The political and social nature of his storytelling is part of it as well, but so is his in-your-face approach. Just as Wood has done with Channel Zero and DMZ, Hickman has climbed to the top of a building to scream through a megaphone, shouting truth, denouncing apathy and calling for action.

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Delano's script is challenging. He doesn't draw a straight line from A to B to C. The "line" actually looks more like a Spirograph design than any straight route through plot points. You have to really want to know what's happening to these characters, what they're doing and why. Outlaw Nation isn't easy, but that's actually part of the appeal. The challenge of the book, the work is well worth it. Plumbing the depths of this complex tale of violence, immortality and the ultimate in dysfunctional family dynamics is a rewarding experience.

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Brown, as the central character in this book, is intriguing. He's a study in contrasts. On the one hand, he seems to have moved beyond traditional emotional behavior. He's not jealous, he doesn't yearn for a lifelong romantic partner (anymore) and he's not the least bit embarrassed and secretive about his decision to pay prostitutes to fulfill his sexual needs. But the reality is that he's a thoroughly emotional being. When he first embarks on his quest for paid sex, he worries about running into acquaintances in a certain part of town. He worries about the feelings of the prostitutes with whom he's having sex. He's irked by those who misrepresent themselves and disgusted by potential sexual partners with certain body types. However, he suppresses those feelings. He even denies himself pleasure (or at least abbreviates his own pleasure) so as to avoid offending prostitutes or to avoid confrontation with them.

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What's most interesting about this story - which is more of a captivating character study than anything - is the dichotomy of the central figure. Gillen script is about exploring isolation and togetherness. Penny B seems to this lively, hopeful person, and when she dances, she's quickly at the heart of a crowd that loses itself in music, fun and freedom. But Penny ultimately feels very much alone. While she loves losing herself in music and dance, it seems as though she also revels in how it draws others to her. She desperately wants a deeper connection with someone, but she's incapable of making it. She seems to have only one real friend, and she's completely removed from Penny emotionally. Even the fact that Penny serves as the narrator reinforces the solitary nature of the character. As Penny speaks to an audience no other characters acknowledge, she's isolated further. I don't know if we'll see Penny's larger, ongoing story as a part of this series, but even this passing glimpse el

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While there are parallels in Miles's and Anna's lives prior to their meeting, there's a key distinction as well. In the "present," Anna is completely transformed. Physically, she's a different person, but emotionally as well. In the main part of the story, she's withdrawn. She feels invisible in her own home and connects with only one other person. But in the opening scene, she's an open book, completely exposed and revelling in the simple moments and joys life has to offer. She's grown significantly, but Miles seems to be pretty much the same. Hurd isn't saying that Miles had already matured. He's exploring the notion that Anna has had to do so in order to survive and thrive.

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Polly's a fascinating character, and perhaps what's most interesting about her is that she's probably the most boring person in the first half of the book. Her classmates start out as precocious, curious, adventurous, not her. Polly's indecision and straight-laced nature make her an unlikely heroine, but also one to whom the reader can relate. She evolves not as someone who discovers courage and her true calling, but as someone who surrenders to the moment and tries her best to learn the lessons she's picked up in the past and while immersed in the impossible.

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According to Tom Spurgeon, today is Jeff Smith's birthday, but he's the one who's delivered his readers a gift.

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One of the greatest strengths of the script is that the notion of "super-powers" or "being special" never enters into any of the characters' minds. Tom's condition is an illness, a horror that's ended his life as he knew it. The only super-hero moment in the book is an accidental one, and the danger actually arises as a result of Tom's condition, at least indirectly. It's how Tom and everyone in his life react to his bizarre condition that makes the book so engaging and credible. When one woman in his life learns the news, it's not sympathy that arises. It's further resentment and blame. It's powerful and genuine, just like so many other moments in the story.

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Kelly's art helps to keep the story grounded in reality. The alien riff is one that could overpower the more important political elements of the plot, but Kelly's believable figures and backdrops keep us focused on the characters and circumstances. Mind you, as he demonstrates with the final splash page, he's able to offer more unconventional, bizarre visuals when the story calls for it. The hallucination in the therapist's office is a striking image, but I think what I like most about it is how it represents the paranoia and haziness of the mental images the character is experiencing. It's an unreal, surreal moment, which is important because the reader doesn't know yet how real it is (even if the character is already convinced, perhaps prematurely).

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Seconds is an oddly dichotomous story. It's a grounded, coming-of-age story about a woman's difficult transition into being an adult and letting go of her past. At the same time, it's a thoroughly surreal story, with magical mushrooms, house spirits, manipulation of reality and journeys to other words bringing a pervasive weirdness that's incredible but surprisingly alluring. While the plot is bizarre and grows even moreso the deeper one makes one's way into the book, ultimately, there's a rather simple (and somewhat predictable) message at its heart. Mistakes are as much a part of our successes as the good decisions we've made along the way, and tugging at those threads of regret will inevitably lead to unravelling the entirety of our lives.

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Hickman has only provided us with the most superficial glimpses inside the heads of these characters, but what he's provided just whets the reader's thirst for more information. This first issue essentially offers up a mystery. The question isn't "whodunnit?" so much as "whydunnit?" We're left in the dark as to Steadfast's motivations and operations, and I can't wait to find out more. The accountant and lawyers are clearly driven by greed and other base desires, so I can't help but think we're going to learn justice, greed or some kind of twisted social conscience drives the Steadfast characters. It could be something much darker as well, and I suspect the fun of the series will stem more from learning about these characters even more than watching them skilfully manipulate and investigate in convincing yet incredible ways.

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My favorite moment in this book comes in a solitary panel as Billy quietly offers up what should have been an obvious assumption. He kneels before the wizard and believes his miserable life is possibly being touched by a divine power. It's a powerful but understated moment in the story that brings credibility and vulnerability to the plot and characters. That stands out as the best example I can find of the refinement of Jeff Smith's storytelling for this project. He could have easily taken a shortcut and just retold classic C.C. Beck Shazam! stories as others have done before him. He still captures the charm and innocence of that yesteryear feeling, but he also injects some great emotion and sensitivity.

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Jeff Stokely's artwork is something quite unique but wholly effective and entertaining. His style looks a bit like a cross between the weird but simple approach of Jeff (Sweet Tooth) Lemire or Scott (Ancient Joe) Morse, and the kinetic, elongated lines of Rafael (American Vampire) Albuquerque's work. The designs for the sci-fi elements - from the giant tortoises making their way across a barren landscape to the steampunk weaponry - are striking and inventive, but more importantly, especially given the nature of the title character, Stokely conveys an over-the-top sense of action and motion. Despite its colorful title and protagonist, this comic book is likely to be overlooked by many, and it's definitely worth a look.

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Just as satisfying as the script is the artwork from industry veteran Scott Hampton. We don't see nearly enough of his work these days, and his efforts here will be please newer readers who might not be as familiar with his work. I love how he brings a sexy quality to the main female character without sexualizing her. It's her confidence and swagger that are attractive, not her physical form. Hampton also separates Carmen from the rest of the characters (almost entirely men) with a brighter, softer color palette, but it's not a means to lessen her, to portray her as weaker somehow. Instead, it instills her with energy and draws the reader to her.

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The writing is meticulous throughout the book, and I don't just mean in terms of the research in the 9-11 conspiracy Veitch expounds here. No, Veitch populates the story with remarkably sharp characters, and the minutiae of engineering, politics, military operations and other cogs that make the world go 'round. Veitch reinforces the convincing tone of the storytelling with some realistic visuals. Not only are the characters genuine in appearance (no super-hero body shapes here), but the more technical aspects are presented in meticulous detail. That speaks to the importance of veteran inker Gary Erskine's contribution to the book as well.

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Pitarra's art on The Red Wing was fairly clean, in keeping with the sci-fi elements of the book. His efforts here boast a grittier tone that reflects the harsher tone of the script and the action in the story. His art here looks a bit like a cross between the styles of Frank (All Star Superman) Quitely and Carlos (Just a Pilgrim) Ezquerra. He instills a harsh tone into just about every element in the book, characters and settings alike. In contrast, the Oppenheimer character at the centre of the story looks properly detached and unique as compared to the other elements. In a world where everything is big (including the general inviting him to join the Manhattan Projects), Oppenheimer is slight, even small, but he exudes control, and in that, we sense his power.

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Maybe I just gave in to an overwhelming wave of nostalgic warmth. Maybe memory has blinded me to the notion that this is just another ordinary comic book. But even if that's the case, I would imagine others will be similarly moved and tickled as well. Expect the first printing of this issue to sell out quickly, so make a point of getting a copy as soon as you can - not for potential investment, but simply because you really shouldn't wait to indulge your inner child. And for those who still have that outer-child shell, you shouldn't wait to introduce them to the weird world of Kermit and his cast at the Muppet Theatre.

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Some short text pieces at the back of the book explain its origin and purpose, noting the narratives were taken from interviews with survivors of suicide attempts, but more importantly, it reveals The Next Day is much more than this graphic novella. It was also developed as "an interactive online experience" in partnership with the National Film Board of Canada. I haven't watched the online incarnation of the project, as I was more than satisfied with the strength of this comics component. It stands up incredibly well, as a cautionary tale, as a touching and heart-breaking examination of the dark side of everyday life and as a note of encouragement for those facing what they believe is the only choice left for them.

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The most fascinating aspect of this comic book is Phillips' successful description of how dirty or hidden money is moved through channels to make it accessible and legit. At times, it feels like we're watching an episode of How It's Made about laundered money, only there's a lot more personality in the narration and descriptions. Phillips goes beyond the mob-movie cliches of money laundering and directs out attention to a wider yet more nuanced scope of the practice. It feels incredibly well-researched and genuine, and I'd be shocked to learn Phillips dreamed it all up as a pure fiction. The Rinse is as strong as such other Boom crime/intrigue comics as Talent, Potter's Field and The Foundation, and this first chapter is being offered at a price that most shouldn't pass up for even a middling comic. And this is no middling comic.

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The plot in this first issue raises a lot of questions. Churilla immerses the title character in mystery. We don't know why he's monster-killing on a surreal psyche-scape. We don't know how it's connected to a Soviet bureaucrat. We don't know what the teddy bear is about. We don't know why Cooper hijacked the plane or what became of the cash. We really don't know much of anything, but the way Churilla presents his story, the mysteries are part of the fun. There's a clear sense of a plan, that the writer/artist is headed somewhere with these characters with a purpose. And despite the darker and weirder elements in the premise (or perhaps because of them), there's a playfulness to the writing that adds a lot of character to the concept. This is a tremendous new series, and it serves as another example of Oni's quiet but consistent effort to expand its reputation as a publisher of fine graphic novels to one that's also building a strong stable of ongoing titles.

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Nala's determination is not only apparent in her eyes, through the artwork, but also obvious in the actions she takes and decisions she makes. In the opening scene, she pursues Vincene, determined to keep a thief from taking what's hers. Nala quickly ends up playing the role of the victim, only to get the best of Vincene in the end, torturing her with a mystery that will haunt her. Nala's also empowered by her sexuality and uses it as a tool. It makes for a tragic tone to the figure. She's been used and has used others, but there's still this sense that she cares. It may just be another mask, but the reader is left with the impression that mask is actually a reflection of a person she once was.

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I know the fourth issue of this limited series hit the stands a couple of weeks ago. So far, I've only got my hands on the first two issues, but that's a temporary situation, I assure you. The Umbrella Academy is what might have arisen had Mignola and Grant (Batman, The Invisibles) Morrison collaborated together to craft The New Teen Titans back in the 1980s instead of Marv Wolfman and George Perez.

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Thematically, The Unwritten has a lot in common with Bill Willingham's Fables, and fans of that title will no doubt appreciate what writer Mike Carey offers up in this comic. Ultimately, The Unwritten is about the power of stories and how they can evolve into something much more than a piece of fiction designed to entertain. Of course, the metaphor of the literal power of stories is nothing new for DC's vertigo imprint. Its flagship title, Neil Gaiman's Sandman, explored the same theme as well. Fortunately, while the same theme keeps popping up in this corner of comics publishing, the various creators aren't just reiterating what's come before. The Unwritten feels fresh and doesn't disappoint. This book has the potential to be Vertigo's Next Big Thing, and with two of the imprints stalwarts coming to an end in the past year (Y: The Last Man and 100 Bullets), it's about time for another strong series.

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Speaking of the visuals, this unfortunately short-lived series marked a pinnacle in the comics career of illustrator Chris Samnee. He offers up a radically different interpretation of the Silver Age Iron Man. He opts to keep him in his big, bulky, grey armor, but he added a number of details to set it apart from what we've seen before. I love how he sometimes portrays Thor as fierce and grizzled in appearance, but later, he has a softness, even an innocent look to him. And Samnee achieves this while maintaining a consistent look for the title character throughout.

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For me, this story is about making mistakes and how making really big ones can be exactly what someone needs to do and should do. In this plot, Shira has finally reached a point in her life at which she has to discover herself, at which she has to venture out of her safety zone and do what was previously unthinkable. She makes the transition from Daddy's Little Girl to Woman, at least begins that transition. I've always believed that testing boundaries and breaking the rules are vital parts of growing up, of replacing one's parents' boundaries and rules with one's own. That made this story an easy and engaging read for me.

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Some might question whether or not I can be impartial about True Story Swear to God given the mention of The Fourth Rail in the new issue. Io that, I respond with two points. (1) Beland has misremembered the week of release, as only Randy posted a Fourth Rail review of the first self-published issue (which is what led to my interest in the book). (2) Anyone who's followed my reviews for any length of time at all will realize that I've been quite partial to the book from the start. Beland's honesty is impressive, but so is the universal nature of his experiences. It's remarkably easy to see oneself in his world despite the exotic locale and the characters' unusual occupations.

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I'm pleased (but not surprised) to report Tki boasts the same sense of wonder and humor that made Smith's landmark Bone such a success. Tki stands apart from the original runs of its older siblings in that it's being presented in full color, and it's a wise choice. The format for this comic is also a noteworthy difference. Tki offers just about everything Smith's fans love about his storytelling, but it still finds ways to do it in new ways. Hopefully, its release on the same day that this year's Comic Con International opens in San Diego will ensure it's not overlooked by a wider audience.

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Hernandez Walta's artwork is a joy to discover. The artist's influences shine through - from Sean Phillips to Frank Miller, from Chris Samnee to Chris Sprouse - but he definitely has his own unique, visual "voice" as well. I find the simpler aspect to the figures to make them seem more universal, more like templates, making it easier for the reader to enter their world, their lives. I appreciate the character designs, and the muted color palette that Jordie Bellaire employs really adds to the uneasy and odd mood throughout the story. I don't know how long King plans to explore the Vision and family in this manner, but as long as he does so, I'll be reading along.

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Nevertheless, the characters, art and extreme catalyst for the plot all make for a fascinating read. Despite her extreme personality and circumstances, Brody's youthful flaws are elements that the reader can no doubt recognize in himself or herself, or at least in one's past. Campbell balances sympathy for the character with the reader's disdain for her self-centered attitude. Brody may be the heroine of the story, but she's also the villain.

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My favorite part of this series is the role reversal Edmondson employs to shake up the story. The first time around, it was Moore who looked and acted like a regular joe only to be aided by the enigmatic Ellis. Here, Moore has taken on the man-of-mystery role, and Jake is the one who's more vulnerable and down to earth. It's even reflected in how their appearances have changed. The disembodied, dark figure of Jake Ellis in the first series always appeared to be bald, while Jon had a regular hair of normal brown hair. Now, Moore's the one with the shaved head, and Jake is sporting a mop of unkempt, brown locks. It's interesting to see how much more removed from the "real" world Moore has become while Ellis's hospitalization has brought him a step or two closer to it.

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While the book is strong visually, it's the core premise that really draws one into the book. The series title gets to the heart of what keeps the reader engaged and interested. Sure, Jon Moore's desperate bid to escape his pursuers, both seen and unseen, is riveting, but it's the mystery of the nature of his invisible ally that's truly engrossing. I like that the protagonist thinks he has it all figured out, and his suppositions are logical ones as well. But they don't necessarily explain everything the reader sees. I love that writer Nathan Edmondson keeps us guessing, and honestly, I'm pleased to keep guessing for some time. This is a five-issue limited series, but my hope is that this is the first such series in a number of Jake Ellis stories to come. The concept is just too strong to be discarded a few months from now.

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Not only does this series place Sir Edward Grey in an unexpected and unusual setting, it also looks unlike previous Witchfinder comics. Of course, that's because the creators tapped the perfect artist to handle a story set in the Old West: John Severin. As usual, he handles the material incredibly well. He makes the rough, raw backdrop look as untamed and dirty as it should. The meticulous detail in his realistic artwork is something to behold. that he continues to produce top-notch work at the age of 89 just adds to the impressiveness of his performance.

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Cliff Chiang's clean, soft linework is, as always, stunning, and I'm pleased to find the more soothing tones of his work don't affect his ability to deliver monstrous, even grotesque character designs. His inhuman visions of the Olympian gods never fail to impress. His take on Hephaestus reminds me of cover artist Dave Johnson's simple but dark style. Chiang also deserves credit for conveying the immense scope of the underground workshop of the god of the forge. at first, the artist impresses us with the urban Italian backdrop, enticing the reader with its architectural beauty, and then he transports us from a figurative fantasy land to a literal one.

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You couldn't find a better artist to illustrate such a surreal super-hero book. Irving's artwork has always had a weird bent to it, but he's nevertheless able to capture the everyday, everyman moments of the story as well. I like that the characters aren't dressed up in super-hero costumes. Instead, it feels more like these people are part of a network of adventurers with common goals and ideals. Irving also employs perfectly unnatural colors to reinforce the weird and bizarre atmosphere. He clearly favors pastel tones that he somehow manages to tweak to take on a darker feel. The soft blue, muted yellow and gaudy pink colors come off as the visual equivalent of minor and/or atonal chords.

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As compelling as the ethical elements of the story are, what really stands out as the greatest strength of the book is the characterization. Through various flash-forwards, the writer explores who the various cast members of the series are. It turns out Hero and Original Beth were lost souls who finally found themselves. Allison Mann is transformed from a woman at war with different parts of her own personality and past into a bunch of separate individuals that represent those distinct fragments. The characters are riveting, as everyone is outstanding, intellectually and/or in terms of physical skills.

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McCloud's message in this book isn't just about the brightness of Zot's world. It's about the potential for the same existing in our own mundane world. Zot is frustrated to find a world reluctant to embrace goodness, but he never gives up. McCloud tells us to be eternally optimistic, that no matter how dark, ugly or complicated things seem to get, there is a happy ending that's possible for each and every one of us.

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50 Reasons is a thoroughly amusing book, though it's also a little depressing in its own way. It's easy to see that's there's far too much truth in the extreme situations Immonen presents here. Here's hoping that the right people recognize their own actions in the various faux pas explored in this book.

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Morrison and Morales deliver a working-class hero in this incarnation of Superman. This is Civil-Disobedience Superman, not the guy who follows the rules in his pursuit of what's right. By turning back the clock, Morrison manages to deliver a fresh take on a concept some have dismissed as stale and outdated. Apparently, Superman as a symbol of the establishment isn't a thing of the past, though.

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I continue to be impressed with this new series and writer Geoff Johnss take on Superboy.

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I picked up this first issue on something of a lark, and I didn't know if I'd be checking out subsequent issues. Not only will I be buying the whole series, but I'll be eagerly anticipating each and every issue. It's not just a weird genre mashup, but represents some strong storytelling in the medium.

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It's a shame that this title is set in the Marvel Universe as it's clearly at its best when it's unencumbered by the extraneous elements of the shared super-hero universe. Of course, like many DC and Marvel super-hero titles that don't spotlight a recognizable icon of the genre, Agents of Atlas hasn't boasted posted strongest sales numbers. That explains the previous "guest-stars" and the upcoming X-Men Vs. Agents of Atlas two-part limited series that will replace this title for the next two months. The Catch-22 is that Marvel's promotional efforts weaken the storytelling, hiding the strengths the publisher is trying to tell its readers about in the first place. – Issues #9 & 10:

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I'm pretty far removed from the social drama of being in your early 20s and trying to find yourself, so one might expect that the characters in All Nighter would be somewhat foreign to me, that I wouldn't be able to connect with them. But for a reader such as myself, four decades into his life, Hahn's characters represent memories. Jim's sheepishness, his embarrassment, his awkwardness around women - I recognize myself (or my past self) in him. Kit and Martha's sense of wonder at the house party is also something just about anyone can recognize in themselves or in past points in their lives.

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While Lemire does a solid job with the plot and script, he's not blazing a new trail either. But Prez's visuals do come off as somewhat different. His work is in keeping with the more airy flow and inventive layouts one finds in the work of such artists as Marco Rudy and Trevor McCarthy, and it's safe to say they're all taking cues from J.H. Williams III. Nevertheless, Prez crafts some lovely visuals with the purple-toned flashback scenes; his and Ian Herring's colors really make for some distinct artwork.

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Of all the comics in my reading pile this week, this was the one to which I looked forward the most. Morrison offers up yet another imagination-fueled story with some poignant emotion, but this stood out as a somewhat flawed issue as compared to previous episodes of the series. There's a slight disconnect in the plot when it comes to the revelation of a temporal monster. It feels as though there's a panel or page missing. I don't believe there actually is a missing piece. Rather, I suspect Morrison is playing around with perception and time given the sci-fi/super-hero concepts that come into play. What's most striking about the script is how well Morrison distinguishes between a young Clark Kent on the cusp of adulthood and the grown, confident figure we've seen in previous issues. It was also a treat to see the return of not only Superman 1,000,000 but the Unknown Superman hinted at last year in this very title. Quitely also does an excellent job of conveying Clark's youth and naivete

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As strong as the story is, the real attraction in this issue stems from Marcos Martin's stunning artwork. While maintaining his own unique style throughout the book, he continues to pay tribute to the art of the original Amazing Spidey artist Steve Ditko. Martin's inventive panel layouts and slightly surreal leanings are perfect for this script, as much of the action unfolds in a dream. When it comes to the figures, Martin has always employed a simpler approach, but that doesn't interfere with his ability to convey the characters' emotions. The stoic, detached look on Jonah's face is incredibly effective at conveying a man who's struggling to deal with his pain while also maintaining his facade of strength and determination. Aside from a couple of confusing, inaccessible elements in the script, this stands out as one of the best Spidey comics to be released in some time.

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Angora Napkin is akin to Josie and the Pussycats, if Josie, Melody and Valerie drank absinthe, were promiscuous and longed to act as heralds of a revolution. At first, it seems simply like an oddball, goofy study in excess, but the louder side of the plot and characters hides the fact that Little has hidden some clever but twisted thinking and worldviews in the script. the topsy-turvy notion of the girls trying to convince a zombie that death is worth living is smart and entertaining, and their jubilant diatribe about everything that's wrong with the world of the living is quite relatable. Mind you, the characters are so extreme, it's difficult to relate to them. Really, what the band (and its unrestrained enthusiasm) represents is the reader's id. The reason it's so easy to delve into their exaggerated, over-the-top adventures is that similar fantasies, frustrations and foolishness are all unfolding in that small corner of our brain to which we confine our own Mollies, Beas and Mallo

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The real strength of Johns' story isn't how he worked to portray Aquaman as cool or badass. It isn't the creepiness of the Trench. It's the simple and down-to-earth story about a man's effort to be who he wants to be instead of what others want him to be

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Anderson's loose, sketchy style doesn't prevent him from doing an incredible job of world-building. He makes the Silver Age goofiness of a private army of Pyramid soldiers seem plausible, and he makes the horrors of a demonic, murderous villain seem chillingly plausible. There's a grittiness in his style here that reinforces the darker atmosphere as well.

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Anderson's art is obviously a lot rougher in tone than the polished, photorealistic images that Alex Ross provides for the covers, but that grittier look works well with the larger theme of the story. The Dark Age is about a period in American history that wounded the country's ideals, that robbed a proud nation of its innocence. That's reflected in the sketchier leanings in Anderson's approach to the characters and action. He handles the Green Man adeptly as well, albeit in a different way than Ross did for the cover. He captures the immensity of the character's presence nicely, further reinforcing the thematic importance of that scene.

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What drew me into the book the most was the plotline of an academic quest transforming into a tense showdown involving kidnapping and extortion. Kate Corrigan is definitely the heroine of The Universal Machine, and Mignola and Arcudi's script emphasizes her intellect above all else. She's a tough customer, but physical confrontation isn't something upon which she has to rely. Her colleague - the far more Andrew Devon - is someone to which it is easy to relate, as his fear almost overwhelms him. Still, I like the character, as he never considers abandoning Corrigan despite the monstrous circumstances in which he finds himself.

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The title of this story is meant to put us in mind of Alan Moore's classic "Whatever Happened to the Man of Tomorrow?" two-part Superman story from 1986. As a result, some will be tempted to compare the two, but it isn't merited. Gaiman's taken a much different approach in his construction of a "final" Batman story. There's a surreal, fluid and impermanent tone at play rather than an authoritative, climactic one. It seems pretty clear to me that Gaiman is taking something of a Frank Capra-esque approach to the subject matter, walking the title character through possibilities and alternate visions of his own life and times. As his guide, I'm guessing he's got Death, the popular Endless character Gaiman created for Sandman #8 a couple of decades ago. The tone of the Batman's guide's narration, coupled with the silhouette at the end of the book, would seem to me to make it obvious Gaiman has incorporated his cute goth vision of the Grim Reaper into this story. In fact, it's so obvious, I

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What makes the story chilling, though, isn't the violence the Joker commits, but the intimate, personal details with which he threatens key characters. Mind you, while the writer has flip-flopped some of what the Joker does, ultimately, his actions aren't terribly different from what we've seen from him in past stories. But by hammering home the notion the killer has been in hiding for a year, gearing up for something monumentally vile, Snyder manages to set this apart from other Joker stories.

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Capullo's exaggerated style continues to suit the property quite well, but I have to admit I was a little more impressed with his performance on this particular issue. The reason: there's little Batman for him to illustrate and mainly just a lot of Bruce. He appropriately instills a more youthful look in this vision of Bruce Wayne from six years ago. I was also impressed with how bright Gotham seems to be here. Bruce seems to walk through the dayside of the city, whereas he'll later embrace the night. I like the creepy intensity Capullo brings to Edward Nygma and the monstrous quality that quietly lurks in the Red Hood's misaligned teeth. Rafael Albuquerque's lithe figures and blurred lines bring the high-speed chase in the backup story to life incredibly well. His style is such a marked departure from Capullo's, it brings an added sense of artistic diversity to the book, while the plot boasts a natural link to the main story.

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It's not surprising that the Shadow integrates in better known world of the Batman so easily. The pulp hero served as inspiration for the super-hero. We're now decades removed from that inspiration, and now the characters differ significantly. It's interesting that one figure that served to inspire the creation of another could so readily serve to become an antagonist for the (slightly) newer character, as depicted in this issue. As grim a figure as Batman has become in the past couple of decades, he comes off as positively optimistic and kind as compared to the Shadow, and his revulsion at his red-scarf-clad opponent is an even more interesting conflict that the action-oriented encounters in this comic.

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While this issue clearly sets the stage for a significant storyline featuring something that will apparently be dubbed "the Circus of the Strange" (I love it), the real meat of this issue is the interaction between the new Batman and Robin. Dick Grayson has a softer approach to his mentor role, and I love that Morrison has opted to maintain Dick's personality rather than to transform him into the man he's replaced. Even more captivating is Damien's personality. I didn't much care for the character when he was introduced, but I'm truly interested in him now. I love how Morrison can sum him up so easily with just a word or two of dialogue. When he calls Alfred just his surname, it demonstrates the emotional distance between him and the rest of the Bat-crew, his hidden insecurities and the slow melt of his cold facade.

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Greg Tocchini's fluid, soft artwork works well with the surreal notions that serve as the story's greatest strengths. Andrei Bressan's line art represents a more conventional approach to super-hero comic art, but the disparate styles of the two artists didn't seem to interfere with the story. It's probably a testament to how engrossing Hine's story really is. Overall, I'm struck by the fact that the best Batman stories in recent years have been those that featured new villains. Given recent promotional material released by DC for its fall New 52 line, it seems there's a plan to introduce a number of new villains, including some in the Batman family of titles. So maybe the trend will continue.

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Morrison's plot and script, though enjoyable, could've been clearer, but one can't take any issue with the artwork that brings them to life. It was a pleasure to see Morrison reunite with artist Cameron Stewart on the evil-girls'-school story. Stewart brings a certain sauciness to the visuals, but somehow, his depiction of so much naughty schoolgirls never feels overtly sexual. There's an allure and an enticing sense of danger, but the female characters never feel like sexual objects, probably because they're also portrayed as skilled, capable and dangerous.

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Batman is often seen by many as an action hero, as someone who metes out justice to the wicked, but we can sometimes forget he's also a detective. Winick mirrors that characterization in Batwing, and the mystery that emerges in this story, touching upon an earlier heroic tradition in Africa, really has me interested. I not only want to find out what happened to those heroes, but I want to know who they are. Winick plays his cards close to his chest, only identifying one of these new characters, leaving himself the opportunity of introducing others later in the story arc and providing his readers with the pleasure of new discoveries.

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Eduardo Risso offers a much different take on the title character than what we saw from Dave Gibbons in the original source material. Moloch always seemed like a tall, lithe figure in Watchmen, but here, he's far less imposing physically. He's almost dwarven in his depiction, small and meek and frail. It reinforces the pitiable nature of the character. Risso exaggerates the pointed ears as well, making Edgar seem far less normal, almost inhuman. His physical inhumanity is mirrored by the behavioral monstrousness of everyone around him. Risso's shadowy style is a great fit for a villain's story.

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Writer Ed Brubaker brings to a close the story that Brian Michael Bendis began in issue #41 more than four years ago. This key issue in Daredevil lore is surprisingly accessible given how many plotlines are resolved. Brubaker brings the title character back to a place that's close to his previous status quo, albeit with a couple of new supporting characters. Matt Murdock's life is tied up in a neat little package here, but it's been such a long road to get here that it doesn't feel forced. The timing of Foggy's return is a little hard to swallow, but stretching that subplot out, when it's so obvious where it was headed, wouldn't have made much sense either. I like that there's a sense that despite the happy ending, the title character's trials and tribulations over the past few years are going to haunt him. The emotional confrontation between the protagonist and his arch-nemesis is palpable, but I like that it's not physical. Lark and Gaudiano's art boasts a softer look, and given that

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Johns has been writing that the colors of the various lantern-wielding forces throughout the DC Universe represent different emotions, and he definitely drives that notion home here, especially in the final scene in the issue. However, the real focus of this issue is the emotions associated with the various colored lanterns, but on the emotions that the characters experience as they relive their grief. Johns brings so many of these larger-than-life, god-like characters down to earth by focusing on their feelings rather than on their superhuman feats. It's incredibly effective, not only when it comes to setting the stage for the larger story but in getting the audience to relate to and sympathize with the unsuspecting protagonists.

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Ivan Reis offers up some strong designs throughout this issue. The Black Lantern looks for some of the more iconic DC heroes are quite striking, especially those for Wonder Woman and Green Arrow, as are those for the new lanterns that arise at the end of the issue. I also enjoyed how Reis shifts the Atom from his classic, Silver Age look to something more akin to his barbarian mode from the 1980s. The action also unfolds nicely; the art conveys the hectic and urgent quality of the plot but it's never confusing either. Colorist Alex Sinclair also maintains a nice balance between the dark tone inherent in the undead antagonists and the colorful energy of the various lanterns.

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Much has been written about DC's success with Blackest Night as compared to Marvel's recent event brands. Personally, I think BN has clicked for fans of the super-hero genre because the concepts upon which it's built are just so much fun. Sure, death and the macabre are inherent in the premise, but ultimately, there's a simpler, old-school feel that widens a reader's eyes and brings a smile to his or her face.

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Speaking of Maplewood, while the core mystery in this comic is clearly who is killing these people in a particularly brutal way and how s/he is doing it over the course of 160 years of British history (and future), I'm much more intrigued about what has marred the UK in 2050 and what caused Maplewood's trouble with memory and language. It might be the population has been stricken with some kind of affliction affecting cerebral function, or perhaps Maplewood is some kind of Omega Woman who's gone insane. I don't know, but I honestly want to find out.

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Now, I'll be honest... I'm not exactly sure what Fiffe's story is about, but it definitely draws the reader in, slowly but surely. I think the reason is that eventually, the audience is able to connect with Augustus. As he panics in a bathroom, praying no one will see the literal mess he's become, it's easy to imagine one's own experiences. We'll all been in a bathroom, staring in the mirror at a garish stain on a shirt or the sweat of nausea flowing down the forehead or some kind of obvious coldsore that manifesting in the hours before a big date. The situation in this story is more extreme but oddly relatable. We've all been embarrassed or horrified by our own bodies in some way, after all.

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I shouldn't have bought this graphic novel. I enjoyed it, but the market tells me it's not for me. DC's Minx imprint is targeted at an untapped female readership - specifically, girls. I'm a stubborn guy, though. I like good comics, and I'm drawn to solid storytelling in the medium. Previous releases in the Minx line have been, for the most part, either solid or quite strong, so the brand has earned my attention. It doesn't seem as though the marketplace has really done so, though, and at this point, one has to point to the efforts (or lack thereof) to promote the line. While DC has taken some steps to market Minx, it really doesn't seem as though its initial, low-key approach is working. It's a shame, because what we have here is a major American publisher releasing creator-owned, slice-of-life books that we only ever saw from indy or small-press publishers in the past. This is the kind of diversity of product some people demanded of bigger comics publishers, and it's the bigger spotl

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Peter Blood is a compelling hero because he's so unusual. Heroes are often defined by their selflessness, but it's clear that Blood regrets the decisions he's made in the past to help others. Though he's compelled to do so by an oath, it's his caring side that's landed him in a life of pain. The strength, ruthlessness and cunning he exhibits in this story make him fun to follow. Shepard offers up a protagonist whose brilliant mind is a greater weapon than any one could use against him. Blood's genius makes him quite admirable and eminently readable as a protagonist.

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Overall, I found this debut issue of Cave Carson Has a Cybernetic Eye to be a fun romp with just enough intelligence and maturity behind it to signal the potential for much more than the adventures of wondrous, weird characters.

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The Champions aren't just the surrogate children of Marvel's icons, but of Bernie Sanders and Elizabeth Warren and Justin Trudeau. This is a super-hero team book that's not about fighting but about fixing problems. It's about helping people, not pummelling other-dimensional dictators and time-travelling tyrants. While this is a standard gathering-of-the-team issue, it's also about constructing a philosophy for the team. Ms. Marvel is the heart and soul of the group, which is a testament to the strength of the character that G. Willow Wilson and Adrian Alphona crafted.

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Despite the weirder and goofier side of the book, ultimately, there's a thought-provoking message to be found in this comic as well. Layman points out that we really don't consider what we stuff in our gullets everyday. The flashes of the disgusting, horrific crimes that Chu has when he eats in this story are symbolic of the disgusting things the food industry does to process what ends up in our snacks and meals every day. Don't get me wrong - Layman isn't saying anything like "meat is murder" here, but he reminds us that we should be aware that we don't see what happens to that burger, candy bar or soft drink before they pass our lips. 8/10

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Overall, this is a comic that will likely fly under the radar for a lot of people, but it's definitely worth seeking out.

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Robbi Rodriguez's art suits the extreme nature of the plot incredibly well, but it's incredibly evocative of Murphy's work on The Wake with its figures made up of elongated lines and sharp angles. Rico Renzi's colors are a vital component to the storytelling here; the elements of physical laws going wild are conveyed a great deal through the color art, making it an even more important factor here than normal in color comics. Rodriguez handles the unusual, sci-fi aspects of the plot as adeptly as he does the mundane ones. The everyday backdrops are thoroughly convincing, making it easier to dive into this world of impossibilities and dangerous wonder.

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Michael Walsh's artwork serves the tension, edge and intrigue of the premise and plot quite well. If I hadn't looked at the credits on the inside front cover first, I could have easily mistaken Walsh's linework for that of Paul (Talent, Amazing Spider-Man) Azaceta, Michael (Daredevil, Gotham Central) Lark or perhaps Greg (Sword of Dracula) Scott. Walsh boasts a simpler style that captures the dark excitement of the story and conveys a convincing look with its grittiness and his strong eye for anatomy. Jordie Bellaire's dark colors reinforce the cloak-and-dagger/crime-genre atmosphere as well. Walsh also does an excellent job with the one gruesome and fantastic visual scene in the book, and it's so out of place and perfectly timed, it really has an impact on the reader.

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Naifeh's usual gothic style is to be found here, and it's as pleasing as ever. His deceptively simple character designs are contrasted by the textured backdrops and supernatural creatures that lurk within them. Most notable about this latest Courtney Crumrin effort, though, is it's presented in full color. In the past, Crumrin always looked as though they worked best in black and white, given the cynical nature of the title character and the dark, eerie elements that swirled around her. But I have to admit the full-color version is even more appealing to the eyes. I think that's in part because Colorist Warren Wucinich has opted for a muted palette. There's something of a black-and-white vibe at play, because the colors never seem to stray far from a duller, even grayer tone.

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Criminal may be a guided tour through the underworld, but its basically about a guy without a future. Hes burdened by his past and seems to have nothing in the way of fond remembrances. And the nature of his work, his life precludes the possibility of any kind of future. Leo merely exists solely in the present, and we see that its an empty, half-life that he doesnt even know he needs to escape.

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Checchetto does an excellent job of portraying Matt Murdock as a thoroughly intense figure. The way he stands as he faces a group of killers makes him seem like the mythic figure he needs to be in order to lead the Hand. The Japanese cultural elements in the backgrounds seem genuine and convincing as well. I also appreciated how Murdock and the arrogant Bakuto are visually contrasted against the other Hand leaders. Their youth and vigor set them apart from the older Hand lieutenants, not to mention their attire (modern garb contrasts with ancient robes and masks).

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The regular edition cover by Paolo Rivera is absolutely stunning, not only for the telling pose in which he's put the main character but because the background is made up of sound effects, offering a lovely but also effective representation of what sets this character apart from other street-level heroes. The interior art is impressive as well. Rivera is clearly taking some cues from the style of Marcos Martin, who also contributes to the issue with the opening-page character recap but also to a backup story. Rivera's work on the opening action scene is fantastic. He captures Daredevil's fluid, acrobatic style perfectly, but I particularly appreciated how he conveys DD's radar sense as well. Also impressive is the flow that Martin brings to the New York walkabout in the backup story. He conveys the Manhattan neighborhood Matt calls home incredibly well, not to mention the special place he holds in it.

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It's clear why Klaus Janson and Bill Sienkiewicz were tapped for this project " because they evoke memories of the classic DD stories Frank Miller told in the 1980s that set Daredevil apart from Marvel's other street-level super-heroes. But during the scene featuring the climactic fight between DD and the Kingpin, some of the visuals specifically put me in mind of the style of the late Gene Colan, another artist remembered as one of the best talents to work on the original Daredevil series.

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I've enjoyed a number of writer/artist Andi Watson's past projects, but I'd never read any of his Skeleton Key comics. I enjoyed my introduction to the characters and concepts here. He offers up a succinct and accessible story, and it'll make me give any Skeleton Key collections I happen to spy on store shelves a second look. M.J. Butler and Mark Wheatley's Conan spoof "Skultar" was a goofy hoot as well. I was also struck by how much Tony Puryear's "Concrete Park" reminded me of the Hernandez brothers' work on Love and Rockets, though I was confused as to exactly what was going on. Overall, while there are segments that will work only for those following the series, there's more than enough strong, creator-owned material to keep any adult enthusiast of the medium happy.

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I love that Marvel acknowledges where this character came from by hiring Kyle Hotz, the artist on the first Hood limited series, to bring him to life in this spotlight once again. Hotz gets the dark edges of the Marvel Universe, the quiet but pervading supernatural tone and the extreme personalities that gather in this story. He handles the crowded villain scenes quite well, but even with his exaggerated style, he able to convey Robbins's humanity in later scenes.

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The Silence of the Lambs vibe throughout the latter part of the issue is so obvious, I can't only assume it's a purposeful homage. Still, writer Paul Jenkins brings a new dynamic to the mix that makes it even more dramatic and engrossing. Clarice Starling had no history with Hannibal Lecter before she first questioned him in his cell, and she personally had nothing to lose in that initial meeting. Here, Kass Sage not only must face everything she loathes in the world but must acknowledge the fact she owes her existence to it. Ultimately, what makes this such an interesting story is that it's driven by characterization rather than the hunt for a serial killer.

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Cory Walker obviously brings the violence to life here, but more importantly, he manages to maintain a certain sense of fun at the same time. The character designs achieve a nice balance among cool, campy and dark elements, and that double-page spread feature a giant monster on the rampage was a visual feast. Walker does an amazing job of bolstering Kirkman's character-driven elements by instilling so much vulnerability and humanity in Keene's appearance.

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The strongest bits of writing in the book are the character-driven elements. I like that Ruckas turned Kanes father into an ally in her mission. The writer also opts to add a little something to Batwomans arsenal of weapons, and thats her sexuality, though not in an overt way as weve seen with such characters as Catwoman or Power Girl.

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This backup serial hasn't read all that well because the shorter nature of the segments has really messed with the flow. It's hard to remember what's come before. That being said, I found it interesting that the storytellers opt to take the new Question out of the suit-and-fedora look that we usually associate with the character, making the mask the entire costume. It seems to work with any clothes, and the track suit the protagonist dons in this chapter makes perfect, practical sense for someone who's expecting plenty of action. Some might be disappointed that the vigilante ends up relying on conventional authorities instead of saving the day on her own, but given the character's history as a cop, it makes sense that she'd go this route. Mind you, the scripts have been silent on her history throughout the serial.

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Guest artist David Lapham's more straightforward, conventional approach to the visuals is compliments the more matter-of-fact, linear tone of Miville's script. There's a brighter tone to the art that works well with the lighter tone of the story elements. Lapham brings a solid sense of comic timing and reaction to the characters, and he brings some of the same weird sense of character design that's been such a fun part of previous issues. Brian Bolland's covers continue to allow this underdog title to stand out, and it punctuates the mature and intelligent tone of Miville's take on this oddball, campy Silver Age concept.

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Godlewski's style is a relatively simple but effective one. His character designs tend to be angular, and those sharp edges are in keeping with the harsh qualities of the players in the drama. His elongated figures are also perfect for a story featuring lean, gaunt predators such as vampires. His style reminded me a little of that of Norm (Batman, Archie) Breyfogle. It's also comparable to the work of Giancarlo (The Last Resort, Gorilla-Man) Caracuzzo. Most of the characters - and there are quite a few of them - are ordinary people, and the artist does a solid job of providing designs that distinguish among them clearly.

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The tone of Dryspell reminds me of that of Brian Michael Bendis and Michael Gaydos's Alias, both in terms of the writing and the artwork. The central character is a bit broken like Jessica Jones was in Alias, and he's also a formerly super-figure who's retreated into civilian life. I'd be quite surprised if Alias wasn't a major influence on Krekeler, but I must also point out that he's hardly aping that Marvel/MAX private-eye title. I'm just saying that thematically, the two comics share a similar tone.

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I've seen a couple of references online referring to East of West as "the next Saga." I hope the reference is one to its potential collectibility and the fervent following Saga has engendered, because as fascinating as East of West is, I'm not quite as enthralled as I am by Saga. I can see some parallels, yes - the mix of magic and sci-fi, some oddball designs, such as the weird steed ridden by Death as he parts ways with his siblings. But I think Saga, despite being set against an interstellar war and its weird, monstrous character designs, it ultimately has a positive tone, celebrating nature and life. East of West - at least so far - is dark, dark, dark. It's about ugly people doing ugly things in ugly places. And I'm great with darkness and harshness. I'm eager to meet the missing Horseman, though, and to learn its motivation for turning its back on its nature and prophecy.

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Moore's soft linework makes for some thoroughly attractive characters, but the realistic leanings in his style also makes the drama and danger in the plot seem more engrossing and credible (despite the incredible notions that serve as the threat). He successfully conveys ivy's increasing youth, which is a key plot element that brings a sense of urgency to the story. And the backgrounds - wow. Moore demonstrates his versatility as an artist by rendering the minute detail of a massive collider facility while in the same issue capturing the tranquil qualities of a northern, snow-capped chalet. It's for these reasons and more than when a new issue of Echo is released, it's always one of the first comics I read when I get home from the comics shop.

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Robbi Rodriguez's elongated, lithe characters are attractive but never sexualized. The Spider-Gwen design is striking and unlike just about anything in super-hero comics. I also appreciated how familiar characters don't necessarily look like their counterparts from mainstream continuity, notably Peter Parker and Capt. Stacy. It's those added differences, the willingness to deviate from what the reader expects to see, that allows "Gwen Stacy, Spider-Woman" to stand out.

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While the main Elephantmen series is a color book, War Toys is presented in black and white, and I think I see the reason. That's how most of the characters - from Yvette to Horn - see each. There's black and white, day and night, good and evil. Yvette sees the Elephantmen only as monsters, just as the genetically engineered soldiers see her as a savage beast in need of eradication. Only Hip Flask (named in this story only by a number) deviates from such limited perspectives. Though the elements are over the top and fantastic, the central message - of the wasteful and spiritually devastating nature of war - is clear and quite down to earth.

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Writer Dwayne McDuffie takes over the regular duties as FF scribe from J. Michael Straczynski with this issue, and the good news is that it doesn't interrupt the flow of the storytelling at all. In fact, the transition is fairly seamless. McDuffie's take on the Civil War plot points is as smart and sharp as Straczynski's, perhaps even moreso. He makes Reed's decisions in the divisive crossover event make sense to a certain degree. Once again, his emotional side has been engulfed by the scientist in him. I love how McDuffie writes Reed and the Mad Thinker as respecting one another's intellect. These are lifelong enemies, but their dedication to science and knowledge trumps their disdain for what the other represents in terms of social position. Johnny's dialogue in the opening scene is plausible and clever, and I like that McDuffie manages to maintain the character's grounded tone while not resorting to depicting him as a dullard. McKone's art is as crisp as ever, and the softer tone he

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Jim Cheung's artwork has been far too rare an occurrence since his six-issue run on Young Avengers a few years ago, and it's a treat to see him back in action. I can only assume he can't keep up with a monthly schedule, which would explain why he's not illustrating a regular title for Marvel these days. I love the slick, clean lines he employs, and the action and scope of the story really shine through and hold the reader's attention. He handles the large cast of characters adeptly.

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What's probably going to garner the most attention in this comic book is Spider-Man's integration into the world of the former Fantastic Four. Obviously, including the iconic character is no doubt a marketing decision. Spidey's popularity could be seen as a means to boost sales of this title. I'm relieved to find, though, that his role here is also a storytelling decision. There's a certain logic to his insertion into this setting. He has a history with these characters, and his status as a brilliant (but overlooked) scientist in the Marvel Universe makes him a good choice for participation in the Future Foundation premise. I like the awkwardness he exhibits here, as he clearly feels like an outsider, and that outsider perspective should bring another interesting new dynamic to this group of characters.

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The novel approach to describing the notion of the cognitive impact of super-speed on human perception wouldn't have been nearly as effective without some unconventional artwork. Manapul's novel panel layouts in key scenes crystallizes the freeze-frame point of view the title character experiences in this issue, and Buccellato's colors help to distinguish the moment from the rest of the storytelling. Pairing the colorist and artist for this series as co-writers is paying off creatively. Comics are often - especially when it comes to mainstream, corporate super-hero comics - a collaborative effort, but with Flash, the collaboration is more concentrated, and it seems to allow Manapul and Buccellato to experiment and innovate when it comes to their storytelling.

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I love the riff on a living Boston Brand as purposefully isolating himself from the warmth around him; he essentially turns himself into a ghost among the living. But most interesting of all is how Deadman and Dick Grayson serve as both mirror reflections of one another and opposites at the same time. In this reality, both have been spared from the tragedies that would define them, but one suffers as a result of his survival, and the other is fulfilled and happy as a result of being spared a devastating loss. Boston places self above all else, while Dick reaps the benefits of being part of a family. Clearly, the story will be about Deadman's effort to redeem himself in the wake of tragedy. I eagerly anticipate the next two issues.

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If one believes in God and such a creator figure's omnipotence, one also has to accept the notion that this all-powerful, benevolent being allows horrible things to happen. Many accept it as part of a divine plan, but imagine what it must be like to choose to turn a blind eye to tragedy and suffering if it's within one's power to prevent. That's the question Rozum poses with The Foundation, placing man in God's shoes. The good of the many over the needs of the few may be an easier concept with which to tangle when the few is one or two folks. But when the few is hundreds, the ethical dilemma is all the more complicated, distressing and - fortunately for the reader - interesting.

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Driving the book forward are two plotlines that are rather extreme in nature; nevertheless, those plotlines are fascinating. But even more engrossing are the characters and how easy it is to relate to them. Boom's actions in this story may be unimaginable to the reader, but her frustrations are ones we've all experienced at one time or another. Lilly's a gentle soul, a thoroughly likeable person who encourages her friends and thinks of others before herself. The scene in which she sees a friend off as he embarks on a dream career rings true, especially the punchline at the end of the scene. The group of friends that serve as the cast of characters here boasts a certain archetypical lineup. Everyone's circle of friends has similar personalities. We have friends who are pillars of strength, who are takers and who are nurturers. We have friends who lead, who follow and who leech. Full Color is simply the final story for one such group of friends.

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Initially, what impressed me the most about this story is the author's complete openness about not only her life but her mother's and late father's lives. It can't be easy to expose oneself to public scrutiny, but exposing someone else - especially when the revelations are in part scandalous in nature - takes real courage and conviction. But ultimately, it's the sad story of Bruce Bechdel, living a life he felt he didn't choose but ultimately had to follow, that's the most compelling aspect of the book. At times, he's something of a villain, and at others, he's a victim of the repressed social order of his time. He's both a puzzling oddity and impressive intellect, something of a Renaissance man lost in the mirage of the American Dream.

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The story's appeal stems from the fact that one can sympathize with all of the characters. Glister's wish to put her life of dictation behind her is completely understandable, but the ghostly author's circumstances come off as somewhat tragic, leaving the reader to hope he achieves his goal. And then there's Mr. Wilkes, the oafish wrestler-turned-antiques salesman; he's such a cute and unusual soul that one can't help but feel for him as well. Despite the simpler tone of the storytelling, the characters are well realized, and there's no outright antagonist. Each character has a legitimate agenda or goal that just happens to conflict with others. The morals of Watson's story touch upon the virtue of patience, the bite of karma and the importance of remembering that one shouldn't judge others by appearance.

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I was a little disconcerted by my first glimpse of Campbell's interpretation of the Wonder Woman knockoff who serves as the title character, as I found her to be far too babyfaced. That child-like look atop a bulky, powerful form seemed a bit unnatural, but Campbell quietly instills maturity in her face as the issue (and time) progresses. Campbell's style is an unconventional choice for a super-hero book, but that's what I enjoyed the most about it. Despite the more exaggerated aspects of his style, there's a rich level of detail to be found in the character designs and settings. Overall, there's a melancholy look to the art, matching the same tone in the story, and it's surprisingly enticing and engaging. I think I may like this book even better than Prophet.

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Youd be hard-pressed to find a better fit for a comic story featuring a variety of undead aliens than Mahnkes dark, creepy art style. His opening splash featuring monstrous, distorted visions of alien life establishes an unnerving tone right from the start. I also love the sharp features he brings to Sinestro and the motive quality of the characters faces. I was also pleased to find that the use of several inkers didnt lead to jarring shifts in the art or any noticeable inconsistencies this time around. Colorist Randy Mayor is also to be commended for his approach to the Black Lanterns emoti-vision. The blends of the bright colors representing how the living characters are feeling are quite well done.

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Fraction takes an achronological approach to the plotting and script, and it's vital to the success of this self-contained story. It adds to the drama, creates an air of mystery and even intrigue to what is, basically, a straightforward, grounded, street-crime kind of story. The writer portrays the hero as surprisingly and refreshingly vulnerable and fallible. He's an underdog, not only because he usually exists in a world populated by gods and billionaires, but due to his own choices and lack of sophistication. Ultimately, though, what draws one into the story is the fact it's about a guy who's tries to do good in a circumstance that would see almost anyone else turn a blind eye, give up or shrug. He doesn't even try to make other people's lives better; he just sets out to make sure they don't any worse or more difficult.

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While Mignola is listed as having contributed to the writing of this comic book, it's clear from the credits and the overall tone of the story that this is really more of a Beasts of Burden comic than a Hellboy comic. And that's a smart move on Dark Horse's and the creators' part. This one-shot is bound to draw in a lot of Hellboy fans, and no doubt, they outnumber those interested in the Wise Dog Society. It's a great bit of marketing. This solidly entertaining story will likely driving quite a few new readers to the collected edition of the recent Beasts of Burden limited series. If I hadn't already read all of the previous Beasts of Burden material, I can guarantee you that this one-shot (which would have grabbed my attention as a Hellboy fan) would've sent me scrambling to find it.

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Matt Cossin's art is a perfect match to the main characters and the script. He brings such energy to the visuals that one can't help but get caught up in the fun and goofiness of the story. Admittedly, he's got a tendency to vamp up almost every female character, but that's sort of expected with this kind of wish-fulfillment story. I mean, since all of Hunter's dreams are coming true, it only makes sense that he'd end up surrounded by hot women. Mind you, it's easier to accept since the smartest, most confident character in the story, Jessica Lockhart, is among them, and she doesn't get naked or anything.

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Crystal's exaggerated style suits these weird, damaged characters quite well. His art on this title reminds me of the work of Phil Hester, albeit even more stylized. He's redesigned the villains that make up the title team, and he's crafted looks that seem more plausible, more like they could exist in the real world. It adds some credibility to the incredible cast of characters and capers they're undertaking. John Rauch's dark colors also work nicely for this story and these characters - who aren't so much looking for redemption, but a stronger sense of self and satisfaction along the darker path they've chosen.

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Spiegelman's storytelling and editorializing comes off as both sharp and focused and oddly frenetic and scattered all at the same time. He merges different concepts, criticisms and visual styles all in the same sequences, and it works incredibly well. The attention-deficit approach to the visual ranting drives home the enormity of the issues to which the 9-11 attacks have given rise, not to mention the artist's frustration. His frustration is something to which any rational personal can relate, but one also has to give Spiegelman significant credit for sharing so much of himself here. He not only rants about government corruption and the public's willful blindness to major issues, but he exposes his own foibles and failings, such as his paranoia about what we don't know about the attacks and possible and improbable conspiracies.

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Alex Maleev's artwork is always at its best when he's drawing people, not super-heroes. His gritty but realistic style allows the audience to see the characters as people – vulnerable but determined, ordinary but accomplished. I enjoyed his work here, but I have to be honest, it's not as powerfully striking and convincing as what he offers up on and Bendis's creator-owned Scarlet series. Nevertheless, he and the writer demonstrate there's plenty of potential in a flashback S.H.I.E.L.D. series, including but not focusing on the more recognizable super-spies from the 1960s and '70s.

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Larroca's photorealistic artwork works well with the subject. Fraction's plot convinces the reader of the status-quo altering danger that the protagonists face, so more convincing visuals further the writer's efforts. He offers a great take on Madame Masque. She's alluring and unsettling all at once; the artist instills a sensuality in her that's mirrored by the raw hatred that's apparent in her slow, deliberate body language.

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Iron Man isn't just fighting super-villains in this story arc. The antagonists also include a voracious press, hungry for a scandal but not nearly hungry enough for the facts. And another villain is Tony himself; he's forced to contend with his own mistakes here. Despite the manipulations of his enemies and the willingness of the news media to be manipulated, it's only possible due to the missteps Tony's made, not only recently but in the distant past.

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Ivy feels as though her friends have shunned her (and they have, to a certain extent), and it's something I think we all go through at some point. I know I have, and so to me, Oleksyk's script and plot really ring true. The pettiness and social politics of high school are also familiar - unfortunately, the same sort of dynamics can arise in many workplaces. And Ivy's excitement over her connection with Josh - although it's artificial, thanks to his charm and manipulations - is easily relatable as well. I'm married to a wonderful woman, and our relationship started out as a long-distance thing as well. My point is this: one needn't connect with Ivy through one's teens years. Though it focuses on a teenager's coming of age, it's an adult story too in a lot of ways. There's a nice balance between chaos and serenity, between trivial drama and real crises. It's makes for an engaging read - as long as one gets past the initial vision of Ivy as a brat.

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Not only does this feature some fine comics craftsmanship, but it also represents one of the best values you'll find in the marketplace at the moment. Yes, it's priced at $4.99 US, but it's a hefty, ad-free package. It's an absolutely shame Kubert didn't live to see the release of this unique anthology, but it's encouraging his final work is of such a personal and outstanding nature. I haven't kept up with reports about the six-issue series since he passed, and I hope his contributions to the series were complete before his death. Nevertheless, I eagerly anticipate forthcoming issues.

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The point Morrison makes here is a rather simple one. He spotlights how the paraphernalia of childhood - toys, games, comics, cartoons and more - serve as our escape from pain and bring magic into our lives when it's sorely lacking in the real world. Morrison is hardly breaking new ground here, but he approaches the familiar subject matter with sensitivity and a sense of mystery. As the series progresses, I'm sure it will be confirmed that something supernatural and weird is happening in Joe's life, but I rather enjoyed that in this first issue, it's rather vague as to Joe has fallen through the looking glass or is merely experiencing a psychological event in order to enable him to cope with the stresses from without.

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Valerio Schiti's art is a good match for Immonen's work. He adopts an angular but flowing style for the action-oriented sequences that reminds me of David Lafuente's kinetic style from the afore-mentioned Hellcat series. But for the quieter, conversational scenes, there's a softer look at play, notably in the characters' features. Furthermore, consummate Thor artist Walt Simonson's influence quietly looms over the whole book. It shows through in Sif's general look and is even more apparent in the design for the corpse-eating dragon the heroine seeks out in the second act.

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In many ways, Jupiter's Legacy carries on similar themes and notions that were expounded in Mark Waid and Alex Ross's Kingdom Come, in which the heroes of the Golden and Silver ages see their mission and ideals twisted and distorted by the modern generation of so-called "heroes." Kingdom Come seemed more like a statement about the genre itself and how grim, violent elements led to creators and readers losing sight of what made super-heroes special. Jupiter's Legacy seems to cast its critical eye more widely. Millar takes aim at a modern culture of celebrity and entitlement. Brandon and Chloe Sampson strike me as standins. They're Lindsay Lohan and Charlie Sheen and Taylor Swift and Justin Bieber and all those Kardashians; what they offer isn't so much talent but fodder for a celebrity-driven, 24-hour news cycle. Sheldon's crew represents the Greatest Generation, whereas their children seem to be the Greediest Generation.

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It's not rare for comics artists to develop self-published items for sale at conventions. I've seen some fairly basic mini-comics and sketchbooks, made with photocopies in my past travels up and down con aisles. Hicks has arranged for a professional-quality book with this project. She's invested in this a bit, and it doesn't feel the least bit disposable. The price I cite above is just the price I paid for this book. There's no cover price printed on the trade paperback, though I expect Hicks charges something in the same neighborhood at cons. It's well worth seeking out, not only if you're a fan of this up-and-coming cartoonist's work, but for anyone who appreciates humor comics, be it genre satire or slice-of-life observational humor.

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It's by exploring these characters as people rather than magicians and monsters that Milligan finds the book's true strength.

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This one-shot also includes a section featuring "behind the scenes" looks at the animated movie project, but it's a superficial look. There's far more detailed information about the craft of the film and inspirations in the commentary tracks on the DVD itself. Still, these DVD promotional pages boast a strong sense of design and spotlight the strength of Cooke's art and influence nicely. Overall, this special is a great package and will entertain New Frontier fanatics and casual readers alike.

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John Romita Jr.'s rough but fluid style is the perfect style to bring the brutal action of this story to life. I love his portrayal of the rake-thin title character. It conveys just how vulnerable he is, especially in contrast with most of the other characters, which appear to be thick, solid and powerful. In the back of this issue, we get a look at Romita's "breakdowns," which are described as loose pencils over which Tom Palmer does "finishes" and ink washes. But Romita's "loose pencils" are meticulously detailed. His version of breakdowns is much different than what one might find from other artists. That his style shines through so clearly demonstrates that the artist really isn't taking any shortcuts, even though his schedule (he's also the regular artist on Avengers) would certainly call for them.

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What makes this such a compelling story, though, isn't the economic and political relevance of the backdrop, as thought-provoking as it is; it's the oddly named heroine, Forever Carlyle. She's a killing machine who can't be killed herself, awash in an ethical dilemma. She's struggling with her emerging conscience, and culturally and socially ingrained obligations to her family and its interests. On the surface, it might seem like she'd practically be an alien character, given her superhuman status and mission in life, but really, Forever is a thoroughly relatable character.

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Mind you, the exposure of the secret is but a brief sequence in the larger picture. What drives the story - and the history - forward is the rivalry between two magicians: Maskelyne and Kellar. Ultimately, the most interesting aspect of the plot is the fact that Kellar, who so desperately worked to uncover Maskelyne's secrets, ends up becoming something of a purist himself, disappointed that the man who inherited his act so readily risked exposing the illusion for what it really was.

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Trondheim's message throughout the book is clear. Sure, the focus seems to be on the goofiness of how the human mind works, but really, it's a celebration of the human experience and the magic hiding in the world all around us. It's there in the subtitle, "My Shadow in the Distance." There are moments throughout the book in which Trondheim pauses from dwelling on the inconveniences of life and the small mistakes he's made to focus on the wonders around him. It's particularly apparent when he snorkels off a tropical coral reef, but one can even find it in his amazement at his own body's ability to expel something big and disgusting as it heals itself.

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If you've never picked up a Lobster Johnson comic before, this is the one to start with - not just because it's a wholly accessible and entertaining read, but because of who's been tapped to illustrate this latest adventure. Seeing Kevin Nowlan's work grace a comic book these days is an all-too rare occurrence, and it's even rarer for him to handle all of the art duties solo: cover art, interior linework and, apparently, coloring. His powerfully distinct style is on full display here, and the noir sensibilities of the property play right into Nowlan's wheelhouse. To be honest, while I've always been a fan, I've found Nowlan's art to be a bit stiff at times in the past, but here, he conveys motion and action incredibly well, with an old-school flair and charm.

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I've been thoroughly enjoying these Lobster Johnson one-shots even more than the limited series offered by creator Mike Mignola and the talent he's gathered around him. The title character seems to lend himself well to these action-packed, brisk pulp adventure stories. The real-life history provides the perfect accompaniment to the classic tone of the adventure serial that's captured here. The overall tone of the plot and various story elements seems like a cross between The Shadow and one of the better Indiana Jones flicks. Furthermore, the dark, serious tone of the plot and action makes for an interesting contrast with the absurd tone of the protagonist's name. This tremendously fun comics storytelling, and it's thoroughly accessible, allowing even those unfamiliar with Lobster Johnson or other elements of the Mignola-verse to enjoy and appreciate it.

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The greatest fun in this issue stems not from M.O.D.O.C. himself but from the altered Avengers. I like that they don't become villainous like M.O.D.O.C., but they do end up just as conceited, overbearing and nasty. The dialogue for these multiple M.O.D.O.C.s is a treasure. They talk like Silver Age villains, and that makes their efforts to defeat other villains all the more unusual and entertaining. The infighting among the heroes makes sense in the context of the characters, given both their established and altered personalities.

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The second aspect of the film that affected my appreciation was the 3D. I hated it. I found the 3D effects distracting and distorted, and they detracted from my experience in the theatre repeatedly. I had no choice but to see it in 3D, as the cinemas in my city offered only one evening showing in 2D, and it was at a time I couldn't be there. I expect this movie will drive up sales of other Marvel flicks on home video, especially Thor and Captain America: The First Avenger, as they're required viewing in order to follow the plot in this billion-dollar success.

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This series continues to stand out as the best thing to come out of Alex Ross's Project: Superpowers brand, which has resurrected a number of public-domain super-heroes from the Golden Age of comics. The title character, Diana Adams, is incredibly well realized. Her sense of adventure and justice pales in comparison with her intellect and ability to see the big picture. Her lack of super-powers is a metaphor for her gender in a time when women were seen as weaker, but her perspective and skill at sensing larger perils and noticing small events as part of larger trends make her an admirable figure. Phil Hester's script is accessible and smart, incorporating gender politics in an intelligent way into a super-hero story (even if the heroine's midriff-baring costume is a bit difficult to accept in light of her empowerment). This flashback story, set in the days after the Second World War, is connected to the larger event of Project: Superpowers series, but it's not burdened by it. Hester's

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The unifying theme throughout the book is obvious from the start: everything and everyone is connected, that love is the natural order of things rather than destruction and chaos. It's a pleasant message; it's just a shame that the Fillbachs felt they had to state it so overtly in the latter part of the book. I was on board with the message early on. The storytellers did their job effectively, and they really ought to have trusted in their craft and the audience. Despite that misstep, Maxwell Strangewell never fails to amuse and entertain.

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The photorealistic artwork by Robin Esquejo and Sonia Oback serves the story well. Something more stylized might have been the more obvious choice, but the realistic look brings credibility to the plot and therefore enhances the intrigue and drama. The computer-coloring effects, black backdrops, and special fonts and word balloons do an excellent job of distinguishing between the mortal scenes and the spectral-limbo ones. I think the name of the title refers to the gap between the everyday world and the ever-changing plane on which the main character finds herself, but it doesn't really encapsulate the plot or mood of the story - at least not that of this first issue. Still, that's about the only gripe I have about this otherwise well-devised and challenging comic book.

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The visuals are presented in a somewhat simpler style that suits the brighter, more innocent tone of the story, but it never seems gaudy either. The colors aren't garish and are instead a little muted, perhaps to reflect Moon Girl's frustrations. Perhaps what I love most about the art isn't, surprisingly, the depiction of a red, intelligent tyrannosaur, but rather the youth of the other main protagonist of the book. Lunella looks like a girl - not a young woman, not even a teenager. This isn't about a new adolescent heroine hitting the scene, but rather about a kid. While this book should appeal to fans of Ms. Marvel, the tender age of the heroine here, among other aspects, definitely sets it apart from that sister book.

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I've been in a great relationship for more than three years now, and I know she is It. I'm done looking, this is the real thing. And the reason I know is that we have fun together. Laughing together is really the best part. She's become my best friend, and that's a special and wonderful feeling. Wight taps into that feeling perfectly here with the real meat of the story. Finney and Jenny's instant connection, formed over the course of a carefree day at an amusement park, is thoroughly convincing. The characters reveal his and her true self to the other. A lot of people might not buy into the notion of love at first sight or knowing so quickly. But Wight conveys the depth and power of this friendship incredibly well, and that makes the notion of such a rapid romance more readily acceptable.

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Patrick Zircher is turning in the best work of his comics career on this limited series. In the past, he employed a fairly generic but effective genre style. The art on Mystery Men rises above that. The design for the new heroine is wonderfully pulpy. Even her body language conveys her confidence and strength. The story is not a thing of subtlety. Obviously, Liss is offering up a criticism of capitalism run rampant in America. Here, war is all about profit, not ideology. While far from subtle and quite ham-fisted, that concept resonates today, with the bad taste of corporate bailouts and market manipulations still lingering on society's proverbial tongue.

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Despite the hefty price tag, Never as Bad is hard to resist. The experiment is a challenge the Immonens undertook and they succeeded with it, but the end result also challenges the reader. The audience is challenged to find the quiet, down-to-earth meaning in these little moments, the meat that hides behind the quirky dialogue. These comic strips are tremendously fun, but they're not as superficial as some might think at first. This project also marks a significant departure for the publisher. Boom! Studios has, up to this point, been mainly a publisher of genre comics. With Never as Bad, it's broadening its line, and I hope we see more of unconventional projects such as this one in the future.

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Still, while Simpson provides a solid introduction to the book's heroine, he really doesn't have a lot of space to delve too deeply into her character; he really has to focus on the dual worlds in which the story is set - the fantasy-scape of the game and the mechanized vision of the future that serves as "the real world" in this series. When it comes to the human characters, Simpson has a softer approach that reminds me a great deal of that of Jamie (Phonogram) McKelvie's style, but the other elements - from the settings to alien animal life to mechanized conveniences - are rendered in meticulous and convincing detail. Take the reptilian steed depicted on the cover, for example; Simpson conveys the toughness of its hide with seeming ease.

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The strongest moment in the script comes early on in the main character's remembrance of his lost relationship with Leah. As he reflects on the strength of her poetry, I was distinctly struck by a hint of jealousy, and it cast that connection with his "muse" in a completely different light. By the end of the story, that feeling proves to be on target. Was he with Leah because he loved her, or because being with her made him feel like more than he was? Was she his muse or his mentor? Ultimately, the protagonist proves to fulfill the role of antagonist in this story as well. He is understandably dumbstruck by what he finds at the bookstore after months of writing, but his anger demonstrates he really hasn't learned anything about himself or the craft. That flawed portrayal takes courage to share, and it's not quite so unfortunate that one cannot identify with the misplaced negativity.

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"Logging Sanjay" is a slice-of-life story from Yost's own experiences, and consequently, it's not nearly as grave or activist in tone as the other material in the book. It therefore comes off as much more honest and even more relatable as the other stories. I love the notion that the creator opts to share a secret he'd never revealed before in print. His approach to the art is also slightly different for this story; the figures are less exaggerated in tone, obviously because they are more real to Yost than the fictional ones in other segments.

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Cebulski's the hero and the villain of his own stories, and it's easy to see oneself in some of his recollections. Mind you, it seems like he must have dated like Wilt Chamberlain to bed in all the shapely young women as depicted in this story. But hey, I was a late bloomer in that respect, so what do I know. Speaking of the recurring sexual elements in the book, I suppose one could argue that Cebulski's writing here leans a bit toward the misogynist, but I think that argument wouldn't hold up. The stories are about the writer at a time in his life when he was a horny teenager, for the most part, and one has to view the plotting in that light. While there are moments when it seems as though he sees girls as disposable or interchangeable, the main "character" does show respect for women as well. The artwork, mostly by unknowns, is fairly strong throughout the book, and what's most impressive is how consistently the main character is rendered by different talents (save for Seth Frail's m

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Ultimately, Outcast appears to be a story about purpose. Kyle goes from self-pity to self-realization, discovering direction. While the trauma and tragedy that defined his life aren't relatable, that moment when one comes out of despair, out of that dark hole into which we all retreat after loss of some kind - be it personal, professional or even spiritual - we've probably all felt that sense of empowerment and clarity wash over us at a turning point in our lives. This is a smart take on horror, offering some familiar elements enhanced by a real sense of humanity.

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Carlos Magno's artwork is as strong as the writing. The mix of early industrial urban landscapes with the untamed, natural jungle elements shows that he's put a lot of thought into the world being constructed here. The characters' clothing, the grandeur of the ape city while still maintaining a certain wild look and the detailed texture brought out by the meticulous linework... it's all quite pleasing to the eye. There's nothing about the artwork in this comic book that I didn't enjoy.

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Carlos Magno's photorealistic artwork reinforces the notion of an entire society that's been created from scratch here. I love the gritty, grimy detail of the secret workshop that Sully visits and the uneasy stillness and relative cleanliness of the Skintown church demonstrate his meticulous eye for detail. the character designs are striking as well, especially for Nix. Magno conveys the power, intellect and anger that define him. Nolan Woodard's colors are appropriately muted in tone. They add to the tension. Since he doesn't employ bright tones or starkly dark ones, he manages to add to the melancholy, despair and tension that seem to permeate every corner of this world.

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The art is thoroughly impressive. The tangled mess of machinery that serves as the backdrop looks like something right out of a Sam (The Maxx) Kieth comic book, but the human figures put me in mind of Brian (The Sixth Gun) Hurtt's style. The latter aspect really brings out Silas's humanity. As tough as he is, he always moves and looks like a regular guy. I really like the clean look of Ricter, Silas's digital-display sidekick. It makes for a nice contrast with the filth and chaos of the setting.

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Garing employs a gritty style that suits his seemingly barren, harsh title setting quite well. It took me a while to put my finger on it, but I finally realized what his artwork reminded me of: the style of Jim (Electric Warrior) Baikie. There's also a strong Kevin (League of Extraordinary Gentlemen) O'Neil riff in Garing's figures and designs. He always seems to convey the immense, barren nature of the backdrop incredibly well, and the scope of the main undertaking here with the winch captures the enormity of what the survivors have set out to do, which makes there accomplishment seem like an even greater triumph. The flat colours, browns and greys, further reinforce the inhospitable nature of where the characters find themselves, and in turn, they allow the occasional splashes of green - representing life and nature - seem all the more encouraging.

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The black-and-white format works well for this murder-mystery story. Koray Kuranel's artwork has a strong Paul Gulacy riff to it when it comes to the characters, but I think his greatest strength as a comic artist is his clear skill when it comes to setting. The urban jungle in which the story is set is full of detail, from the roof of the building from which the victim as thrown to the cluttered, bustling nature of the newspaper newsroom. There's always a strong sense of place, and it brings a greater degree of credibility to the story. Point of Impact stands out as yet another example of the strength of the new work being produced by Image Comics these days.

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I noted earlier that Potter's Field is in keeping with the quality and even mood of previous Boom! releases, but it also follows another familiar pattern for this publisher. This opening issue reads like a pilot for a TV series. I wouldn't be surprised to learn the book was crafted in part as a pitch for other-media treatment. The publisher has had some success in that department, with Talent and Tag being optioned by Hollywood types. Does that detract from the reading experience? Well, that awareness/suspicion is ever so slightly distracting, but overall, supposition about the book's purpose doesn't change the fact that it's solidly entertaining.

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This comic has a lot going for it, not the least of which is its incorporation of a strong, female-led cast. Deena is center stage here, with Enki and Marrs backing her up nicely. Bendis has also crafted a nicely accessible script for this debut issue (the fourth first issue of Powers, I believe). I've been out of the loop with the property, as I noted, and I really had no problem moving forward from this point. Even someone brand-new to Powers would be able to appreciate the plot.

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Pride isn't quite as edgy as what one expects from Brian Vaughan, so I found it a little puzzling at first. Ultimately, I like that this is a significant diversion from his usual fare. The cynicism isn't as overt, but the idealism is. It's still trademark BKV, but with a much softer side that surprisingly effective at drawing the reader into a shattered society of intelligent animals.

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Still, there remains an unrestrained quality in Graham's plot, but rather than something goofy or whimsical, it's a savagery the title character exhibits. He's disciplined and directed, but when it's called for, he's brutal as well. While some of Graham's past projects have included darker elements, this is a departure, and it's interesting it see Graham explore new territory. His ability to build unimaginable new worlds is more than enough to keep me coming back for more, and Simon Roy's skill at delineating and defining Graham's definition-defining imagination just adds to the appeal of this basically new title.

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Terry Moore has always boasted a soft style, which allows him to convey the vulnerability and humanity of his characters, and that's an important element here. But there's also a dark, supernatural element that plays a role in the story, conveyed by black eyes and Moore's adeptness at conveying expression. The juxtaposition of the softer side of his art with the unnatural and corrupt supernatural elements makes a genuine impact, both visually and conceptually. As always, I love that Moore's world is populated by people with real bodies. Even the beauties of his stories look like real women, not impossible figures with overinflated breasts and impossibly cinched waists.

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When I hear stories such as this - people who cast off their routines and the shackles of "normal" life to do something unusual - I look back at my own life and wish I'd done something similar. I don't have European backpacking stories. The only lengthy road trip I embarked upon was an interesting and memorable experience, but it was carried out in the safety of being a professional undertaking, part of a job for which I was being paid. There was still some safety to it, some convention. One of the lessons learned here is that the universe provides when needs be, even if it by way of hard work or sacrifice. Jensen's travels and travails are both enviable and unenviable all at once, and watching him look inward as he presses onward spurs one to introspection as well.

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Another strength of Reed Gunther - both the comic and the character - is its/his unrelenting optimism. Reed is dedicated to doing the right thing, but he also never has any doubts things will work out as they're meant to be. It allows him to enjoy the adventure all around him even as danger nips at his heels. His attitude of goodness, awe and elation becomes the reader's attitude. The brightness of the book is infectious. Reed Gunther's lightness and simple tone make it a great selection for younger comics readers, and its energy will tickle the fancy of even the most jaded, cynical of adult comics enthusiasts.

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There's a lot going on in this first issue. Not only is the title character apparently being hunted by heavenly and infernal forces, but given the mercenaries who turn up in the final scene, it's clear there are earthly forces in work behind the scenes as well. If that weren't conflict enough, it seems Mitch is driven by some inexplicable instinct or force to go in certain directors, to seek out certain individuals and, I would imagine, to right certain wrongs. It's an interesting premise that lends itself well to an episodic format, with the larger plotlines of conspiracy serving to string the smaller stories together. Like I said, this read like it would translate well to serial television, and given the unusual DC properties being optioned for TV these days (such as Deadman and the Spectre), I wouldn't be surprised to see Resurrection Man in the running as well.

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If there's one thing that Retroactive says about Darwyn Cooke's career and craft above all else is that there's a lot more to be said. These are 48 brilliant, lovely pages, but they really just made my hungry for more. Not only did I crave more artwork, but Cooke's work calls for a more complete commentary, both from him and others. Retroactive is a good product, but a bigger, more comprehensive volume would be great.

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I'm fascinated by the original decision to link the Gremlins to World War II. That's rather dark subject matter for a story crafted with children in mind as the audience. Mind you, the creators pull it off incredibly well, maintaining a distance from the death and destruction of war. The villains of the main story are typically extreme, one-dimensional Disney antagonists, focused on greed above all else. The message of the modern story is a not-so-subtle one of environmentalism. Though the Gremlins are clearly intelligent, they're also cast in the role of the endangered species that finds itself in the path of a juggernaut of development and commercialism. As I noted before, the plot holds few surprises, but in this case, the familiarity of the circumstances and concepts is oddly comforting. This "lost" Disney/Dahl property is not only cute and entertaining, it holds up incredibly well as an idea in the 21st century.

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When I heard Mike Norton was associated with this story and its macabre leanings, I was a bit taken aback. I normally associate him with lighter, brighter fare, from Jason and the Argobots to Gravity. But he demonstrates his versatility as an artist here, as he seems quite at home with the darker tone of Revival. There were times when his work here reminded me a great deal of the style of Steve (Whiteout, Underground) Lieber. He really conveys the emotion and vulnerability of Officer Dana Cypress and the ferocity that lies within Martha and other revivers. I found I was momentarily confused at certain scene shifts, as it took me a moment to figure out which of the sisters was being featured, but it's perfectly logical for those two characters to look alike. Overall, Revival is living up to its hype, and I'm pleased it's a sought after title.

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What really drew me to this series was the participation of artist Ryan Kelly. His work on such books as Local and The New York Five was always strong, as he seemed well suited to more personal, character-driven fare. Saucer Country has a strong grounding in characterization, but it also includes some larger-than-life and extreme elements, and the artist handles them adeptly. I especially enjoyed how he conveyed the haziness and darkness of Alvarado's memory. Kelly's work here actually reminded me of the simpler but effectively dark work of Warren Pleece, a mainstay of Vertigo comics (such as Mobfire and Deadenders) in the 1990s.

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The last major work we saw from Cameron Stewart was The Other Side, his Viet Name war story collaboration with writer Jason Aaron. He brought a sharper level of detail to bear on that project, and with his return to Seaguy's world, he adapts his style once again. There's a simpler look at play here that's in keeping with the wide-eyed, innocent super-hero concepts that are blended with the bizarre acid-trip plotting. Stewart's designs are fantastic. The contents of the Cabinet of the Cryptosaurs look incredibly cool, and Prof. Silvan Niltoid looks like he could have been plucked from an issue of All-Star Superman. The thick linework and weird amalgam approach to character designs are also in keeping with Kirby's mad ideas of the '70s.

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The characters are secondary to the story " required only as part of the framework through which Ellis can explore mad but oddly convincing ideas that, if not rooted in science, certainly seem as though they are.

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There's a lot more to enjoy in this title as well. I like that there's a growing gap between Fury and the young superhumans he's recruited. There's also a clear, long-term plan at play that's in keeping with everything Bendis has done with Fury in the past few years. Caselli's artwork is another strength. His thoroughly expressive characters drive home the drama or the goofiness of the various moments in the story incredibly well. He also reinforces the chasm between Fury and his young soldiers by convincingly capturing the disparate ages of those characters. His designs for the various Hydra villains are deliciously detailed and unsettlingly organic.

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Moore and Reppion have quite the advantage when it comes to this title character. They don't have to spend much time with introductions or character development. Sherlock Holmes is an icon known the world over, so the writers know going in that the audience is going to be quite familiar with him. That allows them to pull off the best scene in the book, and that's the one featuring a befuddled and speechless Holmes. The reader's knowledge of Holmes, his intellect and his confidence allow that moment to pack a much stronger impact without having to firmly establish Holmes's ego and reputation beyond some superficial exposition in the script. It's a great take on Holmes, and if the mysteries peppered throughout the issue before that moment weren't enough to hook you, that look on Holmes's face will.

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Aaron Campbell's art continues to remind me of the gritty, detailed, moody work of Lee (Joker) Bermejo. He captures the period clothing pretty well (or it's close enough to convince), not to mention the decor and architecture. He bathes the story in darkness as well, enhancing the tension in the drama. I also appreciate how none of the characters are behemoths of strength or deals or physical perfection. These aren't super-hero figures dressed up for a Holmes drama. Instead, there's a nice variety of figures and faces to be found. The John Cassaday cover sums this issue up nicely, and I'm pleased that this title seems to be spared Dynamite's usual variant-cover marketing approach.

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What's most fascinating about Snotgirl is how O'Malley puts such a distasteful character front and centre but nevertheless manages to get his audience to sympathize, even empathize with her. Her constant questioning of herself in the face of her encounter with Coolgirl evokes memories of one's own crises of self-esteem. Lottie isn't a likeable figure, but she's quite relatable. Probably Lottie's biggest character flaw is her utter lack of self-awareness. That blindness about herself is symbolized most powerfully in her final action in this issue. In a way, one could describe her as an addict of ego, and it's driving her toward a rock bottom.

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One of the reasons for that is the artwork, and more specifically due to the computer coloring/enhancement effects. The line art from Javier Pina conveys the action effectively. I noted that his backgrounds throughout this issue are rather lacking, but the bulk of the story takes place in a hospital, so the lack of adornment in the background actually works when it comes to capturing the antiseptic, utilitarian environment. I also remain pleased with the simple design of the title character, though over the course of the series, I find I'm less taken with it when it shares space with the other similar designs of the various alien antagonists that appear in the story from time to time.

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Risso has crafted a vision of the future that's both alien to the real world of today yet somehow still familiar. The two-page spread early in the issue combines modern American architecture with visions of poverty from other parts of the world. The wet, dreary cityscape conveys a message about the inevitable dangers of unchecked pollution and climate change. Trish Mulvihill's colors add to the depressing atmosphere (literally), but they also allow the Mars scenes to really pop, making the distinction between Orson's memories/dreams and the sorry state of his life back home all the clearer.

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One can't help but like Dex. She's personable, witty and caring. Her relationship with her younger brother is designed to show off her maternal side, her softer side. I also like her toughness, but Rucka is careful not to overplay. She's no mistress of the martial arts. She gets roughed up; she's not the one kicking ass and taking names. Instead, her strength lies with her mind, her perceptions. Dex is smart, observant and good with people. Rucka doesn't opt to transform into some kind of super-woman.

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Once again, Matthew Southworth offers up some convincing, realistic artwork that suits the slightly edgy tone of the plot and characters. The grittiness he brings to the visuals is reminiscent of Michael (Daredevil) Lark's work; I suspect it won't be long before we see Southworth's linework bringing the adventures of a vigilante hero or two at DC or Marvel. He's clearly a skilled storyteller. I also appreciated the text piece he provides in the back of the book, as he shares a great deal of insight into the creative process and how he captures such a genuine look in the characters, backdrops and "props."

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When the New 52 relaunch was announced and the titles revealed, a lot of fans lamented the fact that Gail Simone's Secret Six wasn't going to survive in the new DC Universe. I'm pleased to say, though, that those who enjoyed that title will probably appreciate what writer Adam Glass does here. I was reminded of the darker side of Secret Six at several points, and I honestly don't think it's a coincidence by the end of the issue, the team is made up of six members that include past members of the Secret Six.

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The real plot point that has my attention, though, is the burgeoning friendship between Boy of Steel and the Boy Genius. We really haven't had a chance to get to know Simon all that well, but he comes off as so earnest in his desire to help and befriend Conner Kent. And his knowledge of the hero's secret identity finally gives the title character a logical reason to allow this odd figure into his life. It mirrors the Silver Age friendship between a teenage Kal-El and Lex Luthor, but that friendship was never explored in any depth. That's what Jeff Lemire is doing here, at least in part, though some of the fun is discovering whether or not he's going to take Simon down the exact same path as his Silver Age mirror self.

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Yu's most important contribution to the story is his ability to convey Simon's youth. The fact that the main characters (and several other key players) are kids is vital to the story. The title for this story, as noted on the cover, is "One Magic Wish," referring to the wish-fulfillment riff that so many super-hero characters - from Superman to Captain Marvel to Green Lantern and more - represent. There's a surprisingly dark and moody look throughout this issue given the relative innocence of the protagonist, but it definitely draws one in. The plain design of the title character - red suit, blue cape and a wrestling championship belt - reinforces that the creators are dealing with an archetype here (just as the design for Nemesis is literally a blank slate). Overall, the art is solid. The only real disappointment is the cover, which looks empty and a bit uninspired.

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In that regard, van Lente serves the intellectual property well. At most, change in a shared super-hero continuity is an illusion; it's unwelcome. It's too bad, because the character of the Taskmaster in this limited series is far more interesting than the one we knew before this series or after. I realize that the weight of this origin story isn't feasible for incorporation into other stories; this one is meant to stand on its own. Still, it's unfortunate that while most of this series makes the most of the super-hero genre and exhibits its strengths, the ending spotlights one of its shortcomings.

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Artist Mitch Gerads' style is a fairly photorealistic one, but not overly detailed or stiff so as to look like it's lightboxed, photo-referenced material. His work here reminds me of the styles of such other comics artists as Jock and Jeremy Haun. The good news is he isn't adapting a typical super-hero style for something outside of that genre. The characters here move and dress like normal people. Muscles don't bulge; clothes drape believably in the artwork. Perhaps the most impressive aspect of the visuals is the color. Cool tones are employed to maintain a slightly tense mood that's in keeping with the genre and premise.

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As appealing and enjoyable as Straczynski's plot and script are, they're not subtle. His point is summed up in one page in the latter part of the book, as he compares typical scenes from the '60s and today and how divergent they are. Ultimately, it's the final panel on that page - featuring a campus full of students who've isolated themselves those around them with technology - that really drives home the writer's suggestion that in the 21st century, we're in danger of losing touch with our own humanity by losing touch with our neighbors. Brother Power's role in the story is to deliver the moral, to tell us that it's not to late to give peace a chance, to come on people now, smile on your brother.

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Saiz has also stepped up his game, as is evident in the rich backgrounds he provides for the extra-terrestrial setting. Whereas his work on #28 (the Flash/Blackhawks issue) lacked in terms of backgrounds, in this issue, he provides a fascinating glimpse into the impossible. The alien world on which the action unfolds features an interesting blend of antiquated relics and alien, unfamiliar landscapes. The ruins in which the heroes find themselves look both genuine, like something one would see on the History Channel, and completely new and alien, like something would find in a James Cameron sci-fi flick. Furthermore, the softer features that Saiz's brings to the characters' faces continue to emphasize the humanity of the superhuman players, which works well with the more character-driven ideas that the writer wants to examine.

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Also noteworthy about this comic is its value. For three bucks, the reader gets 28 pages of story and art. I also appreciated Snyder's afterword, which shed some light on where the idea for this comic came from and gave the reader some insight into who the writer is and what childhood experienced shaped him to some extent.

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Ultimately, isolation seems to be the recurring theme throughout the book, and the imagery "- an island, towers -" of the various settings would seem to reinforce that concept. I'd argue that Wiedeman is suggesting that the natural order of things is connection among individuals, that relationships and community are healthy while solitude represents deterioration and negativity. She importantly points that isolation is thrust upon some by others, but overall, it's something that's within our control, that while it's easier to hide from pain, it also denies us rewards.

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The Last One seems to share a lot of elements in common with Neil Gaiman's Sandman. Both stories are about a timeless god-like being and keeper of stories who's in the process of attaining personal enlightenment regarding his own immortality. Both feature stories within stories prominently. Myrwann's house and guests are reminiscent of the rooming house that Rose and Fiddler's Green called home in Sandman: The Doll's House. DeMatteis and Gaiman offer similar interpretations of angels and pre-Creation history. Todd Klein brings his unique touch to the lettering for both titles. There are many more comparisons I could draw. I'm not suggesting that DeMatteis mimicked Gaiman's popular work. It stands to reason that the success of Sandman would have an influence on other books in the Vertigo line. Now The Last One is published beyond that context, and it holds up quite well. Sandman fans will enjoy The Last One, but one needn't be familiar with Gaiman's opus to enjoy this book.

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The notion of a social and environmental issue serving as the basis for a horror story strikes me as a particularly novel approach to the genre. I really enjoyed the psychological and spiritual danger that slowly creeps into the story. I was surprised that the threat becomes more overt and physical toward the end of the book; I think it would have been more interesting had Fessenden and Leaver left more to the readers' imaginations, a la Blair Witch Project. Still, I can't say the ending isn't satisfactory. There's a solid payoff, and it reinforces the cautionary tone on which the story begins.

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Ultimately, what makes The Little Black Fish such an engaging story " likely in any medium " is the fact that it's about curiosity, nonconformity and bravery. If the reader can't recognize himself or herself in the little black fish, then s/he can certainly see qualities to covet and admire. The piscine heroine's odyssey is entertaining and enlightening, and when trying to think of something else to which I could compare it, my thoughts drifted to Robert Frost's "The Road Not Taken," at least in terms of its initial message about casting aside society's expectations and conventions for an effort to be true to oneself.

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In a brief forward, Braddock writes that this project had its origins in her wish to tell a story combining two elements: Mars and The Dukes of Hazzard. I don't think the latter pop-culture reference is really all that prevalent here. Instead, I see more of a Star Wars influence at play. Boone fulfills the role of the rogue perfectly. He's Han Solo, only sluttier and wittier. There's a free-spirited sexuality that plays underneath the main story from start to finish, and not solely with Boone's character. It doesn't feel gratuitous at all. Instead, there's a carefree, joyous quality to the sexier side of the characters. That's in keeping with the irreverent tone throughout the book and the ultimately optimistic ending. McNamara and Braddock offer up feel-good sci-fi, and that's unique enough to warrant a look.

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As the title of the book suggests, this plot is ultimately a love story. There are a couple of tender moments that work quite well, but what I really like about it is that McNamara avoids cliches. Boone and Lou aren't tamed by their love for one another. They enjoy each other's wildness and recklessness. While Lou brings out another side of Boone, his bad-boy charms aren't lost in the process.

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Wood has reteamed with Supermarket collaborator Kristian Donaldson for this series, and the artist does an exemplary job. His style has definitely evolved since his first project with Wood, as he brings much more detail and cleaner lines to bear here.

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While I personally thought Fozzie's opening limburger-cheese joke was hilarious, the bear's not feeling the love of the audience as of late. This second issue focuses on Fozzie's efforts to retool his comedy act, and it's quite amusing (and occasionally quite smart when it comes to cultural references). Roger Langridge's second issue is almost as strong as the first, and that's quite a compliment, given how great the inaugural episode of this series was. My favorite segment in this issue was the return of soap-opera send-up Veterinarian's Hospital, into which Langridge has woven the string of Fozzie's quest to be the king of comedy. Despite the lack of sound and motion, Langridge nevertheless captures the satire and hilarity of that recurring Muppet Show sketch (featuring Rowlf, Janice and Piggy), right down to the "actors'" reactions to the unseen narrator. The writer/artist's faithful yet unique take on the Muppets is as entertaining and attractive as before. I love that while this m

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As he did with the first issue of the previous series, Langridge includes a Swedish Chef sketch in this one, and that single page of the book was more than enough to make this comic book a memorable reading experience. The Chef's dialogue - complete with that weird language/accent represented perfectly - had me giggling like an idiot, just as I did the first time I read the writer/artist's take on this classic character. It's reached the point now that my wife dreads my discovery of a new Chef segment, as I sit in my chair and read the dialogue aloud, laughing myself stupid. I can pay no humor comic a higher compliment.

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The greatest strength of this book is the characterization. Castellucci's various Janes are well-realized characters, and I think just about every reader will be able to recognize a piece of herself or himself in one of the Janes. I found the Main Jane to be the most intriguing character, as she is the central protagonist, but I would imagine other readers will favor other Janes based on their own experiences. The writer wisely ensures her main character isn't so unconventional that she's not believable. Her relationship with Damon, though it made for an ending that didn't quite feel right to me, does bring her down to earth and adds an everyday quality to the character. It brings balance to the character and a pleasantly diverting subplot. Overall, The Plain Janes is a solid first step for the Minx line and serves as a great introduction of the creators to an audience they might not have reached before.

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Now while Hickman's script has its complexities and we're never really told who the enemy is in this war through time, the story at the heart of The Red Wing is quite simple. It's about a kid who misses his dad. One could argue that Dom's refusal to let go of the tiniest glimmer of hope, to accept his loss and grief, demonstrates a flaw, a lack of maturity. But by the end of the issue, Hickman provides the reader with the justification the audience needs to get on Dom's side, to hope along with him.

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DC ought to give some serious consideration to giving La Sangre her own title and tasking Robinson with crafting such a series. Given the evidence in The Shade #5, it would be eminently readable and possibly one of the most unconventional, best and most unique super-hero titles the publisher could offer.

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Once again, Brian Hurtt demonstrates that his soft, simple style is a versatile one. His efforts to capture the period and the locales are successful, and his character designs are quite striking. He's able to convey texture incredibly well with an economical use of linework. I also love the detail in the backgrounds, and Bill Crabtree's colors add a lot to the tense, spooky atmosphere that's such an integral part of the title's appeal.

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Once again, Darwyn Cooke manages to walk a fine line between the classic, 1940s noir feel of the original Spirit source material by the late Will Eisner and a more modern, refined tone to achieve a great revival story. Just as he did for Ebony, the Spirit's sidekick, the writer/artist also updates P'Gell for the 21st century without losing the character's strengths. Cooke also incorporates a classic love triangle into the plot, but he does so subtly. It doesn't override or interfere with the main plot, which ultimately reveals itself to be tragic and melodramatic in tone. That comes as a surprise and adds some depth to P'Gell. She's still the main antagonist in this issue, but Cooke wisely exposes her human side rather than focusing solely on her raw sexuality and ambition. And once again, I like that the Spirit only gets the better of the hired muscle about half of the time. He's not smarter than his opponents, just fortunate when it comes to friendship and dumb luck. Cooke's artwork

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One of my favorite aspects of the book is what becomes of Danikka, the female junkie who's part of the home-invasion plan. I was expecting her to suffer a horrible fate like other Tattered Man victims, but her plot thread brings a tiny bit of light into an otherwise black and depressing story. While the overall focus of the book is mankind's cruelty to his fellow man, Danikka's plot thread serves as a vital balance. I was surprised at how much I appreciated and was interested in her character's transformation in the latter part of the story.

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With this book and others before it – Ms. Marvel, The Unbeatable Squirrel Girl, Moon Girl & Devil Dinosaur – Marvel has wisely endeavoured to expand its appeal to younger and female readers, but it's done so in a way that also offers an entertaining experience for its readership as a whole.

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The Wake doesn't exactly reinvent the wheel here. It hits some standard beats and offers familiar character archetypes, but it's also an example of a competently crafted, effective and fun adventure/thriller story peppered with genre elements.

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The previous issue of this series garnered a fair amount of negative reaction, as many readers didn't care for an extended and gruesome torture scene. Personally, I thought it was a natural extension of the plotlines we've seen so far and the overall theme of personal survival versus the maintenance of social order and ethics, a theme that's been integral to this series overall. With this issue, Kirkman wisely brings the story down to a more grounded and personal level, giving the readers a break from the nastiness of the previous episode. Still, he doesn't ignore what happened either; Michonne's story arc within the larger group now shifts from a mysterious tone to a grave, suspicious one. There's also plenty of zombie-killing action in this issue, which also serves as a catharsis and welcome change of pace after all of the human-on-human violence that came in the last story arc. Adlard's art is strong and a little detailed in tone than we've seen before, and he handles the action in

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Adlard makes such incredible use of shadow, always maintaining an air of tension throughout the book. Even during tender moments between characters, there's a darkness that's ever-present, a constant reminder of the horror that awaits them only a few steps away. This is a pretty action-oriented issue, but it goes beyond the usual zombie-killing conflicts that are par for the course in this series. More complex sequences - such as a risky trip between buildings and an effort to reinforce a wall - are clearly and capably presented despite some of the unusual angles or other challenges. Furthermore, given how the cast of characters expanded significant recently, I'm impressed with the diversity of designs. At no point did I confuse one character for another, and Adlard doesn't have the benefit of colorful costumes or capes to differentiate among them.

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There were pages in which Ribic's work here reminded me of the work of Alex Ross, and others reminded me of the style of Barry Windsor-Smith. The design for the shadowy "guard dog" seemed a little generic, but Ribic also captured a thoroughly alien look for the creature, which was fitting. The characters are quite expressive without looking too cartoony, and Ribic's design and depiction of an alien version of Mount Olympus struck a nice balance between science-fiction and fantasy. I don't think there was a single panel of this comic book I didn't thoroughly enjoy.

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Esad Ribic's artwork, boasting a rich, painted, textured style, works incredibly well to reinforce the mythic and even timeless nature of the story and characters. He handles the science-fiction side of the story quite well while bringing a classic, even historic look to the strong Norse current running throughout this issue and the series in general. Ive Svorcina's colors go a long way to reinforce the painted, detailed but moody look of Ribic's line art, adding even more maturity and dark intensity to this plot about a war on and by divinity. The double-page splash early in the issue is not only lovely, but it captures the weird and dark shadow powers of Gorr incredibly well. I love how his inky dogs of war flow from his cloak, while the heroes are backlit by cosmic thunderclouds bursting with angry energy.

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But what Soule's script does better than anything, what makes this story compelling, is how well it conveys how important Garland's music is to him. He's desperate for a miracle cure and in denial about his plight not because he's lost his status, fans and privilege, but because he's passionate about making music. The writer achieves a nice balance with the character. It's easy to feel sympathy for him, because he doesn't come off as entitled or spoiled, but at the same time, his single-mindedness and blindness to other threats makes him the villain of his own story as well.

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I thoroughly enjoyed this issue, as I have so many that came before it. Nevertheless, I found this issue to be a source of frustration. While Bendis does shake up some elements of the status quo that is this incarnation of Peter Parker's life, there's no sense that this is really a new beginning for the book. As such, the new title and relaunch makes little sense beyond a pure marketing standpoint. What's puzzling is how Marvel seems perfectly willing to undo this relaunch/renumbering approach when a title is meant to approach some sort of milestone. I can't help but wonder if this series will revert back to Ultimate Spider-Man once Bendis reaches what would have been the 200th issue. On top of that, the new branding for Marvel's Ultimate books is flat, boring and unattractive. The only thing drawing the eye to this comic book is Lafuente's art. The masthead is as generic as it could be.

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Subsequent issues of this series will be illustrated by other artists, and the variant covers indicate that Ultimate Fallout will span the full scope of the Ultimate Universe. That worries me a bit, as I'm concerned that this will stop being about the aftermath of Peter Parker's death and will turn into a larger story about a new start for this world of super-heroes. I also know Marvel plans to relaunch a new Ultimate Spidey title with someone new (presumably) in the title role, but there's no need to start telling that story here. I want the focus to remain on emotion, to remain on Spidey's supporting cast. We'll see what lies in store, but this was a wonderful start.

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By the end of the issue, the title characters face the core dilemma that was explored in the first series and is clearly still at the forefront of this revived property. The heroes face a choice: to act as the government's means to control illegal superhuman activity or to respect the rights of individuals. The analogy is clear here. The Amazon attack is used to justify a new super-powered police force the way the 9-11 terrorist attacks were used to justify the Patriot Act and other measures that emphasized the security of a nation over the rights of the individual. What's interesting about the writers approach to the issue and to the analogy here is that they don't take one side over the other. The protagonists are divided over the conflict, just as Americans have been divided in the wake of Sept. 11, 2001.

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One has to give parker a lot of credit for this script, as he's been building his reputation in the comics industry for years on fantastic fiction, and especially with some playful, light super-hero storytelling at Marvel Comics. Underground represents a significant shift in tone and subject matter for the writer, demonstrating a greater depth and range on his part. I have to admit, I can understand why he teamed with Lieber for this project, as in some ways, Underground has quite a few traits in common with Whiteout. Both feature an unusual locale, a small community and a female protagonist in a position of authority.

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Tedesco is the latest in a series of artistic discoveries that Boom! has made over the years, and like those that came before him, his style is a gritty, dark one that suits the mature, intense tone of the subject matter. If I had to describe his work in terms of other better-known talents in the industry, I'd say it was a cross between the styles of Paul (Potter's Field) Azaceta and Paul (100%) Pope. His achieves the right tone and atmosphere, and his work is realistic enough in appearance to enhance the possible and even plausible drama even further. The flow of his work from panel to panel isn't as strong as it could be, but the storytelling is fairly solid overall.

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I think what Pfeifer is doing here is much more than lampooning the college experience. Sure, it can be competitive in some respects, especially for the top tier of those dedicated to academics. But I think what the writer has done here is allow the American kill-or-be-killed mentality in the capitalist workplace, the political realm and even the military industrial complex to infect the quad, to devour the dorms and corrupt the seminars. Obviously, he offers a strong criticism of that competitive attitude, as the approach consumes and destroys all of the brilliant young minds that serve as the central cast of characters.

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While Torres's script captured the magic and charm of the Wall-E movie in the same way that Roger Langridge successfully manages to translate the televised variety entertainment of The Muppet Show to the printed page, I'm not necessarily as excited about forthcoming issues of this Pixar comic. While Langridge had a diverse array of weird characters and circumstances to mine for future stories, the premise of Wall-E is far more limiting. This story is set before the events of the movie, so the audience knows where the story lead eventually lead. I don't know if Boom! Studios plans an ongoing Wall-E title or a series of limited series a la The Muppet Show; I'm not sure anyone could pull it off. Mind you, that doesn't detract from the strength of this issue, which stays true to the source material while exploring the title character's "origin," of sorts.

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Overall, there's no denying that Wednesday Comics is proving to be a creative success. Just as I was writing this review, I found it was quite a bit of fun to review all of the strips. Given the mainstream-media promotion and coverage of the project and the big-name talent who've participated in the comic, I suspect Wednesday Comics will prove to be a sales success as well.

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Now if you'll excuse me, I now have to triple-check this post for errors so as not to look the fool for voicing that last criticism.

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Perhaps the most fun aspect of this issue - and of this series as a whole - has been Mignola's introduction of a number of colorful characters. The Captain, Mary and her spirit guide, the Brotherhood and finally, the wild-eyed Martin Gilfryd. Sir Edward seems practically normal when juxtaposed against this cast of characters, and that comparatively everyman quality makes him seem all the more heroic given the circumstances of the plot.

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As is the case with any good autobiographical comic, this book's greatest strength is the writer's honesty. These stories don't make him seem like any kind of smooth operator or poetic soul who always knows the right thing to say to melt a woman's heart. He's a schlub, a regular guy whose sexual experiences and romances are often the result of accidents or intoxicants. He makes bad decisions and has bad reactions, but he's basically a decent guy who's capable of tenderness. The ultimate lesson we see him learn over time is that a great romance has as its foundation a great friendship.

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Ultimately, what may be the most interesting aspect of the story is how it spotlights that despite people's proclivity to wax nostalgic about the Good Ol' Days and how Things Were Better, they really haven't changed all that much. Rich's story, set on the cusp of the Second World War, is about how people who have everything allow their baser, flawed appetites to threaten the comfort and security others would give anything to achieve. Just watch the news some night and check out a tabloid, and I think you'll find some stories today that sound pretty familiar.

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Michael Walsh boasts a general approach to comics storytelling that's grown throughout the medium in recent years. Such artists as Paul Azaceta, Tonci Zonjic, David Aja and Chris Samnee boast these styles that seem minimalist on the surface but actually convey so much in terms of texture and atmosphere. Walsh is another such talent. He achieves a realistic portrayal of unreal circumstances - and I don't just mean the superhuman, tech alterations that seem to drive the plot. The notion of the armed conflict in which the action unfolds is quite conventional, but for people like me, that intensity and life-or-death circumstance are hard to imagine. Walsh captures the hectic and brutal context adeptly.

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Ultimately, what really wins the audience over is Joss. Hicks has crafted a well-realized, believable and relatable character in Joss (whom I assume is named in honor of Joss Whedon), and there's plenty of evidence that she's based somewhat on the creator herself. Joss's focus on real-world horrors such as education-related debt over the impossible horror of undead eating machines makes her all the more grounded and real. Hicks balances Joss's angst with her uncontainable love of the cheese that is the zombie genre, as well as her joy in discovering the rules work for real and offer her a chance at adventure.

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Why Boom! chose to reprint this book is obvious: Sean Phillips. The artist is enjoying a solid following in the North American comics market these days thanks to his collaborations with writer Ed Brubaker (Criminal, Incognito), and he brought the same strength to this absurdist World War II adventure as he did to those creator-owned projects under the Marvel banner. Phillips' sketchy, intense style is perfectly suited for these damaged "heroes" as they embark on a literally insane mission to assassinate Hitler. Vehlmann's plot is a lot of fun, though quite dark in its humor and irony. I love that the only real reason the mission isn't a complete success is that no one counted on the German power structure and strategies to be even more dysfunctional than the madmen sent to bring them all to an end. The story gets a bit fractured and slightly confusing as it nears its end, but it does offer the writer a chance to deliver more than one unexpected twist. Still, the lack of cohesion and fo

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Perhaps ultimately, the lesson to be learned here, amid the humor and spotlighting of foibles, is that we're all children in some way, because the learning never stops. I learned a while ago my parents were basically making things up as they go along, and everybody does to some extent. I'm in my 40s now, and I've never felt more like an adult than I have as a parent. But in the end, I still don't feel "grown up." I used to think that was the result, in part, of my interests in things that are deemed by society to be the fodder of youth (comics, cartoons, etc.), but I've come to realize there's no such thing as being "grown up." The term itself implies the achievement of an end point, that one is finished with the process. But there's only one thing that ends the growing (and it's a bummer, so I won't get into it here in a review about a book of humorous cartooning).

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I think what makes the story so compelling is that the writers present their protagonist, Richard Ashwalt, with two different conflicts. One is ordinary - he's dissatisfied with his life but wants to work hard to provide for his family - and the other is unreal and dangerous. Richard's everyday problems are relatable and grounded, and they bring credibility to the (seemingly) supernatural challenge that's intruded into his life. I love the air of mystery that surrounds Jebediah Crone, which is surprising, since the reader knows (or strongly suspects) he's snatching up murder scenes for his own twisted, macabre purposes. I want to know what he's up to, and I want to know what caused the murders that sparked this whole situation in the first place. The writers have done an excellent job of establishing a tense though alluring, dark mood that's difficult for the reader to resist.

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Patric Reynolds proves to be a good choice for this one-shot, as it makes for a consistency in style for the Abe Sapien brand. A previous Mignola-verse limited series - Abe Sapien: The Drowning - was illustrated by Jason Alexander, and Reynolds employs a style here that's highly reminiscent of his predecessor's. Furthermore, since the emotional conflicts in the story are really more important and interesting than the supernatural elements, a more realistic, gritty style helps to focus the reader's attention on characters, whereas a Mignola's esque style tends to envelop the reader in the dark, creepy, gothic visuals and atmosphere (which can be entertaining as well, of course). This more grounded look is a nice change of pace from the more stylized work of such artists as Mignola and Guy Davis who work on other Hellboy-related titles.

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One could see it as something of a commentary on the state of super-hero comics. Johns uses a foundation of a much simpler era of the Superman mythos here. Jimmy Olsen is a keener kid here, following Clark around like a puppy. He's really a one-dimensional figure, representative of a simpler era in the genre. The same holds true of the implausibly cheerful Legionnaires who approach the young Clark Kent in Smallville. While those simpler incarnations are charming in their own way, they don't really hold up as fleshed-out, compelling characters in the context of modern storytelling. Perhaps Johns is saying there is a place for those elements we remember with such fondness but that one also has to accept the state of super-hero storytelling of the 21st century along with the nostalgia factor.

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There's been some debate as to whether or not DC is actually trying to develop a more traditional tone in its super-hero line. Darker, edgier stories are popping up in some titles, but the publisher's better known icons seem to be headed in a lighter direction. Action Comics Annual #10 certainly serves as evidence of that trend. Johns and Donner deliver a package that's clearly Silver Age in its inspiration (as if the cover wasn't enough of a clue). The stories and features have that old-school charm and simplicity to them, but the dialogue and pacing bring a more modern tone, a greater credibility to this super-hero storytelling. The fact that this annual is an anthology also provides the opportunity for the reader to enjoy a number of different visual styles without the concern of the art changes interrupting and interfering with the flow of the story. Arthur Adams's four pages are spectacular, and Joe Kubert's contribution was a surprise and a delight (even if the writing didn't pro

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Another element that might confuse newer readers is the dual numbering for this issue. The cover lists this as both the first issue and the 504th. The small print at the back of the comic states the same as well. Adventure Comics had a long run beginning in the Golden Age of comics, and while it featured a diverse array of DC heroes, it ultimately became known as a Legion title and ended as such as a series of digests reprinting classic DC stories, including Legion tales. I have the last one of those Adventure Comics digests, so it was a treat to see the title's previous history acknowledged.

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While I found the writing, though entertaining, lacked subtlety, Francavilla's art doesn't disappoint in the least. Has it ever? His dark style is obviously a nice fit for the Lovecraftian yarn his creative partner is spinning here, and again, I love how his depiction of one of the cute teens of the Archie-verse isn't at all objectifying of the character. She actually looks like a teenage girl. The double-page splash in which Cthulhu is revealed is absolutely stunning, one of the strongest images we've seen in this series thus far.

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Adam Kubert's loose, kinetic style certainly serves the action-oriented aspects of Waid's story well. I've always seen his style as being representative of the more extreme, exaggerated tone of super-hero comics of the 1990s, so his work isn't something I normally seek out, but it's not off-putting either. I was pleased to see how he conveys the youth of half of the team with smaller statures, and he manages to portray Warbringer as a real threat by having him dwarf the usually powerful presences of some of the Marvel Universe's more recognizable icons. Perhaps the most unusual visual aspect of this book is the juxtaposition of Alex Ross's photorealistic cover artwork with Kubert's far more stylized and angular style within. The two disparate styles just don't seem like they belong together on the same comic, even separated by the cover.

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Jonah Hex wasn't selling at the level DC wanted for its New 52 line, so they mixed things up for the new series. But from a storytelling perspective, I don't know if it's the right move for the character. His role in this story could be filled by just about any tough guy, and the self-contained, one-shot story approach from Jonah Hex is clearly being abandoned.

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Mike McKone's take on Spider-Man here has the kind of energy and enthusiasm we've seen in the past when artists such as John Romita Sr. and the late Mike Wieringo brought the character to life on the page. The one visual element in the book that didn't quite work for me was the rather ordinary look of JJJ's mayoral office; I'd expected something more opulent and official in appearance. Also disappointing is the cover art. The regular cover, by Joe Quesada, is too dark and intense in tone as compared to the lighter feel found within, and the "Wolverine Art Appreciation" variant cover has absolutely nothing to do with this story or the title character. Of course, I would imagine that's true of all the various variant covers adorning Marvel's titles this month.

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While this issue is a mixed bag (again, which is par for the course with many anthology comics), its definitely worth the price of admission for the strong bits alone. Im guessing one of its goals, however, was to hook more new readers on the title. While I enjoyed it, it didnt make me want to add Amazing Spidey to my pull list.

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With the backup feature, frequent Amazing Spidey contributor brings his artistic collaborator from Image's I Kill Giants into the Marvel fold. It's a pleasure to see the super-hero publisher shine a spotlight on the more unusual and unique style of someone like J.M. Ken Minura, who's mainly known for creator-owned and indy-comics work. Unfortunately, this story calls for something of a vamped-up look, as Spidey's sex life factors into it heavily. Minura's manga-esque, sketchy figures are far from sexy. The characters also almost all look like little kids. There's a disconnect between the dialogue and the visual style of the piece.

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Ross offers a pointed and far-from-subtle commentary on the state of Western media culture that's well deserved though a bit obvious. What I enjoyed most about this comic book, though, is how he uses the notion of a small group of super-powered teens as a launching pad for a commentary on racism and class discrimination. Ross shows the audience the super-hero reality show at the heart of this inaugural issue - and by extension, so many other actual reality shows - are about the rich and privileged looking down on little people, dangling a carrot in front of them to get them to dance and fight for their pleasure. At the same time, it also serves as a drug for the masses, to keep them dull and distracted. It's the 21st century's to gladiators, lions and pools of blood.

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What's noteworthy about this book is that all of the characters are rather distasteful, even the bored teens passing their time and earning some cash in an ugly way. While the characters aren't likeable, though, they're undeniably interesting. As I read this comic, I was put in mind of True Detective, Season One, as well as Southern Bastards. The stories aren't all that comparable, but I think it was more the atmosphere and the loathsome nature of key players. It's a promising start to a new crime series, but the enigmatic nature of the characters and events call for patience from the reader and trust in the creators.

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If you look above in the opening paragraph of the review, I noted Fun Home is about Bechdel's father while Are You My Mother? "focuses" on her other. But this new book isn't about Bechdel's mother specifically. It's about the mothers (biological, surrogate and imagined) she's had in her life - or wishes she had. Bechdel's self-aware nature seems like something of a curse, but her discussion of her own feelings, insecurities and moments of turmoil allow the reader to recognize himself or herself in the author's otherwise unique experiences.

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The rapid pace of the plotting, the simple origin and the small and accessible size of the supporting cast make for a comic book that reminds me of how Marvel Comics introduced characters in their first appearances in the early 1960s. Kirkman gets his story and hero established quickly, and while the plotting is somewhat by the numbers and familiar, at the end of the story, the reader really doesn't know what's going to come next. Will the Wolf-Man be an accidental hero such as the Hulk, or will he gain control and give his curse meaning with a clear, heroic goal? There's plenty of potential in the story at this point. I know whatever comes next with be traditional and comfortably familiar, but I like that I really don't know what it'll be.

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My one concern about the plot is that I got the sinking feeling that the other shoe was always about to drop. Busiek psyches the reader out a couple of times, surprising Astra and Matthew with the sudden appearance of other superhumans. The genre leads us to expect conflict, to expect that a villain or villains will appear to ruin this special moment in Astra's life. That doesn't come to pass, but I'm worried it will in the second issue. It feels as though Matthew will be revealed as an insidious figure who's inserted himself into Astra's life. His cluelessness and awkwardness in the flashback about their first meeting didn't quite ring true, so I'm worried that this cliched twist will come to pass. It wouldn't cast Astra is the most favorable light, and it would certainly detract from the more human, grounded approach in the plot. Hopefully, I'm reading something into the story that just isn't there.

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Wegener's exaggerated style certainly works well with the comedic tone that dominates the first half or two thirds of the issue. I love Robo as the befuddled straight man to the weird ramblings of Fort and Lovecraft. Wegener's depiction of the two writers reminded me of the style of Cory (Invincible) Walker. The strongest visual, other than the surprisingly expressive Robo, is the monster that's revealed toward the end of the issue. Wegener's sharp, angular style works quite well when it comes to conveying the twisted, organic, flailing form of the antagonist. It's creepy, cool and powerful in appearance all at once.

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The Protector's dull nature extends to his generic costume; he looks like a starting template for character construction in an online super-hero role-playing game. Fortunately, John Romita Jr.'s work overall is quite strong. He and the other artists working on the issue foster a dreary, foreboding atmosphere, not so much emphasizing the growing danger that the Hood represents but the surreptitious and deceitful nature of the Illuminati's affairs. There are pages that look a little too rushed, such as the double-page spread that serves as this issue's cliffhanger (the linework is far too loose and rough), but key scenes look much more polished. And to be honest, even a rough image from Romita Jr. and his collaborators packs a visual punch.

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Hickman is obviously taking some cues from the successful Avengers movie here (or he's taking directives from higher-ups who are ensuring cues from the movie are incorporated into the comic), given his choices for the core lineup of the Avengers: Cap, Iron Man, Thor, Hulk, Black Widow and Hawkeye are the primary team. It really makes little sense that the latter two heroes are dispatched to Mars to deal with otherworldly threats. In the movie, they were plunged into a war; here, they're handpicked for an off-planet mission, so it feels a little forced. Of course, the premise that reveals itself at the end of the book is the Avengers needs to have a broader array of members, with specialists available for specific and unusual missions. Hickman's take on a larger Avengers team actually reminds me a bit of the broader scope that formed the basis of the highly enjoyable Justice League Unlimited cartoon a few years ago.

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Gabriel Hardman's artwork on the main story is as attractive as ever. I don't know how, but he manages to capture the campy charm of these heroes from yesteryear with a slightly grittier, more realistic style. The Kirby design of the Growing Man, for example, blends quite well with the convincing anatomy and modern approach to the action. His work here actually reminds me a bit of Butch (Captain America) Guice's art a bit. Conversely, seeing Takeshi Miyazawa's more cartoony, manga-influenced art on the back-up feature made for a nice change of pace, though the art is more exaggerated than what we've seen from Miyazawa in the past. Nevertheless, Namora's portrayal, despite her plunging neckline and lack of pants, isn't vamped up at all. Her anger and nobility are conveyed clearly.

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Jim Cheung's art throughout this series has been absolutely lovely, and the strongest visual he's offered is his depiction of the Scarlet Witch. He brings such a softness, beauty and kindness to the character that one can't help but be drawn to her. And liking Wanda adds to the story, as the central plot point now is whether she should be allowed to live just when she's regained a sense of herself and a sense of happiness. There are times when his linework here reminds me of Oliver (The Mighty Thor) Coipel's work. Ultimately, though, Cheung boasts a distinct, attractive, clean style, and that it stands out as unique and recognizable is one of the things I like about it. I was also pleased to find that the participation of three inkers for this issue doesn't lead to any kind of inconsistencies in the visual style of the storytelling.

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The first episode of Avengers: The Initiative is a success, and the main reason is the strong characterization Slott brings to bear in this script. Cloud 9's insecurities make it incredibly easy to relate to her. MVP's status as a jock is balanced by how incredibly likeable the character is. Trauma's goth attitude becomes quite understandable once one discovers the nature of his powers, and there many more interesting characters, full of potential, running around. Despite the time Slott spends on setting up the premise, this issue is about how these characters interact, not how they got to be at a military training facility. As long as the series maintains that focus, it should be a solid read, month after month.

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Simone fulfilled the promise I expected of her with this introductory issue, as she doesn't just restore Barbara Gordon to her costumed role. Instead, she uses the change in her status quo as the beginning of a new path in characterization. The writer has recognizes that maintaining Barbara's time as a disabled person only to restore her mobility opens the door to new possibilities in how she relates to others, how she conducts herself and how she acts in her super-hero guise. Oracle was always seen as incredibly brave, carrying on the good fight in the face of a devastating injury. As Batgirl, now she struggles with fear, finding herself potentially immobilized in a completely different way. That's what I enjoyed about this comic book and what will get me to come back for the second issue.

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Those who followed Mark Bagley's work for DC on the weekly Trinity series might be a little surprised with what they find in this comic book. Obviously, scheduling likely allowed the artist to take a bit more time with this story arc, and it shows with greater attention to detail. Of course, the greater levels of depth and texture might also be attributable to the fact that he's teamed with a different inker on this project. Bagley's more conventional approach to super-hero genre art suits the tone of Winick's script, which is much less avant garde than Morrison's approach to the same ideas.

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The strength and uniqueness of Cloonan's artwork makes the shift to artist Andy Clarke's more conventional, more detailed super-hero style all the more disappointing. It's not Clarke's fault. While his style here puts me in mind of Gary (Batman: Earth One) Frank and J.H. (Batwoman) Williams III, his artwork is so dramatically different, it intrudes on the story Snyder and Cloonan had been telling up until that point. Just as the shift in the artwork seems like a puzzling choice, I'm perplexed as to how and why James Tynion IV is credited as the co-writer for the final seven pages. He's been the co-writer on the backup stories that appeared in recent months in the title, but there's no backup story to be found here, only the ending of the main story.

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When all's said and done, I have this to say about this comic book: I'm not going to sell it on eBay.

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Jason Fabok's art is effective and sharp. It reminds me a great deal of the style of Gary ("Shazam!" feature in Justice League) Frank, and its level of detail and realism really brings out the drama - notably in the opening and closing flashback scenes. Those scenes are particularly striking due to the sparse background detail. The rural setting isolates Victor physically, reflecting the isolation he'll experience socially and psychologically later in life. The almost blank background in those flashbacks also works as a symbol of young Victor as a blank slate who's about to be defined by an extreme circumstance. The muted blues and greys in those scenes also convey the cold - both literally and thematically - quite effectively.

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While the main attraction is the artwork, Loeb's juxtaposition of the Spirit's roguish charm and the Batman's cold, grim demeanor is a lot of fun. The writer doesn't rely too much on super-hero team-up cliches; the conflict between the title characters when they first meet is fleeting (and is actually something upon which one of them counts). Loeb does a solid job of balancing the two worlds of the two main characters. If anything, this is more of a Spirit story than a Batman story. He dominates the beginning of the book and the final page. The script tells the reader just about everything s/he needs to know about Eisner's masked hero, as well as his enemies. I was particularly intrigued by the concept of the Octopus, and I hope (and expect) Cooke will capitalize on that interest with his scripts for the new Spirit series.

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Tomasi has crafted a story that takes the more grounded, relatable and less intense Batman of the early 1980s and plants him in the 21st century continuity of the DC's New 52. He's less driven here, and he shares closer, more demonstrative relationships with the people around him (here, Damian and Alfred). If one only embraces the grim-and-gritty Dark Knight as one's Batman, this story likely isn't going to work for you, but if one's willing to cast that perception of the first title character aside, one will experience this story as I did " with pleasure.

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Artist Diego Olmos is a real find. He demonstrates a lot of talent here, capturing the Batman's dark, violent world nicely. His style strikes me as something of a cross between the styles of the legendary Alex Toth and one-time reigning Batman artist Norm Breyfogle. One of his most important contributions to this comic book is how he brings Barcelona to life. Mind you, the realism of the backdrop seems a bit at odds with the extreme nature of the protagonist and antagonist, who don't really merit a realistic portrayal. Still, I enjoyed his efforts here a great deal, and I hope we'll see more work from him soon.

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In and of itself, this is a fun comic book. It boasts some incredibly dark moments, some unexpected humor and some well-co-ordinated action sequences. Morrison's script strives to incorporate and acknowledge the broader tapestry of recent Batman continuity without getting bogged down in it. But ultimately, the greatest strength of Batman Incorporated is its biggest liability as well: Morrison's ambitious effort to tell a Batman epic.

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Some might suggest this graphic novel/reinterpretation of the Batman stands up well on its own, and while I thought it was a great read, it really doesn't succeed solely on its own merits creatively. A lot of the fun stems from seeing how Johns and Frank have changed the iconic characters and the socio-cultural backdrop of Gotham City. In other words, the reader will get the biggest bang for his or her buck if the reader is well-versed in All Things Batman.

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His plotting for Streets of Gotham actually lives up to the books title; while we see the new Batman and Robin in action, it seems to be more about whats going on in Gotham as a city than the heroes mission.

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If one had to describe Battle of the Bands to someone in other pop-culture terms, I suppose one could see it as Josie and the Pussycats all... well, not all grown up, really, but as Josie and the Pussycats on tequila. The characters are all actually rather immature, but Buccellato's story is something of a celebration of the excesses of youth. It's about living life in the moment, about taking risks and about the dependability of friends. The characters revel and rebel, and they only take pause to consider their responsibilities to one another. Ultimately, the facets of the book with any kind of depth are eclipsed by its tremendous sense of fun.

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Of course, Ennis's ear for convincing dialogue and ability to direct military action would be for naught if he were paired with an artist who can't make his visions come to life on the page. Fortunately, P.J. Holden's more than equal to the task. While he conveys the action of midair combat and operations quite well, his characters boasts a more cartoony appearance, but that only serves to make them more likeable and relatable. Holden's style looks a bit like a cross between the styles of artists Carlos (Battlefields: Tankies) Ezquerra and Brian (Damned) Hurtt. The only visual aspect of the book that didn't quite work was the lettering, specifically for the narrative captions, which are presented as the main character's message to his father. Letterer Simon Bowland's attempt to give those captions a handwritten look is understandable, but it's difficult to read, as it's too faint and miniscule.

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DC missed a great opportunity to experiment with format. this zero issue contains only 16 pages of new story and art. The rest of the comic is filled out with preview art and a teaser from another Batman family comic. It's a shame that DC didn't just publish the 16 pages on their own and price this promotional/introductory issue at $1.99. Others have experimented with the format; Image Comics published Warren Ellis and Ben Templesmith's Fell and Matt Fraction and Gabriel Ba's Casanova that way, and they were well received. DC has made an important step away from the $3.99 price point and format. A cheaper, 16-page comic might've been another step in the right direction. Oh, and the logo... definitely a misstep as well.

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What I loved most about the book was Cooke's expansion on the characterization Moore brought to bear in Watchmen. The Minutemen (aside from the Comedian) were secondary characters, but Cooke reaps the harvest of the seeds Moore planted. He even adds new elements. Of all of the Minutemen characters, Mothman was something of a throwaway element in Watchmen, but Cooke offers a much different take on him that's consistent with what Moore did with him but makes him a much more interesting figure.

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Original Watchmen artist and co-creator Dave Gibbons boasts a clean style that really allowed the Rorschach mask to pop. Bermejo's much more realistic approach doesn't seem like a good fit for Rorschach's "face." Gibbons's simpler take emphasized an inhuman quality, whereas the nuances and texture of Bermejo's depiction here allows the vigilante's true features to come through the mask. Still, the detail and darkness on display throughout the issue really brings the ugliness of everything Rorschach detests to life. The likenesses of the characters are nicely consistent with Gibbons's depictions from the source material as well.

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What makes this story work is the characterization. Anna and Michael make for a nice balance. Michael is a jerk up until the moment his wife disappears, so Anna's fascination and appreciation of the cultural and physical beauty around her is vital not only for us to enjoy her as a character, but her husband as well. Her kind and happy attitude tells us that Michael wasn't always the career-obsessed crank he seems to be initially. When he's forced to evaluate what's really important, his devotion is clear. I'm not sure what to make of Ty yet, but his willfulness, tempered with a touch of innocence apparent in his ease in believing the impossible, make for an intriguing player in the drama.

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Ultimately, though, while there are serious issues at the heart of the satire, Black Dynamite's first (and hopefully not last) comic-book adventure is a whole lot of fun. The title character's cheesy dialogue, the machismo, the unbelievable action, the gratuitous and exaggerated sex (61 hours!)... one can't help but smile.

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This freebie comic includes a series of pinups of all of the various lantern corps, illustrated by Doug Mahnke and various inkers. It's a nice primer on all of the diverse and weird characters involved in this cosmic story. Now, some might complain that this comic features only a 12-page story, a series of pin-ups and a lot of ads, but then, those people need a reminder that this is a free comic book.

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Ivan Reis's art is achieving a nice balance between a traditional super-hero story that's immense in scope and the chilling, horror elements that are such an important part of the book's atmosphere. Most of the Black Lantern designs are striking, and few disappoint. Overall, while this is far from the most cerebral super-hero story, it's definitely an effective and entertaining one.

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The Justice Society joins the action in this issue, as do Black Lantern versions of the Freedom Fighters (who were killed in Johnss last big event book, Infinite Crisis). Unfortunately, Johns either forgets to explain the significance of these characters or there wasnt enough room to include the information. Some readers might feel a bit in the dark. That being said, I think he does a good job of providing enough background information so readers who arent so familiar with Damage can appreciate the emotional conflict thats so important in his scene with the Atom and the Black Lantern incarnation of the Golden Age Atom.

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Ardian Syaf's storytelling here is capable and clear, though it's clear he's still developing as an artist. His style is a fluid thing, demonstrating slight inconsistencies from page to page. Of course, he's working with two different inkers here as well, so that's no doubt a factor. The style of the breakdowns is consistent with the style we've seen in Blackest Night, which is a smart move. Nei Ruffino's colors go a long way to maintain the same foreboding, eerie atmosphere that's essentially to the event brand.

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I think what most impressed me about this story is how unconventional the ending is. Sure, Buck saves the day, of course; who'd expect anything less. But as this is a cheap preview issue, I was expecting the status quo that was quickly established to be maintained once I reached the final page. Instead, there's a surprising cliffhanger that suggests the set-up earlier in the issue and the supporting cast won't be around in forthcoming episodes of the series. This property is usually referred to as Buck Rogers in the 25th Century, but I notice that time element is missing from the title of this comic book. Perhaps Beatty has other locales and times in mind for Buck.

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Carlos Rafael's artwork reminds me quite a bit of Andrea (Nova) Di Vito's work. Both boast styles obviously influenced by pop super-hero art, but both also handle space opera and sci-fi adventure adeptly. I really like the design work throughout the book; there's a nice mix of more modern designs and a sense of pulp design that's in keeping with the property's origins from decades ago.

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Ultimately, the character in which I was most interested was this vision of a broken America. I wanted a lot more information on the socio-political and militaristic characters of this alt-scape. There wasn't a whole lot of that information forthcoming, and what little we did get posed more questions than answers. My hope is the creators take time in coming issues to fully explore this world as they explore these characters. My reason is this: as an outsider looking in at America, this sort of division and violence seems all-too plausible. Comics are usually a form of escapism, but this cautionary tale potentially offers people a way to escape such a depressing fate.

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Early on in the book, it's clear that Sarkar's story is about recasting the legendary sword of Excalibur has an enchanted gun; it's actually a pretty obvious take on the legend. Excalibur the sword, and the caliber of a gun. Nice play on words. That early revelation, combined with the introduction of a young boy named Arthur into the story, directs the reader down a clear path... too clear a path, truth be told. This first issue holds no surprises, which is unfortunate. Nevertheless, the storytelling is solid, and the premise is clever and entertaining. Jean-Michel, the biracial shaman who serves as the story's catalyst, is a strong, fascinating character, and it seems clear that not only will he play Merlin to the young hero, but will serve in the Tonto role as well. I certainly hope his part is an ongoing one. The worldly, spiritual figure really shines in this first issue.

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Brubaker's plot is a fairly conventional one, far more ordinary than Cap readers have come to expect from him. Mind you, it's an accessible story, one that casual readers or just Colan fans can pick up without worrying about needing to know what's been going on in Cap continuity (save, perhaps, for the fact that there's no explanation for new readers about how Bucky came to be alive and well in the 21st century). The more conventional nature of the writing is easy to forgive or ignore, as it's clear that Brubaker is writing to the artist's strengths here, ensuring the spotlight remains where it belongs: on Colan.

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I would have preferred it if Marvel left this title at its previous $2.99 price point, and adding a backup featuring a Bucky from another reality didnt appeal to me; I didnt read the recent Nomad limited series and hadnt expected to read any story featuring the character. That being said, I was surprised at how accessible and enjoyable Sean McKeevers teen adventure serial turned out to be. This team-up between the new Nomad and Arana proved to be a lot of fun; theres a great deal of energy at play here. While Im not sure the lighter, more traditional qualities of this backup feature is necessarily a good fit with the darker, political and socially relevant elements of the main story, I cant deny that on its own, this Nomad story is entertaining. The brighter tone of the plotting and action is matched by artist David Baldeons style; its comparable to the energetic charm of Clayton (Adventure Comics) Henrys style.

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This issue doesn't feature a story so much as a character study. The title of the series tells us all we need to know about the plot here; we know Bucky is going to become Cap's sidekick. So our focus instead is directed to what makes Bucky tick. I found the dichotomy in his makeup - a happy-go-lucky facade that's in keeping with his classic sidekick portrayal, serving as a means to hide the simmering rage underneath - to be well-realized and convincing. Setting the story in the Second World War definitely capitalizes on the subject matter of the Captain America movie, and this introduction to the comic-book Bucky will help new readers to catch up on the differences between different incarnations of the character. Of course, one of the problems with it is that the dramatic tension is lacking, as the reader knows the title characters' future fates. Fortunately, some strong characterization is enough to get me to come back to see what the creators have in store for future issues.

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Bryan Hitch's hyper-realistic style enhances the flashback/time-travel nicely. Those scenes bring Cap down to earth and drive home the real history that served as the integral context for the character. The realistic look of Prof. Erskine, who's essentially been a throwaway character for decades, really makes him seem like a person than simply a catalyst. Hitch's style, however, doesn't really work as well for the super-hero action set in the present. His take on the Sinister Spider-Man/Venom is surprisingly uninteresting. Those scenes are about exaggeration and flair, so Hitch's photorealistic approach doesn't quite work for capturing the quick, unreal action.

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Two artists contribute line art to this book. Saverio Tenuta's style is a more conventional pencil/ink approach, reminiscent of Todd (Spawn) McFarlane's work. He captures the over-the-top intensity that serves to define characters such as Chase Variant. Bagwell's painted (or at least it looks painted) art brings an even darker, slightly more realistic tone to bear, but the shift actually works in the context of the story. From start to finish, having jumped from one story to another, the title character becomes more and more aware of the illogical nature of what's happening. Both artists bring consistency to the book by following Johnston's structure closely. The white space along the bottom panel of each page (no doubt at Johnston's direction) strings everything together nicely.

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With the release of last week's Civil War: The Initiative and a slew of Fallen Son specials on the way, Marvel's readers are no doubt getting sick of the fallout from the publisher's Civil War crossover event. The anti-climactic tone of the final issue of the crossover series was unsatisfactory, but this latest one-shot provide a quite sense of closure for the central Captain America/Iron Man conflict. Bendis - with his strongest Marvel Universe script in recent memory - manages to humanize Tony Stark and cast him in something other than a villainous or corrupt light. Stark's dedication to his cause makes sense here; one isn't more likely to agree with him, but at least his behavior makes sense in the context provided here. This is a quiet, emotional story about two friends who feel forced into enmity, and Bendis's script really gets to the heart of the hurt both men feel. Alex Maleev's artwork might seem like a poor match for the sleek, technological qualities of Iron Man, but the dar

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I'm not sure who the Midnight God is yet, but if Dark Horse was looking for an alternative title for this five-issue limited series, it could have gone with Conan's Mid-Life Crisis. Yeah, sounds too goofy for the tone of the story, but it's not altogether an inaccurate description of this story. Conan should be happy. He has a wife (and queen) whom he loves, and he has a child on the way. He has conquered the land he once helped to invade as a teen, but being king doesn't seem to satisfy him. He longs to wage war, to roam the land doing battle with evil. He clearly feels trapped by his responsibilities, both regal and familial. His resentment is palpable and makes sense, but ultimately, Conan is the villain of this story, or at least one of them. He wrestles with what he sees as his true calling and with the responsibilities that most men must take on. This flawed and conflicted vision of the Cimmerian warrior is a compelling one. I look forward to see if Dysart follows up on these sam

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There's something else about this issue that stood out for me. This opening issue boasted a greater degree of design, of direction than we saw early on in 52. Sure, the quartet of writers behind Countdown's predecessor had a plan from the start, but there just seems to be a more focused quality at play here that sets it apart from 52. Perhaps certain lessons that were learned in the crafting of 52 are being applied here to arrive at a stronger product, or perhaps it's just wishful thinking on my part. In any case, I remain interested and look forward to the episodes to be released in the coming weeks.

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Ultimately, it's Lieberman's balance between the campy appeal of the three-in-one warrior hero of the book with a somewhat logical explanation for it that makes the premise work so well. Cowboy Ninja Viking is quite funny and weird, but there's still a cool, edgy factor at play as well. Lieberman has managed to have his cake and eat it too, as he satirizes adventure genres while also revelling in them.

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Christopher (Wasteland) Mitten's style is a natural fit for this story of monsters and urban grit. His sketchy, inky style reflects the subject matter, characters and mood incredibly well, and it reminds me a bit of a cross between the works of Mike (Hellboy) Mignola and Kelly (Sandman, Batman) Jones. My one qualm about the art is how it's hard to tell the undead ghouls apart from the vampires without cues in the dialogue. Michelle Madsen's colors add a lot to the atmosphere of the story as well. She employs muted tones that enhance the darkness of the plot, but she shatters the darkness with bright splashes of red when the story calls for it. Those punches of color inject shocking but appropriate moments of horror in an already tense story.

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Leonardo Manco's gritty, dark style is a nice choice for this crime drama, and I was pleased to get a chance to sample his work again. It's much cleaner and more defined in Damaged than past projects, such as the Westerns he's done, which boasted rough, loose linework that worked well with the subject matter. Here, there's more of a painted look at play, which is in keeping with the general house style for Radical titles. Again, as with the script, it was Frank's depiction in the artwork that I enjoyed the most about Manco's effort on Damaged. He also does a great job with the backgrounds. There's a sense that the events are unfolding in real places, making it easier to commit to the plot and premise.

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Samnee's art is a wonderful match to that more wondrous feel. Most striking visually in this issue was his depiction of Foggy, thin and frail but not seemingly deathly ill. He seems so much like a regular guy, and the way his body moves under Samnee's hand looks quite natural. The robotic/armored villain who appears in this issue harkens back to DD's old days, but the design didn't bring that character to mind right away. I didn't make the connection until the script points it out. I think something campier might have been in order, but I acknowledge that might also have run contrary to Foggy's big moment. Like I said, this was far from the strongest issue of Waid's run on the Man Without Fear, but even a subpar issue of his DD makes for a good read.

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Dan Abnett's story is a somewhat familiar one, as he injects a tried and true sci-fi/horror concept into another time, at unlikely characters. He thrusts a group of sword-wielding warriors into situations one can find in such movies as Aliens and Cowboys and Aliens. As a result, there aren't a lot of surprises here and the story plods along predictably. Nevertheless, it makes for an undeniably entertaining read, probably because the script is so focused and the two main protagonists seem so well realized despite a temporal and cultural divide between them and the audience. The book struck me as something of a pitch for big-screen treatment, which isn't uncommon for such limited series from smaller publishers these days. In any case, the first issue of Dark Ages is a fun read, and that's something a lot of other comics can't claim.

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Given the dark and mature tone of the plotting and dialogue, Deodato's style works quite well. The various members of this twisted incarnation of the Avengers are all majestic but mad and malevolent figures, and Deodato certainly captures their larger-than-life qualities. I also think Bendis's new take on the Sentry - as a terrifying time bomb with a psychological fuse of indeterminate length - is the best one we've seen thus far. The Sentry has always been portrayed as unbalanced and dangerous, but Bendis is now portraying him as scary. And it works.

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"New Avengers: The Reunion: Suspicion" - Jim McCann, David Lopez & Alvaro LopezThis final segment is a setup for the new Ronin & Mockingbird title. While I think Mockingbird's resurrection was one of the more ludicrous and unnecessary plot points of Secret Invasion #8, I have to give McCann credit for exploring an unexpected and interesting angle in this story. Both heroes are back from the dead, albeit in different ways, and the writer wisely realizes this would be traumatic, both for each character personally and to their marriage. Mind you, any kind of resonance relies on the reader's knowledge of their background, including Mockingbird's little-known history as a secret super-spy. There's potential here for sure, though I'm not completely sold on the concept yet. David Lopez's art is attractive and it conveys the kind of mature atmosphere of intrigue for which the script strives, though Rudoni's colors are a bit too bright.

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Val Semeiks was an odd choice to illustrate McDuffie's "Blink" story, as he boasts a more cartoony style that really doesn't reflect the darker elements in the story. It is in keeping with the traditional tone for which the writer strives, though. Semeiks' designs are a bit disappointing. The blind con artist dresses like a caricature from the 1950s, making it a little more difficult to find him believable, and the wealthy man who serves as one of the key villains of the story looks far too much like Commissioner Gordon, making for a moment of confusion when he's introduced. Renato Guedes' photorealistic approach for the Superman story is attractive but stiff, and his interpretation of the Kents is unlike others I've seen, though perhaps more convincing and believable. The detail and realism conflict with the sci-fi elements, robbing the story of some of its sense of wonder.

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Whether or not you enjoy this comic book comes down to whether or not you enjoy the Geo-Force plot at the centre of it all. Meltzer clearly gets these characters and understand what makes this particular C-list hero tick. Of course, to appreciate what Meltzer does with this unlikely central protagonist, one has to be versed in his history. Not only does one have to know of "The Judas Contract" to follow everything in the script, but Identity Crisis and Batman and the Outsiders (both the current 1980s series). Still, while it would certainly help to have that background on the tip of one's brain, it's not vital to appreciate the entirety of the story. Meltzer's take on Prince Brion as something of a military man and so desperately driven to take down Deathstroke at all costs makes seem like much more than the generic super-hero he's been in the past. The climactic conflict between Geo-Force and Deathstroke is a compelling one, as much a psychological fight as it is a physical one. Meltz

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Caselli's artwork is appropriately dark given the subject matter of the book, and he conveys the youth of several of the characters nicely, making for a sharper contrast with Fury's tough but weathered appearance. One of the things I like about the characters the most is that not all of them are perfectly fit hero types. This approach is unfortunately limited to the male characters, but the women aren't overtly sexualized either. I think the biggest problem with the series is that title really doesn't convey what it's about. It needs to play up the spy-genre elements more as well as Nick Fury's central role in the book.

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The "God War" story arc continues, and this second chapter boasts much clearer storytelling. I found the introduction of several new characters, all with changing appearances, marked with dialogue that didn't go far enough in identifying them made for an arduous read in issue #33. But the story gels here, mainly because the members of Seed Unit Nineteen have split up and it's easier to figure out who's who. Carey is clearly bringing the Forever People from Jack Kirby's Fourth World into another one of Kirby's worlds (albeit an altered one). Carey offers some exciting action but what really won me over is how the new characters soften over the course of the issue. The connection between Sue Storm and the Sky-Eater vehicle is an inventive bit of characterization, and honestly, I just like many of the names Carey has developed for these New Gods-like characters. Ferry's art is absolutely gorgeous, and it merges perfectly with Justin Ponsor's colors. My one qualm with the story is that in

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While Posehn was one of the aspects that drew me to this comic book, artist Tony Moore was the other. His exaggerated style also suits the title character quite well, and Marvel was wise to snap up the original artist and co-creator of The Walking Dead. I'm surprised that claim to fame isn't plastered on the cover with a blurb or two, but the tone of the storytelling here is radically different than Moore's more notable credit. It's fitting Moore's first story on this series features the undead, especially given the far more comical tone. Overall, Deadpool #1 hits all the right notes, not only because it's funny (both in concept and visually), but in part because it unfolds in its own little independent corner of the Marvel Universe. Continuity really doesn't seem to be a concern here, making for an accessible and self-contained read.

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What won me over, though, was the subplot about the dullard/warrior who couldn't be killed. His delight at finding true "love" and his frustration at having it plucked from his grasp is perversely entertaining. The irony is that he covets a deadly threat and attacks his planet's potential savior. It's a deliciously Bizarro concept that works perfectly in this quick-paced, diverting comic book. I know this isn't the first of Image's 24-hour comics, and hopefully, they'll publish other worthy forays into that experimental approach.

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Furthermore, writer Paul Jenkins is doing more than pitting super-heroes and villains against one another in fights to the death for someone's entertainment. He's building an entire world of heroes and villains in the midst of their most chaotic and trying experiences. The mystery here isn't just about who or what is forcing these characters to kill one another, it's about discovering who these characters are. Jenkins's character concepts are mostly archetypal, but it's nevertheless interesting to learn not only what they can do, but what makes them tick. The stronger focus on characterization helps lift this series up a bit. Mind you, the duel-to-the-death riff still isn't something that holds my interest all that much, but thankfully, there's a little more here on which I can focus instead.

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People have been raving about Descender for weeks now, even well in advance of its release. Both Lemire and Nguyen are great talents in the industry, and it definitely merits a look. But while I enjoyed the craft on display here, it didn't strike me as the breakthrough book others perceive it to be. It's a good comic, don't get me wrong, but I don't see it as being a great one. The reasons are clear to me. Firstly, Descender is all about plot. The premise is a solid one, using paranoia and hatred of robots as an analogy for real racism and prejudice. But there's little here that's actually rooted in the characters. There's a story, but I don't see the souls yet needed to really get me invested in the characters. Secondly, the sci-fi premise, while executed competently and clearly, feels a little familiar. It may be me, but again, it felt I was walking down a well-worn path as I thumbed through these pages.

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The nature of the plot for this final issue allows the reader to view Cory Walker's artwork in a different light... a white light, actually. The main part of the story in this issue takes place in a void, so we're faced with the figures and action out of any real context. There are no backgrounds, which in previous issues were just as well rendered as the super-heroes and villains. The blank backdrop allows Walker's style to really come to the forefront; it's interesting to see how he mixes a simpler look with the convincing detail of the effects of violence. Ultimately, my favorite aspect of the art here is what I've enjoyed the most from the start, and that's Walker's ability to balance the title character's raw power with the aged, paunchy man behind the mask. Keene seems like a real guy, and that contrast with his unreal job and actions has really defined this series.

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Gaiman pulled off a nice little bit of misdirection in the first part of this story, and it was just based on who he is as a writer. An unseen female figure speaks with the Batman's spirit throughout the story, and it was logical for the reader to assume it might be the cute goth version of Death that Gaiman created as part of the world of Sandman in the 1980s and 1990s. the female figure proves to be someone else, and her appearance and role in the story are just as logical... moreso, really. The best thing about this story is that it's completely unconnected to "Batman R.I.P.," Final Crisis, Blackest Night or any other DC event. Instead, Gaiman's story is about all incarnations of the Batman and how much they differ, but it's also about how each and every take on the Dark Knight is the same in a number of key ways, the most important of which is the drive never to give up no matter how hopeless the situation may be. Gaiman posits there's only one possible ending for the Batman story,

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I'm unfamiliar with China Mieville's past projects, but I love the twisted, oddball ideas and the black humor he brings to this inaugural effort in the medium of comics. Despite the ghoulish tone and developments in the story, there's always a playful underpinning running throughout the issue. He balances the ugliness of Nelson's wallowing and Darren's underworld existence with a sense of fun, albeit a morbid one. Mieville's work definitely has a Vertigo sensibility to it, but this story is also clearly entrenched in DC's super-hero continuity. It lurks within the dark periphery of the brighter colors and energetic displays of conventional genre storytelling.

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Ultimately, this comic strikes me as rather empowering, mocking how the industry treats female characters. This comic's release at this time is particularly fitting, as it explores the notion of a woman being an obstacle to power, influence and money; I doubt Ruiz and Parent had the election season in mind when crafting this story, but it just goes to show how pervasive misogyny is in society.

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Biagini's artwork serves the story pretty well. There's a slightly gritty edge, but overall, the linework is crisp, bright and clear. His work here reminds me a bit of the style of Norm (Anarky, Prime) Breyfogle, but only subtly. The most captivating visual is Dingo's canine companion, Cerberus, and the reason is clear. Sure, he's a huge, imposing presence when he appears, but how the artist really sets the dog apart is by drenching him in darkness. He's a walking shadow in an otherwise brightly "lit" book. Biagini's design for Cerberus reminds me of the sort of fare we saw from Kelley Jones in his classic run on Neil Gaiman's Sandman (the "Season of Mists" story arc).

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The greatest strength of the book is Sleepless's editorial on the nature of technology and mankind's penchant for wish fulfillment over appreciation of achievement. While society laments the lack of flying cars, jetpacks and ray guns it was promised by politicians and pop culture of the 1950s and '60s, Sleepless points out that iPhones and IM-ing are miracles of modern technology. We may not be moving our bodies across the planet at Mach 10, but we're transmitting ideas, emotions and information even faster. While we complain of being unable to travel to the moon for an afternoon adventure, we've missed the fact our technology has diminished the importance and meaning of place. I hope Ellis, through Sleepless, expands on this iPod ideology and shares more socio-technological philosophy in future issues.

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Dr. Id is a fun book, especially for fans of the medium's past storytelling and storytellers. This was a satisfying read in and of itself, and I wish the creators luck in their pursuit of a wider audience. But this book also feels as though it works mainly in small doses. I can't imagine that an ongoing Id title wouldn't prove to be repetitive. The psychological puns were entertaining in this issue, but in the long run, I would expect they would hold a limited appeal.

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Creators Jay Faerber and Mahmud Asrar prove that the strength of the first issue of this novel super-hero title was no fluke with another solid story that combines old-school action with a premise that opens the door to interesting possibilities for characterization. Faerber's script is thoroughly accessible, and I like how different dynamics, personalities and attitudes are emerging among the protagonists. Slingshot is developing into a natural leader, and Scrap's tough exterior is balanced by her insecurities about making her dream of a career as a filmmaker come true. Faerber also maintains a strong balance in his portrayal of Maggie Warner; she's determined and ruthless, but there's a maternal quality that's beginning to shine through here. My one qualm with the story is that Whiptail's motives for rampaging through the city aren't apparent at all. Mahmud Asrar's art continues to impress. His work is dynamic and full of energy, and his style is still reminiscent of such strong supe

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The long-term success of the book - at least as far as I'm concerned - lies in the strengths Moore's audience has come to expect from him. His characters and dialogue are what made Strangers in Paradise a success. It's a bit too early to tell if Julie will be as compelling a protagonist as Francine and Katchoo were in SiP, but I'm more than willing to find out. So far, Julie seems thoroughly average, but in a good way. Her problems are relatable ones, and there's an enviable peacefulness in her quiet existence as an artist, alone out in the country.

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Hay's script offers those new to the Eureka concept just enough information to follow the story, but at the same time, it isn't mired in a lot of exposition. The story and script stay true to the show; the concepts make the transition from one medium to another radically different one surprisingly well. I just wonder if the cost of comics will be a barrier to the TV show's audience. With any luck, there will be some cross-promotional efforts to transform at least a few thousand viewers into a few thousand readers.

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Ron Salas's art remains strong, and this month, the Sean (Incognito) Phillips influence in his work is more apparent that ever. Given the violent events and underworld elements in the plot, it certainly feels as though Salas drew a lot of inspiration from Phillips's work on Criminal in recent years. His cover design is also an effective and striking one, making effective use of white space and a tiered approach to grab the reader's eye.

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Countdown, despite all its flaws, was something of a love letter to the late Jack Kirby, "the King of comics." Several plotlines revolved around his DC creations: the Fourth World, Kamandi, OMAC. Obviously, that weekly series was a buildup to this limited series, and it seems to be Morrison's effort to give his creations and stories an ending, not to mention an effort to connect his various ideas together as part of a larger, cohesive tapestry. Truth be told, I was never a huge fan of Kirby's efforts for DC in the 1970s. However, I do appreciate Morrison's modern work a great deal, and the way he's molded and matured Kirby's original concepts has my attention.

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I'm more than happy to oblige.

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I've been reading comics " and DC comics in particular " for decades, and Barry Allen's always been a married guy, or someone about to be married (Iris was "dead" and Barry was wooing a character named Fiona Webb in the first Flash comic I ever bought). Seeing him as a single guy, awkward with women and trying to find his footing on a date was actually a lot of fun. Often, the character's been defined by his relationships, and my hope here is the writers will explore him as an individual for a change. The plot is fun, and there's a light, playful tone to the storytelling that's a nice change from some of the darker, intense leanings one can find in many other of the new/relaunched titles from DC.

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The other drama is much more interesting, and it's the one that served as the larger backdrop for this series. I'm interested in a world at war. I'm interested a team of teen heroes who've divvied up the powers of several gods. I'm interested in what transformed Gotham from a dark, gothic den of danger into a Day-Glo city of sin. Why is this new Element Woman so keen to please, to be a part of something? There's such a diverse array of characters to discover, and they all have their own stories to tell. The strength of Flashpoint isn't how the DC Universe changed but instead the whole universe of new stories and characters that change made possible.

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While enjoyable, Flashpoint #4 is far from a perfect super-hero comic book. The wrench that the Enchantress throws into the works later in the issue comes from out of nowhere and really doesn't make much sense without the context of Flashpoint: Secret Seven. I didn't care for the fact that in that respect, this five-part event title moves away from being generally self-contained to relying, even in some small part, to peripheral developments in the other spinoff comics. Still, the shift in the main protagonist's priorities helped to set this story apart and helped to make it seem like something more than a fun yarn about alternate versions of familiar characters.

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The biggest problem with this comic book is visual, but I'm not referring to interior artist Eric J's work. Most of the cover artwork for this debut issue (and there are several covers) play up a T&A factor that just isn't as prominent or present in the actual story. I realize that in general, sex sells, but it can serve as an obstacle as well. I was ready to pass on reading this comic book. I figured it was just another bad-girl comic, inspired by similar properties from the 1990s. The covers, save for Eric J's vision of the protagonist's fall from the skies, just don't convey the drama and strength of the characterization and plotting to be found within. J's work on the interiors is a little uneven at times, but it effectively captures the harshness and desperation of addiction. This stuff in the opening sequence looks a bit like a cross between the styles of George (Secret Seven) Perez and Jim (Secret Six) Calafiore. I also appreciated the shift to a brighter, more cartoony style fo

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Scott Forbes's art on the first story looks a bit like a cross between the styles of Joshua (NYX) Middleton and Michael Avon (Powers) Oeming, and his colors certainly capture a slightly seedy tone for the world in which the characters exist. Marley Zarcone's work on the second story immediately put me in mind of the style of Becky (Demo) Cloonan and, to a lesser extent, Ryan (Local) Kelly. The artist does a great job of conveying the characters' youth and attitude, and the style seems well-suited for the slice-of-life appeal of the story.

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Anyone who enjoyed the "Spaceman Spiff" premise that popped up from time to time in Bill Watterson's Calvin & Hobbes comic strip will enjoy what Wight does here with Frankie Pickle. Anyone who lost themselves in his or her imagination during childhood will be able to easily identify with Frankie Pickle, and Wight makes the most of that innocent sense of wonder. Still, the point here isn't for adults to see themselves in the title character, but rather for kids to discover the magic of that imagination and to learn a particular moral. While adult fans of Wight's work (such as myself) have been eagerly anticipating more work from him, this book's definitely for the kids, as grown-up will easily see where Wight's headed with the plot early on. Of course, that this book is for kids is good news in and of itself, as Frankie Pickle should serve as an excellent gateway into the world of comics for today's tykes.

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The art is in keeping with Hines approach to the story rather than the lighter, oddball tone of the title, appropriately enough. Given the prominence of the monsters in the plot, there are a number of thoroughly gruesome and gory visuals. His realistic style certainly drives home the horror of the vampire and zombie concepts. He captures the gothic appeal of vampire characters with ease, but his zombies are far more interesting fro a visual standpoint.

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One gets a sense from the stories in these two issues that FX isn't the first super-hero to appear in this world; there are established super-villains after all. In that respect, FX reminds me of Robert Kirkman's Invincible and Erik Larsen's Savage Dragon. Fans of those less mainstream super-hero titles will no doubt appreciate what Osborne and Byrne are doing in FX.

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Ultimately, it's clear what's really driving Annah's belief: mental illness, to a certain degree. Tobin's script gives the reader all of the information he or she needs to determine the origins of the protagonist's delusion. A dysfunctional childhood and a sense of detachment from her family have led to her invent another family member to which she's forever linked on a deeply emotional and even physiological level. Nevertheless, her delusion leaves her removed from that source of solace. It seems clear to me that it's just representative of a larger trend in her life. While she yearns for love and connection to other people, she subconsciously tries to drive away people who care about her. She's learned from her parents that love means risking pain, and she denies herself personal fulfillment to avoid that pain.

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The art on this new Godzilla comic is by former Unknown Soldier illustrator Alberto Ponticelli, and he does great work capturing the huge scope of Monster Island and its destructive residents. He also boasts a gritty style that's in keeping with the harsher, Japanese crime-drama elements in the plot. At times, his work reminded me a bit of the style of J. (Secret Six) Calafiore. I was pleased to get a chance to sample his work this week, as I was just thinking of Ponticelli the other day when I noted he's working on one of DC's 52 new titles this fall, Frankenstein, Agent of S.H.A.D.E.. Judging from what we see here, he's an excellent choice to illustrate the adventures of yet another classic monster.

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This issue has come under fire for the overly sexualized portrayal of Star Sapphire, not only as presented on Ivan Reis's cover image but in the main story illustrated by Daniel Acuna. The criticism is justified; there's no need of so much skin to convey the character's sexuality, especially given the skin-tight nature of her costume (and any other super-hero/villain costume). Still, Acuna's art is lovely, just as it was on Uncle Sam and the Freedom Fighters. He uses color to great effect here, and if ever there was a super-hero property that makes great use of and relies on color, it's Green Lantern. I like Johns's characterization of Star Sapphire as something of a cosmic parasite, employing sexuality with raw power in order to overwhelm her prey. The combination of the art and that take on the character (not to mention a more assertive and action-oriented Carol Ferris) was enough to get me to return for the next issue. Of course, the real star of this issue is the backup feature, th

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It occurred to me today that "Blackest Night" isn't just the latest super-hero event to hit the stands. Johns is blending genres here, and therein lies the success of the concept. He's creating an amalgam of the super-hero epic and a zombie apocalypse. It's a wonderfully simple and natural merging. Both factions of fantastic fiction are enjoying a surge in popularity in the public consciousness, and bringing them together looks as though it's going to be entertaining for readers and lucrative for those presenting it to them.

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Tyler Kirkham's career essentially started as an artist on various Top Cow Productions books. Since the house style for those comics really doesn't appeal to me, I wasn't looking forward to the visual component of this comic book. Fortunately, the over-the-top nature of the antagonist and the action suit his exaggerated style quite well. Furthermore, his portrayal of the one female character in the book isn't too gratuitously depicted (unlike the variant cover illustrated by Patrick Gleason). One could argue that her brief appearances focus on her cleavage or butt too much, but it really didn't strike me as such when I was reading this issue.

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Still, given the strength of the characterization and my hope that focus on Guy and John will continue in future issues, I'm more than willing to give Tomasi the benefit of the doubt.

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One of the things that made Hellboy such a hit was Mignola's minimalist, gothic artwork, but over the years, the design and the property have proven themselves to be versatile. Duncan Fegredo still instils Mignola's mark on the art here, but he also doesn't submerge his own more detailed style. I particular love how he depicts the old architecture and the English knights. It's such a lovely book, albeit in a dark way. Adding to the gothic effects are Dave Stewart's remarkably effective colors. the comic is full color, but often, it seems immersed in blacks and greys. Stewart is careful to employ dark but muted tones that are in keeping with the shadowy, pitch-black circumstances in which the title character finds himself.

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Despite all those strengths, though, I found myself a little irked when I reached the end of the book. While the morbidly rich artwork mesmerizes and the writing offers a lot, I felt a little shortchanged by only 50 pages (give or take) of storytelling for my three fins. That works out to 30 cents a page. By comparison, a standard $2.99 US comic book with 20 pages of story and art works out to about 15 cents a page. So is the hardback cover worth double the price? Well, I would've enjoyed this story just as much as a traditional, oversized comic book, priced at, say, $5.99. Dark Horse has billed this as an original graphic novel, but really, it's an original graphic novella priced as the same as a graphic novel. There's no denying the strength of the craft on each page, but the decisions made about the format from the business side of things leave something to be desired.

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The Offenders (what a wonderfully cheesy name for the villain team) versus the Defenders. It ain't smart comics, but it's fun comics.

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I haven't been as taken with the backup feature, spotlighting A-Bomb AKA Rick Jones, but I have to admit, this particular episode was a blast, as it takes the character to Monster Island. How can one help but smile and delight at a story that involves something called "Monster Island"? As fun and action-packed as the main story is, the A-Bomb feature is even more energetic. It's irreverent but inconsequential. Actually, I guess I do enjoy the story, but the exaggerated, extreme art doesn't quite work for me. Sure, it suits the tone of the protagonist and the monstrous threats he faces, but the storytelling isn't clear. The artwork is frenetic and doesn't flow well at all.

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Obviously, the suicide-bomber aspect of the story, set on American soil, also brings up some sensitive subjects. The 9/11 terror attacks are a pervasive element of recent history that's forever on people's minds. Again, rather than avoiding the subject, the writers use it in the story, setting the action on the site of the Twin Towers. I suppose it's a potentially risky prospect, but it makes for a more resonant plot. The cultural and media reaction to the action is entirely believable and easily relatable. Such topical elements in the story are definitely integral to the success of this Human Bomb reimagination, and in a way, it's in keeping with DC's original Golden Age characters and their connection to a dark chapter in history as well.

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Once again, Boom! Studios, through its indy-flavored imprint Boom! Town, demonstrates that it's a much more diverse publisher than the industry perceives it to be. Maybe the fault is with the audience or the marketplace. Then again, the publisher's promotional efforts always seem more pronounced for such genre fare as Cold Space, Irredeemable or Soldier Zero, for example. In any case, the false perception of Boom! as a genre-fiction publisher always makes these unusual projects a pleasant surprise.

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The dialogue is intelligent but not overwrought, and it makes it clear the hero is struggling to deal with his affection for and attachment to Mary along with his rage over the atrocities she's planning.

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While the plotting and scripting has remained consistent through the transition and since, the visuals have undergone a significant transformation. Travel Foreman brings a much more stylized, exaggerated tone to the linework; his work on Iron Fist looks like a cross between the styles of Jae Lee and Bill Sienkiewicz. I much preferred Aja's cleaner, clearer approach to these characters, but I have to admit that Foreman brings an exotic flair that works well with the intense and edgy nature of these characters.

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The Agents of Atlas backup feature catches up with the main story but still stands up well on its own. The action between the heroes and the mythological monsters is a lot of fun, and the story is surprisingly accessible despite its links to "Assault on New Olympus" and past Atlas stories. The backup also looks great, as Gabriel Hardman's slightly realistic look maintains the characters' color and personality while also making them seem like human beings.

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Pak also offers a fairly accessible introduction to the inside-out world of Bruce Banner. The script covers Skaars origin, World War Hulk and even the apparent eradication of gamma power from Bruces body. The one element that may confuse newer readers is the reference to Bruces relationship with his own father, touching upon a patricide plotline from Peter Davids classic run on the character years ago. Olivettis rich artwork is a nice fit for this subject matter. He conveys the mature, driven nature of the plot, but its not too dark either, capturing a sense of adventure as well.

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One of the many reasons Waid's work on Daredevil has been such a strong draw for so many is it unfolds in its own little corner of the Marvel Universe, pretty much untouched by other recent events in the shared continuity. It appears Waid and Marvel's editors are trying to do the same here, but unlike DD, readers of this new series ought to disregard what's going on with the title character in other Marvel books. It's hard to reconcile Banner's new status quo here with the Hulk who's hanging around Avengers Tower in Avengers Assemble, for example. My hope is Waid's stories will be left alone and won't dwell on what others are writing for the publisher at the moment, but given the strength (no pun intended) of the Hulk brand now and the many spinoffs and characters it's spawned as of late, I worry about... intrusions.

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The notion of S.H.I.E.L.D. having a super-secret, temporal-crisis division is laughable, cool and entertainingly campy all at once. Writer Mark Waid achieves a balance between Silver Age goofiness and a modern intensity in this story that could have fallen flat but somehow works nicely. He addresses the reckless notion of sending the Hulk through time logically in the plot, having the hero refuse the mission out of concern only to accept it out of emotion. This first part of the story arc mainly sets up the premise. The final page points to the fun to come, juxtaposing disparate time-travel elements. I have to admit, while I thought Age of Ultron was a poorly executed story, some stories that have spun off from it (such as this one and Hunger) have been entertaining.

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It was after I finally lost interest in his Avengers comics a few years ago that I thought I'd outgrown Brian Michael Bendis's writing. While I'd considered his take on the Avengers sharp at first, and edge dulled, and I wasn't taken with All New X-Men either. I never bothered with his Guardians of the Galaxy. But then I realized, I still loved Bendis's writing, and still do. Spider-Man, Invincible Iron Man, Jessica Jones... these were among my favorite Marvel titles. And Scarlet – oh, Scarlet, one of the finest modern comics that I fear is sadly overlooked due to Bendis's 21st century rep as the Man from Marvel. I realized Bendis's writing is as great as ever, when it's more focused. Team books aren't his fort. Solo titles are where it's at for this particular writer, and I'll continue to follow his work in that regard.

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Speaking as a reader of Hickman's current runs on Avengers and New Avengers, Infinity is proving to be a nice payoff for me. Unfortunately, for those unfamiliar with the reality-altering circumstances and consequences of those titles, Infinity might prove to be quite impenetrable.

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Artist Michael Penick's artwork is done in a traditional comic-book style. It's really something of an old-school approach. Overall, his linework reminds me of the art of Eduardo Barreto, but there's also a bright, crisp quality to the comic art that puts me in mind of classic DC science-fiction comics of the 1960s. Other influences are apparent as well, notably a design sense that's reminiscent of Star Wars. Overall, his clear, solid storytelling is appealing, and I'd love to see more of it in the near future.

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Faith Erin Hicks's wide-eyed style suits the innocent tone of this story. She captures the young protagonists of the story nicely, but she also nicely conveys the lithe forms of the animal characters through her simple style as well. I'm used to sampling her work in black and white so it was fun to see it presented with bright, vibrant colors that add a lot to the importance of the natural elements in the story. Her design for "Bigfoot Boy" is delightfully cute and maintains the character's youth and innocence, but at the same time, she still captures the power in his Sasquatch form. I look forward to future installments of this young-readers series.

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There's no shortage of stories about a Superman out of control, driven insane or corrupted, but then again, there's no shortage of a lot of super-hero plots. Waid's plot and script handles this particular deconstruction of the super-hero archetype quite well. One could argue that the violence in this story is over the top, that it's included only for shock value. It's definitely a sustainable argument, but I don't agree. The point is that such unlimited power in the hands of a madman would be unimaginably devastating and terrifying. At its heart, Irredeemable really isn't a super-hero story, but rather an entertaining piece of horror fiction.

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I think the most interesting plotline in the series is the Skunk's arc. His effort to go straight and his former partners' determination to drag him back onto an old path is a nice redemption story.

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This is the first episode of a three-part story arc promising to deliver the untold origin of Jonah Hex. DC promoted it as such, but that's not what drew me back to this title. Instead, it was Jordi Bernet's participation that served as the real appeal. And he doesn't disappoint. His line art here reminds me of the styles of such classic, legendary talents as Alex Toth and Joe Kubert. He conveys the brutality of the world in which the title character lives without resorting to showing the gory details of the violent conflicts. The artist doesn't aim for a realistic look with his thick linework and inky shapes, but he achieves a convincing effect all the same.Rob Schwager's colors add to the tension and drama of the story nicely, but the most striking visual in the book is the crucifixion image teased on the cover. Bernet really drives home the fragility of Hex's health and the overwhelming exhaustion. Gray and Palmiotti's script is rather predictable, even familiar. It really tells u

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One of the things I like about Jonah Hex is that writers Jimmy Palmiotti and Justin Gray never present the story I expect. In this issue, it looks as though we're going to see Hex come to the rescue of an old prospector who's been targeted by a group of unscrupulous men who think the weathered, quiet man has struck gold, but that's not the case. The sudden twist is a trademark of the writers' work on this series. One could even argue they follow something of a formula for these standalone stories. However, since I cherry-pick the issues I read, the storytelling doesn't feel all that formulaic to me. Another appealing thing about this script is that it gives the reader a glimpse into who Hex is and what made him. Jonah Hex stories rarely delve into the Western hero's personal side, but this one does. But while it's telling, it also maintains the character's stoic, mysterious qualities.

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Johns' script isn't exactly cutting edge. The issue is made up of mostly standard super-hero genre fare, but it's executed capably. But what the script does offer is the best of both worlds in terms of reaching its audience. It's thoroughly accessible, using appropriate shortcuts (such as giving the audience credit for knowing Batman's deal), incorporating exposition into the dialogue (such as GL's explanation to Batman about the Green Lantern Corps) and offering a grounded introduction and complete origin for a lesser-known character. At the same time, Johns offers something to the longtime DC reader, and that's discovering the small and big ways in which he's tweaked these iconic heroes. Johns and Lee don't reinvent comics here (as has been suggested by all of the hyperbole leading up to the New 52), but they do offer some fun comics.

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Given the harsher, non-traditional tone of Johns's approach to these iconic super-hero characters, Doug Mahnke's rougher, more intense style makes for a good fit. Mahnke has been a bit of a workhorse for this corner of the DC Universe as of late, pumping out a lot of pages for the now-cancelled Justice League of America and then Justice League in the throes of Forever Evil. I assume those were rush jobs, given the looser look of the art and the use of several inkers. But here, his linework with inker Keith Champagne is more crisp and polished, and it looks more like Mahnke's usual level of craft. I love the detail he brings to the members of the Doom Patrol, and his portrayal of Luthor's office easily conveys the wealth and power that enables him to continue his corrupt ways and pursue his ambitions unfettered.

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These one-shots are leading up to the new Justice League of America series, and after two strong character introductions, it might be interesting to see what Orlando will do with the team book. But I've had absolutely no interest in the new Justice League of America series given Lobo's presence in the lineup. I really detest the character. Furthermore, I can't see how the strong focus on characterization on display in the one-shots will persist in what will no doubt be an action-driven team book. But these one-shots have demonstrated the potential for solo titles for the B-list and C-list heroes.

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Pete Woods's work here is almost unrecognizable from his art on Legion Lost and other recent projects, and the answer is clear. The pairing with inker Sean Parsons has made for a different visual result, understandably. It's a bit too loose at times, but ultimately, I found the art to be attractive. Their take on Parademons was novel while remaining appropriately monstrous and alien in appearance, and they definitely conveyed the title character's youth clearly. I thought the scope of the A.R.G.U.S. facility in Detroit was convincingly immense, and sure, it was over the top, but it hints at a larger plan for Vibe and a larger plot for this title.

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Eaglesham (who's working for Marvel Comics now) once again does an exemplary job of juggling the multitude of characters populating this title, and there's even more than usual in this issue. The circumstances of the story bring a lot of kids into the mix, and the artist does a great job of distinguishing among the various ages of the characters. He also conveys the cramped and oddly chaotic nature of a big gathering of family members and friends in a space that wasn't designed to accommodate so many people. I love the Alex Ross cover image featuring the entirely of the title team's expansive lineup, though I am disappointed that DC opted to release it as three separate covers. A gatefold cover or one printed on a landscape orientation would have been appropriate. That the publisher tries to force fans of the title to shell out for the comic three times is transparent and a bit shameless.

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The writer successfully demonstrates what a tragic and ultimately romantic figure Tatsu is while at the same time conveying a slightly unbalanced quality in the character. The only real problem with the issue is an inherent aspect of the premise. Given her mission and her history, Katana is an unrelatable figure with which the reader can't possibly connect. Her grief manifests in such an unconventional way that it's almost impossible to see her as a regular person. I hope Nocenti finds a way to bring her down to earth, to instill some humanity in this driven character.

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The creators involved in this comic book wisely opted not to try to emulate or approximate the visual style of the computer animated movie. CV Design's work on the first story is much looser but just as colorful as the source material. Still, the artists have definitely tweaked the designs of Po and the Furious Five. They fail to convey the immensity of the prison that we saw in the movie, but the action is nevertheless eye-catching and entertaining. The art on the second story reminds me of a cross between a Disney house style and the work of Scott (Tiger! Tiger! Tiger!) Morse. I love how Master Croc looks. His movements are incredibly fluid and dynamic, and the design for the faceless, bovine antagonists is cute and amusing.

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The point of Conway's plot isn't difficult to discern, but fortunately, it's not painfully obvious either. The writer is using the loss/fading/unreliability of the title character's powers as a way to explore natural human insecurities about aging. Conway is in his 50s now, and that he'd explore such subject is perfectly understandable. Furthermore, with the stunt-scene conflict, he may also be commenting on headaches he's encountered or witnessed when working in TV. They say one is meant to write what one knows, and it would appear Conway's doing just that. The story, despite its many fantastic elements, is grounded and has a certain genuine quality.

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Given the sci-fi elements, love story and focus on family, one can't help but think of Brian K. Vaughan and Fiona Staples's Saga, and the underwater setting, apocalyptic aspect and tech designs give rise to thoughts of Scott Snyder and Sean Gordon Murphy's The Wake. If you like those books, you'll likely have an affinity for Low, but there's also a chance you'll prefer those recent Eisner winners as well.

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While clearly designed for a female audience while maintaining an appeal to a wider readership, Lumberjanes also strikes me as something crafted out of a love for such in-vogue pop-culture properties as Adventure Time and Gravity Falls. There's definitely a hip, weird vibe at play here that ought to have an easy time connecting with a fanbase established by those afore-mentioned and other shows. Personally, though, I'm not part of that rich soil in which such a seed as Lumberjanes would thrive. Maybe it's an age thing; I'm into my 40s now, and Adventure Time just seems unnecessarily weird to me, for example, and Gravity Falls seems cute but too frenetic. Lumberjanes definitely boasts those latter qualities. Ultimately, I will hold onto this first issue - not out of possible investment speculation, but rather to present to my toddler son in a few years when I feel he needs to delve into a sampling of comics storytelling outside the super-hero genre and featuring strong female leads.

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The character's off-the-wall attitude helps to bring an important balance to the scary side of the book. The horror scenes achieve a wonderfully tense atmosphere, and the book provides some fun frights. But there's also an acknowledgement of the almost ridiculous nature of the over-the-top ghost stories as well. The plotting doesn't pretend to provide realistic behavior and flow to the action. The secrets of hauntings and murders are uncovered through all-too-convenient means, but because the script doesn't take things so seriously at all times. There's no pretension of deeper meanings of morals to these stories. It's just about the experience of a good scare and how it can be as entertaining as a good joke.

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Doug and Manny are down-to-earth guys, but these blue-collar grunts aren't portrayed as stupid either. They're schlubs, but they have opinions, interests and perspectives. While the "geniuses" of TerroMax are molding the laws of physics, they see what's really going on, that while inexplicably profitable, the criminal organization for which they work is essentially impotent. If TerroMax wasn't populated by failures, it would be impossible to cheer for these unlikely protagonists. They'd be contributing to death and mayhem, but fortunately, the chaos never seems to get beyond the walls of TerroMax. Doug and Manny's cynicism yet easy-going nature make them enjoyable characters. And the fact that the romantic subplot involves Manny, the shorter, dumpier one of the two heroes, brings an added bit of charm to the mix as well.

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I have to be honest... I was much more interested in the story when it was about Gates' struggle with the reality of his terminal disease. It was grounded, compelling human drama, and Nelson's script did an excellent job of conveying Gates' personality and emotions. The shift from that mode to a dark action thriller is a bit jarring. While the action-oriented plot was handled well, I couldn't help but lament the loss of the original focus. Furthermore, when it became clear by the end of the issue that the hero of the book isn't dying of cancer, the title of this series seems rather callous. The title continues to link the story to cancer, but in a tongue-in-cheek manner that's a little off-putting. Still, I came away from the book entertained overall and still interested in what happens to Alan Gates next.

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Overall, this book offers a strong package of compelling storytelling. It's definitely educational in tone, but most stories take care to connect with the reader on some level, bringing resonance to the history lessons.

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Messner-Loebs's Wolverine McAlister story is the standout of the anthology. It's interesting to see how he introduces us to his hero by focusing on a villain. The narration is deliciously colorful, and I love how the writer brings out his hero's thick accent. It's a really unexpected kind of story. Plenty of humor, a promise of a violent conflict and then an unusual twist of an ending. Messner-Loebs's art is full of so much personality as well. Sharp, exaggerated character designs grab the eye, and the overall look of the segment embraces a mix of history and fable. The overall style actually reminds me a bit of Mike (The Stardust Kid) Ploog's recent work. Another welcome aspect of this story, and the Crossfire piece, is its accessibility. One needn't be up on one's comics lore to appreciate and enjoy these stories.

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But like I said, the plot itself isn't the point here, which is another unconventional trait of Marvel Knights: Spider-Man. The psychedelic, mindtrip of a story allows for the incorporation of a wide array of obscure Marvel characters, and I rather enjoyed seeing so many float in and out of the story. Mind you, to get the full effect, the reader really has to have some familiarity with these characters. The script in particular assumes the reader knows who Jack O'Lantern and Arcade are, providing little in the way of exposition. Fortunately, the oddities and innovative approaches here make up for the few failings. Ultimately, this was an enjoyable reading experience, but I must admit I'm not all that hungry to learn what happens next.

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Fortunately, the strength of the premise of a town with no memories is more than enough to get me past the distasteful qualities of the main character. It's the mystery that's front and centre here, not the characterization of the protagonist. I would be pleased if McCool addresses his hero's character in later issues. It's possible the writer plans to offer some explanation for Trent as a study in extremes.

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Chee's art is quite effective. His style in this book reminds me of the work of Peter (The Light Brigade) Snejbjerg and David (V for Vendetta) Lloyd. He employs a fairly simple style, and the figures are clean but convincing. He manages to capture the teens' youth without just depicting them as shorter adults, and he draws clothing as clothing, not some version of super-hero spandex. Joel Seguin's colors bring an appropriately sullen and rotten look to the settings, reinforcing the ugly mood that pervades the book.

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I think what I enjoyed most about Bob Frantz's writing here is that the friendship isn't perfect. Monty takes offence easily, and Sophie forgets too easily what pushes her dinosaur buddy's buttons. Frantz uses some tried and true premises here, classic kids' comics fare, so there's not much in the way of novelty for the grown-up crowd, but it does hit some fun nostalgic notes. What hinders this book somewhat is the price tag. Four bucks is a lot to ask of a comic that reads so quickly. That's not a criticism of the craft at play here, though, but more a sad reality of publishing in the 21st century.

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Grist does an excellent job of conveying the main character's adolescence, as well as that of some of the supporting players. He conveys expression quite well with his simple style, and his portrayal of motion is oddly appealing.

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Speaking of which, I also found the character designs to be interesting, given how they reflect those racial elements. There's a sharp contrast in the designs of the two heroes. The Operative is a white man dressed all in black, while the Revenant is a black man dressed all in white. It's not as though we see some kind of Spy Vs. Spy mirror images or anything, but the parallels and contrasts make for a striking visual. Artist Patrick Zircher outdoes himself here. I didn't even recognize his style. It's much more moody and mature than the somewhat standard super-hero style we've seen from him in the past. Like the writing, though, the visuals remind me a great deal of what we saw in The Marvels Project. On its own, Mystery Men is a solid book, but in the larger context of Marvel's recent publishing history, it feels a little redundant.

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Whats most interesting about these illustrations, though, is what they might say about the artist himself. Is he kind of twisted? Yes. Is he sick? Jesus, no. Maybe these colored sketches are telling or not, but they do show a willingness to be exposed and honest. They speak of overwhelming sexual urges. They speak of shyness. They speak of orgasmic fantasies and delusions of inferiority. I think most of all, they speak about sexual curiosity, of experimentation and exploration. And those are always good, healthy thoughts.

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Deodato has been regular artist on this title since Stuart Immonen's skills were put to work on Fear Itself, so there's some consistency to be had here. His darker style also suits some of the subject matter, but I still miss Immonen's influence on the book. He brought much more personality to the characters. And Deodato's efforts later in this issue fall a little short, as it's a bit difficult to determine the flow of the "Blitzkrieg U.S.A." scenes. Still, his more realistic style does work well with the character-driven tone of the issue.

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This issue of Jonathan Hickman's New Avengers (which really ought to be titled Marvel's Illuminati, because this group's actions aren't really those of heroic Avengers) struck me as a particularly noteworthy one. In terms of story, it's one of the strongest episodes in the run, getting to the heart of the real conflict this gathering of Larger Than Life Men has contended with from the start of the series. And visually, it stands out as one of the weakest of the run, in that the style in which the characters are presented this time is a wholly conventional one for the genre. Hickman sums up the central theme of this series perfectly here, but artist Kev Walker's approach to this sullen and dramatic script seems like a poor fit for the subject matter.

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The opening scene in #32 really sets the tone for the new direction. It features a colorful collection of super-baddies divvying up some loot. They're reminiscent of classic DC villains, and the sound trouncing they endure at the hands of the Nobles is just a lot of fun to watch. It's full of action, and there's a real sense of excitement and wonder at play. Faerber adopts a more over-the-top approach with this new take on the characters, but it's really not that dramatic a shift from what he was doing before.

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Andrea DiVito recently joined the creative team on this title as the regular artist, and he's a perfect fit. He boasts a clean, slick but conventional super-hero style that suits the cosmic nature of the action and characters. Still, there's a slightly realistic bent to his work that brings out the characters' humanity. That's important, as it brings this extreme story of super-powers and space wars down to earth, if only just a little.

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Nate Bellegarde's artwork boasts a strong Cully (The Shade, Red) Hamner influence here, and I like how effectively he ages the characters from the first to second scenes. Most notable about the art is how expansive all of the backdrops are, and they're often cavernous and empty. They convey the large scope of the story quite well and the ambition of the main characters' mission in life.

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Even when he drenched his characters in drama, there was something giddily wonderful about it all, and that shines through in this new take on O.M.A.C., certainly much more than the previous one introduced a few years ago in The O.M.A.C. Project.

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The greatest strength of the script is how the writers manage to humanize characters that aren't human. The stilted, cold personalities of Alexander and his "parents" make it difficult to relate to them on any level at first. However, Alexander's innocence is what wins the reader over. The same can be said of the timid Edie, who quickly comes to feel a motherly attachment to the weird kid. Edie's complete lack of confidence makes her seem one-dimensional at first, but against the backdrop of everyone else's disinterest in Alexander's plight, her kindness and caring grant her greater depth and make her much more likeable.

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Mike Deodato has done an excellent job of fostering a noir atmosphere throughout this series despite the colorful and even goofy nature of some of the characters. The Orb shouldn't really work as a dark villain, but Deodato's realistic style makes him seem rather monstrous, an atrocity walking among us. That he really didn't alter the character's original design in any meaningful way is a testament to what the artist has been able to accomplish here.

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What made this an intriguing read is how surprisingly easy it is for one to relate to Hanzo and Ieyasu. One is an unforgiving warrior and the other born into privilege and power. But they're both teens, and they're both confused and awkward in their own way (Ieyasu's is more obvious). This initial volume of Path of the Assassin (the second volume has been released as well, with further books on the way) is ultimately about the awkward transition from boyhood to manhood. In this historical setting, adulthood begins a lot earlier than it does for us today, but Kazuo nevertheless demonstrates that these characters have a lot of growing up to do but are well on their way as well.

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When it comes to the human behavior (or the personification of the animals), as I noted, it leans toward the darker side of how we look upon our fellow man. Pussy is often hateful, dismissive or mean-spirited. But there are times when real friendship shines through, especially when Petey and Pussy are together. Kerschbaum uses these characters to expose our worst attitudes and actions, but he also demonstrates that there's good in everyone as well. Petey & Pussy is surprisingly engaging as a result.

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The heroes (or perhaps the hero now?) of this story are flies in the ointment of the worlds intelligence community, and their anti-establishment crimes are oddly appealing. Theres a lot of action and personality at play in this property, but what sets it apart is the smart side of the story. Theres an intense but convincing quality here that maintains the audiences attention. We really dont learn a lot of about the characters. Moreso than the other Pilot Season books, this one is more of a tease than a tease, but Im interested in a full helping.

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The mystery is quite a bit of fun, but Kotz adds even more of it to the mix by linking the mystery to supernatural power. The appearance of a golem at the end of this issue brings such a fantastic flourish to the story but it's not so extreme that it takes one out of the story. The creators have offered up a solidly entertaining story, nothing terribly deep or even all that reflective of history, but entertaining all the same.

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When I first started reading this book, I thought it was going to about Holly's effort to overcome the annoyances of her everyday life that were beyond her control. As it drifted away from that more predictable path and her princess persona revealed itself to be rather spoiled, I was a bit put off. I wanted to like Princess Holly, but she was proving to be the problem rather than the protagonist. As I continued, though, I saw the real message Watson was offering, and I came around. Princess at Midnight remains a cute story that's appropriate for all readers, but its depth actually gives one something to think about at the same time.

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Bond's penchant for tapping into characters' sexuality certainly factors in here, as Tischman's focal character, Maggie (as opposed to the title character), is certainly a sexual being. At first, it feels a bit gratuitous, as the dominant image in the opening scene is the character nonchalantly walking around in her bra. But it turns out that her sexuality is a part of who she is (or at least who she's chosen to be), and I don't think we're really meant to like her all that much. She's just the poor schlub who's gotten caught up in international intrigue. Maggie certain represents an interesting character study, and only time will tell if I'll find her compelling enough to follow. What really kept me reading here were the little mysteries at which Tischman hints. There's no way to tell what's going on with Red Herring, his allies and enemies, and I found I genuinely wanted to find out. Ultimately, that made this a worthy comics-reading experience and served as sufficient incentive to g

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Bachs delivers some solid super-hero storytelling here. The visuals rarely dazzle, but they're not confusing either. The action sequences are choreographed quite nicely, and the artist manages to capture Tim as he walks a fine line between adolescence and adulthood. Furthermore, he employs an inky approach that's in keeping with the darker mood that dominates the story. Still, the greatest strength of this title is how it's shaken up the status quo for the title character.

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The idea at the center of Resurrection is Guggenheim's effort to explore the dark side of the human heart and mind. The plot isn't about the torture and havoc wrought by the aliens, but rather about the evils that mankind inflicts upon itself in the aftermath of the invasion. It's also about the drive to survive and the strength one can find when it's necessary, but ultimately, Guggenheim exposes the ugliness that lies below (but sadly, not too far below) the surface of humanity.

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This inaugural issue is a little light on plot. We simply meet the title character, see him in action and that's about it. This is just a taste, but it's enough to get me to head back to the buffet. There's a lot of energy and imagination in the concept, and while this comic book is a light, quick read, there's the promise of more to come. We know that Robot 13 has a voice, so I would imagine we're going to get to know him as more than just a battling behemoth. Hall would be well advised to avoid mirroring the kind of tough, colloquial personalities we've seen in similar creations so as to set Robot 13 apart.

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While I was pleased to see that original series artist Butch Guice provided the cover artwork for this new comic book, I was disappointed that he wasn't contributing to the interiors. Of course, that disappointment was fleeting, as artist Mirco Pierfederici delivers some stunning visuals that are actually in keeping with the original visual tone of the property. At the same time, he's not just trying to mimic Guice's style here. He takes a softer approach to the characters' skin tones, for example. I also enjoyed the darker, muted tones he employs for the colors, capturing the Victorian era nicely. I also appreciated how he conveys the scope of Archerd's expansive home and headquarters. This was a fun read, and I'm pleased Marvel opted to price it at $2.99 US. More often than not these days, I take a pass on new, regular-sized comics priced beyond the $3 point.

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One of the best selling points (literally) of this 96-page book is the price point. Just shy of six bucks is a great price for a graphic novel, or even a graphic novella, depending on your assessment of the format. That should make Salt Water Taffy an easy pitch for retailers. Assuming solid sales on that basis alone, I just hope Loux is able to keep up the potential momentum by following up with a second volume in short order.

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Obviously, the dated nature of the backdrop is a bit amusing, especially when one considers that the opposite scenario - America's political dominance - is what has really come to pass in the world. But there's still relevance to be found here, and Truman's not completely off the mark. At the heart of the plot is political corruption, of a people suffering as a result of corrupt leaders' ignorance and inaction. And while America is not a literal wasteland today, one could argue there's been a cultural famine. I see this volume chief value as an interesting look back at a small piece of comics history, but it has other value as entertainment and a means to provoke some discussion.

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Batista's sleek and striking figures are quite attractive. He conveyed the title character's age nicely in the first issue when he was out of costume, but I notice that when Buddy's in Animal Man mode, he still boasts a more youthful look. Since this story is essentially about aging (this issue representing the conflict between generations), clearer cues as to Animal Man's middle-age status would be warranted. Still, the art is quite eye-catching, even considering the generic tone of the designs for the new villains that have been turning up in this series.

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Seeing these so-called villains once again doing the right thing and walking away empty-handed from a job could've been frustrating, until Simone acknowledged that trend in a powerful and effective denouement. I'm also amazed at how interested I am in Jeanette/Silver Banshee as a character. Her portrayal as the ultimate empowered victim is fascinating, and I hope Simone finds the time to delve further into her background soon. The strength of those elements helps to hide the weaknesses in the script. It seemed at times with this story arc that the writer bit off a bit more than she could chew. All of the ideas were mature and intriguing, but there just seemed to be too much going on at once. I think the Amazon storyline, the private-prison angle and the Grendel subplot all could have supported storylines on their own, and incorporating all of them into the same story might have been something of a misstep. Nevertheless, this arc did more things right than wrong, and I remain a fan of t

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I think the Amazon storyline, the private-prison angle and the Grendel subplot all could have supported storylines on their own, and incorporating all of them into the same story might have been something of a misstep. Nevertheless, this arc did more things right than wrong, and I remain a fan of the series

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While I wasn't interested in the games, I did appreciate the level of detail the artist put into the images. The comic-shop scene is particularly impressive in its meticulousness and for the fact that Aragones doesn't sacrifice any of the flair and personality he instils in his art. The same can be said of his introduction. Set in his office/studio, it stands out as the most visually impressive piece in the comic book. One really gets a strong sense of Aragones' inner sanctum and the irreverent touches he's included in his workspace. While I had fun delving into his world, the comic reads quite quickly, and I don't know if I can commit three and a half bucks to such a fleeting entertainment experience every month.

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The art throughout the one-shot is, obviously, in the house style established by Simpsons creator and cover artist Matt Groening, but the most engaging visual aspect of the comic is to be found in the segments written and illustrated by legendary humor cartoonist Sergio Aragones. It's fun to see him adapt his distinctive style for Simpsons fare, but his own unique flair still manages to shine through. Of course, there are more subtle variations on the familiar Simpsons style, and for someone with an appreciation for comic and animation art, the mix of deviation and consistency is interesting.

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Truth be told, the similarities in tone and appearance to Frank Miller's Sin City is quite distracting; one almost gets the impression that artist Mark Henderson is mimicking Miller's style. The visuals are strong, but their derivative quality takes one out of the story... at first. Fortunately, the strength of the story and of Henderson's designs for the Darklings eventually won me over. I finally became immersed in the story and forgot about the Sin City riff at play. The growing role of supernatural elements in the story eventually eclipses the influences, making for an entertaining experience overall.

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While the characters and plot developments are largely inspired by the works of Lewis Carroll, the two main characters' behavior and the dynamic between them is much more reminiscent of a different kind of mass entertainment. The Walrus strikes me as the Hardy to the Carpenter's Laurel. I was also put in mind of the misadventures of the Three Stooges. Langridge takes an old-school, slapstick approach to the comedy here. It's cute and fun, but it's also predictable. However, I'm mindful of the fact that I'm not among the target audience for this comic book. This is published under Boom! Studios' relatively new kids' imprint, Kaboom! Many often mistake kids' comics as being "for all ages," but Snarked seems aimed directly at the younger set. The origins and inspirations here might intrigue adults, especially those with an interest in classic literature, but the broad strokes here likely won't captivate an older crowd they could a younger set. Still, for only a buck, you'd be hard-pressed

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While I don't buy into the notion of a storefront that posts a "no wheelchairs" sign out front (that's blatant illegal and discriminatory and isn't the sort of thing that would be tolerated by anyone), the awkwardness, defensiveness and other reactions that others have around Stewart all rang true. That people would accidentally exclude him from group activities rings true. Cornell has tapped into something most disabled persons and others with various challenges face everyday. Lee and Cornell don't present Stewart as embittered; it would be valid but it's also becoming something of a cliche in popular culture. He's not portrayed as a driven man on a mission, determined to change people's hearts and minds or to improve the world for others in similar circumstances. No, he's just trying to live his life normally, but the world just isn't co-operating even though there's no valid reason that it shouldn't.

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Obviously, the big draw here (no pun intended) is Nick Bradshaw's artwork. He's been one of Marvel's most popular talents for a few years now, and he makes it evident here why that's the case. He clearly enjoys rendering the villains the most, as they're presented in the most meticulous detail. Bradshaw has always had a strong Arthur Adams influence in his style, but like the plot and characters, the art here surprised me a bit. Bradshaw seems to have adapted his style here a little. While his usual level of detail is brought to be bear here, there's a slightly more exaggerated, cartoony quality to the characters (especially Peter) that reflects the lighter, more energetic tone. Bradshaw's take on Peter Parker, for example, reminded me a bit of the work of Todd (Young Justice, Nightcrawler) Nauck. Visually, Bradshaw ensures fun is the order of the day. I also love that Marvel has resurrected a design element from the logo of its campy classic Spidey Super-Stories.

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I was on the fence about this series, mainly because I'm trying to limit my pull list at the comic shop as much as possible. After all, I have a kid to provide for these days... and a Costco just opened up in town. I've decided to add Spontaneous to my regular reading, though, and it's due to Harris' portrayal of Melvin in the closing pages of the second issue. While we're not clear on why his mother is incapacitated, seeing Melvin serve as the role of caretaker for a parent far too early in his life really makes him seem like even more of a tragic figure, one I can't help but feel for. Melvin's defined by a sadness that feels familiar and relatable. While the notion of a mystery about spontaneous human combustion drew my attention to the title in the first place, it's the strong characterization that's holding my attention.

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I was a little surprised Roberson didn't use the Silver Age incarnations of the Legion, as those original interpretations of the characters were around at the same time as the original Trek series. Furthermore, it would open the door to the possibility of a sequel crossover title, featuring the 1980s or '90s Legionnaires encounter the Next Generation crew of the Enterprise. I was also surprised Roberson didn't opt to use the much younger incarnations of the classic Trek heroes (as per the recent movie), as pairing the wet-behind-the-ears Enterprise crew with teenage versions of the Legionnaires seems like it would've been a natural choice as well. But to be fair, those are minor quibbles with marketing angles rather than the quality of the storytelling here.

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The Moys' artwork is a perfect choice for this series, and not just because of their previous connection to the Legionnaires. It's light and accessible in tone, maintaining the proper atmosphere throughout the issue. I also appreciate how the Moys keep the Legionnaires looking young, though Kirk's crew could stand to look a little less wet behind the ears.

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The second story, though much shorter than the first, is definitely the stronger of the pair. Matt Wayne takes us inside a comic-book shop in Dakota where McDuffie, after his death, is joined for the afternoon by two of his creations. Wayne's script is much more poignant and pointed. He explores the notion that in death, people tend to reverse their positions and only speak glowingly of the subject. Through Static and Rocket, Wayne speaks of how McDuffie has been transformed from a thorn in the side of the establishment of the entertainment landscape in life to a celebrated visionary in death. I love how McDuffie remains silent; Wayne doesn't make him a party to his elevation but rather just portrays him as a guy who loved and loves comics of all different kinds. John Paul Leon's art seems simpler than usual but it's quite effective. His likeness of McDuffie is spot-on, and I love the smiles and knowing glances he paints on his face.

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Just like the divergent artwork, the plots for the two stories are radically different. Tek answers to a different boss, and the alien landscapes in which he can be found are like day and night. Still, what the two stories do have in common is the main character's ego. He is just as much a blowhard in both segments, and that implausibly egomaniacal facade is as entertaining on the printed page as it is delivering "the Word" four nights a week.

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One of the big challenges Cornell faces in this series is incorporating these Wildstorm characters into a world in which Superman, Batman and other iconic heroes exist. How can Apollo and Midnighter work in a world that includes the heroes that inspired their creation in the first place? How can world-ending threats such as the one introduced in this issue go unnoticed by the more familiar and equally powerful heroes of the DC Universe proper? J'Onn J'Onzz's role in the book seems to be to explain and resolve those storytelling conflicts. Stormwatch would definitely work better in its own continuity, but that's apparently not an option anymore. Cornell's walking a fine line here as a result, but he's making his way across the tightrope capably so far.

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There's been a lot written about Terry Moore online in the past week or so, but the focus seems to be on what he's doing next (namely, Spider-Man Loves Mary Jane). It's not his first foray into super-hero characters owned by others; he did work on Rob Liefeld's Lady Supreme, for example. But it's his body of self-published work about which people should be talking. As an independent publisher and creator, he's a member of a small and elite club that includes such impressive names as Jeff (Bone) Smith and Dave (Cerebus) Sim. In the realm of indy comics, there are few titles that one could point to as being more successful than SiP. I hope this isn't the end of his independent efforts, but I am pleased to learn that he'll be reaching a wider audience with his upcoming work-for-hire projects.

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Pier Gallo's artwork works with the tone of the script. There's a bright, open and light tone at play that serves the story well. The title character boasts a youthful look, and that's even moreso the case with Simon Valentine, the curiously oddball best-friend character who may or may not turn out to be the Lex Luthor to Superboy's Superman. Gallo's style actually put me in mind of the work of such artists as Jon McCrea and Steve Pugh, and I couldn't help but wonder if his usual approach is darker in tone than what we see here. I also noted with interest that this book is colored by Jamie Grant, who's perhaps better known as Frank Quitely collaborator on All-Star Superman. The colors are appropriately bright, and I like the subtle hints of texture he brings to such elements as skin tone and cloud clusters.

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The narration is sometimes overly formal in tone, but given it's in the voice of someone who's never interacted with people or the real world, it works. It's when it gets more colloquial that it ends up sounding a little unnatural, ironically enough. I also enjoyed the whistleblower aspect of the plot, not only because it provides a link to Superman's world but because it's the sort of development one sees in the news in "our" world. Lobdell's matured as a writer; this effort is leaps and bounds beyond his X-Men-related work, for which he's best known.

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One of the tenets of Millar's creator-owned writing in recent years has been to focus on the logical faults in the conventions of the super-hero genre. Not only does the core concept fall into that category, but so does the aged former crook's Vegas scam. Millar both deconstructs the genre through these efforts while simultaneously revelling in it. It's not a bad approach for a comic-book series, but for several, it might not be the best of choices. Millar runs the risk of coming off as a one-trick pony. With Kick-Ass, the pony jumps over a hurdle. With Nemesis, the pony jumps over a puddle. Now he's got the pony jumping over a bale of hay. Sure, the pony's jumping over different things, but all we're really seeing is the same little jump. But another way to look at it is as Millar's signature, just as Neil Gaiman's signature is writing stories about magical worlds hidden within or above the real world.

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Yu's gritty style is often over the top, so it makes for a great fit with this material. He brings the goofy gore in a key sequence to life surprisingly well. I honestly can't decide if the scene is in horribly bad taste or if it's morbidly brilliant. There's rarely a strong sense of place throughout the book, but that stems in part from the necessary but implausibly big backdrops in the bad guy's mansion. Sometimes, it's as though the characters exist in a void. Still, Yu brings a lot of energy and edge to the storytelling, and he serves the odder concepts in Millar and Vigalondo's plot adeptly.

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While the title of this comic book connects it to the world of Spider-Man, in spirit, it feels more like a fit with the world of Matt Fraction's Hawkeye. This comic is about fantastic characters existing in the mundane world while occasionally contending with larger-than-life danger. Spencer plays these characters mainly for laughs, but he occasionally depicts them as simply flawed people, especially Boomerang. The reader can't picture himself or herself in his place, but we can understand why he makes the mistakes he makes. We don't necessarily cheer for these not-so-superior foes, but it's fun to follow them. My hope is Spencer doesn't take the plot in too dark a direction and that he gives us a deeper look into what makes Boomerang's "colleagues" tick.

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There's just enough here to get me to check out the second issue of the Johns/Romita run on this title. Other than Grant Morrison, DC's creators haven't seemed to have had a solid handle on or vision for the Man of Steel since the New 52 relaunch. It remains to be seen if this will be a turning point.

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This is the first issue of this burgeoning series that offered a small measure of disappointment, but that's just because writer Phil Jimenez doesn't provide the pencil art here.

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This first issue is an entertaining read for the initiated, but new readers might not be so enticed.

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What I enjoyed most about this comic book, though, was the backup feature, "Beowulf." I thoroughly enjoy Jesus Saiz's artwork, and he brings a greater level of detail to bear here, as well as a slightly harsher edge that's in keeping with the main character's savage nature. Bedard's decision to mix science-fiction into the medieval epic of the literary classic struck me as being a particularly novel approach to the concept, and I also enjoyed the seemingly frail narrator's ability to adapt quickly to his circumstances intellectually to be enjoyable as well.

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Overall, while this four-part limited series isnt going to set the comic-book world on fire, its a solid effort, serving as a nice diversion.

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Geoff Johns and Tony Daniel begin their final story arc on this title, and it's one that represents the overall tone that's dominated this title from the start: old-fashioned, super-hero fun. The plotting is far from sophisticated. All of the heroes find themselves suddenly confronted by counterparts in Deathstroke's new Titans East, a team of corrupt, embittered bad guys and former heroes. The villains' appearances at just the right places, all over America, and at just the right times, is so coincidental as to be laughable, but the explosive action and dramatic tension in all of the encounters are so well done that one can easily forgive the shortcuts in the writing. To be fair, Johns's script requires the reader to be fairly knowledgeable about continuity, and not just Titans continuity. Recent and not-so recent events in DC history play into the characters' motivations pretty heavily here. As such, this isn't the most accessible of Titans stories, but it will be a satisfying one fo

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That being said, from a plot perspective, Teen Titans Rebirth #1 is far from required reading. I'm sure someone could pick up the actual first issue and have no problem following along, which is a key quality with a first issue. But Percy's exploration of the protagonists' inner conflicts made for a solid, engaging and worthwhile read.

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A couple of years back, DC's Wildstorm Productions released Arrowsmith, a series by writer Kurt Busiek and artist Carlos Pacheco. The story was set during the First World War, but it was a war waged in a world in which magic reigned supreme. It was a harsher world than the one we see in Texas Strangers, but the appeal of both titles is the same. Johnston and Evans don't just re-imagine the Western genre with magical elements, but they've retooled a country's history and entire cultures. Those elements aren't overt, but they're there, and they bring an ambitious, clever quality to the storytelling. More than the characters, more than the fantasy, it's the world that the writers have crafted that stands out as the most interesting, entertaining element of the series.

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My one main qualm with the book is that it seems a bit scattered. While the opening chapter focuses on the timeline on the morning of Sept. 11, 2001, the rest of the book jumps around a bit. There's a definite structure at play here, but the narrative is threatened by both the radical shifts in time and place and by the overwhelming scope of the topic of terrorism in the 21st century and what led up to it. The 9/11 Report: A Graphic Adaptation is definitely an excellent starting point for someone with an interest in the topic, but it's far from a finish line either.

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As thorough as the writers are in presenting the various players and factors that have contributed to the recession and a growing divide between the rich and the poor in America, their suggested solution is far less realistic (if such a term even applies to such an unusual project as this). It calls for the masses to rise up in revolt - not to carry out a coup, but merely to reject the greedy machinations of various aspects of the establishment. Given what's transpired in the United States over the past decade, I just don't know if the Will of the People is what it used to be anymore. I think people will accept change and reject corruption, but the majority doesn't seem to demand it on its own. It takes leadership - politicians willing to ignore well-organized, vocal views of a minority, to ignore polls and pundits. America and other western countries are shackled by political systems that are always focused on re-election rather than representation, on wars of words rather than the we

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My one concern about the plot is that I got the sinking feeling that the other shoe was always about to drop. Busiek psyches the reader out a couple of times, surprising Astra and Matthew with the sudden appearance of other superhumans. The genre leads us to expect conflict, to expect that a villain or villains will appear to ruin this special moment in Astra's life. That doesn't come to pass, but I'm worried it will in the second issue. It feels as though Matthew will be revealed as an insidious figure who's inserted himself into Astra's life. His cluelessness and awkwardness in the flashback about their first meeting didn't quite ring true, so I'm worried that this cliched twist will come to pass. It wouldn't cast Astra is the most favorable light, and it would certainly detract from the more human, grounded approach in the plot. Hopefully, I'm reading something into the story that just isn't there.

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To be honest, the various incarnations of the Blue Beetle aren't original enough to merit such treatment, but the title and cover don't actually indicate the real heart of the subject matter. The history of the Blue Beetle is also the history of Fox Publications and Charlton Publishing, and Irving's explanations of what made those operations tick stand out as the most interesting material in the book. Those two defunct publishers had the potential to be powerhouses in the industry but for various factors, it never came to pass. Anyone with an interest in comics history should enjoy this volume. I certainly found it to be enlightening, and Irving thankfully avoids the dry writing that can sometimes plague history writers.

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Probably the least interesting actor in the show is the lead, David Lyons. He's not poor; he delivers the appropriate intensity, even when it's over the top (this isn't exactly a show that calls for subtlety). But I don't know that I'd miss him if he were suddenly to be replaced by some other up-and-coming, manscaped, Hollywood pretty boy. Really, it's the supporting actors, the costumers, set designers and special-effects technicians who make this show worth watching. That's a potential downfall; if the audience isn't fully invested in the main hero, it might make for waning interest as the series proceeds. But for now, I'm anticipating the next episode.

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This is a continuation of the storylines we've been following over the past year or so in that title, so a spinoff book seems like little more than a cash grab. That being said, I enjoyed this comic book for a number of reasons, not the least of which is how important Peter Parker's status as an industrialist remains an important element in this new Jackal storyline. Slott wisely continues to build on the importance of Peter's overdeveloped sense of responsibility for what happens to those around him.

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While the plotting leaves a little to be desired, the scripting is undeniably well done. In the end, I'm glad I read this comic, but I'm not convinced yet to take on the five-part series as a whole.

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Perhaps the best way to illustrate the strength of the storytelling in these classic comics and their lasting influence even 50 years later is to point to other samples of pop culture that followed in their footsteps. Look at Boom! Studios various pirate- or zombie-themed anthology comics of today or DC's horror anthologies from years gone by (Flinch and Wasteland) to TV projects from Alfred Hitchcock Presents to Spielberg's own Amazing Stories from the 1980s, EC's short stories of horror and crime have made themselves known time and time again, sometimes purposefully and sometimes subconsciously.

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The designs for the various Firestorm forms are sharp, and all of the changes to the concepts makes for some fun mysteries in the plot and a chance for new and longtime readers to discover something new things in this series as it progresses.

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The only respect in which Remender's script is lacking is when it comes to the exposition. the socioeconomic catalyst for the heist and the government plot to eliminate criminal behavior aren't nearly as clear as they could be. The premise for Bricke's job is pretty convoluted, and it makes for some dense and dizzying background details.

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The writers introduce a lot of characters in this first issue, which makes sense, since there are a lot of meals to be served to the monsters that await them down south. I appreciated the diversity of the cast. Some are assholes and horndogs, yes, but others are far more sympathetic. Now, given the size of the cast and space constraints, we don't get full-fledged character studies here. It's hard to get to know these characters beyond the archetypes they represent. But I appreciated just about every small moment the writers were able to provide.

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Still, while I love Cookes work, I found the more exaggerated elements the womans oversized head, pencil-thin neck and hamhock thighs distract rather than add to the effectiveness of the image.

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Sina Grace's artwork is unusual but ultimately effective and attractive. The art is loose and rough in appearance, but that helps to convey the melancholy fog that looms over the title character throughout the book. The artist also brings a strong sense of place to the mix. While he boasts a simpler style, there's also a convincing look to LDP's apartment, the eatery in which he and Drew dine, and the landscape across which they travel on a spur-of-the-moment adventure. I don't get why LDP looks so much different than the regular people around him, but that's a failure of the writing, not the artwork. Maybe there's no explanation and his appearance is merely meant as a symbolic representation of his depression, or maybe there's something more to it. I'm curious to find out, but as far as my appreciation of this collection of interesting moments from a normal lifetime, the title character's distinctive look doesn't affect it.

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I was also quite taken with his depiction of the Human Torch. There's an interesting dichotomy to the visual. In a way, he boasts something of an angelic, wondrous look, but his tortured, panicked side is abundantly clear through the flames as well.

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The opening scenes are definitely the most challenging and unconventional of the book. Morrison's script suggests this story is meant to be seen as a virus or parasite, infecting the reader, invading the real world and making it a part of the expanding continuity the writer is trying to re-establish here. Do I fully understand it? Hell no, not even close. The first few panels make it clear it's about infestation, about spread, about an itch in the back of the brain. I'm thoroughly intrigued and excited to discover what Morrison has in store. It's a wonderful mix of unconventional writing and a wholly nostalgic, wonder-inducing celebration of what's come before in the worlds of super-hero comics. I don't want to miss a moment or a notion.

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The tone of Talbot's prose is a straightforward one. He doesn't tend toward hyperbole or sensationalism. He tends to tell the stories in a rather matter-of-fact manner, but he doesn't do so in a cold, detached tone either. There's calmness to his words, with a hint of bemusement emerging at times. There's never any bitterness in his words, and when he includes himself in a tale, there's a definite sense of humility at play. Though he tells a few stories about personality conflicts and grudges, Talbot himself offers no judgments. Even the moments of baser human behavior or bodily functions are presented with a kind-hearted touch. At its worst,The Naked Artistcomes off as silly rather than scandalous.

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One problem with the book is that despite its connection to Civil War and the "Initiative" brand, it ignores some basic tenets of Marvel continuity at the moment. Whereas elsewhere we see existing superhumans being recruited or trained for various Avengers teams, the Order is made up of designer heroes. The characters' powers are given to them. If this book weren't attached to the Marvel Universe, there wouldn't be a problem, but in the Marvel context, it makes no sense. If the government had the ability to create its own superhumans as readily as it does in this story, there would be no need to recruit and train those who already have powers. Instead, the goal would be to shut down existing heroes through legal means or force and then replace them. With any luck, the Order will exist in its own corner of the Marvel Universe (as Fraction, Ed Brubaker and David Aja's The Immortal Iron Fist is), untouched by events in other titles.

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Superman fights bad guys and saves the day, smiles for the camera and symbolizes that all is right with the world. Captain Marvel used to do the same thing, but Winick has changed that. Now, he's fighting unseen battles against evils the world knows nothing about and shouldn't know about. Captain Marvel doesn't live among us, blending in until the call to action sounds. Now, he sits above and watches for warning signs. It's a significant change in the character and one that offers a lot of promise. Others have condemned the shift in direction, and I can understand why. The campiness of the Marvel Family is lost with this new take on the property, but I was never particularly taken with the saccharine qualities of traditional Shazam storytelling anyway.

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Kirkman's refusal to allow for any sacred cows among his characters made me think he might eliminate the most identifiable, central character of them, or even the most popular. And despite my awareness of the possibilities, the climax was disheartening (albeit intentionally) and definitely made me eager to learn what comes next.

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M.K. Perker's cartooning matches the exaggerated tone of the plot and characterization. His style looks like a weird amalgam of the art of such comics professionals as Rob (Chew) Guillory, Eric (The Goon) Powell and Jill (Beasts of Burden) Thompson. As is the case with how the secondary characters in their behavior, their appearances are ironically ugly as well. Perker offers several distorted, misshapen character designs that reflect the nastiness of their personalities and dialogue. Overall, I found this to be entertaining, but I have some concerns the constant barrage of negativity might get tiresome in a hurry. Still, this has the makings of another sleeper hit from Image.

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Pacheco's crisp, clear style is back, after being seemingly submerged in previous issues. His new take on War Machine is sharp, and I like how the Silver Age design for the Wasp has been brought back and retooled for the 21st century. Still, Pacheco's traditional super-hero may not be the best fit the over-the-top and in-your-face qualities of Millar's characters. Still, there's no denying that he handles the action sequences incredibly well, and the Hulk surgery scene really packs a powerful visual punch.

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Pacheco's crisp, clear style is back, after being seemingly submerged in previous issues. His new take on War Machine is sharp, and I like how the Silver Age design for the Wasp has been brought back and retooled for the 21st century. Still, Pacheco's traditional super-hero may not be the best fit the over-the-top and in-your-face qualities of Millar's characters. Still, there's no denying that he handles the action sequences incredibly well, and the Hulk surgery scene really packs a powerful visual punch.

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Fortunately, any minor misstep in the plot or the potential for a generic (though bombastic) super-hero story was easy for me to ignore. I was still impressed with the opening scene, in which one character is stunned and dumbfounded by another's faith. The title character utters a prayer in the face of certain death, and the antagonist's cynicism and disbelief in the face of that small action is telling. Aaron establish the divide between these two similar characters immediately, even before we know what the conflict is about. This brief scene about one man's faith may be the writer's first comment about two different eras of America. I found it to be an interesting example of captivating characterization.

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Not surprisingly, artist Mark Bagley handles the action adeptly. More importantly, though, he tells the real story on the title character's face. The super-hero violence really doesn't convey the dire nature of what's happening, but the expressions on Peter's face do. Usually, Bagley is trying to get the character to emote through a Spidey mask in these action scenes, so an unmasked Peter brings a new dynamic to the visuals.

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Leth's style (and the fact she's lined up work on Adventure Time comics) might lead some to expect her work to be kid-friendly, but for the most part, it's definitely meant for adults. Sex is not only discussed but depicted. That's not a criticism, mind you. Leth's willingness to touch upon what some see as taboo topics is one of the elements that make her work interesting.

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What co-creators Coker and Daniel Freedman seem to have done here is combine three different genres. There's a story of tragic vampire love. There's a hard-boiled, noir detective piece. And there's the tale of a samurai's quest. It's an eclectic mix, but it works quite surprisingly well. At first, this Bogart-esque hero in the middle of an Anne Rice story and/or Japanese pagoda seemed out of place, but eventually, the blend of genres won me over. Freedman and Coker also bring a sense of myth into play later in the comic. They also manage to make Mei, the vampire whom Sargent loves, a sympathetic character. Clearly, she will prove to be his undoing, but I hope that the writers will nevertheless endeavor to avoid predictability when they finally turn their and our attention to the inevitable pitfall.

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On the surface, this is about super-heroes rushing to stop the rampage of various villains for hire. But the real conflict brewing under the surface is about an idealist everyman facing off against a corrupt administration. It's easy to see that Gage is talking about American problems with these British characters and backdrop. A satisfying moment is that the hero's ultimate rebellion against his corrupt "masters" is to speak openly, and even more satisfying is the impression that his honorable and idealistic decision may have been the wrong thing to do.

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When we read online of DC and Marvel editors sniping potshots at one another through the online comics press or lawsuits arising between creators and publishers, it's easy to view the business of comics as a cutthroat one. In Usagi Yojimbo #100, Stan Sakai and his many friends remind us that it's more than a business. It represents art, community and connections.

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Matteo Scalera boasts a kinetic style that conveys action quite well. His work looks like a cross between the styles of Ron (Ultimate Captain America) Garney and Humberto (Amazing Spider-Man) Ramos. The design for the title character is a solid, Hulk-like one that conveys an imposing, powerful presence, but the most striking visual is that of the villain, clad in a skull mask. The only disappointing aspect to be found in the art is the unfortunate sexualization of the only female character, a strong-willed, independent sorceress who's portrayed either as naked or clad in scant fabric. It doesn't seem in keeping with her character, so therefore, her appearance seems designed to titillate a hetero male readership.

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Axel Alonso, a comics editor who now works at Marvel Comics, is listed as the original editor all but one of these Vertigo stories, and the wealth of talent that he worked with and fostered during his tenure with DC is plain to see here. I haven't been following his work at Marvel that much these days, and this served as a reminder of just how big a contribution a great editor can have on the process of crafting good comics.

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Though I've enjoyed the recent Civil War tie-in issues of Ed Brubaker's Captain America, I stopped following the title regularly toward the end of its first year. I found that the plotting was revisiting the past too much; I'd felt I'd seen the same conflicts time and time again, from Cap versus a Cosmic Cube-wielding madman to the Invaders taking on Nazi super-villains. What I'd enjoyed about the book, though, was Brubaker's successful resurrection of Bucky Barnes as the Winter Soldier. Brubaker balances a number of different, disparate elements in this one-shot perfectly. Barnes is portrayed as a tried-and-true hero, but his badass edge is maintained as well. There's a sombre tone that's key to the character's new status, but there's also a brighter, more hopeful tone to be found in the flashbacks and the Young Avengers' role in the story. Speaking of the Young Avengers, I've never seen these characters handled as well outside of their own title. Weeks's art is given an appropriate l

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Ultimately, what White Picket Fences seems to be about is the quirky, amusing notion that the creations of a young boy's imagination all not only possible but probable, but those monstrous manifestations pose no more danger to them than do their dreams. In some ways, White Picket Fences reminds me a little of the oddball sci-fi series Eureka, where the impossible is routine. Both are about communities and people who have seen the extraordinary become part of the everyday experience, and adventure and a life of normality and stability needn't be mutually exclusive notions.

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Wilson absolutely sucks the life out of a room, not only the room in which he finds himself, but the room in which the reader sits and thumbs through these pages. If anything, Clowes has done his job too well. He refuses to allow the title character to redeem himself, and I respect the choice. A happy ending, a rebirth for Wilson would be too predictable, too easy. Furthermore, Clowes recognizes people don't change so easily, especially when it's for the better. The sheer craft that went into this book is thoroughly impressive, but the bad taste the lead character leaves in one's mouth tempers that appreciation.

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It's also nice to see Butch Guice handling this title character along with Brubaker. His gritty style suits the nastier side of the characters and plot, and his work brings a visual consistency to James Barnes' larger, 21st-century story. The one aspect of the art that doesn't quite work for me are the scenes featuring Jasper Sitwell, or to be more precise, the digital displays he uses to illustrate his points. The hazy, digital displays aren't easy to make out, and the use of bright, intrusive colors to set those elements apart interferes with the overall dark style. Lee Bermejo's cover image is certainly in keeping with the moody intensity established inside the comic, but it's such a divergence from the look Guice brings to the story that it seems like a poor fit.

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Butch Guice's gritty style is even darker than usual. He's adopted an inkier approach that enhances the licence-to-kill riff at play in this super-hero universe. He takes a realistic approach with the Red Ghost's apes, making them seem like a credible threat instead of something silly. But at the same time, their master is portrayed pretty much as he was in Silver Age Fantastic Four comics, which brings out the campy side of the mix here. Guice's take on Dr. Doom is quite traditional as well, but he still manages to depict him as an imposing presence. Bettie Breitweiser's colors are in keeping with the darker mood as well. This is solid genre piece, always serving as a fun diversion any time a new issue hits the stands.

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The hospital scene - during which Wonder Woman tries to appease her guilt and Etta makes her confession - isn't the most exciting one I've read in a super-hero comic, obviously. The scene is linked to the previous storylines, which I've already admitted had lost my interest, and furthermore, Etta gets into her background as an agent for an international espionage/security organization, which again I have little interest in. However, the scene does succeed in winning over the reader, not for what it contributes (or doesn't) to the plot, but rather in what it says about the characters. The strength of the friendship between Diana and Etta and the love they have for one another really comes through. The sensitivity of these women pours off the page, but at the same time, it doesn't weaken them. Their honesty with each other speaks to their integrity. Furthermore, Etta`s down-to-earth attitude makes for a nice balance with Diana's more formal demeanor.

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What I enjoyed most about this issue was Levitz's exploration of the friendship between these two radically different women. Huntress is focused on the mission that's ingrained in her soul, planted there by her father. Power Girl is driven by her quest to return home. Huntress has rebuilt a life in tribute to her father's memory, whereas Power Girl has suspended her life to reconnect with her family. Despite their differences, they're believable as friends. They're portrayed as such when they were Earth-2′s Supergirl and Robin, and their shared loss - of family members and of their world - has understandably brought them closer together. The loss was the same, but their reactions are polarized. I expect their divergent perspectives on what to do about their separation from their home will bring them into conflict in the future, and I look forward to such interpersonal dynamics.

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Now, Lovett's script and plot is constructed from some cliches as well. Dirge's tough-guy routine is part-Wolverine, part-Lobo, and his dialogue is like something right out of a Stallone or Schwarzenegger movie. The same can be said of the quiet but fierce villain, complete with nasty Western-villain attire. Still, those cliched elements mix well with the novel approach to the zombie genre to arrive at something that's fun and solidly entertaining. Xombie Reanimated isn't a deep story or original enough to be seen as outstanding. But it's engaging and deliciously diverting, nothing more but certainly nothing less.

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What 52 should be remembered for above all else aren't the strengths or weaknesses of the format, the radical character changes that occurred or its setup for DC's Next Big Event. What should be celebrated about the book is its sheer ambition. I don't think anyone thought DC would be able to pull off 52 weekly issues without missing a shipping date or there. Hell, my local comic shop held a contest to see who could guess what week would be the first to miss shipping (the customers who opted for "never" won). Given the strong sales, enjoyable moments and new approach to episodic, comic-book storytelling, 52 as a whole can only be seen as a tremendous success.

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Ultimately, the biggest problem with both stories is the need for the reader to be fairly familiar with Marvel continuity. One has to recognize the antagonist from Hulk: Future Imperfect, the hero of Mark Millar's Wolverine: Old Man Logan and the name of the creator of mutant-hunting Sentinels to really get much out of the stories. Nevertheless, these short stories are light and fun, but they're so light and fleeting in nature, they don't seem to command the $4 cover price either.

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Thaddeus's effort to find meaning is meant to balance that cynicism, but it fails to do so. The book is so dark and the Afterlife is presented as so hopeless and boring (yet frightening) that one can't help but adopt the miserable perspective that dominates the earlier chapters of the book. Not that there's anything wrong with misery once in a while, and one has to applaud the creators for crafting something that has a real emotional impact on the audience.

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I think what ultimately hinders Age of Bronze is that the emphasis seems to be on information rather than entertainment. The comprehensiveness of the storytelling and history is impressive, but the expansive nature of the cast, the multiple plotlines and the complexity of the politics, relationships and warfare are just too much to follow. It feels as though the creator's and reader's attention is spread too thin. A more focused approach to the subject matter, while perhaps not as educational, might prove to be more engaging and entertaining.

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Bendis's decompressed storytelling is back here, as the characters spin their wheels. We don't get a glimpse of the Silver Age X-Men (who are splayed all over the various covers for this debut issue) until the very end of the issue, and even then, they're out of costume. This entire issue could've been condensed down to five or six pages, conveying the same information and advancing the story in a much more exciting way while fulfilling the promise of all of the teasers we've seen over the past few weeks. It doesn't deliver on what it promises, and while I'm sure it will in subsequent issues, that doesn't temper my disappointment with this opening chapter.

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This property was at its most popular when it first turned up in Uncanny X-Men and when it spun off into its own title for the first time, written and illustrated by John Byrne. It's understandable that the creators behind this latest relaunch would want to capture the same sort of energy and dynamic that made Alpha Flight a success more than two decades ago. The problem is that restoring these characters to their prime, the writers spotlight one of the inherent problems with corporate super-hero comics: nothing changes, and thereby, nothing really matters. One of the things that stood out early on in Byrne's run was his and Marvel's willingness to make some real changes. Remember when Guardian, the most iconic in appearance of the entire team, was killed? It made it seem as though the stories mattered, that with these lower-tier Marvel heroes, creators needn't worry about the status quo. Now the status quo reigns supreme.

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Quesada's work here represents some of the strongest storytelling we've seen from him in recent memory. While it's a bit too dark for the heartening tone of the script, it's clear and not as exaggerated as his super-hero art usually appears to be. Quesada seems to adopt a Steve McNiven influence for this short story, and the more realistic approach is in keeping with the personal tone of the story. I also enjoyed the incorporation of a single Steve Ditko panel from a Silver Age Amazing Spider-Man, and how Quesada bridges the gap between then and now.

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Conner's artwork is the real star of the show, and I love the ferocity she instills in the title character. I love how emotive Conner's characters are, and she really brings her A game here. Furthermore, artist Tony Akins does an excellent job of aping Conner's style for the final 10 pages of the story. And then, when we reach the point where Wonder Woman has to wear the skimpiest of outfits for her mission of diplomacy, the comic falls apart. It's so ludicrous and gratuitous, it's almost impossible to get back into the story. Even the heroine herself points out how stupid the anime-inspired "costume" is. What's more frustrating is she's the only character to acknowledge it. I realize the entire Ame-Comi line is built on a foundation of these over-sexualized portrayals of the characters, but it's one thing to produce silly statuettes of them and another altogether to ask an audience to accept them in stories.

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Churillas artwork is rather light in tone, which makes for an interesting contrast with the more gruesome aspects of the story. Its quite effective, though. He conveys the raw power that the title character possesses, and colorist Matthew Wilson does an excellent job of reinforcing the depth of the wounds that the Anchor sustains, as well as how that pain is channelled into power. Churillas designs for the demons in hell are rather simple and uninteresting.

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Stan Goldberg's art for this milestone is rendered in a classic Archie style, though I found most panels and pages to be rather cramped. It was interesting to see how Goldberg tweaks the looks of the Archie gang as adults. They still look like the characters we've come to know and love over the years, but there definitely is a slightly more grown-up look at play.

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I'm guessing this one-shot was designed to bolster the sales and profile of Incredible Hercules, but instead, poor marketing and execution may end up actually hindering those efforts. I hope that doesn't prove to be the case, as Pak and Van Lente have done some solid work on the underdog, unlikely Marvel title for some time now.

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Jason Aaron's story of corruption, poverty and misery on a South Dakota reservation continues, and he continues to bring a level of intensity to the characters and plot that engages the reader quite well. We really don't learn much more about these characters in this second episode, which is too bad, because there's some strong potential. Probably the most interesting figure in the drama so far is the villain, Lincoln Red Crow. Later on in this issue, he comes across as a typical crimelord character, but earlier in this issue, Aaron depicts him as a skilled, slick leader (from a public-relations standpoint). Red Crow boasts an intelligent and charismatic quality, and I wish that showed through every time we see the character. One of my complaints about the first issue was that all of the characters seemed so harsh and unlikable. In this issue, a more ethical, centered player is introduced, clearly intended to inspire the main protagonist somewhere down the line. Still, the dominant, ov

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Despite the missteps, Astonishing X-Men: Xenogenesis represents some smart comics storytelling, but I must admit I'm relieved I didn't pay full price for the chance to read it.

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One of the things I enjoyed about this story was how it ends up connecting to plot elements from the first story arc in the series, bringing the first year of the title full circle. But perhaps the most distracting element in the book was the fact that a captive Spider-Woman is depicted as being naked... again. The story really doesn't demand the skin, and the villains' apparent decision to deprive her of clothing makes them seem more like creepy pervs than significant threats to the world's most powerful super-hero team. And while it was a pleasure to see Bryan Hitch and Paul Neary paired again in these pages, I question whether they were the right choice for this particular comic. I'm not taking issue with the work they offer up here; it's detailed and really brings these characters to life. But given the nature of the cheesy, colorful, Silver Age villains, I wonder if a more stylized, exaggerated visual approach wouldn't have served the fun qualities of those characters better.

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Many of my favorite Bendis-written comics are the ones that focus on character interaction rather than action, so suffice it to say I enjoyed this transitional issue of this series. There are definitely some problems. The issue doesn't fulfill the promise set out on the cover - no new lineup is revealed, and the selection process isn't even begun here. Furthermore, the main plot that reveals itself at the end of the issue demonstrates Bendis is simply telling one long, extended story with no end in sight. Nevertheless, the meat of this issue focuses on the disarray in the Avengers' world and how it's affecting the cast of characters.

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I was shocked to discover that this issue was illustrated by Dale Keown, who a darling of the comics industry in the early 1990s with his work on Incredible Hulk from Marvel and Pitt from Image Comics. Now, while I was never a real devotee to his work, it was clear his exaggerated and bombastic style was unique and memorable. But those distinct and over-the-top qualities aren't to be found in this new work, separated from his heyday by two decades. Instead, there's a much more conventional and slightly realistic bent to his linework here. Really, he offers up rather standard super-hero fare, and there's little diversity in his characters. If it weren't for the beard, the reader wouldn't be able to tell the faces of the hero and the villain apart.

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The two stories have something else in common, and it's the biggest liability hindering this comic book. Bendis and Aaron both fail to properly introduce the protagonists to their audience. The very nature of this crossover event title will draw X-Men fans who don't read Avengers comics and vice-versa, and it's bound to suck in a few lapsed readers as well. But the scripts are inaccessible. Aaron tells us little about Hope or why she's seen as a mutant messiah. Bendis' script seems to assume we know we need to know about Wanda; I know most of it, but I still haven't read the last issue of Avengers: The Children's Crusade, so I don't even know how she got from there to here. Bendis doesn't even spell out what the Scarlet Witch's powers are in this story. The stories fail to detail who these women are or why they're important, and as a result, they also fail to give the audience a reason to care about what happens.

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Despite my qualms about the necessity for the script or yet another No. 1 issue/one-shot separate from the main limited series, there can be no doubt that the artwork is fantastic. Davis' designs for some of the adult versions of the Young Avengers are striking, tweaking classic designs in a way that brings a fresh quality to them while honoring the work of Marvel's Silver and Bronze Age legends. The revival of some forgotten character designs (such as the Byrne-era Vision and the M2 Stinger) was a treat as well. Davis' portrayal of the classic Sinister Six was a blast as well. The only respect in which he came up a little short is that the youthful characters in the flashback scene don't look nearly as youthful as they should.

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Unfortunately, Ed Benes's exaggerated style, with the hulking heroic figures lurching about almost every page, doesn't suit the grounded, emotional elements from which the story draws its strengths. His style just doesn't feel right for these characters, for this story. It worked at times for the epic, colorful tone of Justice League of America when the most recent incarnation of that title first debuted.

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The main reason the previous volume of this series worked so well was how Morrison had reversed the dynamic between the Dynamic Duo. In the past, Robin served as a brighter counter to the Batman's dark brooding nature. With former Boy Wonder Dick Grayson in the Batman role and the callous, ruthless Damien Wayne in the Robin costume, the light and dark roles were reversed, making for a new spin on the traditional hero/sidekick premise. But with Bruce and Damien together, that balance is gone. Two doubly dark characters aren't achieving the same result. Their bitter exchanges aren't fun at all; in fact, they're a bit of a downer.

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I was pleasantly surprised with what I found within " a story that focuses on supporting characters in Batman's world rather than the title character himself. I was also expecting a simpler approach in the artwork, given the tight publishing timeline on which is series is set to unfold, but artist Jason Fabok has injected a meticulous level of detail into this inaugural issue. The comic definitely has its flaws, but it succeeds in the most important aspect for a weekly serial: it had me curious about what happens next.

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After the initial recruitment scenes, Simone offers up a prison-escape plot that's fun and helps temper the super-hero elements with more of a military feel. There's a palpable intensity to the plan and action that's a lot of fun.Furthermore, I'm intrigued by the new character introduced on the final splash page of the first story. However, the escape plot hinges on a twist that challenges the reader's suspension of disbelief. It requires a hard-to-swallow ruse and the co-operation of a player who's unaware of what's going on and how things are supposed to play out. The focus on the scheme and the action precludes much in the way of character development for the new members of the team. I'd be interested in seeing how the interplay among these new players will work, and I hope Simone finds a way to bring a couple of them down to earth.

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In other words, this is far from an accessible introduction to the property. And it's not an accessible re-introduction either. While I enjoyed some elements in this comic book, I honestly don't know what it's meant to be about.

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However, that's not to say the homework isn't worth doing. Coates is painting a picture for Western readers of an unstable yet noble African country on the brink of war. A radically different, non-consumer culture is at its heart, and that changes the motivations of the characters and how the audience relates to them. Also laudable is the incorporation of so many strong female players in the drama. While is titled for its main male protagonist, this first issue focuses much more on the women around him: his bodyguards who've been forced into a position to question their core beliefs, his stepmother and her dedication to law and tradition despite her personal feelings, and an antagonist who's skilled at manipulating people in the wake tragedy and trauma.

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Nevertheless, once I reached the end of the issue, I felt as though the story fell a little flat. The community-minded vigilante, swearing to protect those who can't fend for themselves while befriending and admiring them... it just feels a bit cliched. The gangster and his son setting a trap for the hero... again, cliched. One could argue that this is an archetypical crime/vigilante story, and the formula exists because it works. Ultimately, I felt that the cliches outweighed the elements that set this book apart. It's enjoyable, though, and given the title character, it's an unconventional experiment. Of course, that approach - having one hero take over another hero's title - is something that's worked for Marvel before, as those still lamenting the cancellation of The Incredible Hercules can attest.

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In my review of the first issue, I noted I enjoyed Eddy Barrows's work. While he handles the horror elements and the action well in this issue, I found the exaggerated tone in his style here to be distracting. The expressions on the everyday characters' faces on the first page are far too exaggerated and distorted. The barber and customer, for example, look like goofy cartoons rather than average, down-to-earth people. Again, Rod Reis's colors are vibrant and really allows the emotional-spectrum aspect of the plot to really pop.

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Visually, all three segments are pretty strong. Ordway's bright style is a nice match for the Saint Walker story about a test of faith. He captures a sense of the alien and tempers it with a familiar environment that allows the reader to see humanity in Walker and his people. While I was a bit bored with the Mongul story, I loved the way it looked. Chris Samnee has been doing good work on The Mighty, and he performs well here too. His Mongul Jr. is so cute, but he nevertheless instills a thoroughly devilish quality in him that still allows the reader to recognize him for the villain he is. If there hadn't been any credits on the Indigo story, I would have assumed it was Doug Mahnke's work rather than Rags Morales's. He certainly captures the distant, mysterious and primal qualities of the bearers of the indigo power, as well as the arid, seemingly abandoned look of their home.

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In any case, DC and its talent have constructed a solid series with a good chance of connecting with its audience this time around. It's just not clicking for me personally.

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As the credits note, Jurgens created Booster Gold, so it's a pleasure to see him return to the character, which is probably at its zenith of popularity these days (and with recent appearances in two TV shows to boot). Jurgens does a solid job of portraying Booster as a well-meaning average guy who's perpetually in over his head. Despite his future-laden, sci-fi origin, he's a fairly relatable character. Jurgens' crisp, clean super-hero artwork is a lot of fun, but to be honest, the more grim nature of the world of Flashpoint really calls for a slightly darker tone. Jurgens doesn't really convey the pall that looms over the world. Jurgens' style certainly conveys a strong sense of place; there's plenty of detail in the backgrounds.

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David Messina's artwork tells the story clearly - except when it doesn't, but that's OK, because there's a psychedelic component that comes into play at the end of the issue. Overall, though, he boasts a fairly generic super-hero style. Beyond the apparent influences in his work (I see touches reminiscent of such artists as Terry Dodson and Bryan Hitch here), there's nothing all that distinct to be found here. The designs for the superhuman characters are rather ho-hum as well. The Bounce is OK, but it's also quite forgettable.

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Bagley's style has always been perfect for action-oriented, super-hero stories, but that's not what Brilliant is, at least not so far. This story of young friends making a decision to change the world and change their lives should really be about capturing a moodier, more realistic tone. While Bagley's style is attractive and it conveys the characters' youth quite well, the more cartoony elements in his artwork works against the more grounded tone needed to sell this spin on the super-hero genre. The story unfolds clearly in the art; it's not an issue with Bagley's work. It's really more of a mismatch of style and subject matter.

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While I was able to follow the larger plotline, I was struck over and over by the same thought: "I'm missing something here." When the returning Buffy villains are revealed, I failed to pick up on the significance. Buffy and Dawn's strained relationship may humanize the unusual characters, but I had no idea from what the rift between them stemmed. Willow's reference to a dead lover was lost on me as well. And the pattern kept repeating. I don't mind being out of the loop for a few moments, but I kept waiting for Whedon to include some exposition in his script. There just wasn't enough there. I can understand why he'd want to avoid interrupting the flow of the plot and dialogue, but the absence of information is glaring. To be fair, I am not representative of the targeted Buffy the Vampire Slayer Season Eight reader. This is designed with the faithful in mind, not me and my review should be considered in that context. Nevertheless, I think Whedon missed an opportunity to win over new Bu

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Where this book falters is in the fact that there's no real conflict that presents itself in this first issue. Sure, we see some action, but Straczynski focuses only on the setup and the presentation of lives that have been altered by a single event. This isn't a straightforward What If? type story, as the writer mucks about with more than a single turn of events in the history of the Marvel Universe. Iron Man is no longer associated with Tony Stark, and Peter Parker no longer seems to be a child of the 1960s (his scenes feel more like the 1950s). Ultimately, I was left wondering what the point of the story was, but I have to admit that I'm intrigued enough to check out a second issue with the hope of discovering what that point might be.

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That being said, I remained nevertheless impressed with what I found in this small-press endeavor. Both the writer and artist have some solid comics-craft chops. Honestly, I was pleasantly surprised with what I found here, and even the missteps Tallerman makes weren't enough to tamp down that feeling.

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Camelot 3000 may have seemed avant garde in American comics in its time, but it certainly doesn't seem so when one discovers the story today. To me, it served as a curiosity, though I must admit I was drawn more and more into the story as it progressed. Ultimately, I found the history that's explored in the supplementary material to be far more engrossing than the dated vision of the future that serves as the backdrop for the plot.

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The backup story, set during Hercules's exile in an empty dimension prior to the main crossover event plot, is capable and diverting, and it helps to sum up Herc's character fairly well. Nevertheless, I don't think its inclusion was a smart move. The plot is inconsequential; I'd rather have paid a buck less for this comic book than read the "bonus" piece. Furthermore, it's not necessary to appreciate the main story. In fact, for those unfamiliar with Herc's recent past, it could end up being rather confusing.

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I'll give Millar credit for ending this series in a wholly unexpected way. This ending would suggest that it's been Iron Man and the government that's been in the right all along. I don't agree, but I appreciate that Millar brings the story full circle to the ethical debate rather than a huge super-hero fight scene. Marvel gets points for the unexpected ending, though things here wrap up a little too neatly. The sudden appearances of cavalries for both sides at key moments in the conflict are a bit hard to swallow, and the villains' dominance in battle dissipates so quickly that it lacks credibility as well. McNiven's art boasts the same kind of detail and expressiveness that's made it so attractive in the past, but I found the generic costumes for the new, registered heroes to be far too reminiscent of what we've seen in The Ultimates and Squadron Supreme. This final issue sets up an ambitious new status quo for Marvel's America as something of a totalitarian regime, with Big Brothers

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Like most anthologies, though, this is a mixed bag. The Concrete story is a wise choice to open the book. While it's a painfully predictable story, it's also entertaining and demonstrates just how much creator Paul Chadwick has successfully diverged from and experimented with the super-hero genre. The Frank Miller interview and Xerxes teaser were a bit of a letdown; we really don't get all that much here. The Adams piece is shocking with the level of brutality that's depicted, but it's effective. What's offputting about this crime story is his decision to shove an alien-invasion plot into it; the amalgam, at least it stands in this issue, doesn't work. Chaykin's heist story feels a little too familiar, especially when one gets to the scenes of domestic discord - it's nothing we haven't seen from Chaykin before. I was surprised to find that the Star Wars: Crimson Empire III tee-up piece is completely impenetrable. Another misstep with this newly relaunched book is the publication schedu

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Still, the ideas behind each story or offbeat spin on familiar characters are a lot of fun, as is usually the case with DC's Elseworlds bits. The highlights of the book are Mark Waid and Ty Templeton's one-page, Silver Age sendups and Kyle Baker's Letitia Lerner story. Of course, the latter's been available online for years, so the novelty probably has worn off a bit for those who were genuinely interested in this comic.

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What's aggravating about this comic book is its seemingly piecemeal construction. I was convinced until later on in the script that this was nothing more than a series of scenes from upcoming comic books reproduced here. I had the distinct impression there was nothing original created for this comic other than some narration. I'm pretty sure now that's not the case, but if it were revealed to be true, I wouldn't be surprised. I suppose I shouldn't expect a wholly original work for a mere four bits, but that initial feeling that I'd been cheated scratched at the back of my mind even after I'd finished reading and decided otherwise.

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The backup story - featuring Wein's effort to sum up the super-hero legacies connected to ancient Egypt (weird timing, given the real-world events of the past few weeks) - was a surprise, and not a pleasant one. I think this is the first of the backup features in this series that proved to be a big disappointment. It's almost unreadable. It seems as though either the captions are out of order or the panels. There's no flow to the visuals, and Wein's script tries to link characters that really don't have any connection.

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Francesco Biagini's art is the real star of the book. The overall visuals are, again, familiar and generic. We get the dichotomy of the harsh devastation outside the walled city and the clean, antiseptic halls of where the privileged reside. We see amped-up, armored vehicles, complete with the greasy, dirty garage where the hero's ride gets overhauled. Even the mad mutant bikers from hell in the opening sequence seem like recycled genre fodder. Mind you, Biagini's two-page spreads, displaying the rubble and destruction outside the supposedly safe confines of Los Angeles, are stunning. He really pours a lot of detail into them, and various snippets from those spreads seem to tell little stories all their own.

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While the plot in general is fairly predictable and the notion of a brilliant scientist undertaking an ill-advised experiment in the name of love is familiar, that typical sci-fi scenario usually ends up casting the scientist in the role of desperate villain. Here, we have a hero who made a bad but completely understandable mistake. No doubt the plot will no be about his effort to redeem himself and that mistake by rectifying it. Of course, that's not exactly uncharted territory either, but the creators here work well together to make what could have otherwise been a humdrum, derivative experience into a capable, diverting bit of storytelling.

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Walker's artwork is crisp and slickly stylized. His efforts here remind me of the kind of energy and personality one can find in Cully (Black Lightning: Year One) Hamner's art. He conveys Keene's age quite well without making him seem feeble. I like that he crafts him as a stout, solid powerhouse of a man. Walker's design for the title character's wife represents a nice balance of ordinary and extraordinary. My one qualm about the visual side of the book (aside from the gore) is the actual design for the title's protagonist. I know it's in keeping with his classic look, but it's so Skrull-like, I wonder if it might not confuse some of Marvel's newer readers who are unfamiliar with this obscure property.

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Writer Stuart Moore fills in for regular scribe Paul Dini for a couple of issues, and like Dini's done several times, he opts to introduce a new villain with this story. Vox is a terrorist-related character, and that's a logical development given the political and military climate that dominates the news these days. His liquid-explosive gimmick is smart and even has an air of plausibility to it (as does the SWAT look for the character design). I think the codename is a bit of a misstep, if only because DC already has an active, C-list hero by that name at the moment (currently a member of the Doom Patrol). I like the plot, which keeps the Batman from changing out of his civilian guise, leaving Robin to do the heavy lifting. Still, the Dark Knight manages to get involved in the action from an intellectual, strategic standpoint. Still, there's something of a generic tone to the plotting as well, and there just doesn't seem to be the sense of danger that's vital to selling the story. Andy

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This new Star Wars comic series has garnered some surprisingly positive reviews elsewhere online. I'm not one for Star Wars stuff usually, but I decided to check this debut out, especially since it seems to focus on new characters (or at least characters that didn't play prominent roles in any of the movies). The greatest strength of the issue is the artwork by Douglas Wheatley. He offers up some photorealistic work that brings a soft side to the otherwise harsh or alien characters. He also brings an impressive level of detail to the backgrounds, be they tech-laden, sci-fi fantasy-scapes or lush, natural forests. Wheatley's work here reminds me a fair bit of Luke Ross's art from Samurai: Heaven and Earth. Hartley and Harrison offer up an accessible story and script, and there are enough iconic sci-fi figures incorporated to foster a feeling of familiarity. Ultimately, the story - about a desperate flight from oppressive forces, and one man's quest to find his family - feels rather form

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The best part of this publication is the insight comics writer Warren Ellis shares on Dick's life and writing. His admiration for the man jumps off the page, as does a little bit of pity, as Dick was apparently more than a little unstable.

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Bachalo's exaggerated and weird style seems like it would be a good fit for this property, and to an extent, it is. I do find it incredibly cluttered and busy, though, making it difficult to discern what the reader is seeing. Aaron's exposition-heavy script is vital when it comes to translating the visuals into part of the story. The notion of distinguishing between the magical, invisible elements of the world by presenting them in color while the mundane world is in black-and-white is an interesting one, but it never look quite right to the eye.

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DeBunko isn't just targeting ignorance and lack of logic but backwards social values as well. Sexuality is a commonly recurring topic in the book, and more often than not, the characters yearn for sexual release or hide their desires and sexual activities from others even though it's all perfectly normal. The opening strip is about death and people's refusal to accept it as normal. The townspeople aren't afraid of zombies or werewolves, but of their own mortality.

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Robinson and DC made a major misstep, though, when they called this Earth 2. Clearly, this is a parallel world that's like and unlike the universe in which the rest of the New 52 is set, but the term "Earth 2″ carries a lot more baggage. Packed in that baggage are readers' expectations, and this comic book doesn't live up to them. "Earth 2″ inherently points to classic takes on characters and to traditions. Robinson's goal here is clearly to buck tradition and presumably to bring a cooler and apparently grittier tone to old concepts. The title DC has chosen would seem to tell a different story, and that story's not to be found here. I'm still intrigued and entertained enough to follow what comes next, but the creators and the publisher need to cast off the chains of what's come before so the audience's attention is focused on what's new.

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I have to admit" the main reason I'm still reading this book is my fondness of DC's Golden Age characters, but it may not be enough to keep me around for much longer.

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Even comics fans will an appreciation for stories aimed at the younger set will probably balk at the $20-price tag for this book. It is worth the price of admission, but really only if one has kids with which they can share the story and the reading experience. And perhaps this graphic novel presented in a format that looks like a mainstream childrens book will help one share a love of comics with those kids as well.

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By dividing this story into two parts and asking $6.99 US a pop, Boom! may be pricing this book out of the reach (or at least interest level) of readers. Now, a single, combined graphic novel, ringing in at 88 or so pages of story at a more affordable price such as $9.99 US would be a different matter and potential get the publisher into the larger bookstore market. I certainly suspect this story would read well in a single sitting and appeal to a wider audience.

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Despite all of those strengths, I found it hard to really get into this story after the first few pages - or to be more precise, after I got to know the kind of person Baladine is. He's so completely self-centered that one is left hoping he'll die rather than live on. Spencer so successful in painting him as completely driven by self-interest that it's difficult to accept that he'd risk his comfort and indulgence for an innocent from his previous life. Had the writer spent a little more time establishing the relationship between those two characters, it might have been easier to accept. On top of that, it might have humanized Baladine enough for the audience to give a damn about him.

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Those criticisms aside, I have to admit I enjoyed the three characters at the heart of this opening episode. Despite his destructive, murderous nature, there's something noble and admirable about Oakheart, and the interplay between Ali Baba and Jonah is a lot of fun. Jonah's modern vernacular plays a vitally important role here, as it brings the purple prose of the dialogue and fantasy elements in the plot down to earth. The script is fun and brisk, but it never feels too light or fleeting either. I'm curious enough to check out the second issue but not yet completely won over either.

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Mark Bagley's sleek, energetic and traditional super-hero-genre style is a nice fit for the Fantastic Four, and this isn't the first time we've seen him bring their exploits to life on the printed page. The redesign for the FF costumes, blending the old-school outfits with the more recent Future Foundation uniforms works pretty well. His take on Dragon Man and the children of the Future Foundation seemed a little rough or rushed, but overall, the art serves the property well. Furthermore, Farmer's inks seem like a natural fit for Bagley's style. But like the script, there wasn't anything in the visuals that really wowed me either. I plan on checking out the next issue or two, but mainly for their connection to the new FF series in which I'm far more interested.

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The saving grace of this book is the artwork. While the plot (especially the unexplained and ugly explosion of anger on Odin's part) is disappointing, the same can't be said of the strong linework and colors provided by Stuart Immonen, Wade von Grawbadger and Laura Martin. It's a lovely book. I was particularly impressed with how Immonen distinguishes the Norse Gods from the regular super-heroes. He brings such stature and presence to Thor and Odin that really sets them apart. There are quite a few characters running around in this comic book, but Immonen and von Grawbadger never take any shortcuts. Every figure - be it a major player or a bystander in a single panel - is crisply rendered. The only visual element in the book that left me cold was the poorly designed regular cover, with its static artwork by Steve McNiven.

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Barry Kitson's clean linework certainly works well for the pristine, even antiseptic look of the Future Foundation's costume designs and headquarters. He also handles the younger characters quite well. The villain council scenes are appropriately dark, but the rest of the book lacks the edge and intensity that regular series artist Steve Epting instilled in the first three issues. Furthermore, the backgrounds are often lacking. I remain a fan of Kitson's work, mind you, but maybe it was my disinterest in the story that led to a corresponding disappointment in the visuals.

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I do love that Fantastic Four and FF are penned by the same writer. It makes for a stronger link and synergy, and honestly, it's a good idea from a marketing perspective, as it makes it more like a reader of one of the titles will want to follow the other. I hope (and expect) Fraction will nevertheless tell generally independent stories in each book, and the disparate casts of characters promise as much. Nevertheless, super-hero team books don't seem to be Fraction's fort (with the notable exception of the short-lived series The Order). While the art is top-notch throughout, the story has yet to really hook me. I'll give it another issue or two before I make up my mind.

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Ultimately, the energy of this seemingly obvious and simple new direction for the Green Lantern brand is more than enough to win me over, and I'm sure the same will hold true for new readers. Johns has been teasing us for quite a while with the Rainbow of Lanterns storyline, and with this special, there's a greater sense of forward movement with the story. The slow build has been successful, though. We've got a sense of what drives Atrocitus, what Sinestro's really up to and the dissent and secret discord among the Guardians. While I do have concerns about the accessibility of this one-shot, in collected form, I suspect this longer arc and those that came before will be clearer and more compelling.

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That makes Johns's creative choices regarding Superboy-Prime all the more curious and interesting. As I read this issue, it struck me that Johns was writing the corrupt Superboy as a child having a tantrum; every bit of his dialogue indicated that. Once the reader reaches the end of the issue, it's clear what Johns is saying: that Superboy-Prime represents every childish, whining, sheltered fanboy who's ever dissected the minutiae of continuity and complained endlessly about the comics he so obsessively follows. This has been suggested of Prime's character in the past, but never have creators been so overt about the message. I have to admit that I enjoyed the metatextual comment, so perfectly represented in the art by Perez's choice to use the roughest of sketch lines to depict the character's fading form at the story's climax.

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The overwhelming nature of the Flash's history and the sheer numbers of his allies and enemies impacts the art as well. Ethan Van Sciver has a hyper-detailed, meticulous style, like those of George (Final Crisis: Legion of Three Worlds) Perez and Phil (Amazing Spider-Man) Jimenez. Every page is just too cramped with information. I also found it odd that the darker, harsher new villains that have been introduced into the Flash's world in recent years have been elevated to the some kind of campy, colorful status as the classic Rogues in the Flash Museum scenes. It seems to me this creative team's last landmark resurrection series - Green Lantern: Rebirth - was more straightforward than this and therefore more engaging.

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Continuity concerns aside, the final scene is the most grounded and poignant of the entire series. People have been saying from the start that Flashpoint has been a Flash/Batman teamup story, and nothing makes that more clear than the final scene. The story was, at its heart, one about grief on a personal level, about losing a loved one far too early in life. Johns softens the Batman here in a way that makes it clear he's a human being, not some madman driven to mete out justice. While Bruce Wayne's parents' deaths were the catalyst for the Batman, we seldom see the character actually dealing with those deaths. We see him trying to undo them time and time again, but really, the strength of the final scene is watching two men allowing themselves to feel their pain and to appreciate those loved ones despite the sense of loss that's consumed them for so long.

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Former Marvel/X-Men editor Mark Powers offers up a thoroughly accessible script that will allow new readers and those with a passing familiarity with the characters and concepts here to follow the story clearly. I like the core concept of this story arc, which pits the one-time queen of Cobra, the Baroness, against both the G.I.Joe team and her former terrorist allies. Powers offers up a scenario in which the Baroness is somewhat sympathetic, but he doesn't go overboard. The villainess is still ruthless and corrupt, but her motives here are easier to accept. My favorite part of the script is the notion that the good guys (or at least the Powers That Be that direct G.I.Joe's activities) allow for ethical compromises in their methods as well. the exposition is woven seamlessly into the script, disguised as a mission briefing. Powers wisely opens with an action-packed scene that establishes the militaristic tone of the book right away. The line art is detailed but not photorealistic, whic

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In the late 1980s and onward, super-hero comics adopted a darker tone, in part to capitalize on more mature stories crafted by Miller, Moore and others. Part of the reason for the trend, no doubt, was an effort to appeal to an aging fanbase, to give the formerly young comics readers of the Silver and Bronze ages something in keeping with what was perceived to be a more adult sensibility. I get the sense IDW, with these 21st century Joe comics, is trying to do the same. It didn't work for me, but then, I didn't really feel much of an attachment to these characters or this property.

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After I read this issue, there was something about the way the property, plot and players are crafted that didn't quite sit right with me. The title character, Brock, reminds me far too much of Wolverine. He has no costume or animal powers that I tell, but he's a hunter without equal and a violent figure who is willing to kill without pause. He's the kind of guy who is The Best There Is at What He Does, and he's far to derivative of Marvel's most popular mutant. The Morgan estate and its owner's willingness to take in young people also make for an easy comparison to Charles Xavier and his school for gifted youngsters as well. These elements make Gamekeeper seem far too familiar in tone, and that sense of a lack in originality is alienating.

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The art throughout the book is and full of energy. Villavert also provides the characters - especially the kids - with sharp, iconic designs as well, though I don't get why the Red Octopus is, you know, green and yellow. The surreal colors suit the oddball, corrupt qualities of the characters, but I'm still bothered by the fact that we don't have a strong sense of the school itself, its physical structure and layout. The action seems to unfold in a psychedelic void. It feels as though the artist hasn't mapped out the school, and doing so might lead to a clearer sense of place and dimension.

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Russell Dauterman's name is new to me, but after this initial taste of his work, I'm a fan. I'm reminded of Tim Sale's style here, but Dauterman's approach is a bit softer. Despite the scant number of costumes and super-power displays in the book, he conveys the larger-than-life nature of the characters quite well. What's a bit lacking is a stronger sense of place. The script tells us what kind of neighborhood in which these characters live more than the art does, and the interior of their homes look too cavernous. I know we're meant to see they live affluent lives, but their homes don't really seem like homes when it's called for.

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Mark Sable's script captures a realistic vision of a modern war zone as well. The timing of this comic's release is good, given the fact that the war in Afghanistan has been back in the news as of late. Nevertheless, this particular platoons actions and interactions are confusing, in part because the characters aren't identified clearly enough, not only visually but in the dialogue as well. As I said, it was on Azaceta's reputation alone that I picked up this comic book, so I was unaware of what the story was about. As a result, it was frustrating to discover that all of the real-world setup, politics and interpersonal dynamics throughout the bulk of this comic turned out to be secondary to yet another zombie story. there are no hints that the shift in genre is coming. Sable really needed to get to the pint more quickly so the reader doesn't invest in a topical war story.

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Overall, Grayson is a good-looking, fun comic book, but at a time when so many other comics are achieving more entertaining, challenging and engaging stories, I need a little more than fun and good looks to hold my attention.

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I sang DC's praises for launching The Unwritten #1 with a cheap debut issue, and the publisher deserves the same credit here. There are 34 pages of story and art to be had for a buck here, and even though my reaction to the story was somewhat mixed, there's no denying that's a great value.

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What's hampered this story arc the most is the artwork. Philip Tan's detailed linework certainly captures an exotic and imaginative array of alien forms, but it's also difficult to discern movement and flow in the panels. The two-page spread depicted a platoon of Green Lanterns looks great, but some of the credit has to go to colorist Nei Ruffino, who adds so much energy with some brilliant colors. I love how the Orange Lanterns really pop as well. Rafael Albuquerque's work on the backup story is fairly solid but doesn't really boast that wow factor.

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I was a bit disappointed that the story glosses over the concept of the "Green House," a galactic safehouse of sorts established by Hal Jordan; I found I wanted to know more about it and why Jordan felt it was necessary. I was also disappointed that Hal and Guy's challenge in reaching Oa and the solution made for such an inconsequential and fleeting tangent in the larger storyline. It felt as though Johns was just padding the story out so as to fit the pieces in with the other GL titles involved in this story arc. Speaking of padding, I was irked to find that six of the 20 pages in this comic book are splash pages (or at least "splashy pages" - featuring panels that make up two thirds or more of the page). Now that DC has reduced the page count of its standard-size comics, it would be nice if it worked to ensure readers were still getting as much story as possible. Some of the splashes here work with the drama and pacing of the story, but some weren't necessary.

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Mahnke's work on this title has been stellar throughout the run, and given the strength of his work before that, it comes as no surprise to those of us familiar with his art. He certainly captures an epic and immense scope here. There are plenty of visual cues that convey that Everything Is on the Line. The colors are appropriately vibrant as well, given the cosmic energy of various hues that flow freely as part of the story. My one qualm with the art is the fact that the use of multiple inkers makes for some inconsistency. The linework on pages 7 and 19, for example, seems a lot rougher than it does on other pages.

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After the disappointing fill-in art from Mike Choi in the previous issue, it was a pleasure to see regular penciller Doug Mahnke return with this issue. As has been the case with many of his comics in the last couple of years, he's joined by several inkers to complete this issue. Fortunately, Mahnke's style is so distinct and strong, that approach doesn't lead to noticeable visual inconsistencies. I love the designs for the Indigo Tribe. They're diverse but all capture a dark, mysterious and oddly spiritual tone, but in more of a cultist kind of way here. I know the Tribe comes off as somewhat malevolent here, but I'm looking forward to the twist that ends up casting the characters in a positive... ahem, light.

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Unfortunately, the Sinestro/Hal plot isn't allowed to resolve on its own, and in order to follow this comic book, one is really required to be well versed in the past few years of GL continuity (notably, Blackest Night and the ethical deterioration of the Guardian of the Universe in its wake).

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Though I still don't know what Lyssa Drax's deal is, Johns's plot and accessible script do a great job of letting the reader know who Sinestro was and how he came to be who he is today. I like the notion that he sees (or at least saw) Hal Jordan as a kindred spirit, and the notion of two friends becoming bitter enemies is a classic conflict, a formula that pays off just as well here as it has time and time again in so many other works of fiction to come before.

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The final segment is the strongest of the three... or perhaps it's just the radically different tone that makes it so engaging. The first two tales are dark and, at the very least, unfortunate in tone. The third piece, "Nightlife," focuses on how people take to the night to let loose, to celebrate life. The night-club/pub scene is far behind me, but there's no denying the value of the adventure, revelry and madness of a night of drink and ridiculous dancing can offer. It was easy to relate to it, and while there wasn't a clear plot here either, it served as an importance counter-balance in the book. Finally, I enjoyed how the three stories intersected with one another but weren't dependent on one another either. Each is something like a piece of the puzzle, but each piece has its own full picture to offer as well.

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Another issue is the fact it appears the shtick used here - Harley as an Ambush Bug-esque figure who's aware she's a comic-book character - might not be the main mode for subsequent issues. The final scene promises a different focus, so I'm left wondering if this zero issue will actually prove to be a fair sample of what we can expect in the months to come.

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That doesn't mean the first issue of Helheim fell flat for altogether. I was wowed by one aspect of the book: Jolle Jones's artwork. I love the designs of the villainous invaders. Furthermore, Jones has clearly opted to challenge herself. Past instances of her visual storytelling featured slender figures, delicate elements. Here, she delves into more brutal characters, and she employs thick, harsh designs to convey the rough strength of the various players in the drama. I've always found her work focused on grace, youth and beauty in the past, but here, she adds ugliness and pain to the mix as the property requires. It's as though she wants to avoid artistic "typecasting," and if that's the case, she succeeds. Nick Filardi's colors are appropriately dark and muted throughout, so the deep, sparkling blue tones he uses to convey the Ghost Rikard's form really pops as a result.

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Brian Michael Bendis is a clever writer when it comes to super-heroes. His dialogue is snappy and entertaining. He brings some credibility and tension to what could have ended up as typical super-hero action. And he handles this huge cast of characters quite well, introducing the players fairly clearly while still reinforcing the confusion that results in a customary battle among heroes. But Bendis isn't so clever a super-hero writer to hide the fact that nothing happens in this issue but an extended fight scene. At first, I was impressed with the notion that beings from another dimension would speak another language or at least could not be comprehended due to some sci-fi, quantum-physics divide. But the language barrier turns out to be fleeting, a means to keep the players scrapping. Land handles the choreography of the over-the-top genre action quite well, given the number of characters punching, kicking, blasting and contorting around and at one another. In the end, the story is sh

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The property can be summed up as Harry Potter meets Twilight meets Mean Girls, so its design to appeal to a mass-market audience always makes its presence known. The story-within-a-story approach here, which I assume will be a recurring motif throughout this comic series, works pretty well and builds up the mythology of this kinder, gentler interpretation of vampires. Jones' art suits the property well, as she conveys the teen vampires' youth quite adeptly (though she fails to make the "Nerd Herd" look the part as compared to the nasty popular girls). Kerschl's artwork for the flashback/legend sequence was something of a surprise, as it doesn't look like the super-hero genre work we've seen from him. The anime influence is much more apparent than usual, but he does an excellent job of capturing a mythic look.

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Waid's story of ethics and larger events that force philosophical imperatives is an engaging one, but not necessarily a realistic one. It's really the only kind of thing that could unfold in the context of the super-hero genre. It's a strong premise, and Waid's central character is an interesting one, in part because the writer doesn't instill too many badass or mysteriously stoic qualities in him, and as such, the writer avoids turning his protagonist into a cliche.

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Again, artist Jean Diaz tells the story clearly, but his figures continue to be a bit inconsistent, occasionally taking me out of the story. This time around, though, he manages to portray Jailbait as the younger girl she's meant to be, but again, I find the character's role in the book to be distaste and too extreme. Colorist Andrew Dalhouse employs too bright a palette in this story. Save for a brief view of the devastation wrought by the Plutonian that's immersed in dreary greys, the rest of the book is marked by bright blue and green tones, which seem out of place in such a dark story.

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It's clear Infernal Man-Thing should've been offered as a single volume, with the 1974 story first, followed the new work by Nowlan (though one can understand why Marvel would want to put Nowlan's art front and centre). Those with an interest in this story would be well advised to wait for a collected edition, which hopefully will present the story in the proper order

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Unfortunately, the book isn't without its problems. Mainly, it's not the easiest book to follow. One issue stems from the main character's name. I kept confusing it with the term "mark," as in target. Of course, it could be that the writer specifically chose the name because of that other element, but nevertheless, the multiple meanings threw me off. Furthermore, while Christian Ward's psychedelic style, reminiscent of the art of Jon (The Black Diamond) Proctor, is attractive and suits the reality-bending qualities of the plot, it makes for dizzying moments as well. I couldn't tell the weirder visuals and colors were meant to be cues for dimensional travel or some other sci-fi idea. I did appreciate Ward's design for the main character, which seems to clearly take cues from another genre-fiction slacker hero (see Shaun of the Dead). The use of photographic elements for a key scene, in which the Infinite Vacation is explained by a corporate shill, makes for an interesting contrast to Wa

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Ultimately, the writers go awry by failing to really tell the audience what the story is. We don't know what the mission to Earth is about. The character with top billing on the cover isn't even mentioned. While mildly curious about some of the characters, Giffen and DiDio don't give the audience a real reason to care about what happens to them. We don't know what's on the line for them personally or in the big picture. It's clear the creators are trying to move the story along at a brisk pace, but the plot lacks any kind of definition.

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The tone of the first-person narration and the artwork makes it clear to me that this comic is something of a love letter from the writer/artist to Frank Miller. The tone of the narrative captions seems to evoke an easy comparison to the opening narration in Miller's classic The Dark Knight Returns. The visuals harken back to Miller's work on Daredevil and the first Wolverine limited series, complete with their seemingly airborne ninjas formed out of dark shapes and flowing fabric. Andrews has always proven himself to a versatile and talent artist, and this tribute to Miller further demonstrates that. The limited color palette helps the art to stand apart from standard super-hero genre fare as well.

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This first issue is really little more than tease. Favreau lays the groundwork, sets the stage, but the real story is barely underway. Still, this is a successful tease. The promise of a big conflict between the title character and a Kirby-esque monster is enough to maintain a grasp on my interest, even if it is a tenuous one.

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While I enjoyed the smart tone of the writing, overall, it's the same tone we've seen in Fraction's run. There's really little new to be found in Gillen's take on Iron Man. Extremis resurrected as key plot element. Tony as self-loathing futurist. A frustrated Pepper Potts proving herself as a head of industry. It's intelligent stuff, but with Fraction's exodus, I expected a change in direction, in tone. Only thing that seems different is the armor (which is reminiscent of Mainframe, the automated spin on Iron Man from such alternate-future Marvel titles as Spider-Girl and A-Next from the 1990s).

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I was a little leery of delving into yet another new series featuring War Machine, but there were two words associated with this new title that drew me in: "Mike McKone." Unfortunately, his influence is barely apparent in this comic book. One can see his style come out in the brief Blizzard fight scene early in the comic, but after that, a much different style dominates the art. Don't get me wrong - the work is good. I'm reminded of Nathan (DMZ) Fox's art, and the grittier look certainly is in keeping with the unsettling nature of the antagonist. But McKone's clean style is also a nice touch when it comes to the shiny, rigid lines of armored heroes. Artistically, it felt as though Marvel pulled something of a bait-and-switch move here.

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Ultimately, this story isn't a Justice League yarn, but rather an examination of Steve Trevor. I've never much cared for the character in the past (save for perhaps Nathan Fillion's portrayal in the animated Wonder Woman direct-to-DVD movie from a few years back). But Johns offers up a radically different interpretation of Trevor. He's brilliant, he's determined, he's tough and he's privately melancholy. He stands out as the most "together" person in the story, but he's also the most broken and conflicted. Johns delivers a strong character study, one that's so strong I hope we get to see a lot more of the character beyond this new story arc.

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In the end, while this is a fun, accessible super-hero team story, it also feels rather" ordinary. The inaugural mission seems to boast a generic threat, and there's no sense of suspense. This is by-the-numbers, standard and capable genre fare, but given the hype that's surrounded the New 52 relaunch, the audience is definitely going to expect something more special and innovative than this.

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Grant Bond's artwork is clearly influenced by American animation, and his exaggerated style suits the broad-strokes approach of the plotting and the imagination inherent in the premise. The color scheme is exceedingly dark, but it makes sense in the context of the story. We're still in the "real world" so far in the story, and there's a hint that brighter tones will emerge once the characters and the audience cross over to the other side of the looking glass.

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While this isn't the first time we've seen a story about Legionnaires being trapped in the present, the premise is a strong one and hasn't been overused. Furthermore, I like the lineup Nicieza and DC have opted for here, as it includes some of my favorite Legion characters, such as Wildfire and Gates. I think Nicieza and his editors' biggest misstep is they've really delivered a second issue instead of the first. Beginning the story in the 31st century at the beginning of the mission would've made for a more accessible plot and a less frenetic atmosphere in which to set the stage.

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This was the first time that I saw Madman's story as one of a simple soul's search for purpose. This reanimated adventurer is really in the midst of an identity crisis, and that's something to which anyone can relate. We're all looking for our place in the world, and it's a comforting thing to have found it. Perhaps this is Allred trying to reconcile radical changes he made in the character over the years due to directions he chose and decisions he made that might have seemed to contradict earlier ones. In any case, that broader theme is intriguing and serves as a solid hook for this new beginning.

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I picked up a copy of this inexpensive zero issue for a friend of mine, who's only an occasional comic consumer but a major Mage fan. I noted he was posting online comics news stories about this new series, so I knew he'd love to have this issue. What he asked me when I gave it him was if and when the collected edition of The Hero Denied would be released. That made me think: why isn't The Hero Denied an original graphic novel rather than a comic-book series first? It's unlikely this third Mage series will attract a lot of new fans, and chances are, if it did, those readers would seek out past collections to get up to speed. That means any new readers and previous fans would be receptive to devouring The Hero Denied in one satisfying lump. I could be wrong, and chances are Image and/or Wagner might have even examined the possibility.

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Though I enjoyed seeing these classic characters come together, the result is a story that's more in keeping with traditional super-hero comics than the noir pulp genre from which they originated. I know the two genres are closely linked and the lines blur, but the overall tone of the plot and dialogue seems more like a retcon story written by Roy (All-Star Squadron) Thomas featuring Golden Age mystery men. Mind you, I really liked Roy Thomas's work in that vein. Nevertheless, the plotting here seems rather familiar; one could argue it's a bit clichd. It's solid, I suppose, and it's diverting. But it doesn't feel particularly special either.

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In the opening scenes, Cal's special nature is described as an illness, and though he later sees his powers as a curse, he realizes he's a superhuman figure, not a patient. But it turns out he was wrong and that everyone else was right. I'm reminded a little of Phenomenon, a film starring John Travolta. Though his special abilities are brought on by an illness as well, he sees them as a blessing, as a means to transform his life from something ordinary into a dream come true. In Meltdown, Cal's story is the opposite. He longs for the ordinary, and in the absence of that, he longs for purpose. There's none to be found, and the tragedy makes for an engaging read.

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I liked the lighter tone Rich Ellis's linework maintains throughout the issue. Despite the over-the-top villainy of a couple of key villains, this isn't edgy, dark fare, nor should the creators strive for it to be. Ellis achieves a nice balance between the wonder of the storybook elements and the safe, mundane nature of the "real world" in which the heroine finds herself. The artist's portrayal of Em conveys a sense of innocence and friendliness. Michael W. Kaluta's cover, though lovely, brings far too much gravitas and realism to the property. Memorial's not anywhere as heavy or brooding as the Kaluta cover indicates. Of course, that's not the artist's failing, but rather a poor choice for the editorial folks at IDW.

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Where Rouleau goes awry is with the presentation of the plot. It's not entirely clear what this story is meant to be about. Later in the book, I had the impression it's more about the relationship between Magnus and bad-guy scientist T.O. Morrow, which makes sense, given the prominent roles the two characters had in 52. This is, after all, billed as a 52 spinoff title. But I get the distinct impression that all of the ancient Atlantean characters from the opening scene really bear little relevance to this story, leaving me to wonder why we had to trudge through the dark, confusing sequence in the first place. The pacing of the plot, high energy of the art and radical shifts in setting (both in terms of time and place) makes this super-hero comic seem like a hyperactive child telling an odd, rambling but cute joke. The experience is a bit puzzling and almost frustrating, but it's also amusing in the end.

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Bendis sets this series up as a crime book with trappings of the super-hero genre, and it's a wise move. Bendis first grabbed people's attention with his independent crime comics. Furthermore, there's the promise of the exploration of Marc Spector's fractured psyche, and if there's one thing Bendis does well, it's exploring damaged characters (just see Alias for proof). Yes, there's a lot of promise in this first issue - especially on the final page - but as far as this first chapter is concerned, that promise is (as yet) unfulfilled. This was a bit of a lackluster start, but there's enough in it to get me to look at the second issue.

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That writer Geoffrey Thorne's concept started to win me over by the end of the issue is a testament to the ideas he explores here, because my God, I have no interest in the world of sports.

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The artwork is quite different from what we've seen from Langridge, but Villavert takes a similar approach. Instead of trying to reproduce photorealistic representations of the Muppets, he takes a more organic approach. The artist employs an elongated style that's a bit distracting at times. Kermit often looks too tall, and Sweetums doesn't seem to be nearly as imposing a figure as he has in the past. My favorite visual comes from the one of the two regular covers. That Kermit/Sweetums cover is by Mouse Guard creator David Peterson, and it demonstrates what a talented artist he truly is.

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Ultimately, while this debut issue is fun, it's also rather unremarkable. It's competent, genre-comics fare, but little more.

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Lemire has clearly endeavored to remove the Kid Eternity concept from the super-hero genre, and he's fairly successful. Unfortunately, it's lost a bit of its charm and magic in the process. In the end, I felt like I was reading a pitch for a new TV series. Mind you, it's a solid pitch, and given audiences' taste for similar fare in recent years, it would likely be a successful, to a certain degree. But somehow, along the way, Kid Eternity became the lead in Ghost Whisperer, replacing Jennifer Love Hewitt with something akin to the starring actor from The Listener. The result is the story feels quite ordinary, rather than the whimsical qualities of the original take on the concept or the more surreal spin on it from the Vertigo series of the 1990s.

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Once again, there's a split approach with the art, and it works in this context. The mystical battle sequences are illustrated by Chris Bachalo, who delivers some of his strongest work in recent memory. Of course, the strength of Bachalo's work here simply emphasizes the comparative weakness of Billy Tan's art, which serves to bring the Avengers scenes to life. Those scenes are so conversational, and the dominant tone is meant to be one of reassurance, of friendship. Tan's style just isn't suited to conveying softer moments.

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Kindt's script does a solid job of establishing an emerging threat to the present in this inaugural issue, but what he doesn't do is give the audience a reason to keep tabs on his cast or care about what they're doing. Almost the entire lineup of the team is gruff, hostile or off-putting in some way. Even Ursula seems unlikable, given her suicidal tendencies, which come off as weakness, as though she's given up on the adventure just as we're joining her on it. I get what the writer is trying to do here. I see why he's brought an edge to these characters, why he's embraced dysfunction as his starting point. It just didn't really hook me, and with my mild scorn for the cutesy title, he and Kolins really needed to draw me in to get me to read more - in the future.

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Some might argue Peanuts shouldn't go on like this, and I honestly don't really know if they're right or not. There's a timelessness to the strip I'd like to see preserved; I don't want to see Charlie Brown and company dealing with 21st century reality, and the new material here basically holds true to that. But that's a double-edged sword. If Braddock and company don't deal with new elements, I wonder what these creators could add to the long history and legacy Schulz established.

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Kalvachev and his co-writers immerse the main character in mystery, in confusion, in intrigue. The problem is that at first, it makes the storytelling seem almost random. Initially, the reader is led to believe Eve has some sort of multiple-personality disorder, but the answer is simpler yet more convoluted than that at the same time. The plot comes into focus in the latter part of the book, almost too clearly all at once. One can almost hear the creators whispering into your year, "See? This is what's been really going on the whole time." I don't mind some mystery. In fact, I thoroughly enjoy it. But there's so much effort expanded on keeping the reader in the dark that it hardly seems as though there's much plot in the first place. Still, I have to admit that the ballsy, over-the-top, unrelenting noir atmosphere is tremendously fun. The blackness of the visuals and, to be honest, the cheesiness of the intrigue are enticing.

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The main liability is that we never get to see the title characters. I realize Spears is trying to foster and air of mystery and a real presence by keeping them hidden from view. Having the other characters talk about them in hushed tones grants them a mythic, larger-than-life quality, yes, but the reader is left scratching his or her head. A blurb on the final page promises well meet the Pirates in the next issue, but I found I was really craving more information. I can appreciate the effort to establish mood, but a better balance between atmosphere and exposition would have been strengthened the book for me. Im still on board and anticipate the next issue, though, and fans of such titles as DMZ, American Virgin and Local will find this book of great interest.

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What struck me the most about this comic was the artwork. Tanya Roberts's style seems at first like a bad fit for the subject matter, but her expressive, cartoony approach to the characters make them more likeable. Despite the downtrodden elements serving as the foundation for the premise, Roberts ultimately brings an uplifting tone. Her style reinforces the sense of fun that's really the book's best asset. Her character designs could use a little retooling. Mackie's facial scruff seems to clash with the boyish look that Roberts has crafted for him, but it's a rather minor gripe, to be honest. Her linework is a bit rough and loose, but it works in the context of the post-plague backdrop in which the characters find themselves.

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The overall theme of this volume - I think - of the anthology seems to be death, the afterlife or existence on a plane beyond the earthly one. Still, the creators seem to interpret that theme in a multitude of diverse ways, so diverse, in fact, that the theme isn't immediately apparent nor am I completely confident I'm seeing it correctly. It seems to me this volume of Popgun lacks the number of experienced and recognizable names that previous ones boasted. That made the Jamie S. Rich/Joelle Jones and Paul Grist segments all the more welcome. I question the wisdom of opening with Guillaume Singelin's "Carjacking." This silent story that juxtaposes cartoony character designs that brutal violence is intriguing, but it's certainly not inviting. It's a bit too experimental in tone for the very first story to meet the reader as s/he makes his way through the book. Still, there's so much material in this book, the buyer can't claim s/he didn't get his or her money's worth.

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Azaceta's noir approach is ideal for this property. His work is so strong that his name alone is enough to get my interested in a comic book these days. His sketchy, loose but realistic style - reminiscent of the work of such artists as Tommy Lee Edwards, John Paul Leon and Michael Lark - really brings the dark, edgy side of New York City to life, and it conveys the vulnerable mortality of the characters caught up in Waid's mystery. I also loved the Mignola-esque corpse that grabs the eye on the first page. Colorist Nick Filardi does an amazing job of reinforcing the dark, tense moods that the linework establishes as well.

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The plot seems fairly generic in nature as well, and while I was a bit disinterested at first, I can appreciate that the writers are trying to offer as accessible a story as possible for the initial issue. Power Girl has had a convoluted history since 1985's Crisis on Infinite Earths, so introducing her to new readers or those who've only seen in her team-book settings isn't the easiest of tasks. The script is accessible if a little wordy, though. Most importantly, Gray and Palmiotti firmly establish a personality for the title character that goes beyond what we've seen before, which has often been the buxom powerhouse with the short fuse. Her ridiculous wealth is a bit of a hard pill to swallow, but I like the concept of the character as a businesswoman who sees philanthropy as a model for making money. The action is far too harsh in tone at times, especially given the Silver Age leanings in the plotting. Overall, the writing on this first issue is a bit of a mixed bag for me, but the

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Overall, the point of the story is about a woman with no stability or real happiness in her life finding peace and even purpose. While she has no idea what transformed her, her new purpose is delving into that mystery and appreciating a simpler lifestyle. Ultimately, the message at the heart of the story is quite relatable. Ginger is forced out of an unhealthy but easy life by horrible events, and she's forced to start over. But as a result of terrible experiences, she ends up improving her life and herself. How many of us have lost a job or been through the end of a relationship only to emerge from the melancholy or anger to embark on a new path that proves to be more rewarding. Palmiotti offers a new-door-opens-after-one-closes parable, albeit an exceedingly weird one.

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Just about every time I thumb through a Dynamite Entertainment comic book, I come away a little bit surprised, and the story and art in this annual was no exception. Oeming's plot is a novel one in that it doesn't feature the title character as the heroine, but rather what she represents and how her legend can serve to inspire. The writer embraces a sense of medieval feminism as a disgruntled and overworked wife decides she's had enough of watching her husband pimp prostitutes and ordering her to clean spills and stains. Her rebellion is over the top, but it's in keeping with the period and the violent tone of Red Sonja. I think what I enjoyed the most about this story, though, is that the protagonist isn't some perfectly shaped, impossible paragon of human physicality. Myria is a big-boned and buxom woman who nevertheless exudes strength. She's also rather fetching, even when compared to the rake-thin prostitutes she endeavors to protect. Sadowski's art is realistic in tone. Actually,

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Bryan Turner's exaggerated, angular art is a nice fit for a satire project such as this one. His artwork here looks a bit like a cross between the styles of Humberto (Amazing Spider-Man) Ramos and Rob (Chew) Guillory. I'm also reminded of the art of Peter Lumby, the artist on a similarly satirical (but not so enjoyable) graphic novel entitled Tozzer and the Invisible Lap Dancers from a decade ago. Turner's work is clear but goofy, and it's so over the top, it signals the exaggerated, lampooning nature of the writing quite clearly. The artist captures Miller's style from Holy Terror quite well, just as he conveys the helmet-cam shots from the Iron Man movies effectively as well.

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I was pleased to find that the producers of this comic book take care to acknowledge where the property came from. There's an essay by Richie Rich co-creator Sid Jacobsen that outlines the character's history (with hyperbole that would do Stan Lee proud), but more importantly, there's a "classic" style Richie Rich story included in this comic as well. At first, I thought we were looking at a reprint, but artist Ernie Colon's apparent use of computer art for some elements made me think differently. It's a cute story, but incredibly simple and not entirely logical at times. It'll entertain the tykes, but there's not much here for the older set.

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As has been the case with a couple of the other "resurrected" comics DC issued this month, the publisher pulls a fast one on readers and retailers alike when it comes to the content. This was solicited as being illustrated by Ryan Sook, whose work on his last project (Wednesday Comics) was much celebrated. While Sook does provide some of the visuals in this issue, he's joined fellow artist Fernando Pasarin, who provides linework for latter pages in the book in his competent but unremarkable style. Furthermore, Sook's work here is far more conventional in tone than we're accustomed to seeing from him. Still, I did like his take on Indigo 1 as well as multiple incarnations of the Black Lantern Hawks.

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It was a pleasure to see that the original artist from the Starman series, Tony Harris, participated in this one-shot by providing cover artwork. The interiors don't capture the same kind of art-deco style that characterized the series. Still, the interior art is pretty good, and the reason is clear. What might have been fairly standard super-hero artwork by artist Fernando Dagnino is made a bit more special by Bill Sienkiewicz's inks. His gritty, dark style suits the macabre tone of the Black Lanterns not to mention the dark style and charm of the Shade.

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I was disappointed when I heard the original creative team that launched this title was leaving the book but encouraged by the news that Buffy creator and popular writer Joss Whedon would inevitably bring a larger audience to this underrated book. Unfortunately, he also brought a change of direction that doesn't really make sense, given the context of these established characters. The shift in setting from Los Angeles to New York comes from out of nowhere, and there doesn't really seem to be a good reason for the character to choose it. There's not enough buildup here to get the reader to accept the title characters' odd and new tactics. Whedon's script doesn't seem to be in line with current continuity either, but then again, this title has only been tangentially linked to the Marvel Universe in the past. One cannot deny it's fun seeing these newbie, would-be heroes screwing up a heist job, though. the characters' bumbling offsets the newfound confidence they display in their confront

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The good news, art-wise, is that Steven Sanders's style in the main story is fairly consistent with that of Jaime McKelvie, who illustrated the backup story spotlighting Lockheed. The bad news: Sanders's work, with its many elongated faces, pales in comparison with McKelvie's. It's not that surprising, since the latter artist has collaborated with Gillen closely on Phonogram from Image Comics for the past couple of years. Still, one can also see that Sanders is trying to maintain some consistency with John Cassaday's style as well, and he captures the sterile, utilitarian nature of S.W.O.R.D.'s headquarters.

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This introductory issue paints life on the Lakota reservation as one of perpetual violence, anger and betrayal. It's a harsh place, and that depiction is understandable. But what's uncomfortable about it is that there doesn't seem to be any kind of oasis of peace, any icon of a better way of thinking, to be found. Everyone seems prone to violence; even the group dedicated to opposing the corruption is armed to the teeth. Every character seems so harsh, so damaged. Is it realistic? Maybe it is, but it doesn't feel that way. There's a need for some small bit of calm in this cultural storm, an honest character, a peaceful character. Come to think of it, what's missing is a spiritual character, which would very much be in keeping with the Native American culture that's so vital to this story.

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I rather enjoyed Vanesa Del Rey's artwork in this book. It's eerie and gritty, and it's a great fit for the witchcraft riff running through the story. However, there were some momentary fumbles in the artwork that I found incredibly distracting.

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Moyers's main plot is somewhat crude at first. Michael's vigilantism seems fated to end badly, and the convenient participation in the new love interest and her decision to hide him come off as stereotypically formulaic plotting. There's a hint that there's going to be more to the story. There's the potential for more than an action/crime story here. There are social and political elements that could come into play, given the circumstances of the violence and the protagonist's background. Those more complex and challenging ideas aren't to be found here, but Moyers has laid the foundation. It remains to be seen if he taps that potential or follows a more predictable path.

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Despite my disdain for the characters and what I saw as their ultimately empty relationship, I have to admit that a great deal of the character-oriented stuff really rang true. I've met people like Holden; I know women like Casey. Both seem incapable of facing the prospect of single life; each grabs onto the first opportunity for a relationship that comes along after the last one dissolves. Holden doesn't care about Casey; he just wants to be with someone. He does nothing to change his usual patterns. And Casey's attachment to Holden never really makes sense. Like him, she wants someone to fill a void. She has a dream in her head of the perfect relationship, and she's more than willing to lie to herself that she's found it. It's the strength of these characterizations that redeem Shenanigans to a certain degree, allowing it to hold the reader's interest.

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Like I said, most of this issue is one long fight scene, so it pretty much writes itself. It also reads quite quickly as a result. Now, there's a nice twist at the end of the second act, as a supporting character uses the alien villains' ignorance of Earth culture against them as a weapon. It's a funny but clever moment. What's a little frustrating about this issue is that the extended conflict that serves as its meat ends up being a moot point, as a new plot development brings it to a halt without any kind of resolution. It's also interesting to see Boom! building a shared continuity for its Pow! Entertainment super-heroes, as there's a reference to events in Starborn serving as a catalyst for the conflict in this comic book. Fortunately, it's not such a strong link that one needs to read both comics in order to follow the plot.

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Still, what a bargain. And it'll display nicely on my bookshelves.

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Robinson's script really takes us in the characters' heads. Nighthawk's drive contrasts nicely with Hyperion's quest for the mundane, and honestly, I have a soft spot for Blur, given his role in the 1980s series DP7. Furthermore, the alien conspiracy here is intriguing. However, what didn't work nearly as well for me this time around, though, was the appearance of the Uncanny Avengers (or Avengers Unity Squad, as they're known in continuity). The Uncanny appearance seems clearly timed to bolster this book's readership, as they really serve no purpose here.

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I'm not equipped to answer these questions, but they are ones that came to mind as I read this comic book. Maybe I've taken more away from this periodical than the creators intended, or maybe asking those questions serve as high praise. I just don't know.

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Promotional copy from the publisher compares this story to Greg Rucka and Steve Lieber's Whiteout, and I can understand why. Both are murder mysteries set in remote, inaccessible places that limit the movements of the characters. Whiteout is a more compelling read, though. There's more grit and a rawer quality to the setting and characters in that book. Whiteout was interesting before any murder took place, and that doesn't seem to be the case so much here. The tensions among the characters aren't spotlighted until later in the story, after the main plot is already underway. Maybe more of a focus on the characters and the dynamics among them before the story's catalyst might have made this seem like more than a mystery with a novel backdrop.

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The first thing that struck me about this comic book was just how uninteresting the cover logo is. The intrusive nature of that Green Lantern movie banner doesn't help either; it's OK on Green Lantern comics, but it completely detracts from the art on this book. Obviously, this anthology book reminded me a lot of the anthology comics DC/Vertigo published in the 1990s. In fact, these stories reminded me so much of Flinch and other such comics that I couldn't help but wonder if some of this material had been sitting in a drawer and this incarnation of Strange Adventures was meant, in part, as a way clear out some of that backlog of unpublished material.

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Studio Space isn't comprehensive by any stretch of the imagination. It seemed as though each profile omitted at least one major project or career-defining story. One testimonial on the back of the book describes it as "exhaustive." It's not. At best, it provides glimpses at the backgrounds and influences of a number of professionals. But there are several figures profiled here who have careers and talents that would merit filling all 320 pages, rather than having to share them with 19 others.

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It's interesting to see Yan's artwork develop over the course of the book. Earlier strips seem more static, but later ones play with perspective and backgrounds more. Judging from the commentary blurbs included with each panel, the artist seems to have dedicated a lot of effort on inside jokes and Easter eggs, but most of them are so obscure that I was at a loss even after they were explained to me. Overall, I think the creators have a solid foundation here upon which they could build something better and that they could use to develop their storytelling skills a bit more.

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Of course, what we do find here doesn't exactly feel new or fresh. We've seen this generic fight scene a hundred times before. Supergirl is fun but familiar and unfortunately forgettable.

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Still, while this issue had its missteps, there's a lot of potential in the smart, mature script and subplots. This isn't a perfect first issue, but it will get me to come back for the second.

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Also ridiculous is the fact that Kelly uses a DC comic to return to a Marvel character that helped establish his reputation in the super-hero comics. It's clear that Deathstroke's other-dimensional counterpart in this story is meant to be the nigh-immortal and annoying Deadpool, and it makes perfect sense. Deathstroke is Slade Wilson. Deadpool is Wade Wilson. Both are mercenaries without equal, both enhanced in some way. One is a cold, calculating, professional killer. One is a wise-cracking, scene-stealing doofus. It's a bonus for fans of the super-hero genre who've read some of Kelly's earlier work, but newer readers needn't know that stuff in order to enjoy the story and the juxtapositions of Wilsons.

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What really grabbed my attention early on in the book was the "Good Clark Hunting" riff as we watch this extraordinary young man explore the professional landscape of Metropolis. Even though nobody is aware of it, there's nothing Clark Kent can't do, and he's finally reached a point in his life when he plans to put those gifts to use. While his motives aren't selfish - he's determined to find a career that will allow him to provide for his widowed mother - they are self-centered. He's not worried about the world; he's focused on his small corner of it. He's also determined to find a small measure of happiness and fulfillment. In the past, Clark Kent has almost exclusively been portrayed as unrelentingly selfless. Selflessness is admirable, but such a perfectly ethical and wholly giving person is harder to accept than someone who makes the difficult choice to dedicate his life to helping others. Clark is tempted here to use his powers for personal gain, and that temptation is enough to

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Ultimately, while I enjoyed Johns's script, I walked away from the book feeling as though I'd just finished a rather ho-hum comic book. The reason was fairly apparent: Johns really brings nothing new to the Superman origin. Instead, he offers an amalgam of origin stories that have come before his. When John Byrne offered up The Man of Steel in 1986, he transformed the Superman origin in exciting and unexpected ways. His vision of a xenophobic alien society spawning an all-American icon and a symbol of an immigration success story was inventive, and his elimination of the Superboy phase of Superman's life had a certain logic to it. Here, Johns merely cherrypicks elements from different Superman origin stories - mainly the classic Silver Age origin, along with elements from Superman the Movie and Byrne's - and blends them together here. Mind you, he does so well, but Superman: Secret Origin lacks the freshness and originality we've seen in previous reinterpretations of the Superman mytho

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While there are elements in the plot and script that don't sit well with me, another aspect of this title that keeps me coming back is the crisp, emotive artwork of Gary Frank. Despite the high level of detail in his linework, he nevertheless manages to capture the simpler, campy appeal of the Silver Age Legion of Super-Heroes. Most importantly, he conveys Superboy's youth incredibly well. Mind you, that's not the case with the girl heroes. While the male Legionnaires look as youthful as the teenage Clark Kent, the girls look far more grown up. Furthermore, as is the case with the writer's Lex dialogue, Frank gets a bit over the top when it comes to Luthor's evil sneers and grimaces. He might as well have drawn him wearing an "I (Heart) Villainy" T-shirt.

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What really made this story work for me, though, was the first chapter. We get to know the "villain" of the piece, Roark Dexter Smith, and while it's clear he's corrupt and even detestable, he stood out as an interesting character. Baron writes him as more than an obsessed architect. He's a musician, a botanist and much more. I got the impression his arrogance was well earned. I didn't realize as I was reading the first chapter than I was delving into a horror story. The moments in which the character comes off as almost admirable misleads the reader so that the more formulaic horror-genre elements later on almost take him or her by surprise.

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I must admit to being quite disappointed with how the murder mystery that serves as such a strong hook in the opening act is discarded so quickly. It got me in the mood for an old-fashioned, Batman-as-detective story, with sci-fi elements thrown in to give Green Lantern a role in the story. I was also surprised that Waid's script doesn't incorporate the tension between these two heroes. I realize that the enmity and suspicion that the Batman has for GL has been addressed to some extent, but I think some continued tension would have brought some small measure of character-driven conflict to this story. While I wasn't as blown away by this issue as I hoped to be, I can't deny that the creators have tapped into an old-school sense of fun and adventure.

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While I dont really dig the grave tone that the writer establishes in the script, Jesus Saizs art definitely helps to maintain it, so he does his job fairly well. While he boasts a detailed approach to comic art, the softer edges he brings to the figures brings out their humanity nicely. Barrys quiet, reflective looks in this issue are quite convincing. The splash panel on page two and the subsequent action on the next page are sadly lacking in detail, so much so that its distracting, taking the reader out of the story. Fortunately, the reader is drawn back in as the Flash is thrown back in on page four.

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Of course, part of the nostalgic appeal stems from Adams's artwork as well. While his work hardly boasts what one could call a light, Silver Age tone, it's also synonymous with comics storytelling of the 1970s. The rougher leanings in his style suits Logan and Creed quite well. The revelation of Holo's true form could've been clearly; the script offers cues that she's quite young, but it's not that apparent visually. The script purposefully avoids telling the reader when this story takes place, and in keeping with that approach, there are no direct visual cues to provide any direction in that regard either. It's unfortunate, as I think a clearer sense of history could've added a lot to the story.

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This first issue was published in late 2015, though I hadn't heard tell of it until recently. Subsequent issues have been published, and I'm going to seek them out. I'm curious to see not only where the story leads, but to see the evolution in the storytelling, both in terms of plot and art. While quirky and delving into subject matter that interests me, this opening chapter struck me a bit as though the writers and artist were still trying to determine when they wanted The Last Paper Route to be. I'm interested to see if greater focus comes into play in subsequent installments of the story.

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Still, one can piece together the main plot even though one's not intimately familiar with all of the characters, and it's easy to appreciate the structure and themes that Moore employs and explores here. Furthermore, O'Neill's art is as brilliant as ever. He conveys the crowded, filthy environment of the poorer sections of London incredibly well, and his angular, elongated approach to figures and settings reinforces the unnatural and corrupt atmosphere that's integral to the doomsday plot.

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The Canadians and natives are portrayed as being ethical and honorable to the point of incredulousness, and the Americans as being greedy and hungry for territory they don't need. It's certainly an interesting change of pace, as Americans have been predominantly cast as the white knights of history throughout pop culture. It might make this something of a tough sell to an audience beyond Canadian borders.

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This is the first of Grant Morrison's Multiversity comics that disappointed me, and that makes it unique in a line of rather unique and unusual comics. Like Morrison's other works, Mastermen is full of great and mad ideas, and there's a powerful commentary to be found in its pages. Unfortunately, it's marred by a couple of major flaws, the most obvious of which is Jim Lee's art. It just isn't up to the task of conveying something beyond traditional super-hero fare, and I think we can all agree Morrison's approach to the genre is far from traditional. The other issue is an occasionally casual, even silly approach in the portrayal of the horrors of Nazism. The depth and dire nature of the history with which the writer tinkers here seems ill-served somehow by some of the choices Morrison makes in his script.

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Waid offers a fun, pulpy story, but his script seems to refer to one of the characters' past encounter with the title hero. As someone who's not at all well versed in Rocketeer continuity, I felt a little out of the loop and worried later issues might be somewhat inaccessible as well. Then again, maybe scripts for subsequent issues will incorporate the exposition I need to follow along. Furthermore, I found Betty's over-the-top annoyance with Cliff and her jealousy to be grating. Still, Sally's plucky character is entertaining and charming, and Cliff's down-on-his-luck, hothead qualities are appealing as well. To be honest, I was surprised to find I was a bit underwhelmed by the story, but I freely admit it could be my own personal lack of a connection with the property that interfered with my ability to appreciate the storytelling.

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Ultimately, while I enjoyed Johns's script, I walked away from the book feeling as though I'd just finished a rather ho-hum comic book. The reason was fairly apparent: Johns really brings nothing new to the Superman origin. Instead, he offers an amalgam of origin stories that have come before his. When John Byrne offered up The Man of Steel in 1986, he transformed the Superman origin in exciting and unexpected ways. His vision of a xenophobic alien society spawning an all-American icon and a symbol of an immigration success story was inventive, and his elimination of the Superboy phase of Superman's life had a certain logic to it. Here, Johns merely cherrypicks elements from different Superman origin stories - mainly the classic Silver Age origin, along with elements from Superman the Movie and Byrne's - and blends them together here. Mind you, he does so well, but Superman: Secret Origin lacks the freshness and originality we've seen in previous reinterpretations of the Superman mytho

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Straczynski's story and script aren't without their strengths. The narration is presented in the voice of a hero named The Phantom Reporter, a classic crimefighter in the style of the Shadow and the Crimson Avenger. Perhaps it's the fact that I'm a crime reporter myself that I'm so taken with the character, but I think it's more in the way Straczynski writes him. He's perceptive, determined and suspicious. He comes off as particularly intelligent and reflective. Since the narration is in his voice, he's the most well-developed player in this drama as well. I also enjoyed the eerie quality that the writer brings to the Electro concept. The reader is left wondering what came of the controls for the robot and what's in store.

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I came away from the premiere episode feeling entertained and hopeful about what's to follow (especially given the cliffhanger and preview of the next episode). Still, maybe the most encouraging thing to take away from this TV show is this: that comics can do some things better than other media. I enjoyed this small-screen debut, but it pales in comparison with what Kirkman and company accomplish in two dimensions with nothing more than ink and imagination.

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My hope is this review doesn't come off as too harsh. I like what's unfolding here, and there are glimmers of strong characterization. Furthermore, who doesn't love a good heist story? They're incredibly fun, and I hope we see more of the same in this series. I plan on reading this series for several more issues; the creators here have definitely earned my respect and my patience. While I was expecting more from this first issue, I can't say the promise won't be fulfilled in the near future.

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A story about corrupt government operations, super-villains as heroes and media manipulation certainly makes for a good fit with writer Warren Ellis, and there are scenes to be found in this opening episode that are riveting. Furthermore, Mike Deodato offers up some of his stronger work in recent memory, and I rather enjoyed his decision to "cast" a recognizable face in the role of an icon of comic-book villainy. I think where the book goes awry, though, is in how it jumps ahead months in time, portraying the new incarnation of the title team as being well established. The book seems dichotomous; some scenes focus on the setup, and others dwell on the media message that's apparently been drilled into the American social psyche. I also find it odd that the public would be aware and accepting of the employment of monsters as their new heroes. Furthermore, the team's role as hunters of non-registered super-heroes seems limiting, especially given the impossibly infinite nature of the resou

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Michelle Wong's artwork is more than capable, and as I noted earlier, the design for the title character's empowered form is sharp. However, there's a cartoony look throughout the book - mainly in the character's faces - that runs contrary to the harsh and intense nature of the plot. I was surprised there wasn't an inkier look at play here, given the downtrodden, serious and stark elements that are front and centre throughout the story. It's clear the creators have some real storytelling chops, though, but some editorial guidance to ensure the inclusion of more exposition would be wise - or at least the crafting of some "previously in Tomboy" text.

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Ultimately, Trinity is an old-fashioned kind of comic that lacked the kind of polish mature comics readers might be looking for today. There's no denying that it's accessible, full of color characters and cosmic weirdness, and action-packed to the point of excess. In other words, this is a just the kind of comic book that one should consider putting in the hands of a younger reader who's new to comics. Busiek and company's ambitious if scattered story certainly drives home the extensive nature of the world-building and myth-building that goes on in a shared super-hero continuity, and that's the kind of crazy concept that hooked me and so many others on super-hero comics in decades gone by.

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Millar's plot is a typically action-oriented, and I have to admit he handles such fare quite well. I love the over-the-top stunts the heroes perform. There's definitely a blockbuster-movie sensibility at play in how the action is choreographed. The revelation on the final page definitely piqued my interest in what the new Red Skull's all about, but it also smacks of gratuitous shock value. Whether or not this version of the villain turns out to be an interesting one remains to be seen.

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The Mike Zeck influence on artist Ron Garney's work is apparent throughout this issue. There's a lot of energy and intensity in just about every panel, and Garney's simpler, slightly exaggerated style certainly suits this action-oriented script. While the visuals are capable and tell the story clearly, I was nevertheless a bit disappointed because the interior art doesn't reflect the iconic cover. Garney and colorist Jason Keith's cover image, an homage to Apocalypse Now, seems to hint at darker, more challenging fare than what we find inside this comic's pages. While the interior artwork is fun and energetic, I wish there had been something that reflected the moody, edgy cover.

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Despite the weaknesses to be found in this issue, I can't deny there are also bit that entertain and ignite the imagination. The scenes between the Scarred Peter and Mary Jane not only touch upon the Peter/MJ relationship and the challenges they face, but it demonstrates that the real Peter Parker's story could so easily disintegrate into a horrible tragedy at any moment. The distorted vision of Peter really isn't that radically different from the "real" one. Furthermore, it really is a lot of fun seeing all these alternate Spideys running around, and I honestly look forward to the return of the female Spidey and a revelation of whether or not it's a female clone of Peter or if it's some kind of altered or cloned version of Mary Jane.

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Appropriately enough, this new title has a lot in common with Matt Fraction and Salvador Larroca's Invincible Iron Man. Aside from the fact that both books feature protagonists in Stark armor, they both also boast artwork that's realistic in tone and the most recent issues have cliffhanger endings pointing to a major conflict with the same character (albeit for slightly different reasons). Nevertheless, they're radically different books. Invincible Iron Man doesn't work without the Marvel Universe. It needs that foundation. War Machine works better outside of it, without it altogether. The Marvel Universe hinders this book, even if the title character emerged from it. While Pak and Manco include some surprisingly vivid violence that actually belongs in a book about the horrors of war, Pak withholds more powerful commentary from his script by fictionalizing the wars, the settings and the players. There's a certain timidity in disguising the real-world people, places and politics that Wa

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Perhaps what I found most distracting about the book was Buddy and his defiance of time. Buddy is clearly not meant to represent any one person. He's a young boy in 1939, and he's only reached his teen years by the mid-1970s. There is no Buddy. His name along is a cue. Fies is Buddy. I'm Buddy. You're Buddy. Wouldn't you like to be a Buddy too? I get where Fies is going with that approach. I think it undermines his storytelling, though. The reminders that Buddy is a stand-in make him less of a character. I didn't want to be reminded that he was a device. I probably would have appreciated the story more and Buddy's role in it if I could believe in him as an individual, as a person born of Fies's imagination.

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Honestly, the most fun aspects of the book are the villain concepts. Some of them are rather odd and demented, quite irreverent. Chuck the Sandwich Making Guy and Lady Redundant Woman were my particular favorites. The art in the first story, focusing on a teamup among the title character's worst enemies (thus the subtitle of the book), is definitely the stronger of the two visuals styles to be found here. Steve Young's exaggerated linework brings a lot of energy to the story, which is vital since the plot is low on action. Young keeps the eye engaged with sharp designs and a constantly moving "camera." Pat Lapierre's art for the second story, featuring the title character's ordeal with a multiplying villainess and a gaggle of interfering fans, is much rougher around the edges. Lapierre still brings energy to the characters, but the quality of the art isn't as polished. It looks a bit more amateurish in tone, and it pales in comparison to Young's effort.

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Ultimately, I think the biggest obstacle for me as a reader is that this is aimed at a younger audience. There's a hip quality at play that's just not for a guy in his late 30s. From a skateboarding sequence early in the book to the graffiti/tag logo on the back cover, Song is clearly reaching out to a younger crowd, and my birth certificate is too dated.

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A common complaint about individual comic books (or "floppies," as some have come to call them) is that they read too quickly, that the entertainment is too fleeting. I understand the complaint, and for some comics, the criticism is a valid one. When it comes to a graphic novel or trade-paperback collection, though, it's not something one expects to encounter. Zombee's main flaw is that it does read far too quickly. The simpler tone of the art and the repeated action sequences make for a brisk read. It's a shame Gunter didn't take these characters down a couple of side paths, rather than from one battle with the undead to another.

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The greatest flaw of the plot is its predictability. As soon as one sees the cover, the reader knows pretty much where the story is headed from one moment to the next. The premise really didnt merit a full comics worth of space; this would have read much better as a short segment in an anthology, a la Boom! Studios Zombie Tales or old-school EC horror comics.

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Unfortunately, the promise in the premise is lost in a script that's heavy on exposition but light on clarity. I read every issue of 52 and World War III (which led up to this story), and I still had trouble following the plot. I have no idea what's going on with Oolong Island. While I appreciated the guilt that serves as one driving force in Dr. Cale's life, her other motives aren't clear at all. Giffen tells us little of her background. I was also disappointed that other residents of the island weren't more clearly identified, and more background on some of the other characters in the plot would have been appreciated as well. The Four Horsemen is burdened by the continuity that spawned it. Even diehard DC readers are going to find this book to be somewhat inaccessible.

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The action doesn't unfold clearly from a visual standpoint, and that's unfortunate, as I really like the aesthetics of Pete Woods' linework. His style has evolved over the years, and here, his crisp, detailed, clean approach reminds me of the style of Chris (Tom Strong) Sprouse. He actually manages to make Larfleeze appear to be a figure of menace and power rather than goofy and pathetic.

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Ultimately, I think the flaws in this book stem from the same source: Marcej's creative isolation. It's clearly a personal matter to him, but I think he'd be well served by working with an editor, or even a co-writer, someone who can bring some humor to the mix. The premise lends itself to laughs, and Marcej ought to try and capitalize on that potential. His passion as a creator shines through, but I wonder if it might blindhim to other possibilities.

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I'm sure this comic book sold well under the Amazing Spider-Man banner, but it really should've been titled Venom #0, not Spidey #654.1. And while this introduces the core premise of the upcoming Venom series, it really doesn't tell me what that book will really be like since that title's creators aren't involved with this introduction. So the comic doesn't give the reader an idea of what to expect from Amazing Spider-Man, nor does it really give one an idea of what to expect from Venom. From a creative perspective, the comic is capable but little more. And from a publishing perspective, it's a definite misstep.

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The art for this particular issue is clear and clean, and it's never confusing, so that's good. But at the same time, the style is inconsistent. Richard Elson's name is a new one to me, so I can only guess he's still developing his own approach to comic art. Sometimes his work reminds me of Frank Cho's work, and at others, like Stefano Caselli's more detailed, expressive characters. At others, there's a simpler tone that dominates the art, looking a bit like a cross between the styles of Ron Lim and Todd Nauck. They're all fine artists, but the end result is the comic book looks as though it was illustrated by a team of pencillers, not a lone artist. Furthermore, Elson's work boasts a lighter look for the most part, which doesn't seem to be in keeping with the tone for which Slott strives.

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Phil Jimenez's artwork has evolved since his first hit the scene. No longer does his style seem like a pale imitation of George (Final Crisis: Legion of Three Worlds) Perez's, though the influence is still apparent. Still, this issue full of gritted teeth and intense glares just didn't hold my attention all that much. I found the design for the X-Men crash suits to be awkward, and the figures often seem stiff. Mind you, the look of the organic incarnation of a previously mechanical foe at the end of the book was appropriately creepy.

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Daniel Acuna's art is incredibly attractive. It looks like a cross between the work of Kieron Dwyer (a one-time Avengers artist himself) and the already legendary Darwyn Cooke. He maintains a dark, mature tone throughout the comic, but at the same time, there's a sense of tradition and brightness inherent in the super-hero genre. But again, despite the aspects of the book I enjoyed, I think I'm reading this title (and Bendis' other Avengers work) mainly out of habit these days. It's time to break that habit.

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Adam Kubert's dynamic, angular style seemed tailor-made for the super-hero genre, especially when it comes to larger-than-life superhumans and creepy, sci-fi monsters. Unfortunately, it really doesn't seem like a good fit for this story or Hickman's writing in general. There's always something of an intense, even frenetic quality to his visuals, and Hickman's scripts often call for a more thoughtful tone, even in the midst of the action. Hickman's stories usually seem to work better with a more detailed approach, and Kubert's work here sometimes boasts a looser look (especially when the insectoid appendages of the A.I.M. guinea pig go after the heroes). His work isn't poor or even below Adam Kubert's usual standards. It just seems out of place in the context of a character-focused, brainier script.

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The good news about Andr Lima Arajo's artwork in this debut issue is the fact it's rather unconventional in tone. He's clearly influence by manga/anime, but his various aspects of his efforts here reminded me of the styles of such other Marvel artists as Nick Bradshaw, Khoi Pham and Ed McGuinness.

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I wish the story was as enjoyable as the artwork, though. The convoluted fate of the Wasp is difficult to follow and swallow, as is the seemingly impossible nature of the solution that Hank Pym proposes. In fact, Gage portrays Pym as far too powerful throughout the issue. By the end of the issue, he's elevated to a divine status, and it's just too much. The awkward nature of the character's conversation with Tigra is too strained to believe, and the villain's appearance in the story is forced and the threat he poses is predictable. He escapes from his prison just because the plot requires it of him; no plausible explanation is given. I realize that Gage is trying to explore Pym's character, but far too much history and oddball, incredible super-hero elements get in the way. Furthermore, it felt odd for the focus to shift away from the young, new characters to one that's been around for 50 years. Furthermore, Pym is the co-star of his own limited series right now - Ant-Man and the Wasp

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Despite the problems with the plot, it's clear Marvel made the right choice when it tapped artist Kev Walker for this project. His style, tinged with rougher edges and sharp angles, suits the harsher tone of the storytelling here. The 16 young heroes all look young, and his portrayal of the more extreme powers at play here is effective. He offers some gruesome visuals - such as the effect of Hazmat's powers on X-23 and the fate of one of the young heroes at the end of the issue - but such gore is clearly to be expected and is part of the pitch for this series.

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I swore off Marvel's Avengers line a few months ago when I realized the entertainment I derived from reading them was eclipsed by my frustration with some poor editing and writing choices, notably when it came to continuity. When this title hit the shelves at comic shops this week, I decided to venture back into Avengers territory. Not only am I looking forward to the movie that serves as the marketing catalyst for this new title, but it seemed as though it would be unencumbered by the continuity issues and seemingly never-ending plotlines that frustrated me in the first place. I was right - this first issue stands up on its own. One needn't really have followed other Avengers comics to appreciate what's unfolding here. Unfortunately, the story doesn't come off as all that interesting, and the heroes seem surprisingly ineffectual.

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There's nothing particularly off-putting about the storytelling here, but there's nothing particularly compelling either.

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Given the frenetic pace of the action throughout the issue, pencillers Greg Capullo is definitely in his comfort zone. This is the sort of material at which he excels. The Batman's secret weapon revealed later in the issue looks more than a little ridiculous, though. More impressive is Rafael Albuquerque's work in the second half of the comic. It's quite unconventional in tone, reminding me a fair bit of the style of Nathan (Haunt, DMZ) Fox. I particularly appreciated his incorporation of characters with real body types, rather than the multitude of impossibly buff and/or lean paragons of physical prowess presented in the main part of the issue.

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Finch's dark and gritty style certainly suits the title character and his world fairly well, and pairing him with Scott Williams, perhaps best know for bringing definition to Jim Lee's pencils, was a smart move. Of course, Williams' work doesn't hide Finch's style, so we're still presented with a number of those squat faces for which the penciller is well known. It's most apparent in the opening scene in the oddly horizontal faces of young Bruce and Dawn Golden. I must admit I do like the artist's grotesque interpretation of the Penguin; apparently, he takes some cues from Tim Burton's vision of the villain from Batman Returns, and Finch's Batman looks as cool and intimidating as he should be. He's clearly inspired by Frank Miller here, but by other artists' interpretations of the character. I was reminded of the styles of Norm Breyfogle and even Irv Novick.

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Ryan Sook's art is effective at capturing the noir, Sam Spade-esque atmosphere that the writer endeavors to use as the backdrop for this issue. It would seem Sook didn't have the time to render all 32 pages of art, as Pere Perez fills in for pages 22-31. The shift in styles isn't too jarring, as Perez clearly tries to maintain a consistent tone. Still, there are panels in which the divide between the two artists' storytelling abilities is apparent. Once again, Andy Kubert offers up an image for the regular cover that isn't reflected in the interior art, which is a bit disappointing. I love that three-piece suit with the bat-vest.

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Visually, this issue is pretty strong. Eddy Barrows's art has really developed quite a bit since I saw in such titles as The All-New Atom and 52. It's much darker and more detailed than what I remember of the penciller's style. Actually, if the credits had listed the Blackest Night art team of Ivan Reis and Oclair Albert as being responsible for this issue, I would have had no problem in believing it. My favorite part of the visual side of the storytelling is the colors, specifically how they're being used to convey how the heroes feel about what's going on and about other characters at any given moment. We've seen the technique used in other BN comics, but it's used more extensively here and to greater effect than we've seen before.

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That being said, Kruls plot intrigues me in that it touches upon ideas and elements that we havent seen in any of the Geoff Johns-penned Blackest Night comics. Donna Troys infection is something we havent seen outside this limited series, and Doves unique nature in the face of the Black Lantern onslaught is interesting as well. My hope is that Krul didnt overstep with this script and that well see Johns follow up on these notions in the main event series.

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Overall, I enjoyed Brightest Day as a whole, but it was far from the cohesive, directed story that it could have been. It doesn't seem as though the various roles that the twelve resurrected heroes and villains were to play were really hashed out all that clearly from the start, and as a result, it felt as though the writers were scrambling to jam some of those pieces into the puzzle they ended up putting together in the end.

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Another reason that the Firestorm sequences in this series have been so off-putting is due to the art. It's not that Scott Clark's dark, angular style - which seems to be clearly influenced by that of Jae Lee - doesn't have its strengths. It just doesn't fit the character and this series all that well. For the most part, this is a traditional super-hero comic, and Clark's style isn't traditional. Furthermore, it's inconsistent with the work of the other series' artists (as is clearly apparent when Ivan Reis and Joe Prado take over the linework duties in the last few pages of this issue). Clark also takes some unfortunate shortcuts when it comes to several characters. He handles the Anti-Monitor's meticulous detailed design well enough, but it's incredibly hard to make out any of the Black Lanterns other than the (horribly named) Deathstorm.

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Overall, I enjoyed Brightest Day as a whole, but it was far from the cohesive, directed story that it could have been. It doesn't seem as though the various roles that the twelve resurrected heroes and villains were to play were really hashed out all that clearly from the start, and as a result, it felt as though the writers were scrambling to jam some of those pieces into the puzzle they ended up putting together in the end.

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I was surprised at how much I enjoyed the Nomad backup feature when it first debuted in this title. the story of a girl without a world trying to find her place in a new one made for interesting storytelling. Unfortunately, that focus isn't really to be found in this generic, unexplained teamup story. Rikki's inferiority complex in the Black Widow's shadow is understandable but quickly gets old. I also didn't care for Filipe Andrade's work for this story. One of the key elements in a Nomad story is an emphasis on her youth, and one doesn't get a sense of the character's tender age from the visuals here. The Humberto Ramos influence is apparent, but the lacking backgrounds and spastic action just didn't do anything for me.

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While I've grown a bit tired of the main Cap storyline in this title, I've never really been all that taken with the Nomad backup. The character hasn't seen any real growth since this feature began. Her convoluted origin and connection to a popular though creatively stunted period in Marvel's recent history make her a tough pill to swallow, and her disconnected nature - her defining quality - denies her any real coming-of-age appeal as a teenage character. This particular instalment consists of (a) a generic confrontation with drug dealers, and (b) an internal monologue that recaps her background but says nothing new about her and promises no new direction either. The art by Pepe Larraz on this backup is adequate, and it's definitely stronger and more accessible than the more exaggerated approaches we've seen in previous issues. His style actually reminded me of Ron Lim's work at several points.

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I enjoyed the done-in-one stories that preceded this issue, but they were, for the most part, predictable. Unfortunately, the multi-issue arc getting underway here seems pretty transparent as well. The second Cap's grandson's appearance is all too convenient, and Asmus' script all but tells us his true nature. The notion the title hero or the elderly former Bucky's narration make no mention of suspicions seems pretty ridiculous. Still, I'm always interested when writers explore relatively obscure characters from decades past, and the narrator's voice throughout the issue rings true.

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It's always a pleasure to see John Romita Jr. taking on a new project. More JRjr art is always a good thing. Klaus Janson's inks make things a little too loose and undefined at times. The other-dimensional minions are too cartoony to seem terribly menacing, and the young girl in the scene doesn't look like a young girl all the time. The train scene doesn't flow all that well either. But despite those glitches in the visuals, the artists redeem themselves with a fantastic portrayal of a classic Cap villain. The big reveal unfolds perfectly, and it draws the reader into the story quite effectively.

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Unfortunately, there are more elements that didn't work for me. Political intrigue and an assassination plot give way to a super-hero time-travel story? It seems to fly in the face of what made this larger story interesting in the first place. Mind you, I can see it as a necessary evil; this is, after all, about a dead man coming back from the grave. It just seems like such a let-down after everything that's led us to this point. Furthermore, while other events in the Marvel Universe occasionally had some impact on Brubaker's Cap, one of the reasons it was such a strong series was that it was, for the most part, its own self-contained story. Reborn, on the other hand, incorporates a lot of recent Marvel continuity into the plotting. The events of Secret Invasion and "Dark Reign" factor in heavily here, and for those readers unfamiliar with those other Marvel plots, it could make for some confusing moments.

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The bombastic and traditional nature of the super-hero action in this issue probably would have been better served by someone with a more exaggerated, conventional style rather than the photorealistic approach one expects from Bryan Hitch. I liked the idea of and design for the MODOK-like creatures that give the heroes a run for their money, but we really dont get a clear view of them in action here. Hitchs cover art is a bit odd as well, as it features just about the entire Marvel Universe at Caps side when really only a handful of Avengers turn up in the story.

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I loved the artwork on the opening flashback scene, as artist Butch Guice adopts a throwback style that puts one in mind of the styles of such classic Marvel artists Jack Kirby, Sal Buscema and Ron Frenz. When the plot shifts back to the present, the darker, grittier, foreboding atmosphere thats been part and parcel of Caps adventures since his series was relaunched a few years ago comes back into play, and thats appropriate. I like that theres a consistency in the visual storytelling for the title character. Of course, I also enjoyed the more traditional look that creeps back into the mix during the New Cap/Mr. Hyde fight scene. Im at a loss as to why this couldnt have been presented as a regular issue of Cap, or why Marvel had to charge its readers four bucks for only 25 pages of story and art.

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Captain Atom #1 is, unfortunately, a rather boring read, and I'd rather my super-hero comics be campy or cheesy than boring any day of the week.

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After reading this one-shot, I was left with one nagging question: what was the point? The latter story, featuring the Sentry and his struggle to decide which side of the superhuman civil war to support, seems completely redundant when one considers another writer explored the question in New Avengers and that we've seen the Sentry side-by-side with Mr. Fantastic and Iron Man in the core Civil War title itself. That means we're left with an extended and rather unimaginative fight scene with the Absorbing Man, resolving with the stereotypical revelation that the Sentry has too much power for the villain to leech from him. The main story, though, is the one that's going to have comics fans talking... at least longtime readers familiar with the dead hero returns in these pages. I suspect many will scream that this story mars a rather poignant story of an atypical but rather human death in the Marvel Universe, but what strikes me about it is how unnecessary it is. The connection to Civil W

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And then there's the Michael Swann of the latter part of the book. Unlike his other self earlier on, this vision of the super-spy is firmly rooted in the James Bond tradition. The life of a spy is its own reward, offering plenty of sex and a life of leisure. The Bond archetype glamorizes the genre, and it's never something that's appealed to me. Furthermore, while the premise of a possibly defecting rocket scientist suits the period in which the story is set, it seems like rather mundane fare as compared to the dark, death-defying adventure in the first scene.

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Scott's affection for these characters shines through in the line art, just as her disinterest in other elements. Kole and Jericho are rendered in far more sketchy detail than, say, Dick and Kory. The generic quality of the Tangent Universe's Doom Patrol pales in comparison with the color and diversity of design of the Titans. Still, I love the youth, personality and energy Scott manages to instill in this classic incarnation of these characters. Scott's artwork for the regular-edition cover definitely evokes a Perez feel and the sort of images one would find on classic 1980s Titans comics.

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So judging from the ads for the second issue of Siege and this issue of Dark Avengers, the real story behind Marvel's latest event is about the Sentry's meltdown, or his and Norman Osborn's simultaneous meltdowns. Honestly, while I found some of the questions and concepts that Bendis explored in this comic book to be intriguing, my ultimate hope for Siege - other than the restoration of a lighter, more heroic in the Marvel Universe - is for the elimination of the Sentry as a character. I think he's run his course, and keeping him around any longer as a catch-all deus ex machina probably won't make for fun or interesting super-hero comics to come.

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Given DC's success with its Rebirth line and a number of more traditional, lighter super-hero titles, I'm surprised this first line-spanning event book has been branded with the "dark" label. And the story is undeniably dark. Batman uses allies as pawns here, and those he's not using, he's deceiving. We've seen this before, and it's been well received. Understandable, since it's rather cool. But it's so over the top here, it feels too harsh and not at all heroic.

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Dark Engine kind of strikes me like a cross between East of West and Prophet. It's got an interesting contrast going between a cerebral tone and a sense of brutality and savagery that grabs the reader's attention.

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DKIII is something of a buddy cop movie - not in terms of plot or genre, but from a creative standpoint. Azzarello is the young (OK, youngish), brash cop partnered with the weathered and cynical detective, and let's be honest, Frank Miller is too old for this shit. He's just two days away from retirement, fer Christ's sake. Whether he's reluctant to give up the badge and gun or DC keeps thrusting them back in his hands, either way, it's time for the gold watch.

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Back in 1992, everyone knew DC Comics wasn't really going to kill Superman, not permanently, but the epic caught people's imaginations with the level of the hero's sacrifice, with the introduction of new characters, with an exploration of grief and with the effect of a void no one ever thought would exist. But the stunt's been pulled so many times in the past couple of decades, by both Marvel and DC, it's definitely grown stale. There was a time when readers could ignore an inherent lie such as the one in the title of this limited series, but that time is far behind us.

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Damian Couceiro's artwork is clearly taking a number of cues from photos, but neither does it look like he's outright traced or lightboxed the reference material. His work here reminds me of Cliff (Buffy) Richards' sometimes airy style. He crafts some decent likenesses, but his efforts here don't really represent sequential storytelling as we're used to in comics. Each panel is a different moment in history, a visual to accompany the factoid(s) on which the narration focuses.

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Of course, the problem is that the setting shouldn't be the star of the show. This is a Die Hard comic, after all, but McClane seems no more important a part of the plot than any other player. I realize Chaykin is setting the stage here; perhaps the story will read better in a collected format. But when it comes to this original episodic approach, he needs to hook the audience in a hurry. This debut comic book needs the attitude and excitement that the readership expects from the Die Hard brand, and it's not to be found... yet.

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Fortunately, the Metal Men backup feature redeems this comic book somewhat. Giffen and DeMatteis deliver the same kind of fun they did with their various humor-era Justice League comics of the late 1980s. The Metal Men lend themselves to slapstick comedy, and the creators make the most of it. Kevin Maguire, the writers' artistic collaborator from Justice League demonstrates he's still a perfect fit for their brand of funny. While I've not read any of the original Silver Age Metal Men stories, I think the writers' take on Gold's personality here is a new one, and I like that the team leader now has personality flaws like the others. The running gag about the new team member, Copper, is a blast as well.

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While we don't get to know the characters all that well, I realize that Powers's main goals here are to set out the central premise and introduce the main players in the drama. Unfortunately, the slower pace doesn't work all that well in the episodic format. I can't help but wonder if Drafted might have worked better as a graphic novel. A larger format would have suited the larger purview of the plot.

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Steve Epting's dark style was an excellent choice for this story arc, given the tragic elements that make up the story. It makes for an interesting contrast with the colors; Paul Mounts really makes the energy of the super-hero genre pop against the noir visuals that Epting provides. The art is quite consistent throughout the comic, which is impressive since three inkers (including Epting himself) contributed to the finished product. His designs for the wild sci-fi concepts - which are numerous, given the three separate plotlines running through this comic - look great as well, save for the "Annihilation Wave" that serves as the threat in the central storyline.

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Odin's role in the story is an ongoing point of contention. I just don't buy into his short-sightedness and willingness to sacrifice an entire planet full o people, especially since we haven't seen what sort of threat the Serpent and its forces represent. But most frustrating is the fact that nothing really happens in this issue. The same scene keeps repeating, as we see heroes and villains alike transformed after touching enchanted hammers that have crashed to Earth from space. After the second instance, it stops being interesting, especially when one finds out later in the issue that some of the scenes that begin in this comic book will run their course in other titles I don't planning on purchasing. Since the story doesn't advance here, this comes off more as an exercise in marketing than storytelling. I don't mind big crossover event books as long as the story is good, and I'm still waiting for a story after two issues and eight bucks.

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Marco Rudy's artwork strives for a realistic appearance, but it doesn't quite get there. The penciller hits his mark, though, when it comes to conveying the mind-bending, dizzying nature of the hero's experiences. As was the case with Run, the strongest visual element this comic book has going for it is the cover artwork, this time by Scott Hampton, which captures the darkness and the weirdness of the subject matter within rather succinctly.

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The central concept of the backup story isn't entirely original, but the theme - how everyone and every event is interconnected, sort of a social Butterfly Effect - is interesting nonetheless. Hamner plays with some unconventional panel layouts, which works sometimes but not always. The brevity of the story works against the piece; characters aren't clearly established enough for the links suggested on the final page to be entirely discernible. The message at the heart of the plot - that the world is essentially a wonderful place and people are at their core good and of intrinsic value - is a heartening one. The positive tone of both stories is a welcome development, especially in an age in which super-heroes - especially those in DC titles - are being presented in darker ways.

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The art adorning this one-shot is unusual, and at first, I didn't really know what I thought of it. Joel Gomez's work here looks like a cross between the styles of Francis Manapul and Bill Sienkiewicz. The loose, exaggerated approach conveys the title character's twisted, corrupt nature pretty well, and I actually really enjoyed the juxtaposition of the dark deeds wrought in the story and the bright and garish colors of the villain's costume. Gomez could stand to learn that sometimes, less is more; for example, the evil grin splashed across the villain's face at one point is too over the top. But overall, I enjoyed his unconventional artwork.

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Overall, I'd have to say this was a mixed bag. There were a number of strengths and the weaknesses in the comic were, for the most part, minor in nature. But the other problem was there wasn't much about it that came off as particularly special. Nothing in particular really grabbed me, really struck me as novel or impactful. There's some solid craft to be found in G.I. Combat but little that's particularly dazzling or memorable.

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Armand Villavert's artwork is highly reminiscent of the style of Michael Avon (Powers, Takio) Oeming. Like the character concepts, the character designs are cute but somewhat derivative. Of course, the creators often explore archetypes here rather than actual characters, so I suppose that's to be expected. I was disappointed to find that the backgrounds throughout this comic were lacking. Given the setting, there's a lot of opportunity for imagination and invention, but there's never a strong sense of place, of what this unusual school actually looks like inside. The most striking thing about the artwork on this book is colors. Colorist Carlos Carrasco employs an exceedingly bright palette. The colors - almost Day-Glo in their brightness - really dominate almost every page, every panel. I get what he's trying to do. It looks as though he's trying to strike a balance between a lighter, more playful look and an eerie, even surreal mood. But the colors end up overwhelming the line art as

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Unfortunately, Dini doesnt seem to do much new with the characters (especially Ivy and Harley), and along with the strong links to Batman stories I (a) havent read and (b) dont care about, it made for a lackluster reading experience.

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Overall, I think Graphic Classics: Bram Stoker is an experiment that doesn't quite work, for the main reason I've already stated. However, it does serve another purpose. This is a great showcase for the sort of comics storytelling one might find in better small-press and independent comics, as well as mini-comics. I don't know if these artists have that sort of background, but their work is certainly in keeping with that aspect of sequential storytelling.

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After reading this first issue, I have no idea what the series is about. The plot is clear enough: hero beats up super-powered bad guys, but that's all that happens. There's no point to the plot. There's no theme. There's no clear motive for why the hero does what he does. I get that Krul is setting the stage here, introducing the characters, but really, he's just introducing the readership to names. There's little real characterization here. I desperately wanted to love this book, because I'm a fan of the artists (especially Perez), but there's no enough in the writing to get me to came back for more.

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Harvey Talibao's art reflects the qualities of Nocenti's writing - it's definitely different, but I also don't know quite what to make of it. He opts for a number of unusual perspective shots, and in a book in which projectile trajectory is a significant element, it's an interesting choice. The action isn't always so easy to follow as a result, but one can't claim the art on this book is ordinary. His style reminds me of the work of Steve (Legion of Super-Heroes) Lightle, but the weird angles and kinetic feel of the linework are reminiscent the work of Damion (Batgirl) Scott, for example. The constantly moving "camera" is rather dizzying, creating a hectic pace even in slower scenes that don't call for it. All of his figures are impossibly attractive, but then again, that's in keeping with the point Nocenti is trying to make. I can't say I actually enjoyed Green Arrow #7, but it was intriguing.

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I get what the Orange Lanterns are about, and I love the creepy, paranoid qualities that Johns instills in them through the dialogue. However, I think he's done a disservice to readers who aren't well versed on the history of DC continuity. The writer could have included a lot more information about who the Controllers are, for example, and what their connection to the Guardians is. I did enjoy the title character's conflict with the notion of hope as a viable force in the universe. Johns approaches the hero as a damaged, pessimistic man, and that's far more interesting than any paragon of virtue and justice.

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I was also disappointed to find that the strength of Doug Mahnke's meticulous and creepy style that we saw in the previous issue isn't reflected as well in this new episode. The reason is pretty clear: four inkers (including Mahnke himself) contribute to this issue, leading me to believe the finished art was cobbled together in a rush. It certainly looks that way on a few pages. There are inconsistencies among pages as different inkers contribute, and it's distracting.

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The fanfare with which DC is approaching Johns's exodus from the title is a little over the top, to say the least. The interspersed pages of kudos from colleagues and other-media executives and creative types serve more as an acknowledgement of Johns's contributions to the strengthening of the DC brand rather than his storytelling, I suppose, but they pose a real problem: they interrupt and distract from the story in this particular comic book. The congratulatory pages are well designed, as they draw the eye and hold it. It's too bad they weren't relegated to the back of the issue. Of course, it also felt like the reader was being asked to pay for this "bonus material" with the $8 price tag.

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While I'm intrigued by the catalyst for this opening story arc, Bedard's script and plot are ultimately disappointing. It's a shame he didn't spend the opening flashback scene explaining the multiple Lantern Corps concept, detailing the different emotions they represent and powers they possess. Furthermore, I didn't get a sense of where this story is headed at all, why these characters will be considered "new Guardians." Here, we see them in conflict with one another, and I get why they'd fight one another, but I'd rather learn about what's going to bring and keep them together.

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Given Robertson's involvement with the project and the hyper-violence that helps to define this property make comparisons to The Boys unavoidable. The first issue of that super-hero satire (and in every subsequent issue) was made palatable by one key character: Wee Hughie. He's a regular guy drawn into an ugly world by a tragic circumstance. His abhorrence was the reader's, and it helped the reader's transition into horrible circumstances while allowing him/her to keep one foot planted in reason. Nick Sax's world of mobsters, serial killers and hard-boiled cops doesn't offer that, and the dark and harsh elements overwhelm the wonder and fantasy that turns up in the concluding cliffhanger scene.

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There were elements in Casey's plot I enjoyed as well. Danny's frustration at never being alone, especially in the circumstances that play out later in the issue, is something to which anyone relate, allowing the reader to connect with the character in spite of the impossible premise. I found the issue's climax to be almost ridiculously violent, but since Danny's reaction was pretty much the same, it provides the proper context and made it easier to accept - even to appreciate as part of the story.

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The inside front cover boasts a four-panel comic strip featuring the title character's encounter with the Occupy movement, and despite its brevity, I felt compelled to discuss it - for a couple of reasons. First of all, the strip was done by a couple of friends of mine - Jay Arnold and Mike Campbell - but more importantly, it hints at the potential of such an indy effort in a themed anthology. Arnold and Campbell take the over-the-top violence of the anti-hero and plunk into another only a slightly different medium, but a completely different genre. The tone of the strip is much lighter than the rest of the book. Instead of the bloody, B-movie riff that dominates the rest of the comic, it takes a far more cartoony (as in Looney Tunes or Tom & Jerry) approach. These artists present an Itchy and Scratchy short starring a hobo with a shotgun, and the effect brings some much-needed diversity to the book. I only wish there'd been more such material.

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What's unsettling about Holy Terror " or at least about my understanding and interpretation of what Miller offers as commentary through his extreme characters " is how the writer/artist seems to paint all facets of Islam and its believers with the same, blood-soaked brush. Having read the man's work over the years, I know he's an intelligent man, and I have my doubts he could fall victim to such a patently false generalization. But that's how this book reads. Maybe his intent is to demonstrate how the Fixer (and by extension, Batman) sees everything in black and white, how his distorted view of the world fails him. But then again, Miller portrays a mosque as a gateway to a huge, hidden world of violence and conspiracy, so I'd have to contend the impression with which I came away from the book has, at least, a certain degree of validity to it.

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The one saving grace here is Ed McGuinness's artwork. His over-the-top, cartoony style is a perfect fit for this Green Hulk/Red Hulk riff. As I've noted before, the artist has also done a great job of capturing the cosmic action and alien weirdness that's been such a big part of this storyline. His tendency to depict beefy, thick figures suits the world of the Hulk perfectly, not to mention such Kirbyian designs as Galactus and the Psycho-Man. This book is a great fit for McGuinness, so it's with some disappointment that I see that another past collaborator of Loeb's, Ian Churchill, is joining the series with #14.

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What piqued my interest about this issue was the debut of a new penciller: Ian Churchill. His predecessor, Ed McGuinness, boasted a cartoony, exaggerated style that was a perfect match for Loebs zany, bombastic plotlines. Turning now to Churchills usual 1990s, Kewl style, reminiscent of the work of Rob Liefeld and Jim Lee, seemed like a misstep to me until I saw the interior art. While Churchills cover boasts his usual style, the art within is completely different in tone. While it doesnt ape McGuinnesss approach, its definitely in keeping with it. I can only assume that inker Mark Farmer, with whom Churchill doesnt usually work, brought that looser, louder tone to bear here. It comes as a relief, to be honest, and the visuals were appropriate fun. Unfortunately, theyre not enough to distract from the clunkiness of Loebs plot.

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I continue to be impressed with the Jae Lee-esque visuals offered by regular series artist Andrea Sorrentino. It suits the supernatural, monstrous tone of the plot and characters. Unfortunately, it's not well suited for the more traditional super-hero elements incorporated into this crossover story arc. Batman doesn't look cool or intimidating in any way, and it's difficult to tell the teen vampire hunter apart from Zatanna. Andrew Bennett's limbo experience made for a striking visual. Those scenes served as a welcome break from the confusion and inky darkness of the main action, and I loved the contrast of the jet-black word balloons against the blank canvas of white that represented the never-place in which the protagonist finds himself.

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Honestly, after reading the book, I realized the most interesting aspect that stuck with me was the introduction by Gary Cohn. Cohn was a mainstay of DCs stable of writers in the 1980s and is best known as a co-creator of Blue Devil and Amethyst (sure, not exactly stalwarts of DCs library of characters, but they certainly had an impact in their day). Cohns story about leaving comics as a career behind spotlights just how engrossing ones passion for the medium can be.

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Nevertheless, as a pure source of information, this book can't be beat.Not only would it be great for kids who want to learn, it's also accessible to adults (and sure to appeal to military history buffs).Hama's script never talks down. It clearly offers only a superficial overview of the events, but Hama finds time to include the personal consequences of war alongside the cold logic of planning such conflicts.

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Ultimately, the biggest problem is the plot is unfolding too slowly. We know where the story is headed: a confrontation with Darkseid, the formation of a team, the rise of a new hero. There's no tension in the story, no suspense, just the sense we're having to wait and wait and wait. I'm reminded a little of the experience of reading the first few issues of Fear Itself, in which the audience kept watching hammers fall from the sky but never seeing any forward movement in the plot. I really

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The Shazam! backup focuses on the villains of the piece, and while Johns's plot is far more predictable here, it's also pretty satisfying. I think what's holding my interest here is the radically different take on Sivana the writer offers. Furthermore, his take on Billy Batson has far more self-centred in his early exploration and use of his powers makes a lot of sense, and it's surprising when someone manages to instill a small measure of credibility into the Shazam! concept. Gary Frank's art is in keeping with the more dire and mature tone Johns and DC are seeking to inject into the property, and his detailed linework is quite attractive. But ultimately, this effort to craft a darker and edgier take on the World's Mightiest Mortal and his villains seems ill-advised. It didn't work six years ago with The Trials of Shazam!, and it didn't work in the 1980s with Shazam!: A New Beginning. The property has always been at its best as something lighter, playful fare.

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Ultimately, what I found most distracting about this issue was the makeup of the Justice League roster. I just don't feel excited about Donna Troy as a standin for Wonder Woman or Jade for Green Lantern. And Jesse Quick looks kind of silly in a costume designed in the 1940s for a male character. I can big the notion of the Dick Grayson Batman as part of this team, but not without stronger, more experienced and more imposing presences from senior heroes. Furthermore, the opening scene with Jesse Quick and Supergirl endeavors to get the audience (and the characters themselves) to buy into the League as a family, and that's just not how the concept works. This feels (and is presented like) the Teen Titans dressed up as the Justice League, and while that's a natural progression, it just doesn't feel right to me.

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Though I didn't care for the cold tone of the plot and dialogue here, David Finch's style certainly suits the darker bent of Justice League of America. He seemed to be channelling Whilce (Wetworks) Portacio at times, and I found his over-rendering of characters' sinew to be particularly distracting.

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Kolins' artwork is a lot of fun. Obviously, I have a soft spot for his interpretation of any incarnation of the Flash, and his take on the Golden Age Green Lantern here is as sharp as his past endeavors with the character. I don't much care for the designs for the seemingly unstoppable villain and one of the heroes - Lightning - but to be fair to him, the latter design (Alex Ross' work, I believe) is something he was saddled with. Still, it would be nice if he could tweak or fully redesign Lightning; her look is stiff and a bit plain. I love how Mike Atiyeh's colors add glows to the linework. Kolins has endeavored to establish a dark atmosphere here, but the colors add an eerie quality that adds to the tension.

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It's always a pleasure to see John Romita Jr.'s artwork, but this is hardly one of more noteworthy efforts. Lately, I've noticed he seems to reserve his more meticulous, focused and deliberate work for creator-owned projects such as Kick-Ass, whereas his linework on splashier corporate comics is a lot looser. The latter no doubt brings tighter deadlines and more editorial influence, but some of the sketchier, rougher bits in this comic seem to reflect where the artist's creative priorities lie. I tired quickly of the several swooping Phoenix visuals, designed to convey the immense scope of its power, but that's really more of a failing of the script than Romita's storytelling. I thought the artist's exaggerated approach to facial features in the Cyclops/Hope training scene successfully conveyed the dysfunction between the two and signalled just how far gone Cyclops is as a result of a life of hardship and heartache.

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While I thoroughly enjoyed the artwork, Paul Levitz's script didn't quite click for me.

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One of the highlights of my renewed Mad experience was reconnecting with "Spy Vs. Spy" and discovering cartoonist Peter Kuper has taken over for the property's creator. While Kuper has maintained the same classic style of the strip, he's also managed to instill his own richer, slightly surreal spin on things at the same time. Ultimately though, I think I've outgrown Mad magazine, but that's not entirely a condemnation of the publication. It's more of an acknowledgement of who I was, who I've become and how my tastes have changed over the years. It was fun to revisit Mad again, if only to see some of the evolution and which traditions survived into the 21st century.

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I think what most impressed me about the story and what I enjoyed the most about the book is that it surprised me. I expected these monsters to band together to fight a threat; the cover led me down that path, after all. Instead, the conflict is among them. The Starseed is not only benign but potentially benevolent, but these monsters, unable to control themselves (save for Ghost Rider), turn out to be the both the heroes and the villains in their own stories. These monsters are pitiable, and that they unwittingly allow their salvations to slip through their fingers because they give into the monstrous natures they want to cast off is, in an odd way, tragic and a little touching.

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Overall, the material here shows promise, even if the execution of the main story is a bit off. The backup feature definitely felt as though it was worth the extra buck. I'm not sure the stories will bring readers back for a second issue, let alone the long haul, which makes me think this might be one of the first entries in the New 52 that will fall victim to the axe.

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I've enjoyed Khoi Pham's art on other Marvel titles, notably The Incredible Hercules some time ago. However, I really don't think his loose, sketchy style is a good fit for the sci-fi, borderline cosmic adventures of this team of Avengers. He conveys the youth of several characters (such as Amadeus Cho and the young Inhumans in the flashback) quite clearly, but other key players are so loosely rendered so as to make it seem as though the artist had to rush through the job at times.

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Greg Land's art tells the story clearly, and his realistic approach makes it easy to see these incredible figures as real people. He's often criticized, though, for apparent lightboxed art stemming from strong photo reference. That appears to be the case again here, notably with his depiction of Spectrum. Her facial expressions in the costume shop scene seem particularly reminiscent of a supermodel photo shoot. It's distracting and takes the reader out of the story.

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There seems to be nothing he can't do. His moments of technological triumph and instances of potential peril therefore are random, subject to the writer's desire to advance the story rather than any kind of logic or natural progression.

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Maleev conveys the several-heroes-in-one-form premise pretty well. The coloring motif struck me as a little odd. When the action unfolds, Spider-Man and the main antagonist in this issue, a woman named Snapdragon (am I supposed to recognize her?), are bathed in shades of red while others around them. I don't really get the effect. It doesn't really add to the mood of the scene, and when other characters are cast in darkness, it makes it a little difficult to follow the action.

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The strongest visual element associated with this comic book is to be found on the cover, or at least on one of the covers. Mouse Guard creator David Petersen contributes an all-too-rare piece of art outside of his own corner of the industry. The interior artwork by Axel Medellin Machain tells the story clearly, but that's all it does. It comes off as merely serviceable. I also found his figures (other than the title character) to be a bit elongated across the board, and it was a bit distracting.

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Writer Brian Michael Bendis offers up 22 pages of paranoia at 30,000 feet, and I have to admit, it makes for an entertaining read. However, I found I enjoyed it more on an absurdist level than as dramatic tension in the super-hero genre. I get why Bendis and Marvel are setting up the discovery of a Skrull operating in secret on Earth as a big deal; they're building up to a big event. Having the super-heroes eye one another with extreme suspicion while trying together to analyze recent events in light of the Skrull-as-Elektra revelation makes for some snappy and interesting dialogue. But it doesn't quite work in the context of the bigger picture of Marvel continuity. These characters live in a world filled with shapechangers, magicians, telepaths and inventors of impossible technology. They've had cause to be paranoid their entire lives. Given what they've experienced and learned over the years, finding a Skrull spy is hardly shocking. Troubling, yes, but not so extreme a development so

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Artist Mike Deodato has done some solid work for Marvel over the years, and he's no stranger to Bendis' Avengers, but I'm not sure he was the right choice as artist for this spotlight. Squirrel Girl's softer, nicer side is lost here. Her likeability factor doesn't come through in the art. Deodato employs a lot of shadow and silhouettes here, and the central character just doesn't call for so much darkness. Some of the action sequences are rather vague as well.

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Deodato's art certainly suits the complex, conspiratorial tone of the story, though it seemed to me his realistic style subverts the colorful nature of the many superhuman characters in this story. While there's a darker tone to the writing, the art doesn't seem to include any sense of wonder. Furthermore, the cliffhanger is devoid of the visual impact called for in the moment. Throughout the issue, we see the heroes wondering what became of Osborn and what he has planned, and when they finally come face to face with their enemy, the art understates the importance and emotion of the encounter.

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The storytelling is competent, but I just didn't feel drawn in by the book.

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Meyer's got the right pedigree when it comes to presenting a real-life vision of war in a desert. The foreword indicates he's a sergeant in the U.S. Marine Corps (if I'm reading the abbreviations correctly). As such, he focuses on the grunts and the deadly circumstances they face. There's no context included as to why they're in those circumstances, and I can understand why he might be reluctant to do so. As someone with an interest in politics, though, I felt something was missing as a result. Now, that's more a matter of personal preference, I suppose, than a mistake on Meyer's part, but then again, it's natural for one to be interested in the larger perspective of someone who experiences the real cost and chaos of war.

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Artist Caoi Oliveira delivers some solid black-and-white artwork. The visuals here look like could be the result of a cross between the styles of Scott (Flash) Kolins and Darick (The Boys) Robertson or Amanda (Power Girl) Conner. The artist's work later in the book is clearly more focused and interesting than it is in the opening scene. I attribute that to a greater comfort with the more extreme characters of the super-hero genre, and the opening scene only includes regular people. Nevertheless, the artist shows a lot of promise here.

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Damian Coucerio is the latest in a series of artists with a similar style. It's one we see so often in Boom titles that it's almost like a house style for the publisher. Couceiro boasts a Michael Lark/Paul Azaceta-esque style that suits the darker leanings of this story. It's especially effective in the more grounded scenes; he conveys the characters' humanity incredibly well. He also does a fine job with a double-page spread that conveys the devastation that befell the Big Easy as a result of hurricane Katrina.

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This story is missing a lot of things, and one of them is any sense of subtlety. Mind you, subtlety isn't exactly something one expects to find in Loeb's writing in recent years, so it's not really a disappointment. Still, the ham-fisted juxtaposition of a heavily burden teen living in a town called "Carefree" elicited a groan, as did, for example, the cameo of the principal from Back to the Future acting in a similar capacity here. As I understand it, this new incarnation of Nova is meant to serve in part as a replacement for Spider-Man in that Marvel doesn't really have a teenage super-hero going through youthful angst while trying to live up the memory of a lost family member and ideal of responsibility. Loeb has certainly included a number of plot and character elements to fulfil that assignment, but by the middle of the issue, it felt as though I was running through a gauntlet of clichs and conventions rather than immersing myself in an engaging or entertaining story.

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I'd heard good things about this French import and was pleased when I got a chance to read this latest release from Archaia Studios Press. The publisher has had a solid track record as of late, launching Mouse Guard and The Killer to critical acclaim over the past year. I enjoy both of those titles, but it doesn't seem as though Okko is going to join them on my must-read list. French creator hub has crafted a story that's clearly Japanese in influence. It's not Amerimanga, but Francomanga, I suppose (will that anger right-wing manga lovers in the United States?). The historical and cultural setting is so far removed from my own so as to seem almost alien, and I just found it impossible to connect with any of the characters. Furthermore, I'm at a loss as to why this series is titled for Okko. Of the four heroes in the story, he is not only the least interesting character but the least heroic as well. The Asian influence in the art isn't overt; Hub doesn't resort to the oversized eyes th

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This is the only one of the various "Batman: Battle for the Cowl" comics I've picked up so far; I've little interest in the latest Batman event. Fortunately, Oracle: The Cure seems to have only a tangential link to it. While this comic book is accessible in that regard, it fails to acknowledge that it features one of the leads of Birds of Prey and omits any explanation about what took Barbara Gordon from that endeavor back to Gotham City.

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Outer Orbit reads rather a bit like a science-fiction take on filmmaker Guy Ritchie's storytelling style from Snatch or Lock, Stock and Two Smoking Barrels. The pace is frenetic, and the tone is zany, intense and never serious despite excessive violence and gratuitous sexuality. The odd-couple riff with the two main characters we meet in the opening scene is quite effective and entertaining, but the storytelling gets a bit difficult to follow at times. However, it's not the creators' use of flashbacks that's dizzying, but the topsy-turvy action sequences that don't include enough dialogue to inform the reader of what's going on and why The dark, angular style in the artwork suits the over-the-top qualities of the personalities and the plot quite well, and I'm impressed that there's a visual consistency throughout the issue despite Howard and Murphy's decision to trade off art duties for specific scenes. The stereotypically sexual design for the fierce female figure who appears later in

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DC, Morrison and Williams asked readers to wait an awfully long time for this conclusion, and man, was it not worth the wait. Don't get me wrong - the art is stunning in its detail and diversity, while the script is often challenging and always ambitious. And it's been so long since I read any of the earlier Seven Soldiers material that I spent half of the book completely lost. Ideally, this bookend comic should flow from the original #0 issue that got the whole experiment underway. I don't see such a flow. Morrison also spends so much effort keeping the title characters apart from one another that it interrupts the flow of the storytelling, so much so that at times, sequences seem like they are completely unconnected in the first place. This is most notable with Morrison's take on Jack Kirby's Fourth World characters here. Honestly, I was disappointed there wasn't more interaction among the characters. The repeated shifts instorytelling approaches - both visually and in the script -

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I'm sure the framing sequence set in the future will progress with its own plot, with the frustrated surveyor pulling some inspiration from the story he's witnessing telepathically, but at this point, I found it to be a detriment to the main story rather than a benefit. It distracts and detracts, and to be honest, the opening framing scene is of such a length that I thought it was the main crux of the book at first. I also think Ziade might have made a misstep by dressing up his human story with some science-fiction as well. The main story is basically set in the not-too distant future. A relatively poor family has its own robot, for example, but they defend themselves with shotguns as well as rayguns. A conflict with a malevolent, faceless, polluting corporation is something readers could recognize from their own world; why add robots, cybernetic limbs and weird weapons to the mix? I honestly feel the creators could use some strong editorial direction to keep them on track, keep them

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The ending, which adopts an uncharacteristically (but cliched) supernatural element as a key element is disappointing. Carstens's ultimate message with this book is about the important of faith in modern society, that secularism is actually an evil that only provides temporary benefits. That belief has clearly led to some passion, and that passion certainly does find its way into this book. I suppose I can't condemn the ending simply because it's not in keeping with my own personal beliefs, but it does seem like an oversimplified answer for the interesting concepts the creator dared to examine.

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If ever there was an audience for this kind of deconstructionist super-hero story, it's me. I love Golden Age characters, and I'm a fan of this sub-genre. I was drawn in by the narration and the colorful characters, but I was put off by the hiccups in the storytelling. The script lurches forward, seemingly omitting key information and any effort toward solid segues. The all-too convenient plot device integral to the plot - Pandora's Box - is awkwardly handled as well. It's not clear why one would have to combat the release of evils into the world by bottling up forces for good. I like that there's a suggestion that the Fighting Yank may just be off his rocker, but the supernatural elements and the nature of the super-hero genre pretty much preclude that possibility. In fact, given the characters' likely experience with the supernatural, their resistance to the Yank's claims makes little sense.

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Of course, the problem is that the setting shouldn't be the star of the show. This is a Die Hard comic, after all, but McClane seems no more important a part of the plot than any other player. I realize Chaykin is setting the stage here; perhaps the story will read better in a collected format. But when it comes to this original episodic approach, he needs to hook the audience in a hurry. This debut comic book needs the attitude and excitement that the readership expects from the Die Hard brand, and it's not to be found... yet.

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Where the creators succeed in their efforts on this book is chiefly in the narration. It's straightforward and cold, and that's effective in establishing an atmosphere of intrigue, personal pain and gravity. I was surprised at how much I cared about Tyler and connected with his feelings of betrayal and anger. This is an extreme character, but the simple script somehow bridges the gap between the audience's mundane world and the edgy, exciting one in which the story is set.

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Millar also spends far too much time guiding his heroine to the point of adventure. I get that he wants to reinforce her ironic belief there's nothing waiting for us at the end of life, but it feels drawn out, especially since it's obvious this woman is going to die and is going to discover something wondrous and weird on the other side. I felt myself wishing the writer would just get to the point, already.

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To be fair, Milligan's script and plot are executed fairly well, hitting the right notes and taking the title characters where they need to be. It's unfortunate Atrocitus was designed to look like a monster, as these new stories call on the reader to see the humanity in him. Ultimately, at its best, this story is little more than standard comic-book fare. It certainly seems beneath a writer as clever and innovative as Peter Milligan. I have no doubt the momentum behind the Lantern brand will translate into solid sales for the book, but I won't be among those adding to its circulation numbers.

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Both Salvador and Mark Texeria are both credited as artists on this series, and what I suspect is happening is that Texeria, the more seasoned professional, is provided layouts/breakdowns. His distinct style rarely peeks through in the line art. Navarro's style is a fairly standard one. He handles action sequences fairly well, but he seems to clearly try to channel a Bryan Hitch-like approach. He tries to make some of the characters look like real-world figures (one can see actors Patrick Stewart and Ed Harris turn up in supporting roles), but the photorealistic approach comes and goes, making for some inconsistent visuals. Furthermore, for some reason, the only physical characteristic separating them is hair color, and even then, the difference is only a slightly different shade of brown hair. That makes for an arduous read.

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Also like Sword of Sorcery #0, this debut issue features a scene in which a teenage girl is menaced with a gang rape. The scene in the DC comic didn't strike me as particularly bothersome; it was fleeting, and perhaps it didn't stand out as much since the threat was against a minor supporting character. Here, it's the title character that fights against the potential violation and desperately steels herself for it. It's unsettling, and I don't know that it's necessary. While the overall tone of the story is conventional and familiar, the ugliness of the scene stood out - but in an unfortunate way. I was jarred out of the story, and while rape ultimately isn't portrayed, the extreme violence inflicted on the heroine was too over the top and not terribly believable. No amount of influence would protect the offender from prosecution or outrage.

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Mind you, I found the political aspects and idealism to be appealing. Nick Spencer is shaping up to be Marvel's Law & Order-esque writer - you know, "ripped from the headlines" kind of stories. He touched upon Wikileaks in the Point One issue of this series, and terrorism played a big part in the first arc of his Iron Man 2.0. Here, the plot evokes memories of the recent 9/11 workers health-care legislation and Wisconsin Democrats' use of proper process to delay controversial budget/union-busting legislation at the state level. I appreciate the topical parallels that Spencer uses in his super-hero stories, but the execution isn't always there. For example, in this issue, the plot about a bill to help a dying group of miners is cast aside as the story shifts to a Night at the Museum-esque plot device that's fun at first but ultimately doesn't quite make sense in the larger context of the Marvel Universe.

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Writer Jim Zubkavich crafts modern personalities for these characters despite the fact the mercenary action is set in medieval times. That helps to pep things up a bit, but the novelty wears off after a little while. It certainly makes the almost alien setting and circumstances more accessible for the reader, though. I'm surprised at how little we learn about the two main heroes; I found I wasn't given any real reason to care about or follow these characters. Overall, the designs and violence-driven storytelling put me in mind of early Image Comics, especially Rob Liefeld books. Skullkickers is a purely superficial book and at best, it can serve as someone's guilty pleasure.

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The greatest strength of this series all along has been the weird, exaggerated and emotive artwork of Scott Kolins, and that hasn't changed with the final issue. He captures the gruesome and powerful nature of the title character incredibly well. Michael Atiyeh's colors add a lot to the visuals too. I love the contrast between the bright but eerie green tones of Green Lantern's powers against the murky darkness of Solomon Grundy's corner of the world and his flesh.

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Fans of Japanese and other Asian comics will probably like what he has to offer here. He clearly has an appreciation for the cultural leanings and the formulas used to develop and market such books. Of course, that can be as much of a detriment as it can be a strength. With the third chapter, Babendererde starts loading up the book with new characters and concepts - sidekicks/friends; Civil War ghosts; a lesson in history, faith and mythology. These extraneous elements come along at either awkward or all-too convenient moments in the story, and honestly, I found I didn't care about them. I wanted to get back to the plot and characters that piqued my interest in the first chapter. I also found it odd how Babendererde spent so much time establishing the concept of the seven Soul Chasers and their various powers only to abandon that structure, as well as some of the heroes in the process.

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Some might describe Spiessert's cartooning as being crude in nature, but it's quite effective and cute. Will it appeal to younger readers who might be looking for some of the wonder, detail and energy to be found in the source material? I have my doubts. Perhaps the greatest source of fun to be had from the art is from the expressions on the characters' faces. They're quite the opposite from what we see in their original counterparts. I love the perpetually annoyed look on the Kenobi character and the rather stunned, miserable expressions the Luke analogue exhibits.

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There's a genuine effort in the artwork to distinguish between the two different Marvel Universes, and Pichelli and colorist Justin Ponsor are successful in doing so. However, I found Pichelli's depiction of the more adult, original Spidey to be a little stiff and too realistic, not in keeping with the energy we're used to seeing in her (and others') take on Ultimate Spider-Man. I was also surprised the original Marvel Universe is depicted as a darker place than the Ultimate Universe. I've always viewed the Ultimate continuity as being more extreme and often mature in the storytelling set there.

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I think what hinders the book more than anything else is how the Apollo/Midnighter relationship has been undone. When they were introduced, they were already together, and their romantic connection was what set them apart from the archetypes they represented. The overhauled, new continuity of the New 52, they're strangers, and it feels like an important dynamic has been lost. Perhaps the intent is to explore the early days of a burgeoning relationship, but if that's the point, it'll lack drama since the reader will know where it's headed. And if the intent is to do away with that relationship" well, I don't really want to think about the implications of such an editorial decision.

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Brothers on opposite sides of the law. An innocent soul, infected by technology and driven to commit acts he doesnt intend. The love interest, torn between an allegiance to her family and to the man she loves. All of these elements turn up in this book, and all of them feel like parts of a machine, not storytelling elements that flow from creativity. Strongarm feels like the answer at the end of a formula. At the end of the equation, X equals this. Mind you, this is just the first episode in a series, so theres time for the book to distinguish itself in some way. I did appreciate the fact that Horton throws his readers right into the middle of the action. We dont know why the machine man is after Rob, and ultimately, it doesnt matter. Horton doesnt waste time getting to the point that the reader already sees on the cover.

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It seems as though artist Ryan Stegman has adapted his style a bit for this new Spidey series. He's boasted a fairly conventional super-hero-genre style in the past, but here, there's a looser, rougher approach, and I think the reason is clear. Stegman's art is meant to reflect the harsher personality that lurks within the title character now. It looks a bit like the sort of result we saw years ago when Bill Sienkiewicz would ink the work of the late Jim Aparo on various Batman comics from DC. This edgier approach doesn't quite work, perhaps in part because Slott's script doesn't fully commit to the darker tone that's promised. Otto-Peter's dialogue is corny, reflecting the Silver Age megalomania characteristic of super-villains from the 1960s. There's a goofy tone to the action involving the Sinister Six as well, so the harshness Stegman tries to instill here feels a bit out of place.

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Ariel Olivetti's style, with his lantern-jawed heroes and airy colors, is perfectly suited to this guilty-pleasure project. Though there's a rich level of detail and texture in his work, he doesn't aim for a realistic look. Instead, his art tends to take one into a world of gods at the top of the world. There's a mythic, timeless look to the characters and the backdrops. This looks more like a supernatural legend than a science-fiction action story thanks to his approach. The plot... well, it's not nearly as refined as the artwork. Schultz faces an insurmountable challenge when it comes to achieving any level of credibility with this concept, so he wisely doesn't even try to overcome it. The plotting is Silver Age-like in its simplicity, so much so that clunkier elements will spur one to roll one's eyes. Still, I like that he examines the Predators as an alien race with a culture and religion, with citizens capable of reason and communication. The Aliens play an incredibly minor role i

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I love the youthfulness Davis instills in the title character. It's easy to accept him as a young adult, just starting out in the world and confused about who he is and what his place in it should be. The redesign of the Parasite disappoints. The bucktoothed look, with glowing pods, just doesn't have the same visual impact as past interpretations. Furthermore, the decision to present Lex Luthor and his partner complete nude is unnecessary and distracting.

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Four different pencillers (two of them women) contribute to this special, leaving one with the distinct impression it was rushed into production. The good news is that the shifts from one style to another aren't all that jarring, but the bad news is that none of the artwork is terribly striking or memorable. As near as I can tell, this comic and Batman: Joker's Daughter's #1 seem designed to spotlight not only female characters but up-and-coming women creators at the publisher, which isn't a bad idea in a time when there's still a need to bring more women into the medium, both as creators and readers. But this Lois Lane special is entirely forgettable - hardly the best showcase for these creators.

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Where this comic book goes awry is with its visuals. Don't get wrong " artist Daniel Leister tells the story clearly, and I like that the colors are bright despite the harsher elements that are included in the plot. But Leister's style seems a little" ordinary. The best thing I can say about it is it's fairly standard American comic-art fare. It looked a little rough at times when a sharper level of detail could have reinforced the more shocking, sci-fi aspects of the story. There's a solid performance here when it comes to fundamentals, and as he hones his craft and develops his own unique style, he'll be worth watching as he moves onto bigger projects.

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Mind you, the plot and ideas upon which it is founded are strong. The smaller story - Don's effort to find and save Kate - runs parallel to the larger one, as government and a duke of oil fight over the date of the Black Diamond (or really, over the destination of fuel). Young offers action and amusement, yes, but there's some strong commentary about economics, politics and the machinery of Western society. Young's introduction of the characters who represent the military industrial complex and the corruption of the private sector could have been clearer (and Proctor's art further muddied those waters), but I love that it happens on a hunting trip. One can't help but think of Cheney with his shotgun out hunting pheasants or Bush clearing brush on a Crawford ranch. While Don and Kate's story is a classic one, the bigger picture is what helps to set the plot apart and challenge the audience.

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McCrea and Burns offer exaggerated, twisted visuals that are in keeping with the excesses of the plot and characters, though it's sketchy at times, lacking in detail when it comes to the peripheral players. The thing is that this story - meant to be an exploration of morals (or a lack thereof) - seems to call for a darker, more cynical tone, but the art is quite bright. That's of course attributable in part to Tony Avina's colors, but the line art is almost devoid of darkness and shadows. It's understandable, given the tropical backdrop, but it feels as though a darker mood is still called for here.

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Overall, The Charlton Arrow's affection for past material is easy to see and to which one can relate to some extent, and some of the contributions are noteworthy. But unless one has an appreciation for Charlton comics and the state of the medium from decades ago, this anthology likely won't resonate much for you.

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Remender's plot is an ambitious one, and given some positive buzz for the series in the online comics community, it would seem to indicate that there are a number of readers for whom the story has clicked. Still, I found this sort of apocalyptic super-hero story to be too familiar. I think it compares easily to Kingdom Come, for example, but it also pales in that comparison. Projects such as KC at least actually play with the icons needed to make the story work; The End League is stuck with their stand-ins.

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Ultimately, what works against this book is that despite its title, it's far from the first to explore such ideas and themes. Uncanny X-Men, Civil War, Powers and countless other comics set in the super-hero genre or its periphery have mined this ore time and time again, and it didn't really feel like anything new was being said here. Nevertheless, this is a promising early effort from these creators, and I'm pleased Action Lab is giving new talent a chance to hone their skills.

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While the script is accessible, the plot is hectic. It's surprising how quickly the Spider comes face to face with his enemy in this issue, and it's not as though her crusade against corruption was built up all that much in the first issue. The confrontation stems from convenience in the plotting, not any kind of organic encounter. I think it would've been fun to see more investigation and more of Anput's plotting. Furthermore, the zombie shtick feels tacked on and inconsistent with the villain's other methods. I really didn't care for his over-the-top methods here either. It's one thing to gun down potential killers and rapists, but to blow the fingers off a guy's hand to get him to flee for his life seems... gratuitously dickish.

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Berkenkotter's is photorealistic in tone. While his work is penciller unlike Ross's usually painted work, it's definitely presented in what one might see as a Ross house style. It's similar in tone to the linework in Avengers/Invaders and several of Ross's Project Superpowers titles. It tells the story effectively, but it also comes off as somewhat generic and flat at times. It rarely really grabs the eye.

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But my real problem with the book is the disconnect between the script and the artwork. Whereas Waid's script boasts a brainy quality that elevates the super-hero genre elements, Chad Hardin's artwork is loud and ham-fisted in nature. He boasts an exaggerated, cartoony style that's inconsistent with the more intelligent, meticulous nature of the dialogue and premise. Hardin's work seems to boast a wide variety of influences, all across the board, from Cully Hamner to George Perez to even Rob Liefeld. It makes for some inconsistencies in the visuals. And the designs for the villains are terribly generic and say nothing about them.

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The book's foreword describes this book as "a delightfully improbably mix of Silver Age adventure comics, Jonny Quest, Aquaman, the Sub-Mariner, seaQuest, Star Wars, 20,000 Leagues Under the Sea" and more. That description is right on the money, but it's not necessarily something to celebrate. Piscopo isn't just inspired or influenced by these fantastic ideas. It's more like he's plucked pieces from them all and has sewn them together. Capt'n Eli comes off as being something of a Pop-Culture Frankenstein Monster. As a result, it feels more like a product than an effort to tell a story. That being said, it should be effective when it comes to appealing to kids (at least I'd like to think so). It's just not something parents will enjoy along with their kids. Instead, they might want to sit down with them and watch a Jonny Quest DVD or give them some of Marvel's Invaders comics from the 1970s.

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Sarkar's plot and pacing are by the numbers" too much, really. The story follows a tried-and-true formula from pop culture, but that means it's painfully predictable at times

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I realize the answers are probably to be found in the first The Waking limited series, but Gregory definitely should have provided more exposition for potential new readers. A text piece on the inside front cover, maybe a two-page flashback sequence... give me something. That's why I'm left with the impression this Zenescope title (and perhaps many others) is meant to exist as an exclusive club for early adopters. Obviously, I know the Zenescope folks would prefer to expand their reach and their brand, but the execution has the opposite effect.

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The denouement offers something intriguing, and that's a new vision of the title character. Sure, it's clear he's going to be the thunderous hero we've seen in the past, but Straczynski seems to grant him (and Blake) a more nomadic lifestyle. It's actually reminiscent of the 1970s era of the Hulk, and since the Green Goliath ain't using that storytelling structure these days, it's interesting to see it applied to such a different character. Ultimately, this issue was something of a disappointment, given the drawn-out nature of the script. However, the art and the seeds of a new premise hinted at in the script are enough to get me to come back and take a look at the second issue.

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I've never been a big fan of Paul Gulacy's work, so this title had that going against it from the start. I find his characters' faces are too elongated, and that holds true with this effort as well. He certainly manages to achieve a fairly realistic look for this impossible scenario, and he and assistant inker Charles Yoakum do a solid job of establishing a tense, dark atmosphere. I was also impressed with the artist's depiction of the doomsday virus' physiological effects. But another problem I have with Gulacy's art is that he really doesn't offer much of a variety for body types and faces. Too many characters look far too much alike, and that made it especially difficult to follow all of the action.

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Unfortunately, the plot here is not only disappointing, it's a bit disconcerting. We've see similar elements in the source material, but Dan Jolley's seeming civil war among the toys in Andy's room is unsettling. Seeing the adorable Rex and friends trying to doom an unknown toy to exile or even destruction didn't make for an entertaining read. In fact, the overall tone of the plot was rather harsh. Maybe younger readers won't notice it, but their parents might. I did enjoy the reveal of the new toy's true nature at the end, and Jolley also deserves credit for capturing these well-known characters' voices nicely.

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Kurt's style makes me see him as something of a low-rent Bryan Hitch, but I can understand why the book's editors sought such an artist for the book. Hitch, after all, was the artist on the series that introduced this incarnation of Iron Man (The Ultimates). He certainly captures the scope of the story and action. The choreography of the airplane assault in the second act of this issue looks great, for example. At times, the visuals struck me as being a bit too ordinary, but the storytelling is always clear. I guess I'm saying the art is serviceable but not something that really excited me either.

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I like the notion of a mutant child being adopted by a human couple. I like the idea of a ragtag band of emerging mutants being on the run from an entire country that's terrified of them (which is a premise that one of those variant covers seems to promise). More importantly, I like the idea of a regular kid struggling to cope with inconceivable power and circumstances. Brian Michael Bendis pulled it off nicely a decade ago when he launched Ultimate Spider-Man, and Loeb has acknowledged that served as an inspiration for this new Marvel mutant title. But Loeb doesn't succeed as Bendis did. Jimmy is far too accepting of what's happening. He barely freaks out. Loeb tries to make up for it with a quiet father/son moment to close out the issue, but that alone isn't enough to balance his reactions (or lack thereof) in the rest of the issue.

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Despite the problems with clarity, there are some interesting ideas at play here. Lindelof's introduction of "new" character - new to the Ultimate universe, anyway - is intriguing, mainly because I find I'm curious about how he's retooled and changed this familiar character. Furthermore, an intelligent Hulk who devolves into a mindless brute when he loses control of his emotions work well. The madder Hulk gets, the stupider Hulk gets. No one is stupider than Hulk!! However, what Wolverine hopes to accomplish by pressing those buttons isn't clear at all. Facing off against Hulk-sans-brains doesn't prove to be any sort of an advantage.

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Loeb also does a good job of introducing the cast of characters here. Ultimatum #1 is something of a crash course on the icons of Marvel Comics; it doesn't really matter that it's an intro to the "Ultimate" versions or not. Of course, at this point in pop-culture history, I think Marvel would be hard pressed to find a reader that really needed this primer on its biggest characters. Film and television have done the work for them, certainly when it comes to the scant detail provided here. Overall, this opening issue just barely gets the story moving. Sure, Big Things happen, but the real conflict and explanations lie ahead. It's really too early to judge this story as a result, though as I mention earlier, I wonder if some readers might make a judgment call about whether or not they got real value for their four U.S. greenbacks.

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Ultimately, the biggest problem with this comic book is the marketing campaign. The effort to establish this as an important moment in Marvel history sets the bar awfully high for Remender's plot, and it just doesn't meet the goal. The big reveal on the final page of the villain and his motives establish this as little more than a standard super-hero story. Perhaps it's intended to be epic in scale, but just about every appearance of this particular antagonist has been intended as such for the past couple of decades (or more). Stripped of the heavy continuity and gore, what we're left with is basically an ordinary super-hero story. It's diverting, but not really worth the hype, and barely worth the $4 cover price.

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Ultimately, the book is hindered by a lack of clarity. In an effort to maintain an air of mystery, Grant doesn't tell us nearly enough about the title character and her sister. It's not clear what motivates her or how she managed to switch places with her sister. There are insufficient cues to differentiate between the two sisters as well. Instead of teasing and pleasing the reader with tension and twists, Grant and Dzialowski end up confusing him or her.

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Writer Mark Millar has been responsible for some rather inventive work over the last few years. Chosen comes to mind, but even his super-hero work has shown some innovative thinking. Civil War, though hindered by problems with execution, was a great high concept, and his new creator-owned title, Kick-Ass, is a strong character study and an interesting deconstruction of the super-hero concept. Sadly, none of the originality is to be found in his latest foray into the world of Marvel's most popular mutant. This quick read is diverting for fans of the genre and the character, but it's not compelling or memorable. Maybe Millar has something twisted and imaginative in store. I certainly would hope so.

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I think that illogical dichotomy in the title character is the property's biggest liability, but it's not the only flaw here. The premise is derivative to the point of distraction. An alien escapes from an oppressive culture and escapes to Earth, where individuality is embraced and freedom is an important ideal, only to be pursued by threats from beyond the stars. There's little new to be found in Zipper's story. Supporting players in the drama are really cliches rather than characters. Still, the visuals are strong, but not really strong enough to eclipse the problems or to boost the minor appeal of the association with the Simmons name.

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The artwork is a mixed bag. Herman seems to be striving for something of a playful, cheesecake style, reminiscent of the work of Joe Chiodo. I think Herman focuses the reader's attention too much on Zoe's physical attributes. The backgrounds are surprisingly lacking and bland. The absence of any kind of details in the settings is distracting and makes the comic less fun, less visually stimulating. The colors are sadly muted and drab as well, running contrary to the energy of the plot and script that surges later in the issue.

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Le Galli's story is properly constructed in some regards. He introduces the cast of characters fairly clearly, and the Indiana Jones-esque tunnel of booby traps makes for some fun reading. But ultimately, the historical setting and warrior ways of the protagonists - the elements that serve as the foundation of the story - are alienating. There's nothing in the story with which to connect. I found the first act failed in its goal to convey the politics of war that serve as the catalyst for the plot, and that sense of confusion never faded. Furthermore, considering the moody adventure that serves as the focus of the third arc in this episode, the story and characters seem to take themselves too seriously. There's no sense of wonder or excitement to be felt.

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David Goyer's story in which Superman renounces his U.S. citizenship is much ado about nothing; the character isn't turning his back on the States but instead dedicates himself to the entire planet. The story itself is oversimplified and overwrought; it's a good think it was a short story and not a full issue of the series. The storyboarded Richard Donner screenplay was quite disappointing. Not only is the plot uninspired, the decision to use rough storyboards instead of reinterpreting the script as a comic-book story was a misstep. The Geoff Johns/Gary Frank Legion story is a fun concept, but unfortunately, they don't really see it all of the way through. The strength my friend told me about is Damon Lindelof's small contribution to the Superman mythos. It's incredibly effective and engrossing, and it's thanks to the misdirection in the piece. Ryan Sook's rich, textured artwork is absolutely lovely as well.

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Nevertheless, I have a soft spot for the Legion, so this book has that going for it. But even with that nostalgic connection, I wasn't drawn in here. The reason: most of these young Legionnaires-to-be aren't all that likeable. Chemical Kid and Dragonwing act almost like villains, and their entitled attitudes just don't make for fun reading. And while Glorith seems like a pure soul, she's so naive and uninformed about the world that she's entered, it seems incredibly irresponsible for the adults who guide her to have sent her off without some kind of education.

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There's an Indiana Jones riff to the race in the Louvre, complete with an evil counterpart reminiscent of the Belloq character from Raiders in the Lost Ark. Unfortunately, the heroes, like the bad guys, come off as profiteers, vultures feeding off society's corpse. It doesn't make for the most palatable protagonists. Again, the problem stems in part from the scant information we're given about the characters' personalities and background. Since we know nothing of these characters' ethics and motivations, they come off as money-hungry thrillseekers. There's also a frat-boy tone to their exchanges. With more depth, the adventure and the premise would have been more appealing.

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As a fan of the super-hero genre, I always like it when the diverse array of figures are brought together, but part of that appeal is to see the fun of such colorful characters interacting. Unfortunately, fun isn't part of the equation here. This is a dour story, depressing. The heroes are beaten down, and they never really recover in any satisfying way. No one really wins the day. Mind you, it's not as though this story was billed as a super-hero romp or anything; in terms of tone, Bendis and company deliver what was promised. When it comes to plot, though... not so much. Instead of being a story about heroes overcoming impossible odds, it's about them losing hope and breaking the rules. There's no sense of triumph or accomplishment because they cheat their way out of a jam - and I felt kind of cheated in the process.

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I thoroughly enjoyed the first issue of this series. It seemed as though the writers had established a different, distinct corner of the DC Universe that the title character could explore, and Amanda Conner's bright art seemed like a perfect match for the more traditional, old-school approach to the super-hero genre. Unfortunately, the first thing we find in this second issue is an overabundance of completely gratuitous female nudity. The writers try to play it up for laughs, and it's not the first time we've seen bawdy visuals from Conner. Nevertheless, I found the focus on the young heroine naked form to be incredibly jarring and out of place, especially when the writers finally revisit the beginnings of the main plot from the first issue, in the form of the new villain who made his debut. This second issue, instead of dwelling on Terra's heroics, instead lingers on the topic of her origin and the history of the Terra name. Unfortunately, the writers provide no answers, only more que

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There are a couple of interesting ideas at play here, though. Pierro begins to explore the culture of this second medieval age through the romance between a hope-filled, young monk and the girl his calling must force him to leave behind. I also appreciate the fact that there are three different classes of people in this world: those who live in communities, the homeless "Scavengers" and the malevolent Marauders. There's even a hint of political and diplomatic protocols among communities. Still, these intelligent, interesting elements are minor ones in the story, and they're not enough to divert the reader's attention from the derivative nature of the premise and the snail's pace.

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Compounding the shortcomings of the story is the artwork. Raffaele Ienco is a new name to me, but it seems obvious he still has some development as an artist ahead of him. He fails to convey the youth of the future Avengers children, nor do their powers seem particularly dynamic here. The reader often has to rely on the script to communicate what s/he is seeing in the visual component of this book. His work pales in comparison with series regular Stefano Caselli, and it just doesn't boast the polish and drama one has come to expect from this usually cerebral take on super-heroes.

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I'm guessing the speech Bruce gives in this issue is meant to be the same one as the speech in Batman #1, but the dialogue and the events depicted therein don't jibe at all. Furthermore, another potential breakout at Arkham Asylum in the wake of a similar scene in Detective #1 is redundant and immediately boring. Arkham loses all credibility as a plot element if all of the Batman's enemies are in the midst of breaking out every other day. The scene, however, does serve to punctuate the theme of fear in the narration, and the title character's efforts in conjunction with the cops also serves as an important contrast to the confrontation with the IA investigator. Ultimately, I don't see why this title exists, given the Batman stories that are unfolding in other New 52 titles.

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Risso continues to bring his trademark darkness to a story that definitely merits it, but unfortunately, the nature of the plot here makes his significantly different take on the title character seem off. Since Straczynski has synched his plot up with that of Moore, Moloch now looks wrong. In the source material, he was a rail-thin, lanky, tall, withered shell of a man, but Risso's interpretation of a hunched, troll-like, snivelling figure beaten down by life doesn't jibe with that. In the first issue, it wasn't a problem, because Straczynski's Moloch was only tangentially connected to Moore's. But here, they're meant to be one and the same.

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The plot - which seems to be dedicated to providing Oracle/Barbara Gordon with a new start - makes sense. Her character is strongest when operating in secret, so a plan to convince the superhuman world that she's gone works in context. Still, Oracle has proven to be such a smart and novel character over the years, I don't care for the notion that it might come to some sort of end of that it'll be altered significantly. What's really disappointing is the focus on the rest of the team at a strip club. It doesn't add anything to these characters. Furthermore, Hawk and Dove's role in the book still doesn't work for me. The supernatural, even cosmic nature of their powers seems like a poor fit with the more street-level qualities of the other team members. It doesn't look as though I'll be sticking with the book (again), but at least I can still get a monthly dose of Simone's strong writing in Secret Six.

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As far as I can tell, DC decided it wanted its own G.I.Joe-like team, and it turned to one of the guys who's been writing G.I.Joe stories in the 21st century. And DC got what it was looking for, complete with sci-fi tech and a cool home base (some assembly required). Blackhawks is G.I.Joe right down to the memorable nicknames and codenames " Attila, the Irishman, Canada, Wildman, etc. What sets this apart, I suppose, is incorporating the elite military unit into a world of super-heroes.

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The problem with the scripting and plotting made evident on the last page of Blood Orange, which features an explosion of text in an otherwise quiet mini-comic. It's with that last page that Giampaoli explains everything that happened in the rest of the book. We need that information to not only appreciate the emotional resonance but to recognize it. Still, one shouldn't write this story off. Instead, Giampaoli ought to revise it. I suspect Blood Orange 2.0 would be much more user-friendly than the first version.

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This issue marked a major misstep for this burgeoning relaunch, but I'm willing to give it another issue or two before deciding its fate (no pun intended), given my affection for the artist's work and one of the main characters.

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To appease readers who mightn't be happy about the inflated $3.99 US cover price, Marvel has opted to include a Golden Age Cap/Bucky reprint story. I would have expected the original version of the Cap origin story, but instead, editor Stephen Wacker opts for a somewhat goofy baseball story. I like that the reprint material isn't redundant or familiar, and the oddball nature of the plot was entertaining. Still, it seems an odd choice, and I would have rather paid $2.99 US for the comic without the reprint. (Actually, I wish I hadn't forked out any money for it in the first place.)

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Bryan Hitch's photorealistic art is attractive, and I do like the consistency that inker Butch Guice brings to the mix, making this book appear a bit more like what we got in the Captain America series leading up to this moment. But the meticulously detailed, convincing backdrops and action really aren't necessary for this book. Brubaker has opted for a cliched approach to the plot, yes, but it's also a thoroughly traditional super-hero story. Therefore, it really calls for a simpler and more exaggerate look in the artwork. Colorist Paul Mounts maintains an eerie tone throughout the book with some unusual colors, and that would've been perfect had this story maintained the same sort of atmosphere as the plotlines that led up to it. But instead, the bombastic, ham-fisted approach to the story really calls for a louder, more colorful and vibrant tone. It's not really a failing of the artists, per se, but rather a mismatch between the writing and the visuals.

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Daniel really doesn't tell the audience much about the new villain who will drive this opening story arc, but we get enough of a taste to whet our appetite. The hint at a familial operation is intriguing, and I'm curious as to the connection between the crude surgery he performs and his "Dollmaker" moniker. The awkward path leading to those little mysteries, those little revelations, though, doesn't make for an enjoyable stroll to the destination.

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I was also taken aback by the second story, which offers up the origin of Goofy's heroic identity, Super-Goof. The credits would seem to indicate this is a new piece, penned by screenwriter and comics scribe Bob Gale, but the content tells a different story. Clearly illustrated in a throwback style, the script walks a fine line between the camp of yesteryear and a racist depiction of Middle Eastern culture. What should've been a fun romp instead ended up making me feel uncomfortable.

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The biggest problem with this short anthology of real-life silliness is the fact that there are no stories. There are anecdotes and oddities, but a story requires some kind of conflict, some kind of climax, some kind of resolution. There's not as much storytelling going on here as there should be; Valentino just more or less conveys information. It seems as though these are some of these episodes from his life represent some of the writer's favorite ice-breakers or anecdotes, and that they've lost something in the translation from the oral to the illustrated. Some of the more unusual, key moments are non-sequiturs, and those moments - the first sign of something other than the mundane - serve as both beginnings and endings of the non-stories.

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Long before this comic book was ever scheduled for release, Radical announced that Spider-Man and Evil Dead director Sam Raimi was on board to direct a big-screen version of this title. The committee approach to the comic's creation - which includes concept creators, writers, breakdown artists and finishers - and the advance progress on other-media adaptation make it clear that this isn't an exercise in storytelling. Instead, Radical is developing a product for mass consumption. That's fine, but as a reader, I'm more interested in a story than a brand. I will give the publisher credit for providing a solid bang for the customer's buck. This $5.99 US comic features 60 pages of story and art. To get that much out of DC or Marvel, someone would have to buy three titles at $2.99 US or more apiece.

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As I made my way through the book, I kept waiting for Azzarello to hook me, to win me over. But even the ending left me dissatisfied. In order for it to work, one has to accept that Junk, who's clearly not the brightest guy, is suddenly possessed of a clever mind. His plan to cover his tracks seems beyond his capacity, and I just didn't buy that this bruiser, who always makes the wrong decisions and succumbs to his emotions at every turn, is suddenly transformed into a master manipulator.

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One of the most frustrating aspects of this one-shot is the fact that a pivotal character isn't even identified. I read Justice League of America in the 1980s, so I know who she is. Newer readers, hell, even not-so new readers, will likely not recognize Gypsy, an obscure JLA member who most recently appeared in Birds of Prey. It's a shame Tomasi doesn't use her super-hero name at all in this script. Her inclusion is clearly meant to incorporate the Detroit era of the Justice League, but it's done without really talking about that time in J'Onn's "life." Yet another problem that plagues this issue is poor placement of word balloons; there's no obvious flow to them as the various heroes document their friend's history. If the pointlessness of this comic book weren't frustrating enough, this non-story isn't even executed well.

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The problem with Johns' story is that it's completely inconsequential. Hot Pursuit, the de-aged murder victims" none of it matters. The so-called "Road to Flashpoint" begins in the final two pages of this issue, as the Reverse-Flash makes his next move against his old enemy. Really, those two pages could've occurred right after Flash: Rebirth. I'm at a complete loss as to why Johns introduced Hot Pursuit in this story arc. It feels like I invested in the four-issue arc for little or no return.

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Ben Oliver is clearly an ambitious artist when it comes to the craft of comics. He plays with inventive layouts here, just as he did on Alpha Flight #0. Unfortunately, the diagonal, page-overlapping panels make it difficult to determine at times how the action is unfolding. Do I follow this panel into the next page to the one that shares its slanted gutter, or do I continue down the page? The characters aren't terribly emotive either. I think Oliver has the potential to be a great comics artist, but he definitely has some development to do. It's like he's trying to emulate J.H. (Batwoman Williams III in terms of unconventional page construction, but he just doesn't have the experience to pull it off yet.

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With such a collection of villains, I found I longed for a more traditional, slightly brighter look to emphasize the fun side of the concept rather than the ultimately empty threat.

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The problem with Sirens is this: it's almost unintelligible. I have no idea what's going on in this book. I get the heroines are scattered through time, and that they're allied with an alien reptilian race that's mistaken for dragons in the past. But what they're trying to accomplish, why time travel is involved, some one of their number has lost her memory... it's all so confusing. Adding to that confusion, unfortunately, is the artwork. Prez has always boasted a meticulously detailed style, but this overly complex story structure and verbose script come together with the highly busy artwork to make for a cluttered look. Ultimately, noise seems to overwhelm the signal Prez is trying to get through to his audience. Hey, I still love your stuff, George. I just don't love this particular comic.

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Perhaps the most frustrating thing of them all is that the title characters don't solve the mystery. They follow clues from point A to B to C, but there's never a deduction about who commits the crimes and why. It's all revealed at the end by the perpetrator, who never makes an appearance before that moment. The Hardy Boys stories I remember from my youth were whodunits. Joe and Frank would put the pieces together, identify their suspects and crack the case on their own. In this story, they're little more than mice running a maze.

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I have to admit, though, that I rather appreciated artist Matteo Lolli's style here. It's softer in tone, somewhat in the vein of the style of Chris (Daredevil) Samnee. It doesn't seem like a good fit for a character as extreme and loud as Deadpool, but I did enjoy his take on Hawkeye. His depiction of the beefy bad guys with which the heroes do battle put me in mind of the work of the late, great Mike Wieringo as well. The double-page spreads are a bit unwieldy, didn't flow well and came off as an effort to pad the length of this issue. I won't be reading subsequent issues, but I will keep an eye out for Lolli's name on future projects.

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The art is capable and clear for the most part, but again, there's no fun here. Penciller Neil Edwards tries to render the Hobgoblin in a realistic fashion, and the approach just doesn't suit the character. Hobgoblin looks odd rather than monstrous. I also find it odd that while Hercules' new costume is depicted on both the cover and the teaser for the next issue on the last page, it makes no appearance at all in this issue. He's still in his old, look-at-my-chest-hair togs, and the new outfit should really be here to serve as a visual cue that this is a new direction for the character.

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The satire were meant to see in the main story must be effective on some level because the nudity and sex throughout the book isnt at all titillating. And its clear from Strausss introduction, thats exactly what he intended. So the book is a success on that level. But the plot itself is incoherent at times and often inconsistent. At times, the characters are completely laughable, but other scenes are dramatic, taking the ugliness of the human spirit thats at the core of the story seriously. How to Make Money keeps shifting gears, and its in danger of wrecking the transmission.

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So setting marketing concerns aside, the question is: did I enjoy this story? Unfortunately, I really can't say that I did. I did appreciate the mythology that Simmons begins to construct here, but the fact of the matter is that this is a story full of villains. There's no protagonist to cheer for. The Revenants are targeted for death by apparently corrupt and cruel forces, but the Revenants are just as distasteful as the "villains" of Simmons's plot. The script is devoid of a character that the reader can connect with, cheer for or from which s/he can derive any kind of amusement. That's a lot of corruption and villainy, sure, but for about five bucks for 42 pages of story and art, it didn't make for a satisfying read.

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Messina boasts a fairly clear style, one that was definitely developed with super-hero comics in mind. His art on this book reminds me of the styles of such artists as Matthew Clark, Brian Stelfreeze and the like; it's a photorealistic approach featuring dynamic and even impossibly perfect figures. Messina offers up fairly standard genre artwork, but it's also not particularly remarkable either. It serves the story well, and since the story doesn't serve the readers (or at least new ones) well, neither aspect of the book resonates particularly well with the audience.

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The backup story by Fraction and artist Howard Chaykin seems rather pointless. It's the tale of how Tony Stark's parents met, and it endeavors to present Howard Stark as a dashing James Bond type. But what I see is a small group of spoiled, bored, rich people trying to amuse themselves with privilege, rebellion and a carefree lifestyle that only ridiculous gobs of money can make a reality. Fans of Chaykin's artwork will enjoy what they find here, but there's nothing particularly remarkable about it.

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No one knows the Milestone characters better than Dwayne McDuffie, so it's no surprise that there's energy and personality radiating from them in this comic book. McDuffie portrays as them as just as smart and powerful as the Justice League, and I'm genuinely curious about what they're trying to accomplish. The writer also makes it clear that while the Shadow Cabinet has a lot in common with the JLA, there's a more intense, harsher quality to the way they operate. Unfortunately, there are little quirks and repeated references to little-known bits of continuity that get in the way of the story. I don't get why Black Lightning recognizes Static's name, and an apparent reference to the "corpse " of the villainous Dr. Light (a character killed only a couple of months ago in Final Crisis: Revelations) are just one of the minute details over which the plot must stumble to move forward.

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McDuffie taps into the fun of the JLU cartoon on which he worked by amassing a team of villains to square off against the heroes. It's hardly a new concept, but it's still a fun one. There's just one problem: with this book firmly set in current DC continuity, he's faced with the problem that DC villains were teamed together in the Society all too recently. In fact, the script refers to it repeatedly, with characters insisting it will be different this time. But it's not. The fact that other characters keep pointing that out as well doesn't help. McDuffie tries to overcome that challenge by acknowledging it in the story itself, but the effort falls short. Instead, he just keeps reminding the reader of the redundancy.

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Honestly, the best bits in this book are the bonus features in the back. Robinson's thoughts on the origins of the series and the creative choices he made were interesting, and the inclusion of the Congo Bill origin story by Len Wein and Ardian Syaf was a smart move, as it allows newer readers unfamiliar with this obscure character to get a crash course on him outside of the overwrought emotional context of the main story.

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Mauro Cascioli's painted artwork certainly conveys the dark, bitter atmosphere that serves as the book's foundation, but it's stiff. And the opening page's focus on Supergirl's breasts and bare midriff is irksome and runs contrary to the intense and tense mood called for by the story. Furthermore, It threatens to undo good will that's been sown by creators on the regular Supergirl series, who have purposefully set out to tone down the sexualization of its teenage title character. this issue includes backup material just as those before did, and while I see the value in presenting extra background on key characters, Robinson's essay and the brief origin story feel more like filler than bonus material.

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When Geoff Johns wrote this title and the one that preceded it (JSA), there were those that criticized that he resorted to shock value too much and that his scripts were too immersed in past continuity (sometimes those complaints were merited, while at times, they weren't, in my view). The blurb on the cover for this new issue proclaims that "a new era begins" here, but that's really not the case. Maybe Willingham and Sturges are trying to ease their readership through a transition, opting to offer more Johns-like plots at first, but it doesn't seem that way. It was recently announced that the team will split in two, leading to two separate JSA titles, and we've already recently seen that team-schism approach during the "Thy Kingdom Come" story arc. Maintaining the same direction wouldn't normally be a problem, but the new writers charge ahead so quickly that there's little in the way of interplay among the heroes, leaving just bull-headed action.

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When Geoff Johns wrote this title and the one that preceded it (JSA), there were those that criticized that he resorted to shock value too much and that his scripts were too immersed in past continuity (sometimes those complaints were merited, while at times, they weren't, in my view). The blurb on the cover for this new issue proclaims that "a new era begins" here, but that's really not the case. Maybe Willingham and Sturges are trying to ease their readership through a transition, opting to offer more Johns-like plots at first, but it doesn't seem that way. It was recently announced that the team will split in two, leading to two separate JSA titles, and we've already recently seen that team-schism approach during the "Thy Kingdom Come" story arc. Maintaining the same direction wouldn't normally be a problem, but the new writers charge ahead so quickly that there's little in the way of interplay among the heroes, leaving just bull-headed action.

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Some of the storytelling is a bit derivative, but it makes up for its lack of originality with a palpable sense of energy and fun. Where the book goes awry is with the supporting cast. It's just too huge an array of peripheral characters, all seemingly fulfilling similar roles. It seems as though there's half a dozen people training Kid Kosmos and another group just to serve as his entourage of friends. Each one of these aliens is more wacky or exotic than the last one, and there are so many of them that few get a chance to really establish a personality. Furthermore, Ray is the only grounded character with which the reader can connect. There needs to be more of a human side to this cosmic plot.

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Mr. Sheldon's distorted, extreme designs and linework certainly is in keeping with the surreal, weird tone of the character concepts and settings. His design for Chico, for example, is disgusting, but the character is meant to be a repellent figure. Some elements are far too ambiguous in appearance; I couldn't tell what Mr. Beav's companion was supposed to be, for example, nor could I tell what the creatures that ate the sentient newspaper are either.

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Mr. Sheldons distorted, extreme designs and linework certainly is in keeping with the surreal, weird tone of the character concepts and settings. His design for Chico, for example, is disgusting, but the character is meant to be a repellent figure. Some elements are far too ambiguous in appearance; I couldnt tell what Mr. Beavs companion was supposed to be, for example, nor could I tell what the creatures that ate the sentient newspaper are either.

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Levitz's story is guilty of the biggest sin as far as a Legion story goes: it's just not fun.

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What bothered me the most about Mail Order Ninja were the characters. Upon reflection, there's nary a single character in the book I really liked. In Vol. 1, Timmy is self-absorbed and basically turns into what he hates: a bully. His cute little sister is reprehensible in the first book, selling out her brother to the meanest brute in school. Felicity and company are understandably irksome, but even her bookish, abused assistant transforms into a distasteful figure. I don't care for how the lovestruck teacher lets her students run wild either. Several characters achieve some redemption in the second volume, but not to a degree that I really felt as though I was on their side. A quick perusal of the first book makes it seem as though Mail Order Ninja would be appropriate for younger readers, but I think it sends the wrong messages with this wish-fulfillment premise.

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From a marketing perspective, Mighty Avengers faces another challenge. Of its seven members, only one - Iron Man - is any kind of an icon or name brand. If this is meant to stand up as a major Marvel team (or even the Marvel team), there need to be more familiar figures with which more casual comics readers or newer ones can connect.

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What made New Teen Titans such a compelling comic book for young and old in the 1980s wasn't the action, the revival of Silver Age characters, or introduction of new heroes and villains, but the interaction among the title characters and the supporting cast. There was such an emotional core to the series, and it was riveting to see how these characters learned and grew as people over the course of the series. Sometimes, the growth was the result of incredible conflict, and at others, it was the result of a grounded storyline practically devoid of super-hero genre elements. The interpersonal dynamics that were such an integral part of the original Wolfman/Perez run are reduced to far-too-brief moments here devoid of the depth and nuance I was looking for when revisiting with these old friends. If anything, the loss of the character-driven plotlines demonstrate New Teen Titans works better as an ongoing serial than the foundation for a self-contained graphic novel.

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Others have scoffed at DC exec Dan DiDio's efforts to write super-hero comics, but the irreverent fun and tribute to Jack Kirby in the most recent O.M.A.C. series, which was co-written by DiDio, made me open to his work. Unfortunately, his efforts here are more in keeping with the awkward, ham-fisted scripting and plotting of the Challengers of the Unknown feature from DC Universe Presents than the flair and bombastic entertainment of O.M.A.C.

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Edgar Salazar's art boasts a pseudo-realistic super-hero style that suits the darker, conspiracy-theory tone of the story fairly well. There really aren't any visuals in this issue that pop, that really grab the reader. The colors are quite dark as well, and understandably so. Still, given that these characters represent a different time and culture in America (both in the context of the story and metatextually), it's a shame that's not reflected a bit more visually with some brighter colors. Doug Klauba's art for the two-page 'Devil origin in the back of the issue is more striking, but it's also very much in keeping with Alex Ross's style. Unfortunately, it also fails to provide any extra information about the supposedly new incarnation of the Golden Age hero.

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Ultimately, this property's biggest problem is its creator's desire to tell multiple stories and to combine multiple genres. The book opens on a violent, weird otherdimensional plane. It sends the signal that this is the primary setting and these are the primary characters. In reality, it's Frame and Ross, introduced a few pages later, who are really at the center of the plot. The cult/organized crime angle is a tangential element that really has nothing to do with the main story. Furthermore, the whole book is a drawn-out origin story that offers little or no resolution. The storytelling lacks focus, and that scattered approach keeps the strengths in Higgins's work from fully emerging.

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Andy Kubert's angular, kinetic style is a good fit for the action-packed nature of this comic book, and he certainly conveys the chaotic nature of the conflict. Unfortunately, his linework here seemed rather rough at times, even rushed. Figures often lack definition so as to make it a little unclear of what's happening at times. Ultimately, I think what's working against this comic the most is the fact it really wasn't an intention of the creator who came up with the Damien character in the first place. It appears Grant Morrison always intended for Damien's story to end with his death, but given the most Robin's popularity, this event comes off as an effort by DC to cash in on that popularity.

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That being said, I do like the new direction for Marvel unveiled by the end of the issue. It doesn't necessarily make a lot of sense, but it's such a simple, Silver Age idea that logic isn't such a big requisite. I think the effectiveness of the ending (and appreciation of the aforementioned continuity housekeeping) relies a little too much on one's previous knowledge of the Marvel Universe, and I worry that the line as a whole will become so interconnected that enjoying select titles will be a bit of a challenge.

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Olivier Coipel is a big reason for my decision to peruse the pages of this second issue. I really enjoy his style. He brings a dynamic, larger-than-life look to super-hero characters that brings both intensity and fun energy to them. As such, as that disgusting eruption of blood and guts in this issue detracts from the appeal of his style. Mind you, he renders that... rendering incredibly well. Too well, truth be told. There's too much detail in the gore.

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While the script failed to fulfill the promise of earlier issues, the artwork is effective and impressive in its meticulous level of detail. Nicola Scott (and regular series artist Jesus Merino, who was responsible for some previous issues) is clearly taking cues from Perez, either directly or as an inspiration. Scott does an excellent job of instilling a harsh quality into the face of the Angry, Fake Superman and a softer, more human look for the genuine article while still presenting them as being identical in appearance.

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Teen Titans #1 is an example of how ignoring continuity in a story set in a shared super-hero storyscape can hobble a series even before it can take its first couple of steps.

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One thing was abundantly clear from the chapter breaks that Allan peppers throughout the book: we have similar taste in music. There are a lot of references to the lyrics of traditional and folk music, and those, along with the Canadian culture references, brought a smile to my face. I also appreciated that this was an intensely personal story for the creator. I'd be surprised if he wasn't tapping into personal experiences to craft Marie and her life. Nevertheless, the story didn't quite work for me. It doesn't really go anywhere. No conflict is resolved. It ends with Marie's cathartic escape into a live wrestling show, but there's no sense that she's grown at all or been defeated by the sadder events she must endure. In other words... nothing happens. Perhaps that's reflective of real life, but it doesn't exactly make for a compelling story. While I can appreciate that Marie feels lost, that doesn't mean the plotting should feel the same way.

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Daniel picks up the reader like a hitchhiker with this story, bringing us along for the remainder of the journey while leaving us in the dark as to where he (and the protagonist) came from in the first place.

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I suppose writing a review of an erotic work such as this one offers me the opportunity to make a play on words with the term "graphic novel," but it's a bit too easy. Truth be told, while there's plenty of erotic imagery and even explicit sexual content, I wouldn't go so far as to term Crepax's depiction of the pornographic material as too graphic. Some of the sexual play is hidden, especially when it comes to oral and anal interactions. Given that this graphic-novel adaptation was originally crafted just nine years ago, I'm a bit surprised. It's not as though the late artist was subject to community standards from decades gone by. Still, those omissions aren't jarring, though I'm curious to why the artist made them.

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The script is incredibly disappointing because it offers no more than information than what's already available to the reader on the cover. Taking the entire issue to show us Gen. Ross recruiting the anti-heroes of the Marvel Universe for a team that will attack evil in a brutal way was a waste of time. We know all of these characters are going to sign on. How they're convinced, why they choose to participate... it's all pointless. The premise requires it of the characters, so dwelling on it and trying to bring some kind of logic to it is an exercise in futility. Other than seeing Deadpool kill a gang of homicidal mimes, this issue wasn't all that much fun to read, as the gathering-of-the-troops approach felt like Marvel was just going through the motions.

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I picked up this book fully expecting to love it. It certainly had an impeccable pedigree, given its inclusion of art by Toth and Bernet and being translated by respected industry figure Jimmy Palmiotti. The cover color and design were also crafted by the late Darwyn Cooke, so with such respected creators on board as apparent fans, I figured it was a lock that this would be a great read. Sadly, that proved to be far from the case, at least for this particular reader. Maybe this would have appealed to me in my teens years or in my early 20s, but not anymore.

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I was never a Spider-Ham fan during the parody character's heyday a decade or two ago, but when I saw Mike Wieringo's sharp and funny cover and learned that he would contribute to the interiors as well, I just had to pick it up. Man, I wish they'd found someone else to render a more disappointing cover so as to prevent temptation, because this book, though somewhat diverting, is ultimately disappointing. The book opens with a promising six-page sequence in which Spider-Ham realizes he's lost his thought balloons. It's a cute commentary on a shift in storytelling in the medium and the darker tone that's enveloped the super-hero genre. If only that clever riff had continued beyond those initial pages. What follows is a series of short segments and pinups that recasts various Marvel figures - from the iconic to the slightly more obscure, such as the protagonist from The 'Nam - as porcine figures as well. To my surprise, there's nothing in the way of a Civil War parody to be found in this

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Rafa Sandoval's art is dynamic and captures the chaotic tone of the action with unusual perspectives and angles, and the artist captures the youth of various key characters nicely. However, the art also isn't as clear as it could be. I initially thought the opening scene featured the destruction of a Roxxon building by way of an explosion from within. It wasn't until Spider-Woman says, "Tell me how to kill it!!" that I realized that it wasn't an explosion, but some kind of organic blobbie thing instead. The regular cover artwork by Ed McGuinness is misleading as well. The main reason I was interested in this comic book is because that cover featured several key characters from Ultimate Comics Spider-Man, but Spidey, Kitty and the Human Torch aren't to be found in this issue.

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Despite my disappointment in many aspects of the story, Marquez's artwork serves it well. He does a great job of conveying the title character's tender age; even masked, it's clear he's a kid. I also enjoyed the action sequence at the end of the issue. Marquez depicts the villain as a fleet-footed mountain. The power and rage pop off of the page.

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Despite my disappointment in many aspects of the story, Marquez's artwork serves it well. He does a great job of conveying the title character's tender age; even masked, it's clear he's a kid. I also enjoyed the action sequence at the end of the issue. Marquez depicts the villain as a fleet-footed mountain. The power and rage pop off of the page.

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The design for this new take on the Frankenstein character is a bit over the top. He's far too hulking a brute to have been cobbled together from the bits of a regular guy. Making him taller than the protagonist makes sense, but he's implausibly large. Mind you, I also acknowledge the entire concept is implausible, but that element, like others, distracted from the story and action.

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Think Supernatural meets Ash from Army of Darkness. Theres no clear cue as to what this series wants to be. At times, the writers play it straight, and at others, theres a goofier tone at play.

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The creators deliver exactly what was asked of them and have earned their paycheques. All you need to know about this comic book is to be found in its title. It's a typical Wolverine comic, and it's connected to his past with the Weapon X program. End of story. If those elements appeals to you, you've probably already bought and enjoyed the issue. If they don't, you probably avoided this comic in the first place. As I should have. It's not a slight to the people who crafted this comic. I looked to this comic book to find something new, ignoring all the signs that there was nothing new to be found.

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I think I get where Picoult is coming from with her approach to Wonder Woman. She's turned the Silver Age secret-identity plot dynamic on its ear. A staple of comics in the 1960s was Clark Kent's efforts to hide his dual identity from Lois Lane and his colleagues at The Daily Planet. Now, we have Diana Prince hiding her double life from Tom (who, of course, proves to be the ultimate Wonder Woman fanboy). But that's really all we get... a Silver-Age premise and little else. As a result, what we're left with is a comic book with only one character that developed in any way. Diana's new supporting cast are little more than props.

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There's no denying the strength of John Romita Jr. as an artist, but the linework in this issue is incredibly rough. It looks a bit rushed in appearance, but I can't tell if that's due to the pencilling/breakdowns or the inking. Furthermore, the thick, squat design for the future Ultron is ugly but not as intimidating as the creators likely intended, and I've never found Noh-Varr's generic look throughout this story arc to be eye-catching or effective at all.

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Dollar Bill was always meant as a joke, and his death, brought about by the unwieldy nature of a cape, reinforces that concept. He was intended as an indictment of corporate America and as an example of why super-heroes as a real concept don't really work. Here, Wein tries to humanize the joke, but the result is a one-dimensional character with little in the way of charisma or appeal. And in the process, the joke is lost. As the original editor on Watchmen, I would have expected him to get and appreciate the joke, but in retelling it on his own, he gets it completely wrong.

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Also disappointing is the fact the story isn't sexy. There's plenty of sexuality to be found, but it's not titillating at all. Mind you, Chaykin clearly doesn't intend it as such. The sex depicted is bizarre and violent and unsettling. He even strays into what can only be described as his take on hentai tentacle porn. But the sex (if one can call it that) is ugly and uncomfortable at all times. Chaykin's artwork is distinct and compelling. he brings the historical settings to life with seeming ease with detailed architecture and convincing images of faded fashions. Still, the strengths to be found in the artwork can't overcome the confusing nature of the storytelling. Maybe the original Black Kiss is required reading in order to appreciate this new work, which would be an unfortunate and ill-advised creative choice.

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Alan Spinney's art, upon a superficial glance, seems to have some sense of anatomy, but it doesn't quite get the figures just right. Look at the cover image. The protagonist, pursued or peeped by an impossible creature, seems to lack ears, and her hair, while tousled in the front, seems rigid on the sides. Spinney's backgrounds are crude, and his slightly better figures don't seem to belong in that flat world behind them. The colors are intriguing, in that bright, primary colors are reserved for the odd candy people who play a role, while muted tones are used for the stereotypically morose goth kids. I appreciate the passion, determination and resources that have to go into a personal project such as this one, but the Spinneys definitely have to hone their craft before they're ready for a wider audience.

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This relaunch of Catwoman is about making a quick, dirty buck, not about diversifying the DC brand or expanding the audience.

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Gilbert Hernandez's artwork suits the thoroughly campy and simple tone of the premise, I suppose, but given my disinterest in the plot and characters, there was little chance he'd hold my attention with the visuals. His depiction of the warrior woman at the end of the issue reminded me of the style of Fred Hembeck, which made for a jarring contrast with Hernandez's usual style. His vision of the future is disappointing as well. Hernandez offers a vision of the future from 40 years ago. I would imagine that was his intent, but it feels as though his depiction of the setting lacks imagination.

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Just as the art disappointed as compared to what we got in the first issue, so did the writing. The focus on the first issue was on faith and religion, how the former offers hope and clarity, while the latter can lead to judgment and hatred. But this concluding issue abandons those notions, and in their place are a typical vampire showdown and Diana's hand-wringing over killing monsters we know are already dead. While the ending boasts more of a bummer tone than I expected and I appreciated the (albeit unexplained) twist when it came to the heroine's ally, I ultimately was left scratching my head, wondering what the point of it all was. On top of that, early in the story, the vampiric Joker notes he can recover from a staking and can only truly be destroying through decapitation, and then it doesn't happen. It's like there was a gun on the wall and no one ever fired it.

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This is the sort of fare that was typical of Image Comics in the 1990s, and we still see a lot more like it these days. I'm actually surprised this wasn't produced by Image's Top Cow Productions arm, since it's the sort of fare for which it's well known. Of course, the artwork doesn't really fit in with that Top Cow house style. It's much more reminiscent of Paul (War of Kings) Pelletier's style. Mind you, the overall tone of the story and the Kewl, sex-bomb heroine is a poor fit for the artist's approach here.

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In a smart move (from a marketing perspective), Buccellato's plot links to the highly popular "Zero Year" storyline from Scott Snyder and Greg Capullo's Batman, but there are a number of elements in the story that are irksome. The Calendar Man just hasn't been established as enough of a legitimate threat for the reader to accept him as the boss of Arkham in the future. Furthermore, the twist is telegraphed incredibly early in the script as the writer plays around with pronouns to keep the secret. And finally, the story ends essentially with the Batman essentially condemning a man to death - a definite no-no in the world of the Dark Knight.

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The high-concept of Quantum Leap meets Prison Break boasts a lot of potential, but why the prison has been displaced in time and how the prisoner bracelets link them to one another and a specific time period aren't at all clear. Furthermore, there's no clear explanation as to why the time-jumping characters are headed to specific moments in history. Sure, it's not real, but there ought to be a logic to the fictional premise. Ultimately, the foundational plot device is completely overwhelmed by the lack of rules in the story and the misguided approach to the characterization.

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I've enjoyed Humberto Ramos's art in the past, and his bombastic, exaggerated style always makes for dynamic action storytelling in the medium. But overall, I found the designs for just about all of the characters to be distracting and, like the story, misguided. Hipster Colossus? All of the female heroines are painfully objectified with their designs. It's hard to take Midriff Storm seriously, and Magik's barely-clothed look has been a disappointment for some time. Normally, a disappointing comic-reading experience just leaves me feeling flat, but this one made me wince more than once.

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DC has tinkered and overhauled the Challengers of the Unknown concept time and time again in the past couple of decades, and nothing seems to really stick. In that respect, revisiting the characters and concept for only a three-part story arc in this series was probably the right way to go. It doesn't seem as though the Challengers can really sustain an ongoing title anymore, and I definitely don't see this latest attempt as being worthy of it anyway.

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Of course, none of that is sufficient to hold my interest or win me over. To be honest, I don't have a problem with a character - especially a villain - being depicted as a user. I can accept a protagonist with deep flaws and a poor track record in life. I don't even need him to be striving to do good or to leave his corrupt ways behind him. But I need something that humanizes him. Sturges had a lot of potential to work with here, but there's not even a glimmer of humanity to the Human Flame. There's no remorse, no regret, no self-hatred. At the same time, he's clearly not a psychopath, just a greedy, small-minded man who never thinks beyond himself.

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Sally Thompson's artwork boasts an initial appeal. At first, there's a softness to the title character's features, and Thompson's style at first reminded me of Takeshi Miyazawa's cute, Amerimanga artwork. But as the story progressed, the quality of the linework seemed to deteriorate. By the end of the book, it looks as though the art was inked using a finger rather than a fine brush or nib. The design for the heroine's costume is gratuitous in nature, but it's obvious Johnson's property is about exploring (or poking fun at) a bookish kind of sexuality that's popular in geek culture. Geek-Girl strikes me as an amateur effort that would benefit from some editing guidance and more artistic experience.

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This delivers exactly what the title promises, so there's no shortage of ample cleavage and thrusting buttocks to be found in these pages. What the book could use more of, mind you, is accessible writing.

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The one aspect of the story I found interesting was Gates' decision to link Dawn Granger to Hank Hall's past, to a time before they met and before they became super-hero partners. That's a compelling hook, and it promises a much more interesting interpersonal conflict than the bickering and nitpicking that passes for friction in the first act of the book. Still, that's not nearly enough to get me interested in this series on an ongoing basis.

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Given the debut of this new show, DC has been reprinting some of its more recent Human Target comics, namely, those written by Peter Milligan. He brought an interesting psychological component to the property during its time as a Vertigo property. He portrayed Chance as a man lacking identity who easily lost himself in the roles he played as part of his job. It brought an edgier and thought-provoking quality to the property as well as the potential to turn every story into a two-faceted character study (of Chance himself and of the person he impersonated). It's a shame there wasn't something of that brainier approach in this TV show. Of course, the disconnect between the premises in these two different media probably won't help DC move many books either.

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Save for the death of a rarely-seen supporting character in this issue, nothing seems to have changed since the first issue of the series. Readers will no doubt wonder what the point of the exercise was. I'd have to say the answer is marketing when it should have been storytelling.

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Mark Bagley's energetic style is a good choice for a series such as JLA; the point of this series should be larger-than-life action and adventure. That being said, I've seen better visuals in the past on other comics to which Bagley has contributed. It looks like inker Rob Hunter's style doesn't mesh all that well with his. I was also disappointed to find that the female characters' faces are rendered inconsistently. Vixen's and Dr. Light's morph over the course of a double-page spread early in the comic, for example.

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I'm keenly interested in the more nefarious, more mysterious tone writer Geoff Johns is bringing to the Secret Society of Super-Villains concept here, but I'm finding the mechanics of the story and the interactions among the characters to be grating.

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Neil Edwards boasts a photorealistic style that makes this wide array of colorful characters seem genuine, but it doesn't look particularly fun. Super-hero action, especially in deep space with aliens, should be more about exaggeration and energy. The linework looks a little rough at times, giving it s rushed look, and the use of two inkers on the issue reinforces that impression somewhat. The art isn't poor, per se; it just doesn't seem like the right fit for a traditional super-hero romp.

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Celery is an odd food item in that the act of chewing and digesting it actually burns more calories than one gets from the stalk itself. One has to expend more energy to eat celery than it's worth. Krash Bastards is a comic-book equivalent of celery. Ultimately, there's just not enough in the book to make the reading experience worthwhile.

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Other puzzling aspects of this anthology are the fact that only one of the features links to the TV show on which it's clearly meant to capitalize, but even adopting the show's title for the comic is ill-advised, since there's no time-travel aspects to connect it to the televised premise. Even if the quality of the comics storytelling here wasn't so disappointing, given the fact DC is already focused on a new relaunch this summer, it's obvious that this title's days were numbered before it even hit the stands.

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Finally, the last page of this story - like several pages of the most recent issue of Invincible Iron Man - spoils, in part, the ending of Marvel's best-selling title at the moment. Reborn is running late, yes, and the ending is, given the title of the Captain America limited series, a foregone conclusion. Still, it muddies the waters in the shared-continuity context (just as is the case over at DC Comics, which has several stories on the go featuring the Barry Allen Flash despite the fact that the story returning him to action and prominence, Flash: Rebirth, has yet to be completed). The different creators involved really aren't to blame; instead, editorial management of larger publishing plans clearly has fallen short.

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I was thrilled when Anderson was announced as the regular artist for this series, and when he inked his own work in #1, it looked great. But for other issues, he's been paired with inkers, and the result has detracted somewhat from his otherwise strong style. How his art should look is evident on the cover, which he inked himself, but Philip Tan's "embellishments," as the credits call his work, sometimes overpowers Anderson's style. Texture is added where it wasn't really necessary. The end effect is the art looks a bit like the result of Bill Sienkiewicz Lite, and while I enjoy Siewkiewicz's work, I don't want a watered down version instead. While Anderson's cover is clean and boasts a classic look, Ethan Van Sciver's variant cover is a little awkward, mainly because instead of looking like it's adjusting his hat, the title character's hand looks more like it's just waving around his head.

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Despite the issues I had with the material in this comic book, I have to admit I did come away with something valuable: a lesson learned. Namely, I learned to avoid Marvel's teaser comics and to heed those gut feelings I mentioned earlier.

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The same can be said of the title character's origin and mission. Straczynski provides his readership with the latest spin on the supernatural, avenging-angel hero archetype. Essentially, he takes the Spectre origin and replaces the 1940s cop element with a Civil War-era doctor. Not only is the plotting generic, but the dialogue as well. This was a disappointing read, as this certainly doesn't seem like the same kind of fare we got from the acclaimed writer of The Twelve and Thor over the past couple of years.

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Just about everything about this comic book shows a lack of respect for the reader. The pricing, given the padded nature of the product, shows a lack of respect for the buyer. The plotting shows a lack of respect for the audience's intelligence. And it also shows a lack of respect for some of the stronger storytelling that us up to this point.

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There's absolutely nothing cute or clever about this adaptation of Watterson's iconic strip for a different genre. Despite the other comics storytelling skills that went into its creation and the successes the creators have with those skills, it's just not enough to overcome the sheer lack of judgment at the root of the premise. Pepose didn't hitch a wagon to Watterson's star; he hitched a dumpster. On fire. The three words I can think of to describe Spencer & Locke are simply these: wrong, wrong, wrong.

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Randolph's exaggerated style, highly reminiscent of that of Humberto Ramos, is a good choice for the subject matter in that it mirrors the extreme nature of the plot and premise. His angular approach doesn't make the human characters look all that human, but it does convey the weird and alien nature of the villains effectively. I did find the artist's mix of firm, angular lines and fluid swoops to depict the shapeshifter's powers to be somewhat eye-catching. Mitch Gerads' colors really pop throughout the book as well.

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Mind you, it's not as if there's coherent storytelling here to keep the reader's interest. Guggenheim and Gonzales employ far too large a cast of characters and start the story too deeply in the middle of chaos for the audience to get a clear sense of what's going on and who the players are. They start things off so far into the plot that the reader has no reason to care about these characters or what happens to them. Furthermore, Mel Rubi's art fails to identify the various super-characters clearly at all. For example, on the first page, four superhumans are introduced, but the figures are so small that one really can't discern any details in their designs or appearances.

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Tapping Dan Jurgens to work on this title as part of its new creative team makes some sense from an editorial standpoint. After all, Jurgens helmed some of the most popular and visible Superman comics in history: name the Death of Superman and related stories. Unfortunately, Jesus Merino's finishes over his pencils are overwhelming. Jurgens' art doesn't really look all that much like his art, whereas Merino's rougher style comes shining through. I was also surprised DC left the Helspont designed untouched. It's a typical early-1990s villain design, meant to look Kewl but failing to actually be cool. Why DC continues to mine the wreckage of the industry of the '90s is puzzling, given the fact the New 52 titles incorporating such elements the most are among its poorest sellers.

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This is clearly going to be DC's biggest seller while the other two Superman titles are destined to languish, but once Lee and Snyder are done here, it'll be Unchained that'll end up getting the axe, no doubt. This new launch is all about short-term gains rather than a long-term plan to shore up one of the two established Superman titles.

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The interviews with the likes of Kirkman, Glen Mazzara and actress Danai Gurira are superficial in nature. These are PR pieces, not probing, insightful conversations. The only article that seems to make the most of the access the makers of the magazine should have had or expected is the one about the Season 3 sets, and honestly, I didn't find it all that interesting. Yes, the prison sets have looked great, yes, but the stories and characters are what keep me riveted. I wasn't wild about the publication's sense of design either. Some of the fonts are too small, and the placement of photos and pullquotes interfere with the flow of the pages.

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Bendis has defended this final issue by pointing out that there are two more to come, in the form of a two-part Ultimatum: Spider-Man Requiem series. I don't agree. The title of that spinoff series itself seems to indicate it'll be a farewell of sorts; at the very least, it purports to be about tying up loose ends from Ultimatum. Perhaps it'll be satisfying, but those of us who've been along for the ride for nine years would have preferred this apex/milestone/endpoint in Peter Parker's life to have unfolded in his series.

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Perhaps what's most frustrating about this story is that there is no story... not yet. We're presented with two seemingly random attacks on the heroes, but that's it. And the attacks seem to serve no purpose, as the protagonists all seem to be self-destructing anyway. The script is driven by darkness and action, but there's no substance, no humanity to be found.

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Furthermore, I think the title character on this book appealed to DC as a featured character in its New 52 lineup due to its stated mission of offering a more diverse array of characters. Somehow, though, portraying a woman of color as someone who's willing to cross any line " be it sex for money or murder " isn't really in keeping with the goals of diversity.

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The image of Jubilee carrying a baby piqued my interest. I thought it would be interesting to see a teenage (or newly adult) superhero having her hands full with a newborn, but the revelation it's not her baby dashed my hope for a grounded, character-driven subplot. It would have been interesting to see the other women of the X-Men trying to help the younger mutant, all while realizing none of them really have any experience with motherhood. Ultimately, what might be the greatest sin here is an X-title starring an all-female cast of heroes somehow manages to revolve around the only two male characters in the book. The women spend the entire time reacting to the baby boy and the lantern-jawed beefcake baddie.

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If the anti-climactic nature of Civil War #7 hadnt been enough to turn me off of Marvels plans for its super-hero line, then the unsatisfactory emptiness of this volume certainly would have done the trick.

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One has to give Marz credit, though, for humanizing the cosmic circumstances with the narration. Of course, Marz created Kyle Rayner as an everyman kind of hero, so it makes sense that he'd opt to explore the story through his eyes. I like that amid the dimension-hopping insanity, Kyle dwells on his history with Donna and his jealousy regarding Jason's bad-boy flirtations with her. Still, those small touches of characterization are far from enough to distract from the book's many shortcomings.

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On the final page of the story, featuring a full splash image of the aftermath of the title character's murderous tendencies, across the top is emblazoned "DC Comics Proudly Presents Deathstroke." The publisher shouldn't be so proud of this effort.

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Unfortunately, much of the violence is depicted directly; little unfolds off-panel. Rodney Buchemi's traditional comic art style serves as an ever-present reminder that the kind of visceral violence here just doesn't belong. His artwork is actually clear and effective, and on a different story, I suspect I'd enjoy it a lot more. But with this comic book, after the first instance of gratuitous gore, I dreaded what I'd see next. There's a disconnect between the brutality in the plot and the old-school charm of the line art. There's also a quality in Buchemi's work here that put me in mind of the style of Rags Morales' art.

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You'd be hard pressed to find a bigger fan of Gail Simone's work, and despite my reaction to this comic book, I remain a big fan. This comic just doesn't read like a Simone script, and given the simplicity of the core concept, I don't see why Wildstorm wanted to start over from scratch. The benefit of telling stories featuring teen characters is that the reader gets to see them grow up, and now any character development that might have transpired before seems to be lost.

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If this comic book had been one I received in the mail from a couple of amateur comics creators who self-published it, the loud, exaggerated storytelling would be much easier to take. The plotting is generic and formulaic, and it comes off as something fans of the early 1990s Image era of comics would come up with to pass the time. I still wouldn't like it if this was an amateur effort, but I'd still respect the raw enthusiasm that no doubt would've been behind it. But this is the product of seasoned professionals from the world of mainstream genre comics. The early days of Spawn, while far from a pinnacle of comics storytelling, at least exhibited a vision, a sense of direction and a supernatural conflict that at its core was emotional and down to earth. It was originally a story of Boy Meets Girl, Boy Loses Girl and Boy Is Willing to Do Anything to Get Girl Back. Haunt makes Spawn seem like a masterwork of the medium by comparison.

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Tom Derenick has proven himself to be a solid performer for DC in a pinch, but he boasts a generic super-hero style that just doesn't work with the over-the-top violence of the Suicide Squad. The property calls for an edgier, darker look, and it's not to be found here. It seems pretty clear Derenick was called to pinch-hit for or even replace Jeremy Roberts, who was the artist on the first issue. Bringing in a fill-in penciller on the second issue isn't a good sign, and neither is the use of four different inkers to get the art produced. The only positive things I can say about the visuals for this book are the slick new Rocket Red designs and ample proof that Black Manta's impossible design stands out as being quite cool no matter what context it appears in or what artist renders it.

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There was a time when I read the solicitations from major publishers closely every month as soon as they were released as part of my quest to find new and entertaining comics to read. I've since scaled that back a bit, preferring to find some surprises among the weekly releases at my local comic-book store. I need to resume my research, as a couple of duds have made their ways in among the surprises. Prototype is one such dud. I had no idea what this comic book was about when I saw it on the shelf last week, but with Jimmy Palmiotti, Justin Gray and Darick Robertson listed in the creative credits, I figured it would be a solid effort at the very least. I was dead wrong. Had I read the solicitation copy, I would have found this sentence: "In anticipation of the upcoming multiplatform Activision video game comes the hyperkinetic world of Prototype!" A video-game adaptation for a video game that hasn't even been released yet? I would have passed on this even if Jack Kirby had come back fr

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The chauvinism and misogyny in which this script is immersed are shocking and absolutely shameful.

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What's most frustrating about this issue is how little the script tells the reader about what's going on. Several characters aren't even named, even though they're the focus of a scene or two. We don't know what N.O.W.H.E.R.E. is. There's no exposition to explain why Thunder and Lightning, purported siblings, look nothing alike. We don't know what served as the catalyst for the escape attempt. We don't know what's driving Fairchild. We're not told why these characters are called "ravagers" in the first place. I recognize many of these answers are likely included in recent issues of Teen Titans and other comics, but the fact of the matter is this is a first issue. Mackie has failed to write it as such, though, ignoring the fact that a debut issue is most definitely going to be many readers' first.

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The most obvious indication this comic book has some problems is the glut of credits that detail which artists were involved in crafting it and how. About half of the issue was laid out by Zander Cannon, with pencils and inks by others, and the other half of the issue was illustrated by Patrick Zircher. It creates the distinct impression this first issue was rushed into production. The art throughout the issue is serviceable but generally uninteresting. I'm surprised DC Editorial didn't tap an artist or artists with a darker, more fluid style. The plot is made up of monsters and the supernatural, so the more realistic bent of the line art seems like an odd choice. Furthermore, the digital colors by Hi-Fi are clearly more in the traditional, bright super-hero vein, but darker, eerier tones would have served the story and characters far better.

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Rousseau's style manages to shine through despite the fact that he didn't come up with the character designs (those are attributed to Dean Yeagle, who also handles the cover artwork). He maintains an appropriately bright and comedic tone; nothing in this book is to be taken seriously, and nothing looks serious, thankfully. Mind you, if Rousseau ever uses a compass when illustration, it got quite the workout on this project, thanks to the repetitive, balloon-influenced character designs for the women. It's kind of hard to stir up any enthusiasm for the artwork when it's used to bring such boorish material to life. Still, I have to admit that the variety of settings and the goofy, cartoony manner in which some are depicted offered fleeting glimmers of fun in an otherwise trying reading experience.

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Millars diverting romp through an alternate, dystopian vision of the Marvel Universe shifts gears significantly with its conclusion, much to my disappointment. He tosses fun out of the window and instead challenges his artist to top himself from page to page in terms of sheer gore and gruesomeness.

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The point of this story - which is made in the third act, but in the form of the story's title at the bottom of the cover - is second chances. Peter David explores Simon Williams as a criminal who was able to reform and turn his life around, and he's basically dared to try the same with a savage killer. In order for the story to work, David and the readers pretty much have to ignore the entire legal system and the title character's complete lack of any kind of psychological or psychiatric training. Though the script has its comedic moments, David doesn't seem to be playing the core premise for laughs, so I'm at a loss as to how this plot could hope to suspend the audience's disbelief.

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Convergence #0 is definitely a low point for DC Comics. I guess the silver lining for the publisher and this event is that the only way to go from here is up.

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I'm confused as to why this latest Witchblade mini-series is being published by Dynamite Entertainment rather than being released as it usually is under the Image Comics banner, but I thought perhaps that might serve as a sign that the storytelling might improve. Another such cue was the fact that this is co-written by Leah Moore, daughter of comics legend Alan Moore. Unfortunately, what lies inside is what I've come to expect from this Top Cow property. The creators offer up a nonsensical plot and a heaping helping of gratuitous T&A. Ass shots, cleavage and completely unnecessary nudity make for some ridiculous visuals throughout the issue, but even more frustrating is the complete lack of logic in the plotting. It's never explained why two NYPD detectives are partnered for a particular murder case, and there's no explanation as to the direction of the investigation and the Witchblade's psychic reactions to a mysterious figure. This script is almost unintelligible at times, and the wr

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