Russell Troxel's Comic Reviews

Reviewer For: Infinite Comix Reviews: 69
7.0Avg. Review Rating

The writing is somehow even better than issue #1, with consistently amusing dialogue between characters. The art is splendid as well, especially in the facial expressions of the characters who feel truly alive in their illustration. There is an overarching feeling of disappointment in Power Up #2, and that comes with the realization that this comic is already 1/3 through.

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All of this, complete with the excellent writing and enticing ending make Toil and Trouble an amazing issue and potent hook for next month's issue. If you're not reading Toil and Trouble, you need to fix that.

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Constantine: The Hellblazer#1 did a lot to restore the faith of fans, and issue #2 continues thetrend, but in a different way. It mimics the build-up issues present in classic storylines, giving the approachingconfrontation the appropriate gravity, while putting pieces in place to kick off the next adventure. It's reassuring to see Doyle and Tynion showing they really get what made the oldHellblazer series such a success with its fans.

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Constantine: The Hellblazer issue #6 is a fun romp through the life of John Constantine, but goes beyond that to set the stage for another great story arc. And the team responsible for the comic's inception is back together, helping the issue come back to the original style the series started with six months ago. Anyone who loves John Constantine needs to pick this issue up, and it's not a bad idea for everyone else too.

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The entire comic is a delight, and is a must-buy for anyone who appreciates the work of Douglas Adams.

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This comic is bittersweet because it's a wonderful experience, but its end is nearing quickly. Hopefully, this creative team will assemble again in another comic, because the world certainly needs more of what they're doing.

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Power Up is slated to be a six-issue story, but hopefully it will continue beyond that, because it is telling a story that is just too great to end in another five issues. Hopefully, Leth and Cummings will be motivated to continue the story of these four misfit guardians after the first series is done.

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Power Up is consistently enjoyable and well-done. No one should miss this comic.

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Toil and Trouble #4 is a wonderful and bombastic issue, setting the stage for violent fallout and trauma that surrounds the MacBeth name as the series nears its end.

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Toil and Trouble is almost at its end, and it's going to be awful to see it go, but at least readers are being treated to a consistently wonderful comic.

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With the current political situation in America,Americatown is likely going to be getting a fair bit of attention as it turns the situation on its head, showing readers what it's like to be an illegal immigrant, escaping to try and find a better life in a foreign country. The first issue isn't exactly eventful, but it sets the stage for a very interesting and important story to unfold in the months to come.

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Constantine: The Hellblazer#1 is a very promisingfirst step for the return of a wonderful character. If Doyle and Tynion can keep the series skirting the edge of decency and sanity, this new Constantine could have a very good chance of rivaling his previous success.

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Constantine: The Hellblazer #5 marks a return to the excellence the series had in its inception. It shows the exact right balance of humor and darkness that has been the drawing point of John Constantine for decades, while bringing a new spark of creativity along for modern audiences. It's not perfect, but it's an enjoyable read to be sure.

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Constantine: The Hellblazer is an excellent issue that really capitalizes on the personalities readers have come to love while drawing on past stories to build into a greater story. The creative team continues to do good work.

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Dirk Gently's Holistic Detective Agency has been a fun ride, and be sure to look for a special announcement at the end of this issue!

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Doctor Fate looks like it's getting good, but readers have fallen for that before. Hopefully the action and competence will continue from this point forward. Readers have waited long enough to finally see Khalid to assume the mantle of Fate.

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Though not action packed,Doctor Fate#9 at least features the hero doing his job. In between the action scenes, there are quality humanizing moments and seeds of future plots that will keep readers around.

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Giant Days isn't about saving the world or rescuing humanity, and that will turn some people off. But if you like fun characters dealing with problems you've probably had in your life, pick up Giant Days #10.

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Godzilla in Hell #5 is a solid ending for a fun mini-series that deserves more readers than just the Godzilla faithful.

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Created by Mark Waid and brought to life by Peter Krause, Insufferable is a well-written, well-illustrated whodunit about a distant, resentful father and an equally resentful, exhibitionist son. In the midst of the super-sleuthing and crime fighting, a very real story about an estranged family eloquently plays out. Insufferable does an excellent job of showing that when it comes to family fights, there's always more than one side to the pain. And it doesn't hurt that both Galahad and Nocturnus are extremely entertaining superheroes.

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Lantern City is telling an interesting story, even if it's not entirely new. The city itself is full of mysteries, like who are the gods Wareis and Uryston, who is Brother Pont (and why has his gang proved to be so much trouble for The Guard), and are the walls of Lantern City actually keeping out monsters and destruction? The need for answers to these questionsis whatkeeps readersinterested in this series more so than the characters.

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Lantern City is doing a good job of telling a good, often great, story and readers should seriously consider picking it up.

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Lantern City #7 definitely feels much more action-packed than a lot of the series, especially after the more cerebral issue last month. The art and writing step up in this issue, especially as Karla's fate is revealed. Dialogue and facial expressions not yet seen in the series bloom on the page like an unnerving flower, as mob hysteria is brought to life with a level of detail that reflects a little too much of the worst parts of human nature. More than that, the issue carves out a new path for Sander in the coming issues. Speaking of coming issues, issue #7 leaves readers on the precipice of a truly weird plot twist. Lantern City is gearing up for something interesting, to be sure, and comic fans should make a point of coming along for the ride.

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Surviving Megalopolis is just plain good. The story moves at a perfect pace to keep the frantic tone thriving and the writing constantly keeps readers engaged with the characters. Dialogue between characters feel like real conversations, with each person having their own motive and voice. The art is colorful, more so than you might expect for such a grim story, but that works to heighten the effects even more.

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Power Up #4 isn't quite as good as previous issues, but it's still far better than many other comics on the market.

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There's only one issue left of Power Up, and this penultimate chapter does a good job of making readers lament that approaching end.

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The expertise in all aspects combine to cast a grave mood over the The Seven-Per-Cent Solution, as readers see someone great fall into destruction.

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Like the last issue, the writing is an adaptation of the original novel, doing a fine job of moving the story along while cutting out descriptive text and leaving scene building to the art. The art is a soft style, with very few hard lines or edges, especially as many scenes take place in low lamp light, enhancing the atmosphere.

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Sherlock Holmes and the Seven-Per-Cent Solution continues to be dark and entertaining. It's certainly not the first book adapted into a comic, but it is one of the better ones.

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Toil and Trouble is only going to last another five issues, and it looks like this will be a solid short story.

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It's always hard to see a great series end, but readers are lucky enough to get a wonderful story with a quality ending as the next-best thing.

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Wrath of the Eternal Warrior #1 is good. It's not exactly packed with action, but it's certainly setting the stage for some in the near future " it is the distant rumbling that signifies an oncoming storm. Except instead of thunder and lightning, readers can expect to get a downpour of action, emotional drama, and a whole lot of corpses. It's going to be a fun ride.

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Wrath of the Eternal Warrior #1 is good. It's not exactly packed with action, but it's certainly setting the stage for some in the near future " it is the distant rumbling that signifies an oncoming storm. Except instead of thunder and lightning, readers can expect to get a downpour of action, emotional drama, and a whole lot of corpses. It's going to be a fun ride.

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Constantine: The Hellblazer #4 is mostly back on track after a strange departure into depression in last month's issue. The revolving door-style art staff is making the comic tone inconsistent, but the story is doing a good job of staying on-point. Readers can only hope that the creators will aim higher than just “good enough” moving forward.

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Constantine: The Hellblazer isn't perfect, but it balances action with downtime well enough to hold over readers until the next issue. The series might have been better served to explore these antagonists a little more, but alas, it was not to be.

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Danger Girl: Renegade #1 knows what it is; it doesn't aim too high and hits its mark squarely. Readers looking for some quality action and comic babes know where to go.

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There's no aliens or magic or super villains, just some very real girls dealing with real problems, all while being hilarious to read. Giant Days isn't the best comic out there, but it's sure to make you laugh.

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Godzilla in Hell is enjoyable for anyone who loves Godzilla or giant monsters fighting.

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Judge Dredd has always been a peculiar title, straddling a line between genuine political commentary and ludicrous, over-the-top action with ridiculous nonsense like Judge Fish and 2T(FRU)T. It's not an easy thing for many readers to digest, but that doesn't mean it's bad. Judge Dredd is the sauerkraut of the comic book world, and this new run doesn't seem to be afraid of following in those same footsteps. Anyone who has a taste for human truths wrapped in a hearty dose of craziness will have a good time with Judge Dredd #1.

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Judge Dredd#2 is not great, but it's good enough. It balances out heavy-handed societal commentary with entertaining violence and smart comedy. Hopefully, Mega-City Zero willstay on this track while improving on the stagnating portions of the comic.

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Karnak is a character with nearly limitless potential, given the diversity granted by his power, and Karnak #1 makes those future possibilities palpable.

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The writing in issue #5 is a little ridiculous, with the protagonist escaping a well-armed militia, with a tank, through sheer plot importance not once but twice. Though beyond that, the writing and dialogue does a very good job of showing the internal struggle Sander has when confronted with the man he always saw as the living embodiment of evil and seeing he's just a man.

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While not as strong as issue #1, Leaving/Surviving Megalopolis #2 is still good. Almost nothing goes to waste in this issue: all of the dialogue feels real and builds something, either character or the world around them; the plot moves along at a satisfying pace, keeping readers interested in the horrific happenings of the city; and the art does a good job of depicting the madness and desperation of the ruined Megalopolis.

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Mystery Girl is already an interesting and fun comic, but it's not perfect. If the team can avoid their minor missteps, Mystery Girl is going to be a great read.

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Power Up! has been a great ride and, while the ending could have been better, it's still super fun and a good ending to the series.

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String Divers #1 is not perfect, but it's a solid start for a fascinating idea for a comic. Keep an eye on this one.

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Readers couldn't be blamed for mistaking the style in this issue as early sketch ideas because everything resembles unpolished pencil drawings with color reserved for speech bubbles and blood. It's not a bad style, but it takes some getting used to. Once readers do, it perfectly fits the tone of the comic.

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Though the writing is good, the art is what will really draw the reader's eye to this comic.

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Doctor Fate#1 isn't a terrific issue, but it isn't awful either; it's just OK. It's an archetypal story told with new characters in a new place. Hopefully, we'll see a bit more creative storytelling as the comic goes on. There's potential forthe character of Doctor Fate and I hope they take full advantage of the vast and wondrous world Khalid has been forced into.

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Doctor Fate #9toyswith the idea of a results-driven, anti-hero version of Fate, which could be an interesting direction, but needs to take a bit more time before diving into Punisher territory.

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The writing in Giant Days #8 is up and down. The dialogue is witty and humorous as ever, but this month's issue is full of scene jumps and whatever baffling nonsense Daisy is up to. Speaking of Daisy, the art really shines depicting her bizarre transformations. Whatever is up with Daisy is made much more believable through the renderings of her new, weird side. There's similar excellence with Esther's art, as she struggles to fit in with her new boyfriend's crowd. Giant Daysmay not be amazing, but it's a fun read.

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Even with an interesting ending, Lantern City #8 is a bit of a disappointment. Most of the issue feels unfocused and ending on a shocking cliffhanger for the second month in a row doesn't have the same impact.

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Sander and Killian both continue to have good writing but they're crowded out by the simplistic newcomers, which is a pity because Sander is starting to play the game of secrets and manipulation of Grey Towers.

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String Divers #2 tries to fit in too much new information too quickly, which leaves it feeling muddled and confusing.

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After that, the comic is a mess of the typical String Divers unanswered questions, headlined by the finally revealed protagonist, Calor Mortem, who is the embodiment of the heat-death of the universe.

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Venom: Space Knight is a comic of ups and downs. On one hand, the writing for both Flash and 803 is well done, cementing them as no-nonsense soldier and morose, if unoriginal, drone respectively. And most of the illustration is well done, especially when the symbiote really gets into the action. On the other hand: the faces. Whether artist Ariel Olivetti is too into realism or just doesn't have the skill, the faces, primarily Flash's, look out of place in the comic's more cartoonish style. Most importantly, the writing touches on Flash's personal struggles with addiction as he works a lonely job. Internal turmoil has always been the best story for Venom, so hopefully this will come up more, since the symbiote isn't angry anymore.

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Admittedly, the symbiote has largely played second fiddle to Flash so far in the series, but the decision to swap out Flash's shapeshifting space-goo for a generic suit of power armor seems like an angle no one was looking for.

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This comic is fine, but nothing special. Unless you're a fan of the show and want to know more about May or you just need something to read, this one is probably a pass.

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Constantine: The Hellblazer had a nice thing going for its first two issues, and issue #3 strayed from that. But to experiment with new things is normal, so let's hope this is a one-off dalliance and the spunky, sarcastic Constantine will usurp sulking sod for issue #4.

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Doctor Fate #3 succeeds in pulling the comic out of the nose-dive it had been in, but it's not gaining altitude yet either. Hopefully, the improvements made in this issue will be met with more next month. Hopefully, this issue is a sign of things to come, that soon DC willhave an exceptional new magical hero in their roster that's worth paying for.

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Doctor Fate is beginning to resembleStar Trek's Yeoman Rand: doesn't do much, but looks good doing it. Hopefully, as the half-year mark approaches, readers will get to see Khalid fully embrace the powers at his disposal and do spectacular magical combat with Anubis, or at least mildly annoy the jackal god of the dead. Any action at this point would be an improvement. And hopefully we'll start to see Khalid being a little less afraid of his ties to Egypt and Islam, because that is starting to get really awkward.

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Now, since this is only the first issue,Gears and Bonescould easily improve, but so far it doesn't seem likely. The entire feel of this comic makes readers believe that the story is happy where it is and doesn't need to aim higher, believing it's fine where it is. Sadly, that's just not the case. The world is beautiful with incredible features and compelling lore, but the characters the comic follows are something that crawled off an air-brushed panel van from the 70s, and are exactly as two-dimensional. There's a lot of good stuff inGears and Bones, sadly, it's stuck behind pure testosterone.

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Issues #9 and #10 are glorified set-up issues, preparing for something interesting next month and feels like enough content for half an issue stretched out with filler. Artist Carlos Magno continues to do an average job with the illustrations, with a few peculiar faces thrown in.

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With barely interesting characters and questionable plot, Lone Wolf 2100 isn't shaping up to be all that interesting, except for readers who really like katana-centric sword fights.

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As the series progresses, String Divers is becoming more and more preposterous, which makes it less and less enjoyable. Hopefully, these broad strides of power can be tempered in future issues.

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Constantine: The Hellblazer #9 is the literary equivalent of Japanese candy: it looks beautiful, but as soon as readers bite into it, there's nothing but bitter misery. It's a surprisingly weak entry in a typically enjoyable series.

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AfterDoctor Fate #2, it's hard to understand why anyone besides the die-hard fans of the character would continue reading this series.In a comic where the protagonist refuses to play his part and the story stalls accordingly, readers are better off saving their money and reading a Wikipedia synopsis to catch up when/if the series starts to pick up. But hey, at least the art is killer.

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Gears and Bones#2 is more or less a violence fantasy for fans of gritty fantasy, who idolize Conan the Barbarian for his merciless killing and nothing else. It tries to have a political plot full of mystery and intrigue, but inevitably devolves into a storm of severed heads and showers of gore. These spectacles of bloodshed aren't easily understandable dueto confusing and incomplete panels that move from step 1 to step 4 to cover any possible downtime in the violence. If readers are looking for a hack-and-slash murder party, pick upGears and Bones #2. For anything else, try anything else.

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To be honest,Doctor Fate has regressed drastically, and it didn't start very high up either. The title character is a cowardly moron who is more interested insaving lives through medical training than saving lives with ancient magic and mystic powers, the supporting cast are all one-note mannequins that get too much screen time, and the villain can't seem to motivate anyone to do anything in spite of the fact that he's flooding literally the entire planet. If you like the art, find pictures online. Otherwise, there's no reason to read this comic.

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