Review: Deadly Class #4

Ahhh, growing up as a teenager in the late 1980s was a blast. The music…the drugs…the styles…the murder (?). Rick Remender seems to have remembered it well and in his Deadly Class series, he has captured a little bit of time in a bottle in his depiction of an elite school of murder and violence of a professional scale that hosts teens from some of the most infamous criminals and sociopaths of the late 20th century. The idea is original, unique, and pretty much spot on (minus the murder school stuff of course). But his characterizations of the cliques and of the harsh realities that were homelessness, crime, and overall social deviance that manifested itself during the era are quite realistic. I sense another teen of the late 80s in its midst. And I have absolutely loved it. Hell, I remember arguing with a guy during that time trying to praise the merits of the music of The Smiths with a friend of mine. It was like déjà vu all over again when I turned the pages of this one and read something very similar (see Issue #3). Anyway, after three totally kick ass issues we have entered into #4 and things change course significantly as we gain some insight of the Kings Dominion High School for the Deadly Arts and their disciplinary policy, as well as the ins and outs of those policies. Our lead, Marcus failed in his task given to him in the previous issue (Or did he? You have got to read it and see for yourself). As punishment, he is sent to a brutal form of solitary confinement, but is sprung quickly by his friends as they have other “big” plans for him in Las Vegas. He may have failed to school superiors, but he more than impressed his fellow students in his actions. Anyway, we are taken on literally a “trippy” journey to Vegas that is filled with deadheads, high def LSD influenced color, jilted ex’s, and of course, straight up killers who are looking to put an abrupt end to Marcus and his crew of misfits. It all begins a set up to some serious mad dog violence and action in coming issues.

DeadlyClass04-CoverIssue four is an establishment issue putting things in motion that will make for some serious stuff soon. On the whole, not a lot happens here other than some teenage delinquency to its nth degree. But man oh man, the art and color blow up on this one to a grand scale.

Rick Remender’s writing with Wes Craig’s art has been brutal, gritty, and intense for three issues. Here, as the kids are tripping and the Vegas lights are calling, Lee Loughridge’s color kicks it up several drug induced notches…And it works as we get some seriously surreal scenery in an otherwise, straightforward no nonsense issue. Just enough is shown to the reader by Remender to let us know that some hard times are ahead for our gang.

Story wise, I think Issue #4 is the most basic. But art wise, this one could one of the best. The promise offerings in this issue suggest that #5 is going to be a real doozy in both story and art. And to that, I say, bring it on! I know that I am ready to see what happens next.  And I must say that keeping the little tidbits of Wes Craig’s art process has been an added touch allowing these single issues to have a feel of a trade paperback. For that, I say thanks and I am looking forward to see where we go from here.


Score: 4/5

Writer: Rick Remender Artist: Wes Craig Publisher: Image Comics Price: $3.50 Release Date: 4/30/14 Format: Ongoing, Print/Digital

Review: Vandroid #3

Contrary to what you might think of we, the unwashed comic book-reviewing masses, we don’t always like being “right.” Now, I can’t speak for the entirety of my opinion-laden brethren, but for myself, when it comes to comics at least, I thoroughly enjoy it when I can sit back with a book and say, “I stand corrected.” See, we all want to love comic books; each and every one. That is, after all, why we got into this whole thing in the first place. We want to like them. Desperately. So when a book can come along and over the course of a few issues, go from eliciting ire to downright impressing you, it’s a beautiful, beautiful thing. Such is the case with me and Dark Horse Comics’ miniseries, Vandroid.

If you go back and check out my review of Vandroid #1, you’ll see how disappointed I was that an insanely cool concept could fall so frustratingly short of its own ambition. I still maintain that its first issue was not a good start for the series, but its followup attempt in issue two proved that it could conjure both the focus and requisite fun that comes from a comic book adaptation of a fake 1980s cyborg action movie.

Don’t get me wrong, some of this issue is absolutely hokey, and its setting remains fairly ill-defined for a story that is supposedly steeped in the trappings of a notorious decade. However, as opposed to how its run began, its inherent corniness is now actually entertaining. My previously-mentioned problems with the plot and structure (not to mention the titular character’s addiction to perfume) notwithstanding, this issue has quite effectively shut down my more significant gripes by finally having a fucking blast with itself!

In short order, our android replicant of a 1970s van decorateur not only gets into a slugfest with a nature-worshipping gang of motorcycle-equipped street toughs called “The Mighty Oaks,” but also hosts himself yet another rumble with hilariously self-absorbed and quip-heavy tech support nerds WHO HAVE WEAPONIZED PROTRACTORS INTO MOTHER-FUCKING THROWING STARS OMG WTF! Also, fembots!

Vandroid #3 CoverThat’s exactly the flavor of silly-ass fun and completely lighthearted jocularity that a title like this absolutely needs to be successful. Finally, this book has established and indeed nailed its own tone, and it’s pretty darn rad, to steal an archaic (yet thematically-relevant) turn of phrase.

Part of that, of course, is the writing, and with each passing issue, Tommy Lee Edwards and Noah Smith prove to endear themselves more and more to their cause. Is it cliché? Oh, for sure. Is it hackneyed, silly and at times even maudlin? Absolutely, and in all the right ways that have given this misbegotten “genre” such resounding pop-cultural cache.

At the same time, I’ve really fallen for the art on Vandroid. Dan McDaid is finally given the chance to go for broke this issue. Much like the cinematic style the story parodies, his stuff is largely unrefined, but is all the more fun and furious because of it. I still think he’s tapping into a Francavilla-style verve in this book, made all the more apparent thanks to Melissa Edwards’ constantly shifting palette that very effectively gives an oscillating sense of pop-art melodrama. The art in general has been an early strong suit of this miniseries and in its action, commitment to farce and ridiculousness, it continues to show a great sense of range and comedic timing.

So yeah, color me impressed, guys. Far from being hesitant to admit it, I am honestly happy to report that instead of being a massive disappointment, Vandroid is finally proving to be one hell of a comic book hootenanny. I stand corrected!

Score: 4/5

Writers: Tommy Lee Edwards & Noah Smith Artist: Dan McDaid Colorist: Melissa Edwards Publisher: Dark Horse Comics Price: $3.99 Release Date: 4/30/14

Episode 130: Major Beer Shits

I'm not going to lie people... we don't cover much in the way of news this week. Yeah I know you're way heartbroken, but you'll live! We do talk about Marvel's announcements at c2e2 because it happened before we went on air and of course talking about Marvel led us to talking about other random stuff. One of us watched Son of Batman which released last week at Wonder Con this past weekend. We also talk about Wolf Cop! Oh yeah. We talk about a ton of books so check this out: B-Squad #1 Original Sin #0 The Void The Life After #1 The Manhattan Project #20 Mind MGMT #21 And a few others

Our after talk is about Evil Empire #2!

Kearstin-Fay-Nicholson-as-Angela-from-Spawn

Here's some of our previous episodes!

Trailer Time: Sin City – A Dame To Kill For (Trailer 2)

Here’s the new cut for the Sin City 2 trailer, and man oh man does it look good. I’m seriously excited about seeing this movie even if it turns out to be a one-time viewing like the first one. Also, this is just a great trailer cut. https://www.youtube.com/watch?v=UOmLC3Rj9Sw&feature=youtu.be

Trailer/Poster Time: As Above, So Below

Yeah this is pretty much another found footage “why would anyone continue filming” style of movie, but that poster is sick as fuck! Below you can see the trailer, look at said poster and see some stills from the movie releasing on August 15 from Legendary/Universal. http://youtu.be/wVuv1Ey3oIM

Miles of twisting catacombs lie beneath the streets of Paris, the eternal home to countless souls.  When a team of explorers ventures into the uncharted maze of bones, they uncover the dark secret that lies within this city of the dead.  A journey into madness and terror, As Above, So Below reaches deep into the human psyche to reveal the personal demons that come back to haunt us all.

Written by John Erick Dowdle and Drew Dowdle (Quarantine, Devil) and directed by John Erick Dowdle, the psychological thriller is produced by Thomas Tull, Jon Jashni, Patrick Aiello and Drew Dowdle.  Alex Hedlund serves as the executive producer.

Trailer-Poster Time - As Above, So Below (1)

Genre: Psychological Thriller Cast: Perdita Weeks, Ben Feldman, Edwin Hodge Directed by: John Erick Dowdle Written by: John Erick Dowdle & Drew Dowdle Produced by: Thomas Tull, Jon Jashni, Patrick Aiello, Drew Dowdle Executive Producer: Alex Hedlund

The Wolf Among Us Episode 3 Trailer: It’s Been A Long Fuckin’ Day

Spicy! Just the way we like it around here. At this point you know about the game and you’re either playing it or not. I’m enjoying the game even though I’m a chapter behind and hey, maybe you are too. Also if you ask me I think it’s better than The Walking Dead. Right? Crazy?!?! Check it out. https://www.youtube.com/watch?v=NUzDfdT-HLs&feature=youtu.be

Your Dad Got A New Job So We’re Moving

That means that you and your sister won’t be able to hangout all summer with Billy and Janey. But don’t worry! If the genre holds true you’ll soon be fighting monsters, aliens or going on some kind of adventure in which you save the town and possible the earth! Of course you’ll be chasing that dragon for the rest of your life since how do you top saving the planet when you’re twelve. The point is we’re switching servers right now so you’re not going to see any new content until that’s finished. For a normal site this would have been done by now, but we have pictures… lots and lots of pictures so it could be a while. As for the picture, that’s a diagram showing the transfer of heat. It was either that or goldfish jumping into different bowls and franking I didn’t understand that. I do understand the transfer of heat though. SCIENCE!

Thanks for your patience and in the meantime feel free to check out our archives (they’re extensive!) and fear not any comment you post will make it over to the new site.

Best,

Dustin Cabeal on behalf of the Comic Bastards

Check Out 9 minutes of Watch Dogs' Multiplayer Gameplay

https://www.youtube.com/watch?v=SKwn4nK5J28 Find out how Watch_Dogs creates a new multiplayer & immersive experience with this video showcasing the seamless multiplayer, the companion app and the 8 vs 8 decryption death match.

I don't know about this. Some of the game types look cool, like the team hack but the "online contract" game type looks like a lame game of tag. But of course we'll all have to wait untill May 27 to really decide.

Review: Rogue Trooper #3

The new Rogue Trooper redo has been absolutely kick ass. Similar to what they have done with Judge Dredd, IDW has taken another 2000 AD icon and have given it the golden treatment, making it relevant and entertaining, along with opening up a new world to readers who may have come to comics long after this one had had its heyday run. The heyday is back however, thanks to the excellent creative team of Brian Ruckley and Alberto Ponticelli. They are blowing up our blue skinned warrior like a napalm sweep, blazing a trail to glory. Issue #1 was all action, while Issue #2 was more story driven as we got to see our favorite GI (Genetic Infantryman) in his down time. Of course, Rogue was created for combat and that is what we get in #3 as he does battle (and some serious damage) to an invading Nort horde trying to capture (the anything but) Strongpoint Charlie. Adding to the story, a squadron of crack soldiers have been given the task of bringing Rogue up to HQ as he has to answer to why he has gone rogue. Will they be successful in bringing him in? You will just have to read. But the one thing that you get out of this issue straight up is that Rogue is all soldier, as he was bred to be.

RogueTrooper03_cvrBrian Ruckley could easily of just focused on the action and that would have been pretty solid. But he really works wonders in addressing Rogue's interactions both with three of his fallen comrades who now occupy parts of his gear, as well as other soldiers. Not everyone thinks him to be much of a hero (mostly the ones up in space giving the orders). But some do and they stretch themselves out to help where they can. What we get with this writing is a complex character in a story that could have been just a simple mindless shoot em up. No, our Rogue is as complex as the mystery of how all of his fellow GIs were destroyed at the Quartz Zone. These guys were game changers, but weren't. Surely there was some sort of betrayal at work. After seeing Rogue in action, you know there has to be. The man is a blue beast of death-bringing, just as cool as can be. And Ruckley brings all of that coolness straight up.

With Alberto Ponticelli, he has added as much personality to Rogue and the rest of Nu Earth as Ruckley's excellent scripting does. We even get a basic glimpse of Nu Earth at the beginning of this issue, and it's pretty. But pretty quickly turns to hellish within just a few frames. The transition is smooth and once back to current Nu Earth, we return back to the brutal nature of the landscape, burned out and devoid of life except for cockroaches which are everywhere. There is even a nicely drawn scene of said roaches here in this issue that hammers that point that the landscape is brutal. Nothing gets away from it.

Three issues in and I am hooked for the ride. Whether you are still fan of the original 2000 AD offerings or are just new, this Rogue Trooper is well worth giving a look. It is dark, disturbed, and super rocking. Give it a try.

Score: 4/5

Writer: Brian Ruckley Artist: Alberto Ponticelli Publisher: IDW Publishing Price $3.99 Release Date: 4/23/14 Format: Mini-Series, Print/Digital

Review: Five Ghosts #11

Five Ghosts was my favorite miniseries event of the past year. And likewise, the ongoing title has been one of my favorites too. I am hooked on the pulpy goodness that is the story of Fabian Gray, an adventurer extraordinaire who after an encounter with a Dreamstone, has inherited the power of five literary "ghosts" that he uses in day-to-day dealings of life and death. The story so far has been a very nice and well-crafted alternative to lots of the typical offerings within the comics realm. Issue #11 is the prelude to the dramatic "Lost Coastlines" story finale. All the cast and crew have now made it to the mythical Island of Dreams. Or at least all of the surviving cast and crew that is. Everybody is there and things are falling into place for a no holds barred battle royale of an ending. As for our hero Fabian Gray, This Island of Dreams may just be one of nightmares. We will have to see.

FiveGhosts11-CoverFrank J. Barbiere and Chris Mooneyham are still in peak form as we get to see some if the lesser "ghosts" in action here. There is a sequence of panels where the Sherlock Holmes "ghost" is working through Fabian that is nothing short of magnificent. Not a word is rendered, but the reader is completely aware of everything going on. It's really sweet. Of course, when dialogue is needed, Barbiere blows it up with short sweetness that perfectly fits what is happening.

There is no denying that I am really going to miss the wrap up of the Lost Coastlines arc. It has been one super read for the last several months. But even with it ending, Five Ghosts will continue to amaze because it simply rocks hard. Barbiere and Mooneyham have created something quite unique and amazing that like Fabian is something legendary.


Score: 5/5

Writer: Frank J. Barbiere Artist: Chris Mooneyham Publisher: Image Comics Price: $3.50 Release Date: 4/23/14 Format: Ongoing, Print/Digital

Review: City – The Mind in the Machine #3

The last issue of this series picked up compared to the first issue. Now I’m torn with which issue I liked more. Whereas the second issue saw our main character Ben learning and developing his new skills, the third issue has him becoming more and more in tune with them. I wouldn’t say he’s mastered them just yet, but he’s definitely getting there as you’ll see by the end of the issue. Unfortunately for Ben the more he absorbs, the more he becomes a threat to Homeland Security. This issue begins with Ben discovering the man who left a bomb on the train that took his eyes. He can’t bring up anything on the man, but he now knows his face. The problem is that Mr. Callahan knows that he’s found him and he doesn’t look happy about it at all. He tells Ben to let him handle it and that anything else he finds should be passed along to him. Ben blows him off and heads home for the day. On the way out though he bumps into Chloe the woman he’s pined for and eventually blew his chances with when his brain began pulling up too much info about her on their date. He reveals his secret to her in order to apologize and she’s pretty shocked.

All her feelings of disgust are washed away after seeing his eyes and she gives him a chance to explain everything. The more he tells her, the more they bond and eventually their ten-minute conversation turns into a date. It’s broken up though when Ben’s facial recognition software can’t identify a man looking in their direction. It’s interesting because it’s as if Ben is running programs in the background while on the date.

City03_cvr-SUBThere was a lot of character development in this issue. The last issue built the plot and made us more familiar with Ben, but this issue made him feel like a fleshed out character for the first time since the story started. Chloe is also a three-dimensional character with this issue as well. No longer is she the girl looking for a date, but rather a powerful woman to have in Ben’s corner. Their conversation was a good chunk of the issue and all of it was enjoyable to read.

The art continues to shine with this series. The strongest aspect is still the camera/pixel view that Drew Moss uses gives the story a real world look and feel. Without it the story wouldn’t be nearly as successful. I’ve seen more of Moss’ artwork lately, but frankly his work here is some of his best. He’s complemented by colorist Mark Englert who again helps with the real world vibe. Ben’s eyes have a cool look and it’s hard not to like their blue coloring.

If you’ve missed out on this series you’re a bit late to the game. There are the usual ways of catching up either back issues or digital of course. You could wait for the trade, but there is something thrilling about following this issue monthly.

Score: 5/5

Writer: Eric Garcia Artist: Drew Moss Publisher: IDW/Darby Pop Publishing Price: $3.99 Release Date: 4/23/14 Format: Mini-Series, Print/Digital

Review: Star Wars: Legacy #14

Just a small disclaimer before we start here. I watched a documentary about hecklers/reviewers/critics this past weekend. People in the entertainment industry have no respect for their critics, especially when the critics don’t have any professional experience in the industry. And even more specifically when critics are being intentionally negative. A negative review could potentially start a chain-reaction that does damage to or ends career. I get that, but I strive to be a conversation starter rather than a critic. I never intentionally try to beat any series down. Even if I don’t like it. And if I don’t like it, I give reasons why, and my most used reason is that it just isn’t my cup of tea. Of course, I’ve passionately disliked comics before, but if the creator was hurt after, that wasn’t my intention, and I hope that it was taken as a single opinion. I take my position as a writer very seriously, I even use it sometimes to pick up women. They love writers for some reason. Makes me look smarter, I guess. Especially when I’m not wearing my contacts and I have my hipster glasses on. Anyway, for all of you writers/artists out there who have the best jobs in the world, I salute you, even if I think that your book is garbage. That being said, Star Wars: Legacy #14 isn’t garbage. It’s far from it. And I say that for the entirety of the series. I’ve never read an issue of this book that was below a four star rating. I’ve only reviewed one of them, but I’ve been a fan since the beginning. I give a big thanks to this creative team for making my job really easy.

Now for the good stuff.

This bounty hunter is determined to deliver Ania dead or alive, without the alive part. I wouldn’t want to be up against this mystery lady. That whip is nasty. Plus, who is Ania Solo? Looks like the answer is coming sooner rather than later.

Star Wars Legacy #14 CoverThis series is full of good content. The dialogue is some of the most interesting and poetic in the industry right now. Everything flows so smoothly, that it always seems like such a fast read. I’m glad to say that I always look forward to reading it. None of the New Comic Book Day release excitement has worn off, even though I am reading advance copies. That’s tough to get over. Some of the books that I review have lost their luster. But I’ve devised a plan to keep that from happening. Keep my reviews random. But I probably won’t stop reviewing this one, I like it too much. I mean, glass rain? Who came up with that one? Crazy.

Now, I just want to point out that I’m trying really hard to stay positive, even though the Blue Jackets lost tonight in Game 3 of the Stanley Cup Playoffs. That was a freaking heartbreaker, man. But by the time that you read this review, it will be Game 4. With a better outcome, I hope.

And you really can’t say anything negative about the art in this book. I’m not going to say that the art gets better throughout the series, or any crap like that, but man is it good. It always is. Consistently. Gritty, colorful, and focused. A perfect fit for the book overall. Bravo.

I’m not going to keep you anymore. Read this one on New Comic Book Day.

Writer: Corinna Bechko & Gabriel Hardman Artist: Gabriel Hardman Publisher: Dark Horse Comics Price: $2.99 Release Date: 4/23/14

Review: The Manhattan Projects #20

Historically speaking, it’s been difficult for the creative team behind The Manhattan Projects to suitably and satisfactorily follow an Oppenheimer Civil War issue with its regular fare, a feat made all the more difficult this time, given that the aforementioned conflagration has finally come to a halt. I am happy to report, however, that Hickman and Pitarra have happily bucked that particular trend this time, because The Manhattan Projects #20 is one hell of a comic book! The entirety of this issue is dedicated to finally finding out what happened to the original Albert Einstein since his “evil” cross-dimensional doppelgänger, Albrecht Einstein, knocked him out and traded places with him on our world pretty early on in the series. For regular fans - hey guys! - this is a moment that has been a long time coming, and I’m ecstatic that Nick and The Hick have given it the breadth of a full issue, because hot damn, was this excellent.

Fact is, there are so many great things about this issue: Albert’s colorful yet harrowingly-told jaunt between dimensions alternatively inspired by Dune, He-Man and M.C. Escher, the fantastic rivalry that developed throughout them (which of course led to the shocking end of last issue) and of course, the quiet nod to the crown jewel in Jean Claude Van Damme’s celebrated body of work.

Back to the point, Albert’s life on and subsequent escape from the magically savage, medieval fantasy alternate earth took the bulk of his story’s retelling, and as you would expect in a section which sees Albert Einstein wielding energy shields and mad-hot kung fu against his enemies, it was spectacular. I’m not sure how many times I’ve looked over that part alone, but if my math checks out ... it’s a lot.

However, I think my favorite part about the story itself isn’t necessarily what Albert went through, but what he does about it in the end. Given the pretty fiery retribution going on all over this book for the past ... ever, you might think he would act as swiftly, and indeed as deadly, as he reappeared.

ManhattanProjects20-CoverBut the great thing about Albert, Albrecht and everyone else in the Manhattan Projects, is that as quick as they are to respond with ruthless aggression, it is their weaponized use of reason that is more terrifying, not to mention entertaining. When Albert sees his evil twin, he doesn’t see a foe, but rather a unique opportunity, and the stories that are bound to follow with the variant Einsteins promise to be just like the two themselves, which is to say, “gangster as fuck.”

My one gripe with this issue is how peaceful and comfortable all the members of the Projects seem following their ordeal of being imprisoned for so long by a traitor amongst them, and then being hunted by a bloodthirsty inter-dimensional alien beatnik. I guess the point is that life goes on for these guys and, as I celebrated above, nothing really phases them, but this seemed almost too extreme a transition.

What isn’t up for debate is Nick Pitarra’s art this issue. I’ve already grown quite fond of this guy’s immediately-recognizable style, but when he gets a break from it for a month (as he did this time), it always seems like he comes back to bring the freshness.

Joined by Bellaire’s positively gleaming palette this issue, Pitarra absolutely murders each and every single panel in this book, regardless of whether it includes a snake, knife and axe-fueled dungeon fight, or just two parallel versions of the same historic genius sharing a quiet drink. I want Pitarra on more books, forthwith!

I am so happy to see The Manhattan Projects back on track again, with this and last issue leading the charge into what is shaping up to be a very interesting arc indeed.


Score: 4/5

Writer: Jonathan Hickman Artist: Nick Pitarra Colors: Jordie Bellaire Publisher: Image Comics Price: $3.50 Release Date: 4/23/14 Format: Ongoing, Print/Digital

Review: Skullkickers #26

Skullkickers is a fantasy story like no other. The off humor, weird characters and twist make it a very unique story. I keep coming back to it because of the difference. This issue has grabbed my attention when the last issue had nearly lost it. Rolf is about to become a bloody pulp between two boulders. This is the Dwarven punishment he has been dealt. We get a flashback to the beginning of Dwarven time and ancient history. Once upon a time the mountain Dwarves became a tribe and delved deep into the earth and found “the crucible”, the lava hole. From here they harness it to make powerful weapons to dig deeper within the earth. As they dug deep they uncovered the earth Elementals. The Dwarves fought with everything they could but could not beat the Elementals. Until one day King Torl reached into the crucible to come up with the most imaginative weapon to fight off the Earth Elementals, the Wartyke. A giant stone dwarf with all the strength and superiority of all the dwarves. This is just a back story to Rolf’s childhood. He listened to the legend and played with the toys growing up. The other boys made fun of him playing with “dolls” and not weapons. One night Rolf headed out to find the truth and climbed the Wartyke and into the key where the Crucible was locked away. When he went to reach for it he was struck with a paralyzing fear.

Our other heroes are trying to find a way to get into the Dwarven kingdom to rescue Rolf from impending doom. The only way is hijacking a sleigh from the snow dwarves.

Skullkickers26-CoverThis arc is different with the several doppelgängers of the main character and the banter between the two narrators of this story. One being the narrator of the flashback and the main narrator of the story. It reminds me a little of “The Princess Bride” with the grandpa and grandson. But its more like two guys at the bar and one keep interjecting as he hears the story. It also has become a parody of itself and comics in general with the comments going into the flashbacks and the X-Men timeline joke. This is the real first book I read that makes the narrator as a crucial part of the story and isn’t a main character or at least from what I can tell.

The art is classic cartoon feel that goes well with the story and really has been a constant since Edwin Huang took over on the series. The action sequences are drawn very well and the coloring makes you feel like you are deep in a mountain at the beginning of time.

This issue kept me on this arc; it isn’t crazy phenomenal but is a step up from the lack luster of last issue. It does two things it carries on the big story but can stand alone from the other issues as well.

Score: 3/5

Writer: Jim Zub Artist: Edwin Huang Publisher: Image Comics Price $3.99 Release: 4/23/14 Format: Ongoing, Print/Digital

Review: Space Out #3

I really do have to give Spaced Out some credit for their art work. Ramon Salas has brought together a variety of creatures for us to drool over. But seriously, I love it when artist can make me feel a part of their world. And Salas’ main focus is on the creatures. We don’t get a lot of background images of what the planets look like, the ships, or the even the control centers. I feel this part is up to interpretation. That makes it interesting for the reader to picture all these gadgets. What pops out though are the aliens in every scene. Some I don’t even know which way is up. Plus the colors give the comic such a bright vibe. It will attract any eye. The cover this week is Max. It really is a hilarious cover of him kicking it into high gear. It is always cuter when they are small. It is no surprise that I haven’t enjoyed this comic’s storyline to the best of my ability. Bops, a monkey from Earth, took his ship to a new world. Literally. He is now a part of Tiklopis. Lord Krush is after him. We don’t quite understand why, but Bops is from Earth, so we can assume it has something to do with that or even just curiosity. Krush is one weird dude, and he emits, what I like to think, grape flavored clouds over his enemies. It chokes the victims, and makes me thirsty. Bops hasn’t encounter this villain yet, but he has encounter some cool characters along the way. I doubt that is where it will stop with him meeting so many new things.

SpacedOut3I came in with some new thoughts opening this issue. Sha’a La has turned in the gang. Bops is upset, but she claims there is more to the story than he knows. Just another man or monkey believing in some chick because she bats her eyes. Oh the power we possess! I think these two will work out their differences in the end. Bops seems pretty forgiving since he needs all the help he can get. Like last issue, we finally get some answers about Tiklopis. I don’t think I read the first issue close enough, but Marko is on our side. He is the Governor of this town and wants to free his people. I suspected some backstabbing from issue #1, but since it was so hush-hush, it leads to confusion and clear holes for the reader. Obviously, these have been cleared up.

I wish we could have reversed issues 2 and 3 and then came out with 1. That would have grabbed my attention more with having an understanding the background with Bops, and the intentions of the planet. So this comic has had a rocky start, but now I finally feel like I could get into this story. A lot of stuff is revealed in this issue. Marko was a big surprise for me, and now that the fate of Tiklopis rests on Bops shoulders, mind you he isn’t even from this place, is more than enough reason to see where these dudes take us next.

Score: 4/5

Writer: Brent Sprecher Artist: Ramon Salas Publisher: Blue Water Comics Price: $3.99 Release Date: 4/23/14

Review: Zero #7

After such an amazing first arc, Zero has taken an oddly disappointing turn in the quality of its storytelling, which is made ever more surprising given that it’s Ales Kot, whose stuff I’ve always really enjoyed. I think the turning point was at the end of Zero #5, which simultaneously closed out an incredible story while introducing an exciting turn of events that now feels all but forgotten in favor of trying to add more wrinkles to a story before fleshing out the ones already formed. In the end, this is all kinds of confusing, and not in the way with which Kot’s stuff usually entices.

This issue sees the titular Edward Zero join his Agency superior/father-figure, Roman Zizek (who for some reason is called Michael at one point, so I might be getting the characters mixed up), as they meet with a dangerous contact in Juarez, Mexico in the year 2020.

Leading up to the meeting, wherein Zizek makes what looks like a weapons deal (before almost immediately and seemingly pointlessly nullifying it), he and Edward share what could be best described as a noncommittal conversation about beaches and old missions.

Afterward, Zizek spells out other maneuvers he has arranged, which are pretty damn large and deadly, but come across as inconsequential thanks to a narrative that is rabidly choppy, poorly paced and frustratingly unclear.

Zero-07We get Kot’s usual inclusion of whatever arcane belief structure or mysticism he’s into at the moment, which is usually pretty great, but here just feels like he wants you to know that he reads “cool shit.” Saying that, it’s the most interesting part of the book ... which says a lot, I think.

The art by Matt Taylor is serviceable, kept from being more through no fault of his own, really. Like the story, the visual direction here is basic and bare, though he does manage to get in some impressively explosive scenes when he can - one of which is perhaps Zero’s biggest character-based paradigm shift. It’s just that Taylor’s art otherwise isn’t given many chances to spread or show its stuff. And that’s a shame.

Sorry this is such a short review, but there’s not much else to say, other than to reiterate how painfully disappointing this series has become after issue five. Kot’s writing style is always lofty, and usually I enjoy the puzzle, but this was a lemon. Maybe it’s me; maybe I missed something or perhaps I just don’t “get it” anymore, I don’t know. But after this issue, I’m not sure that I want to even try anymore.

Score: 2/5

Writer: Ales Kot Artist: Matt Taylor Colorist: Jordie Bellaire Publisher: Image Comics Price: $2.99 Release Date: 4/23/14

Review: Tomb Raider #3

If you’ve played the video game or have been following this current Tomb Raider comic, you won’t be surprised that issue #3 starts off with another flashback.  This time, Lara recalls the story of how Roth and Reyes (another member of the Endurance crew) first met a decade ago.  Roth was getting too drunk for his own good in a New York bar-when he goes too far and grabs the bartender by the collar of his shirt and raises a fist, Reyes delivers a left hook to his face that is compared to a sledge.  Instead of getting infuriated over this uncalled for sucker punch, Roth offers Reyes the position of head security for his crew.  Lara also recalls how close Roth and Reyes were.  Just to recap, Roth is dead and he essentially saved Lara’s life in doing so back on the island of Yamatai.  However, Reyes is obviously still alive and with Lara at the present time. Next, we’re put right back into the intensity of the events that occurred at the end of last month’s issue.  Reyes’s daughter has been captured by men who belong to a cult who worship the Solarii.  On Yamatai, the Solarii were the Endurance crew’s enemy and tried to recruit women who were strong but not wise to follow their orders whilst trying to find the Sun Queen’s successor.  These men are threatening to kill Reyes’s daughter if Lara doesn’t give him the artifact she found on the island.  The problem is, she can’t remember what it is since a lot of her memories from Yamatai have been scattered and distortedly remembered through nightmares.

Another man who seems familiar to Lara comes in and starts shooting at the men in the cult, allowing Lara, Reyes, and Reyes’s daughter to escape into the streets.  While they’re running, Lara decides to call her best friend and Endurance crew member Sam.  Lara also recalls that she’s lost everyone she cares about including her parents, Roth, and now possibly Sam is missing because her phone goes to voice mail.  Lara warns her to hide-if you remember in the game, Mathias tries to transfer the Sun Queen’s soul into Sam because he believes her to be the successor of Himiko.  Is Lara’s warning too late?

Tomb Raider #3 CoverI’m really liking where the story is going and am looking forward to having my impatience for the next game being waned off by this very well-done comic.  The intensity, action, and constant mystery of the game is very well represented in this book while progressing the story on its own.  Also, even with reading as many comics as I do to review and just for fun, I felt like I just read the second issue thanks to the slick recap that Lara gets thrown in to narrate.  You could probably even start with this issue and still understand most of what’s going on.

I really enjoyed the art as usual, but what stood out to me the most were the few panels taken directly from the game where Lara is jumping from one broken half of the ship to the next while Roth has his arm stretched out in attempt to catch her.  I believe this moment is captured in the trailer for the game as well so even if you haven’t played it you may know what I’m talking about.  The attention to detail is definitely enjoyable, but the original story is also very well-done which brings out the best of both worlds to a video game tie-in comic.

Score: 4/5

Writer: Gail Simone Artist: Nicolas Daniel Selma Publisher: Dark Horse Comics Price: $3.50 Release Date: 4/23/14 Format: Ongoing, Print/Digital

Review: Godzilla: Rulers of Earth #11

The direct sales cover hooked me with its depiction of Godzilla’s eye taking on a look of panic/anger as hundreds of tiny Destoroyahs claw at Big G’s green flesh. The first two pages thrust me against the pinball machine and had their way with me as soon as I saw Baragon surface at the Arc de Triomphe and MechaGodzilla (Kiryu) standing by ready to smack that unicorn horn right off his doe-eyed red-fleshed face.  Plus, destroying Paris makes everyone happy.

Okay, so some dialogue gets thrown in that slows things down.  I also noticed a logical error with the set-up.  All the monsters are being collected and sent to islands for safekeeping.  Monsters like Baragon can burrow into the earth and escape.  There needs to be countermeasures installed like in Destroy All Monsters that keep those kaiju safely in bounds.  Additionally, I hope the “Monster Island” plot point leads to something greater than just a Poke-ball type repository for those monsters knocked out in battle.

The Devonians reveal their plan through obvious exposition.  They want to lock down the oceans so that mankind fears the seas and is forced to stay on land.  Oh, they also want to kill Godzilla because he can wreck them.  While they do all that, Dr. Allison meets with the rogue Devonian to learn that the undersea creatures harbor an Aquaman like grudge against the thoughtless, polluting human race.

GODZILLA_ROE_11_cvrAAfter more exposition the issue concludes with Manda, Gezora, Titanosaurus, and Destoroyah locking up with Godzilla right below the fleet.

Once again some fan favorites and underutilized monsters make appearances.  However, this issue felt like Final Wars in the fast paced appearances that seem too forced to be appreciated.  When a monster appears, we need some background and lead in with a battle that builds to a greater event.  The creative team seems to be working up to something good, and I know the payoff will be pretty promising based on the work so far.

Despite the heavy exposition and rising questions regarding the bigger picture, I did enjoy the action and intensity of #11.  I would be better satisfied with more of a bigger ticking time bomb master plot that escalates from the smaller monster fights.  Nonetheless, G:RoE continues to provide some great Godzilla entertainment.

Score: 4/5

Writer: Chris Mowry Artist: Matt Frank Publisher: IDW Publishing Price: $3.99 Release Date: 4/23/14

Group Review: TMNT #33

We’re switching things up on you! No longer shall our group reviews be limited to buy, borrow or pass; instead each of the writers/reviewers of Comic Bastards will be giving the issue in question a score on our five scale. First, here’s a blurb about the issue from IDW Publishing: The Turtles return to New York to find a city in Shredder’s grip. The Turtles will have to use all of their skills and stealth to survive. But is Casey ready for a homecoming welcome from Hun?

James: 5/5

Okay, it's time to que up some vinyl, a little Thin Lizzy. Here we go...."The Boys are back in town...The Boys are back in town (Daa Duuuuuuuuuun, Daa Duuuuuuuuuun) The Boys are back in taaaooooowwwwwnnnn." Yes, the Boys are back in town, ready to bring the fight to The Shredder. And in the one super action sequence, it appears that they aren't missing a beat as they work to sharpen their skills in preparation, in super stealth mode no less.

But the action is only part of the story. We also get a nice dramatic side story between Casey and Hun that is pretty intense and definitely a little bit heart wrenching too. The writing combined with the art tells a very perfect tale together. And that tale is of the A++++ kick ass variety.

I've been saying it for months now, but I'm going to say it again. TMNT is arguably the best title in the comics world today. And I for one would be glad to argue with anybody about it. Month after month after month we are getting superior action, intense drama, and even some excellent humor that never lets up. The pacing knows when to speed up and when to slow down. It is wonderfully crafted and I just can't say enough great things about Tom Waltz' scripting with a new darker edgy art style being provided by Mateus Santolouco. It all spells for most excellent reading. If you are not reading this title, then you really, really, REALLY are missing out on some good stuff. So, "Spread the word around...The Boys are back in town again"...And they are better than ever.

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Samantha: 4/5

Boy with us being in North Hampton, I really did forget about everything happening back in New York City. I love getting back to the grind of it all. The issue opens perfectly with brothers stopping some low-life’s from a crime. The Turtles stay in shadows while they beat up these jerks till the cops come. I totally dug everything about it. I almost forgot that Leo had just been brainwashed, Shredder is out for blood, and the Hun is coming after his son.

The issue didn’t revolve around the Turtles though. It seems that this was Casey’s issue. The action is slow, and the whole issue felt too wordy for me. It seemed like a repeat issue where these problems could have popped up over the course of the whole City Fall. So I was a tad disappointed in that. I like the problems that Casey and the Hun are going through though. I think it could have showed something else about their characters instead of the same old things that we know. I am hoping the problem gets some new light in the next couple of issues. Plus let’s be honest, who doesn’t want to see an all-out battle between Purple Dragons and the Turtles. The Turtles still need some rebuilding before it happens.

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Erik: 4/5

This issue was mostly definitely what I’ve come to call an “Arc Set-Up”. I don’t know if it actually has a name in the industry, but I’m sure that you can figure out what I mean. It’s pretty self-explanatory. This issue isn’t necessarily part of an arc as it is aftermath, and the set-up to the next one. These are always the hardest to review, I think. There is usually a lot of information, but almost no action. I don’t mean action as in “action-packed”, I just mean that there isn’t much happening. So regardless of how well-written and well-drawn it may be, there is a possibility that these types of issues will drag on. I’ve never read an issue of TMNT that dragged on, when you’re comparing it to the monthly powerhouse that this series has come to be, it is understandable if it doesn’t compare.

All that jabber now being regurgitated, the emotional moments in this particular issue are very powerful. We’ve got identity issues, daddy issues, and re-acclimation issues. That’s a lot. If you’re able to stomach all of that in one sitting, then this comic is definitely for you. And if you’re like me, you don’t need swords to be drawn every issue for it to be an entertaining read. This issue is extremely well-written, and of course the art in this book has never been anything but excellent. I don’t even know how you can keep a series going like this for this long. These guys have got to be spending every bit of energy that they have to keep it going.

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Dustin: 4/5

This was a mighty fine issue as we saw the Turtles return to the city. Unfortunately it’s not really a Turtle issue… again. That’s really what makes me hold back from giving this issue a perfect score as the series has a tendency to touch base with the Turtles and then spend time with the human characters. Now don’t get me wrong, those scenes are still really good and it’s nice for once to have a story in which the human characters actually play a role; it’s just that I tune in for the Turtles more than anything else.

We do however get a great father and son scene with Hun and Casey having a heart to heart. This didn’t go down the way I expected it, but not for the reasons you probably think. It’s a pretty important scene so I’m not going to spoil it.

The big deal on this issue is the return of Mateus Santolouco on the art duties. I really enjoyed Santolouco’s art on City Fall, but his style does take some getting used to again. His Turtles are different from most artists and while I still like it, it’ll take time to adjust just like the first time. Otherwise his art is pretty fantastic and a great fit for the series. I don’t know if he’ll trade off again on the series or if he has a large enough head start to stay there, but I’m digging it for the time being. Really at this point I could just say, “it’s the Turtles, pick it up” because it’s proven to be consistently good and not overrated.

Writers: Tom Waltz, Kevin Eastman Artist: Mateus Santolouco Colorist: Ronda Pattison Publisher: IDW Publishing Price: $3.99 Release Date: 4/23/14 Format: Ongoing, Print/Digital