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December 30, 2004
The Walking Dead Vol. 2: Miles Behind Us
Robert Kirkman, Charlie Adlard
Image, 2004
Rating: 4.4
This second volume to collect The Walking Dead follows Robert Kirkman's
motley crew of human survivors as they leave their makeshift camp on the
outskirts of Atlanta to search for shelter from the cold, and more importantly,
safety from the hordes of zombies stalking the remnants of society. Supplies are
running low and conflicts are heating up, as even the typically reliable and
mild-mannered characters begin to buckle under the pressure of surviving in a
zombie apocalypse. New relationships are formed, while existing ones become
strained, and new faces are added to the mix even as familiar ones are taken out
of the picture in horrifying ways. Both an abandoned housing complex and a
farmer's family offer the group brief respite from the dangers around them, but
it isn't long before problems arise, whether from nightmarish ghouls or from the
darker side of human nature. As with the previous volume,
Days Gone Bye,
this collection's serial format allows Kirkman to explore aspects of the zombie
plague rarely considered in more limited formats, such as the contrast between
compassion, denial and survival when dealing with monsters that were once human.
Meanwhile, Charlie Adlard takes over on illustration, and while he brings a
rougher visual style to the book than Tony Moore did, it's still as engaging a
read as ever. Kirkman continues to make us care about these characters, whether
we like them or not. And since their safety is never assured, it makes each turn
of the page (not to mention the wait for the next trade paperback) as tense as
any classic horror film.
:::
Dave Brennan
Top
November 24, 2004
Doom Patrol: The Painting That Ate Paris
Grant Morrison, Richard Case, John Nyberg
DC/Vertigo, 2004
Rating: 3.7
The second volume to collect Grant Morrison's now-famous late 1980s/early '90s
run on DC's troubled Doom Patrol charts the precise moment that the
groundbreaking writer peaked on the book and slid into uninspired oddity for its
own sake. The first collection, Crawling From the Wreckage, promised
great things for the formerly moribund title. Morrison, then still a relative
unknown, exhibited a bit of comic-book genius in carrying the Doom Patrol's
milieu -- the bizarre, unexplainable corners of the DC Universe -- to lysergic
extremes, pitting the group of outcasts against such imaginative concepts as a
work of meta-fiction threatening to write itself over our reality and the
visually intriguing Scissormen, gruesome nursery-rhyme stormtroopers come to
life. Painting's titular storyline builds on those moments, as the heroes
enter a painting that has, well, swallowed Paris whole. Slathered with
references to beyond-the-fringe concepts and culture, "Painting" is an inspired
inversion of the superhero comic; Morrison's antagonists -- the delightfully
absurd Brotherhood of Dada -- poke great fun at the patently ridiculous
aspirations of standard supervillains. But after a stand-alone story in which
Robotman travels into the subconscious mind of the team's multiple-personality
powerhouse Crazy Jane, Painting simply begins feeding on itself, blindly
throwing strange concepts (the Pale Police! The Shroud of Stilts! The Wound!)
against the wall to exponentially decreasing effect. (Although the closing issue
here, a diverting done-in-one deliriously updating The Brotherhood of Evil's
Brain and Monsieur Mallah as pining lovers, is great fun.) In fact, Doom
Patrol never quite recovered after the "Painting" arc, despite consistently
sturdy pencils from Richard Case (and appropriately jagged lettering from John
Workman). Morrison would later prove that his gift for uncanny characters and
beyond-the-fringe epics worked best within genre restraints, as on JLA.
Too bad: The first half of Painting, like Crawling before it, is
brilliant.
:::
Kevin Forest Moreau
Top
August 11, 2004
Noble Causes Vol. II: Family Secrets
Jay Faerber, Ian Richardson
Image, 2004
Rating: 3.7
Jay Faerber's charming superhero soap opera doesn't disappoint in its
second volume. Faerber wisely avoids the kind of over-the-top melodrama
the concept so easily lends itself to, and shows a deft hand at
characterization in the process. Family Secrets centers on the
pregnancy of the capricious, club-hopping Zephyr Noble, the youngest
child (a minor, no less) of the powerful Noble superhero clan, obviously
meant to signify a callow Britney/Paris/Christina type. But Faerber
invests even this manipulative, sexually active little girl with a
streak of innocence. Meanwhile, Gaia, the family matriarch, continues to
zealously safeguard the family's media presence and determine who leaked
Zephyr's pregnancy to the press; Celeste, the wife of man-turned-android
Rusty Noble, continues her affair with Rusty's black-sheep half-brother
Frost (who keeps pestering Gaia about his paternity); the demon Krennick,
family friend and estranged son of Draconis, the Nobles' arch-enemy,
harbors an unhealthy obsession with Zephyr; and Liz Donnelly, the
non-powered, recent widow of speedster Race Noble (and the reader's
surrogate), continues to navigate her way through her new adopted
family. It's all good, lightweight fun, and Ian Richardson's mainstream,
animation-style pencils keep things grounded in a cartoon-world setting.
Noble Causes isn't hardcore, ultra-realistic superhero fantasy,
and doesn't try to be. But in its human characterizations and capable
pacing, it offers plenty pleasures of its own.
:::
The Gentleman
Top
August 10, 2004
Batman: Hush Vol. 1
Jeph Loeb, Jim Lee
DC, 2004
Rating: 3.2
The announcement that writer Jeph Loeb and superstar artist Jim Lee
would be pairing for a run on Batman generated a lot of hype,
most of it centered around the fact that it would mark Lee's return to
drawing a monthly comic. Indeed, it's a pleasure to once again indulge
in Lee's detailed linework, further brought to life by inker Scott
Williams and colorist Alex Sinclair. And judging from the first five
issues of the team's Hush storyline collected in this paperback
volume, the familiar glow of Lee's artwork is this story's main selling
point. Loeb's certainly a capable storyteller, as his many
collaborations with artist Tim Sale make clear. But the plot here is
mostly setup, and rather workmanlike. Loeb somewhat laboriously
stretches out a mystery involving Killer Croc, Poison Ivy and Catwoman,
stokes the fires of a possible Batman-Catwoman romance (without yet
plausibly establishing why Batman would suddenly give in to such
feelings) and teases the audience with a bandaged observer who keeps
showing up at key moments to mutter cryptically to himself. Loeb also
introduces a childhood friend of Bruce Wayne's, who's such an obvious
red herring (could he be the mysterious figure?) he insults the
intelligence. Lee's scratchy, vivid pencils keep the reader entertained,
but in this volume, Hush doesn't quite justify the noise it's
generated.
:::
The Gentleman
Top
August 10, 2004
The Avengers: Living Legends
Kurt Busiek, George Perez
Marvel, 2004
Rating: 2.5
This writer came down rather hard on
The Kang
Dynasty, which collected Kurt Busiek's last issues on The
Avengers. So it's worth stating that Living Legends, which
collects a run of issues that predates Kang, is a better read.
But it offers more evidence, if any were needed, that Busiek plays it
extremely safe when he helms a mainstream superhero title like this one;
Living Legends is a prime example of classicist superhero
storytelling, dependent upon dusty corners of Marvel continuity
populated by second- and third-rate villains. Busiek pits the Avengers
against the Exemplars, servants of a group of ancient figures engaged in
a contest called "the Wager of the Octessence," and Kulan Gath, a
wizened sorcerer eager to assume his delayed destiny as a god. A subplot
involving public antipathy toward the Avengers, and the manipulations of
a spiritual organization known as the Triune Understanding, is similarly
executed with clockwork efficiency. These kinds of stock adventure tales
move Marvel continuity forward, but they don't add anything of
importance to the characters' ongoing stories. In contrast to the
Morrison-Porter-Dell run on DC's JLA, Living Legends
offers few opportunities to explore the Avengers' status as, well,
living legends.
:::
The Gentleman
Top
July 09, 2004
Fantastic Four Visionaries: John Byrne Vol. 2
John Byrne
Marvel, 2004
Rating: 2.7
Writer-artist John Byrne is credited with reinvigorating Marvel's first
family of superheroes when he took over Fantastic Four in the
early 1980s, and rightly so -- for the most part, that is. As this
second volume to collect his long and acclaimed run on the title makes
clear, Byrne's tenure on the book was hit-or-miss (as opposed to his
recent work, which is pretty much all miss). An arc in which the FF is
pitted against the planet-devouring force Galactus, due to the
machinations of Terrax, Galactus' former herald, combines Byrne's
formidable strengths (slam-bang superhero action and smartly executed
cosmic opera) to fine effect. But an arc involving Doctor Doom, the
team's arch-nemesis, is strangely uninvolving, despite a plot that
forces Doom and the FF to work together to overthrow the tyrannical new
ruler of Latveria, the nation Doom once ruled. A bit involving the
premature aging of Franklin Richards is flat and unsatisfying, and the
closing two-issue tale, involving Gladiator of the Shi'ar Imperial
Guard, likewise lacks much punch; its resolution is numbingly easy to
guess, and Byrne's squeaky-clean linework robs even the slugfests of any
real drama. (This arc is all the more disappointing given that the tale
wrapped up in the title's 250th issue -- usually a landmark commemorated
with events of weight and import rather than what feels like filler.)
Worse, gimmicky standalone tales like "Render Unto Caesar!" and
"Nightmare!" are workmanlike at best, the kind of stories that usually
crop up as "inventory tales" by no-name teams to fill scheduling gaps.
There's certainly much to admire about Byrne's run on Marvel's flagship
title. But this volume only offers a fleeting glimpse of the capable
plotting and high adventure with which the once-vibrant creator imbued
"The World's Greatest Comic Magazine." Chalk it up to sophomore slump.
:::
The Gentleman
Top
June 16, 2004
Jimmy Olsen: Adventures by Jack Kirby, Volume One
Jack Kirby, Vince Coletta
DC, 2003
Rating: 4.1
This first of two volumes to collect Jack Kirby's legendary run on the moribund
Superman's Pal: Jimmy Olsen, the title he used as a springboard for
launching his Fourth World saga into the DC Universe, possesses a rough-hewn
charm. Kirby's artwork is serviceable, but lacks the vivid, uncontainable
imagination that leapt from the pages of his
Fantastic Four work just a few years before -- save for the psychedelic
collages he loved. But it's the jagged edges of Kirby's story that stand out,
making Jimmy Olsen an intriguing curio of the early 1970s. Kirby's
attempts at mind-blowing spectacle -- the Mountain of Judgment, a group of
semi-Utopian, hippie-ish biker clones known as "The Hairies," a secret
government project producing a rash of Jimmy Olsen clones -- look incredibly
dated and loose by today's standards. Likewise, his attempt to introduce the
cosmic saga of Darkseid, Apokalips and the New Gods via a Metropolis criminal
organization called Inter-Gang is a bit clumsy (the despotic alien ruler of
another planet using street thugs to carry out his will on Earth?). And there's
no discernible reason for the presence of overbearing wannabe reporter Goody
Rickels, a mirror-image double of comedian Don Rickles, when the latter makes a
two-issue appearance. And the title character's presence in his own book often
seems little more than an afterthought: Kirby famously used the title as a way
to show the DC brass the kinds of stories he could do with Superman. Still,
there's an inventiveness at work in these pages that proves infectious, and the
historical significance of these stories alone makes them worth seeking.
:::
Kevin Forest Moreau
Top
June 12, 2004
Teen Titans: A Kid's Game
Geoff Johns (writer), Mike McCone, Tom Grummett (artists)
DC, 2004
Rating: 3.6
In the early-mid 1980s, Marv Wolfman and George Perez catapulted New
Teen Titans to the top of comic sales charts and a rivalry with
Marvel's gangbusters Uncanny X-Men. The series rapidly devolved
in the latter part of the decade, and subsequent attempts to revive the
franchise have all come a cropper. Popular work-horse scribe
Geoff Johns gives it a go with the new Teen Titans series,
and this collection shows promising signs of succeeding where other
attempts have failed. That's because Johns doesn't try to keep the
early-80s team, now well past their teens, intact, as recent books have
done. Instead, he allows characters Wolfman and Perez created for the
'80s title -- Cyborg and Starfire, along with comic relief Gar Logan
(whom they didn't create but gave new life to) -- serve as mentors for a
new generation of teen heroes, formerly of Young Justice: the
current Robin and Kid Flash (formerly the annoying Impulse) as well as
Superboy, the young Superman clone introduced in the Return of
Superman storyline years ago, and Wonder Girl. This
inter-generational approach allows Johns to bring back classic villains
from the Wolfman-Perez run (Deathstroke makes an appearance in an arc
that points out the real arguments against teen sidekicks, and Brother
Blood and Trigon will eventually resurface as well) while also focusing
on the complications and inner turmoil of (relatively) fresh young
faces. Additionally, a showdown with members of the
Justice League allows for some classic "Don't tell me how to live my
life!" venting that teen readers will no doubt appreciate. Mike McKone's
artwork straddles the line between cartoonish (thanks to Jeremy Cox's
over-reliance on primary colors) and action-oriented, which is a good
fit for a book as deeply rooted in mainstream superheroics as Teen
Titans is. It's early yet, but Teen Titans may yet blossom
into a mature and absorbing title that does its legacy proud.
:::
The Gentleman
Top
March 17, 2004
New X-Men Vol. 6: Planet X
Grant Morrison, Phil Jiminez
Marvel, 2004
Rating: 4.2
For the penultimate story arc in his invigorating run on
New X-Men, superstar comics writer
Grant Morrison reintroduces the X-Men's chief adversary -- Magneto, the
master of magnetism. Just how he does so is a plot point we won't reveal here,
except to say that it's the same classic, "Didn't see that coming" twist Marv
Wolfman and George Perez did in the "Judas Contract" storyline in The New
Teen Titans in the early '80s. Improbably, things roll downhill from there.
Magneto overtakes New York City, causing untold devastation and death as he
prepares to finally usher in the era of mutant supremacy over humankind. This
should be an endorphin-boosting development, but Morrison critically
downplays the "Aww, cool!" factor; there's precious little sense of
urgency here (save for the plight of Wolverine and Jean Grey, who struggle to
find a way off an asteroid that Magneto has set hurtling for the heart of the
sun). Morrison does cleverly hammer home the point that Magneto's methods
and thinking are hopelessly outdated, as symbolized by his addiction to a mutant
power-enhancing drug, and his tired, Return of the Jedi-esque rehash of a
plan to shake the world to its foundations; he also continues to make the
scrawny mutant Beak a sympathetic and even likable addition to the X-Men
pantheon. Phil Jiminez's artwork, a sleek update of the Perez style, is as sharp
and detailed as ever; Jiminez gives the story what
Authority and
Ultimates-style epic scope it possesses. But he's hindered by the largely
murky palette of colorist Chris Chuckry, which leaches a fair amount of drama
out of the book. Planet X ends on a compelling tease involving Jean
Grey's Phoenix persona, setting the stage for the final storyline, which takes
place 150 years in the future. If it's occasionally disappointing in its levels
of high drama, Planet X does hit a few well-executed adrenaline
highs getting to its finish, reminding us of Morrison's enviable ability to cast
familiar comic book conventions in bold new configurations.
:::
Kevin Forest Moreau
Top
March 17, 2004
The Flash: Crossfire
Geoff Johns, Scott Kolins
DC, 2004
Rating: 4.0
With Crossfire, Geoff Johns proves why he's among the elite of superhero
comic writers. Every moment of every chapter of the titular multi-part tale
unfolds with a watchmaker's precision, with Johns moving his various players
along like Gary Kasparov sliding chess pieces into position. While the Flash's
enemies, the Rogues, create havoc in Central City, its
neighbor Keystone City falls prey to The Thinker, a former supervillain who's
now a living computer virus colonizing the minds of everyone in town for
purposes of data storage. Various subplots -- involving a mysterious killer
named Plunder; the Rogues' enigmatic leader Blacksmith, head of an underground
fencing/supply network; a murder frame pinned on the Flash's friend (and former
Rogue) Pied Piper; and a former villain turned union organizer -- clack into
place like dominos. Along the way, there's much property damage, surprising
revelations are unveiled at a prolific pace, and action and suspense are kept at
electric levels. Scott Kolins' pencils and James Sinclair's colors continue to
ground the story in the Flash's working-man's milieu, nicely complemented by
guest artists Rich Burchett and Justiniano and a host of capable inkers. The
Flash doesn't wow with the force of its post-modern ideas, a la
JLA or
New X-Men, but it's not meant to: It's designed to be one of the best and
most satisfying plot-driven superhero books currently available, and
Crossfire proves that it more than meets that goal.
:::
The Gentleman
Top
March 17, 2004
Superman: Return to Krypton
Various writers and artists
DC, 2004
Rating: 3.2
Here's the plot of this latest volume to collect various issues of the
Superman titles: A strange rocket with Kryptonian markings arrives at the
Smallville doorstep of Supes' parents, the Kents. A holographic projection of a
man claiming to be Superman's Kryptonian father Jor-El throws doubt over
everything Clark Kent thought he knew about his planet of origin. Soon,
Superman's scientist friend Emil Hamilton is sending the Man of Steel (and Lois
Lane) into the Phantom Zone, to a world that seems for all intents and purposes
to be Krypton; no explanation for this is given or even much pondered, not that
anyone involved seems to care. On this Krypton, Clark and Lois encounter a young
couple who appear to be Jor-El and Lara, Superman's parents, and adventures
ensue in which the Els and other free-thinking Kryptonians clash in a civil war
with hidebound genetic purists led by the military tyrant Zod. Still, no one
involved appears to give this much thought. Later, Superman returns to this
Krypton, still not sure if it's the real planet of his lineage, and fights
alongside his alleged father in another civil war. A perfectly reasonable (in
superhero comic terms) explanation is eventually given for the existence of this
Krypton, although the revelation does little to stem our consternation that no
one has spent much time questioning its existence in the first place. As usual,
Ed McGuinness' cartoony style proves wholly inappropriate, even for scenes in
which Lois and Clark rocket around Krypton having adventures as if the post-Crisis
retooling of the Superman mythos had never taken place. Also as usual, Jeph
Loeb, Geoff Johns and Mark Schultz comport themselves best among the many
Superman scribes -- that is, if you can overlook the central flaw that dooms
Return to Krypton, that being that no one ever seriously questions
the existence of this Krypton in the Phantom Zone; all involved just take it on
faith that things will eventually get straightened out. Except the reader, whose
frustration eclipses any potential enjoyment of this otherwise serviceable
escapist entertainment.
:::
Kevin Forest Moreau
Top
February 11, 2004
Fantastic Four: Unthinkable
Mark Waid, Mike Wieringo
Marvel, 2003
Rating: 3.0
Continuing his overhaul of the Fantastic Four franchise, which got off to an
admirable start with
Imaginauts,
writer Mark Waid trots out the team's baddest of bad guys, its most formidable
foe: Doctor Doom. In his continuing quest to crush Reed Richards, Victor Von
Doom -- newly reinvested in the sorcerous side of his persona, having hatched an
alliance with a trio of demons -- orchestrates a plot in which Reed and Sue
Richards' son Franklin languishes in Hell, and Reed must likewise languish in
abject humiliation. Give Waid credit for this much: the leader of the Fantastic
Four turns that humiliation to his advantage, and acknowledging his limitations
proves a crucial plot point (not to mention a critical key to defeating Doom).
Unthinkable is a decent enough standard superhero jaunt, but it begins to
show some cracks in the Waid/Wieringo team's armor, leading one to wonder if
Marvel may have been right to remove him from the book (a move so unpopular with
fans it was later reversed, a rare capitulation on the part of the House of
Ideas). Waid's FF is altogether too wordy, in a way that recalls the '80s
series Power Pack. And Mike Wieringo's cartoon-y style critically
undermines the drama at every turn, warping our perception of a grim, resolved
Reed Richards so that we see instead a touchy-feely Alan Alda in an elastic blue
jumpsuit. Lastly, Waid's Doom seems too easily bested; too obviously dismissive
of the threat posed by his newfound demonic allies, until it's conveniently too
late. Waid appeared on the verge of something promising with Imaginauts,
but here he turns in nothing more or less than an everyday superhero yarn. With
Flash, Kingdom Come,
JLA and other titles,
he's proven capable of better.
:::
The Gentleman
Top


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