Review: 4001 A.D. #1-3

Did I miss something? Well, yes, as it turns out I did. 4001 A.D. is the continuation of the stories of the long-running Valiant franchise Rai. Rai himself has some degree of iconography, perhaps not connected to the world at large but rather to the comic-sphere. Rai, his precursor Bloodshot and the entire Valiant Comics lineup, as long as I've known them/it, has always been talked about as the sort of realization of the promise that Spawn and Image Comics was supposed to keep in the 90's. An independent superhero/franchise whose creators get to play with the interesting, out-there concepts in both art and story that set independent comics apart from their mainstream counterparts.

4001 A.D., I imagine, is a sort of stepping-on point for readers of Valiant Comics, both as the beginning of a new series of stories for the hero-mantle of Rai, and for new readers to hop on the train, as implied by its title making no reference to its previous lineage. I say that I 'imagine' because it's difficult to understand exactly what 4001 A.D. is trying to be, because after reading it, I realized that I wasn't exactly dealing with conventional storytelling.

4001_003_COVER-A_CRAINJudging from the first three issues, 4001 A.D. is a climax of a story that doesn't appear, to the best of my knowledge or the extent of my research, to have ever existed. Let it not be said that 4001 doesn't have at least the intention to play with larger-than-life ideas. A malevolent, all-powerful AI named "Father" mates with a human woman to create Rai and then discards the mother, earning Rai's ire and causing him to become rebellious, which in turn causes Father to dispel Rai to the Earth below him. Rai is returning, however, to strike down his father, reunite with his love and free the people of New Japan.

So say the first ten-ish pages of 4001. The rest of the story so far plays out in a single set-piece, within 60 pages moving from Rai returning, finding his lover, fighting a giant robotic dragon in a mech suit and then dueling with his megalomaniac father. The story is reminiscent of the ending of Empire Strikes Back in which many characters, over the course of a short time, bring their efforts together across a futuristic pseudo-utopian city to successfully but tragically fight back against the power that looms large over them.

However, Empire had an entire two movies to set up the series of events whereas 4001 has exactly no time to spend on character moments, the coming-together of a team and, most damning, does not allow itself to be the culmination of a series of events, but rather the entirety of a story that seemed to begin long before the miniseries started.

Is there a series of events that could add context and drama to the proceedings? It's possible, I just don't know why it is that you would name the climax of the story something completely different from the events that led to it. In terms of the ethereal aspects of the story, the dialogue is decently written, if not a bit rushed, and the art is phenomenal, bringing alive a story that shouldn't have to depend on its art as the lone fountainhead from which the compulsion and interest in the story springs.

To those already invested in the Valiant line of comics and series, there is no need to fear that this is filler or that events don't move along. In fact, events move very quickly and immediately. To any hoping to find out more about Valiant and its array of heroes, there's not much to recommend outside of the frankly jaw-dropping art which paints a much greater, more dangerous, and more epic picture of this strange future than the writing has time for.

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4001 A.D. #1-3 Writer: Matt Kindt Art: Clayton Crain Publisher: Valiant Comics Price: $ 3.99 Per Issue Format: Mini-Series; Print/Digital

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Review: Deathstroke #20

So, here's a book that might have flown under your radar over the past few months. Penned first by Tony Daniel as writer and artist, before the talents of Tyler Kirkham, James Bonny, and Paolo Pantalena came on board, it’s been a wild ride for arguably the deadliest mercenary on Earth. Issue 20 caps off the series, before Deathstroke: Rebirth begins, and it’s as bloody an end as one would expect of a Deathstroke series, but the ending was also… heartwarming. Yes, we’re still talking about Deathstroke the Terminator here.

Let's recap on the events leading up to Wilson coming to blows with Ra’s Al Ghul. An old friend-turned-foe of Slades’ going by the name Lawman uses Rose to get to her father. Joining with another new villain from the series named Snakebite, (think Copperhead 2.0) under employ of the Nova Council, who “take care” of metahumans who use their powers for gain unrestricted, Lawman and Snakebite are stopped by Jericho and the League of Assassins, who have offered him sanctuary since his earlier appearances.

Deathstroke 20The League assist, and as Lawman tries to use his mental powers on Rose, Jericho counters and damages his sister in the process. Ra’s offers a potion that requires a daily dose, but in exchange makes Slade pledge loyalty to him and The League. Resigned to their fate as the son and daughter of Deathstroke, Jericho and Rose do the same, as Ra’s claims a war is coming and he will require their aid.

Which brings us to the final hour. The Wilson and Ra’s begin their assault on the base of the Council members and their army, with Slade already considering breaking his oath to Ra’s. Breaking away from their forces, Ra’s, Rose, Jericho, and Slade attack Victor Ruiz, head of the mercenary group called the Dead Bastards, and former friend of Slade turned target. (Seriously, Slade is not the best judge of character.)

As one would expect, Slade isn’t one for taking orders and after another personal offense from Ra’s, Slade defies the Demon’s Head. The battle comes to an end when Jericho uses his powers to reveal deception on the part of Ra’s, and after threatening to destroy them all, Ra’s backs away, taking with him more forces for whatever war he’s planning for.

In the aftermath, Slade finally gets to reconcile with his children, claiming he never wanted the life of a Meta for them, as he starts to age into the grizzled, silver-fox assassin most are familiar with. Jericho and Rose leave their father, as Slade reflects on the path before him as The Terminator.

Paolos’ art is quite impressive, especially on an armored character like Deathstroke, who receives a nice sheen under his hand. Likewise, every fight and every swing of every sword comes across fluid and smooth. He was a prime artist for the book.

James Bonny writes Deathstroke as a perfectly done Anti-Hero. Whether he was teaming up with Red Hood or Wonder Woman, the edge, attitude, and voice of Slade always came across. This series did a lot of world building for Slade and offers a lot of follow-up potential for Rebirth, though with a totally different team, it’s up in the air if it will be followed.

This is the kind of series I would recommend if you’re ready for a new take on Deathstroke. If you want an honest to goodness anti-hero Deathstroke, this series did it. It expanded on his character in ways that haven’t been touched on before and that’s what really got me into this series and what can probably get some of you out there interested to.

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Deathstroke #20 Writer: James Bonny Artist: Paolo Pantalena Publisher: DC Comics Price: $2.99 Format: Print/Digital

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SDCC 2016: Titan Reveals Hammer Horror's The Mummy #1

There hasn't been anything interesting done with "The Mummy" in I don't know how long... maybe Abbot and Costello Meets The Mummy? Just kidding. I never watched that and think that Mummy's in general lack a lot of interest. Wait... no I did like Mummy's Always RightYeah, that's the first and only example of a Mummy story that I liked... a kid's book. Oh, here's this thing from Titan to check out. Oh... Peter Milligan huh... yeah, that's a pass. I'm still trying to remember something Milligan's written that was worth reading in the past ten years. From Titan:

Titan are excited to announce THE MUMMY - a brand-new mini-series that reanimates the character, as imagined by legendary Horror studio, Hammer.

Mummy_1_Cover_A John McCreaThis series, written by the legendary Peter Milligan and drawn by Ronilson Freire, was revealed on Friday's San Diego Comic-Con (SDCC). The attached cover was beautifully delivered by John McCrea.

For 2000 years the Sect of Anubis have prolonged their life spans through human sacrifice and the enslavement of an Egyptian High Priestess cursed to walk the afterlife for all eternity.  On one night every 30 years the Sect must offer up a human vessel to house the spirit of the priestess Nebetah so that they can kill her and drink her blood, thus granting them immortality.

But this year they have chosen the wrong vessel and she’s not going willingly…

The Mummy #1 kicks off Titan's exciting Hammer comics line which was announced at last year's ComicsPRO. The line will see the publication of brand-new comic stories featuring classic Hammer properties, as well as wholly original Hammer stories, produced by Titan.

The Living Finger Is Coming To Trade

If you've been following Ben's reviews for The Living Finger then you're in luck... you can just read the trade now. I encourage you to check out his reviews for issue 1 and issue 2, because they're an entertaining and well-written. [su_quote]Synopsis: When well-meaning Jason discovers a disembodied finger that appears to be "alive," it quickly becomes the sole focus of his life. He names the digit "Wendy," learns to communicate with it via "tap code," and discovers that the one thing Wendy wants more than anything else is a living, breathing human body to attach to. But, as soon as Jason helps Wendy secure an unwitting "host," problems arise. Soon, Jason has collected a bathtub full of corpses, a rightly suspicious sister, and a best friend hell-bent on selling Wendy to the highest bidder. Even worse, Jason is beginning to realize that he may have acted a bit rashly, especially when Wendy begins displaying an unhealthy fascination with knives. Is there any way for Jason to set things right without becoming another casualty?[/su_quote]

Review: Hal Jordan and the Green Lantern Corps #1

The cosmos are gearing up for the gladiator match of the eon. In the green corner, we have Hal Jordan, now a pure agent of unharnessed Will, out to discover the truth behind the disappearance of the Green Lantern Corps. In the yellow corner, we have Sinestro, leader of the Sinestro Corps/Yellow Lanterns and the supreme face of fear throughout the universe. Sound familiar? Yeah, I thought so too. Don't get me wrong, I'm not necessarily complaining about GL fighting his most awesome villain - I'm just wondering if perhaps it's come too soon? To recap: Hal Jordan has returned from his celestial form of pure Will. He's scouring random sectors of the cosmos for any information he can gather on the whereabouts of the Green Lanterns and the cause for their disappearance. Simultaneously in Sector Zero, former location of the Planet Oa and home to the Guardians of the Universe, a withered Sinestro looks out from his terrace on newly christened War World. He has won the day: the Green Lanterns are lost, the Guardians are no more and the Sinestro Corps has been accepted by the people as a force for good in the universe. The only thing left to do is to snuff out the final glimmering remnant of hope from a now extinct corps: Hal Jordan.

HJFLC_Cv1_dsThis was a very slow-moving issue; in fact, it felt a lot like the premiere Rebirth title, only inverted. Whereas the first one-shot was all about Hal Jordan and his awesome ability to harness and control pure unfiltered Will, here the focus is all on Sinestro and his ability to do the exact same thing, only with Fear. He absorbs the Parallax Entity in nearly the identical way as Hal Jordan, thus illustrating the dichotomous split between the two former allies: one as a force for good, the other for evil (yes, an oversimplification but it works). It leaves an all too familiar taste in the reader's mouth, almost as if this was just a straight continuation from the Rebirth one-shot. It's not bad, just kind of boring.

The art is a completely different topic altogether; it's good, real good. After seeing Ethan Van Sciver's efforts in the initial Hal Jordan & The Green Lantern Corps: Rebirth,  I thought the artistic bar was way out of reach; enter Jordi Tarragona & Rafa Sandoval. Their combined work is breathtaking, inspired even. Green Lantern is a unique character in the DC Universe because his rendering has to be immaculate; the impressionistic approach just doesn't work for him. More so, it takes a very special kind of artist to really bring GL to life. Someone who is the perfect balance of skill, imagination and attention to detail. It's rare to find a single artist who possesses all of these merits in sync; to have two is nothing short of excellence.

It's obvious that Venditti is building towards what will inevitably be an awesome showdown between Hal Jordan and Sinestro. I would have hoped for a little bit more plot progression since the issue so closely mirrors the Rebirth one-shot but that can be forgiven, it is only the first issue after all. A lot of questions were raised without answer: how will a now rejuvenated Sinestro conduct himself and the Yellow Lanterns? Will Hal Jordan be able to control and contain the sheer power of his newly forged ring? And perhaps most importantly, when he struck the hammer to the anvil, did anyone else in the universe hear it?

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Hal Jordan and the Green Lantern Corps #1
Writer: Robert Venditti
Artist: Rafa Sandoval
Publisher: DC Comics
Price: $2.99
Release Date: 7/27/16

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LINE Webtoon's New Brooklyn Comic Universe Launches Next Superhero Title - The Purple Heart

Following the successful debut of the New Brooklyn universe in April with The Red Hook,  LINE Webtoon - the popular digital comic publisher pioneering the development and distribution of comics worldwide - today launched the superhero universe’s second installment and introduced a new hero, The Purple Heart Created by Brooklyn writers and artists, New Brooklyn is the first comic universe to truly encapsulate the borough’s spirit with comics starring Brooklyn as their centerpiece. The Purple Heart, created by Vito Delsante, Ricardo Venâncio, and Dean Haspiel, tells the tale of US Navy soldier, Isaiah “Zeke” Nelson who has just returned from war overseas. He is done fighting and all image1he wants is to return home, but Brooklyn has other plans when her heart is broken and she secedes from America, selecting Zeke to become New Brooklyn's cosmic guardian, The Purple Heart.

"Bringing the New Brooklyn universe to life has been so much fun,” said co-creator Vito Delsante. “As a former long time resident of the “Borough of Kings,” I have loved the opportunity to reinvent one of my favorite places in the world and show it through the lens of a reluctant hero like The Purple Heart." He added, "I've worked with Dean in the past, and it's always a highlight for me, but after years of knowing each other and coming close to working on a comic, I finally get to work with Ricardo, who is a talent like no other."

New Brooklyn follows the adventures of a unique group of heroes who emerge in the fallout from Brooklyn’s decision to secede from New York State. Across each of these comics, Brooklyn is not just the setting, but also a poignant character with a broken heart whose decisions greatly impacts the destinies of its residents. Fed up with the way society has formed around her, Brooklyn quite literally pulls away from New York – its bridges breaking and tunnels flooding – and proposes that humanity return back to days of old where things and people were defined by their ethics, values and contributions; where skills and art could be bartered and traded; where land could be farmed to sustain life and spawn beauty.

"Even though I'm from an ocean away, I grew up reading about superheroes living, loving and fighting in New York City. It's been in my DNA as a reader and as a budding artist since I was 6.” Said co-creator and artist Ricardo Venâncio. To have the opportunity to work on a character and a universe that reflect those inspirations, but with a new and interesting approach like we're doing in the Purple Heart is a great treat. The Purple Heart PHis a love letter from us to those stories that shaped us, and I hope it shows on every panel of this series."

“The launch of New Brooklyn and The Red Hook has been a tremendous success and we are excited to continue the story with this next title in our first complete comic universe created for LINE Webtoon,” said JunKoo Kim, Founder and Head of LINE Webtoon.

The third installment of New Brooklyn, The Brooklynite, will follow a third hero who is also struggling to make peace with himself and reconcile his redefined home. Launching this Fall from the late Seth Kushner, Shamus Beyale, and Jason Goungor, The Brooklynite follows Brooklyn cartoonist Jake Jeffries, who gets caught in the fallout of two super-humans battling and is accidentally irradiated with superpowers. Fraught with “Superman powers and Spider-Man problems,” Jake learns to fight crime in his secret identity as The Brooklynite, and chronicles his adventures in a comic book series while struggling to lead a dual existence.

Fans can dive into The Purple Heart today and every Wednesday here. For more New Brooklyn, fans can also catch up on The Red Hook here. To download the official LINE Webtoon app, visit the Apple App Store and Google Play.

Review: Nightwing #1

Nightwing's plan -- such as it is -- seems hugely flawed. He's going to infiltrate the Parliament of Owls, a secret criminal society, for the sake of betraying them. Okay. But they know he's going to betray them. And Dick seems to know that the Owls know he's going to betray them. The relationship creates a fun, intriguing tension between two parties engaged in a potentially elaborate dance, each waiting for the other to show a weakness. In this issue, Dick touches base with his support system to get his father's approval. And he is denied. It's a great moment of Batman being a good bat dad. His bat resources are always at Nightwing's bat disposal, but Dick has to own any victories or failures resulting from his dumb plan. It seems like Nightwing's search for Batman's approval should have been resolved years ago. Even factoring in DC's sliding time scale, Dick Grayson is an experienced hero. Faking his death let him redefine himself. And now he's doing it again because... because. NTW_Cv1_open_order_varNightwing is learning his limitations, finding the boundaries of his competence as a solo hero. He thinks he's in control of his relationship with the Parliament of Owls, but this issue makes it clear that there's always another threat in the world of super heroics. Dick Grayson is not as in control of his life as he wants to believe.

Hopefully writer Tim Seeley can make a strong mark on this character that survives the next inevitable DC continuity wipe. That's the problem with the ephemeral nature of DC canon: character development never has enough traction to really warrant your passion. Relationships grow and regress, experiences get wiped away, and stories get retold to the point of becoming diluted. Nightwing probably shouldn't be this hung up on defining himself. You can sense it in his attitude. When approaching his "bosses" in the Parliament of Owls, Dick is all bluster and attitude. It’s a fun show, but ultimately ineffective. Naturally, the Parliament is going to try putting him in his place under their collective thumb. Issue one makes it clear that Dick gets a lot of joy from taking risks. It's entertaining. But it feels a bit like backsliding, like Dick is trying to return to a comfort zone of flippancy and thrill-seeking.

The premise for this new volume comes across as writer Tim Seeley playing around with our hero's sense of vulnerability. So, by necessity, the writing feels like it’s performing without a net. We’ll see how that works out.

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Nightwing #1 Writer: Tim Seeley Artist: Yanick Paquette Colorist: Nathan Fairbairn Publisher: DC Comics Price: $2.99 Format: Ongoing; Print/Digital

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Review: Mighty Morphin Power Rangers: Pink #2

Kimberly is outnumbered and outgunned. Goldar has his own monster who can turn people into his version of a vicious foot patrol monsters and worst of all, her mother is one of them now. Mighty Morphin Power Rangers: Pink #2 puts a new threat to a classic character. I spent some time scratching my head trying to pinpoint Kimberly’s new costume, the  overall demeanor in this series. Then it clicked: a take-charge attitude Pink Ranger who is on a mission of MMPR_Pink_002_A_Mainher own and goes through a power suit change? None other than Jen Scotts the Time Force Pink Ranger. The de-facto leader of the Time Force Power Rangers who also had a badass return during the team-up episode of Power Rangers Wild Force. There is certainly a lot of her attitude drawn into an experienced Kim who in this issue knows when to fight head-on and when to retreat. Power Rangers: Pink has managed to remind me of the two strongest Pink Rangers in the history of the franchise. Kimberly Hart for her incredible journey that went from being a preppy girl with no care in the world to a strong caring person who would do anything to help those in need; and Jen Scotts, a battle-hardened soldier with the scars to prove it, who finds that compassion and understanding are also necessary to become the true leader of the Power Rangers (she was and we all know it).

The ending of this issue felt rushed. There seemed to be plenty of time to stand and talk about transference of powers and the functionality of the Morphin Grid (which I’m all about), but the actions taken in the third act of this issue were done in six pages, including one of them a double spread page, whereas the elements in such were enough to move over into the next issue and spend more time with. Hopefully the action is let to breathe in the upcoming issues, since Danielle Di Nicuolo’s art does a fantastic job at showcasing Ranger fights.

MMPR_Pink_002_C_VariantThe art is as dynamic as it can get. Di Nicuolo and colorist Sarah Stern seem to be very comfortable drawing action sequences, so much so that I was left wanting for more, something as fairly simple as Kim dodging a glider in South America to the fights she has in this issue, there is this permeating feeling that she would shine with an issue where there were more punches than words. Di Nicuolo knows how to draw a badass Goldar, a scary vindictive monster who can act in and outside of Rita’s command. Let’s face it, he was the coolest looking monster other than Lord Zedd, sometimes I felt he was terribly misused by being constantly, particularly when he was paired up with Rita Repulsa. Di Nicuolo’s Goldar is the same one Jason had to fight without his morphin powers during Green With Evil, he’s regal and menacing, and a threat Kimberly knows to take very seriously.

Mighty Morphin Power Rangers: Pink #2 is a dive-fest for those of us who love learning about Ranger lore. Where its creators have taken the characters from classic, campier version of Power Rangers and combined it with a more serious story comparable to a modern iteration of the series.

[su_box title="Score: 4/5" style="glass" box_color="#8955ab" radius="6"]

Mighty Morphin Power Rangers: Pink #2 Writers:Brenden Fletcher & Kelly Thompson Arist: Danielle Di Nicuolo Colorist: Sarah Stern Publisher: BOOM! Studios Price: $3.99 Format: Mini-Series; Print/Digital

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Review: Death Force #3

This is going to be a short and weird review. Mostly because I don’t really need to review the issue. It’s basically just a lot more of the same with a twist at the end. It has all the same beats as the second issue and still manages to be a decent homage to Spawn and X. That’s the short part. The weird part is that I still kind of wanted to review this book just so that it’s not forgotten. Because the crazy thing is, as average as it is, it’s one of the better series to come out of Zenescope in a long while. There’s no T’n’A selling this book, just a dude with a pretty cool design (could use more blood on the armor and mask) and a story that you’ve read before. Hell, in thinking about there’s elements of The Crow here as well.

Death Force #3And yet it’s still enjoyable to read. The dialogue isn’t exposition heavy with the exception of one character and the pacing is fast. It’s a fast read and that’s too it’s benefit. If it were an amazing comic it would completely distract you from the obvious influences. It’s average, but an average comic is still worth the purchase and hell 90% of Marvel books are average or below average in my opinion.

The art is a bit better than average. They struggle with vehicles, but then a lot of artists do. There is some T’n’A on the first couple of pages and it’s terribly out of place. I still don’t know why the reporter is sneaking around wearing a beanie while wearing a long-sleeved shirt that exposes her midriff, but these two weird examples are the only short-comings in the art department. It honestly feels like an old habit of Zenescope’s rather than something the artist would have gone to naturally.

There’s just enough here to keep me reading and that’s saying something. Of course, a statement like that needs context. If you don’t know, a comic book site such as this gets these books for review for free. Meaning all the books you see and more are supplied to us each week in the hope that we’ll give it praise or just attention. Meaning I have more books than I know what to do with. That’s not to exclude the indie titles and graphic novels from book publishers that we’re also sent. All in all, to get me to come back for another issue is a task. So if I read it twice or come back even more… it’s worth it. Even if it’s average.

[su_box title="Score: 3/5" style="glass" box_color="#8955ab" radius="6"]

Writer: Joe Brusha
Artist: Marc Rosete
Colorist: Walter Pereyra
Publisher: Zenescope Entertainment
Price: $3.99
Format: Mini-Series; Print/Digital

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Review: Wonder Woman #3

I am the first to admit that I have a limited knowledge of Wonder Woman lore, but I decided to take over Asa for this issue, and this issue only, he’ll be back to delight you with his sultry words in no time… OR WILL HE?! Yeah, he will. I figured a third issue, second part in a series that’s being divided in two different stories, even a doofus like me should be able to tackle that. Well, I’ve decided to tackle a story that hits back harder than a linebacker (I think they’re called that). Wonder Woman #3 is filled to the brim with back story and allusions to Diana’s past and her history with one of her fiercest foes, Cheetah. Barbara Ann and Diana are having a conversation that only two people with a past like those two could. It begins as a battle of one is imposing her pride and the other offering humility back. Wonder Woman and Cheetah both share different moments with each other, with Rucka’s dialogue stopping at every one of those to allow their conflicted past rush into the minds of the characters and the readers.

WW Cv3_open_order_varRucka is able to charge every word spoken in this issue with the memories of the many times Cheetah has faced Wonder Woman and let it out through their very distinctive personalities. Although internally conflicted, Diana has a clear goal and it’s maintained in the forefront throughout the issue. Even with my previously mentioned limited knowledge of the character, I could sense weight of the words they spoke with each other, and rather than leaving me confused, it made me even more curious to find out what’s happened between the two since Cheetah’s first appearance in 1987, it’s challenging and inviting interaction between two foes. Like part of this story, the issue is split with Steve Trevor’s separate mission which takes place in the same region as Wonder Woman’s. Maintaining the heavy thematic but lighter dialogue, his story doesn’t take away from the one focused on Wonder Woman, instead it creates breathing room from every time I dive back into those two, while Steve’s mission continues to takes strides forward into what seems to be an inevitable reunion with the Amazon warrior.

In sync with the tone of the story, Liam Sharp maintains their interactions in what seems intimate, close quarters, deep inside a vast and busy jungle, the two of them are enthralled in their interaction to be even bothered by the beasts following their trail. They’ve beaten them once, she can do it again. In contrast, the shift to Steve’s story becomes more noticeable, open sky, vast lands and moving from an open space into a completely different environment. These changes allow Sharp and colorist Laura Martin to showcase some gorgeous panoramic views and intricate detail inside the jungle.

Expressions are the essence of Wonder Woman #3. There is a near-perfect synchronicity as to what my eyes see, what the read, and where they follow next. Each time Wonder Woman or Cheetah speak, there is sentiment in their faces that pulled at my strings of sympathy. This isn’t just a conversation between good and bad, but rather two equals speaking as someone who seeks to reconnect with her glorious past vs someone who believes she’s been cursed by hers.

Wonder Woman #3 continues to lay incredibly solid groundwork to what is shaping up to be one of the all-time great runs for this character and should become DC’s flagship Rebirth title.

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Wonder Woman #3 Writer: Greg Rucka Artist: Liam Sharp Colorist: Laura Martin Publisher: DC Comics Price: $2.99 Format: Ongoing; Print/Digital

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Review: Lobster Johnson: Metal Monsters of Midtown #3

The mini-series comes to an end. It's here that the writing pays off a few threads set in place throughout the story. None will blow your mind. There are no revelations or twists. Whatever mystery hung in the air was dispelled last issue. Issue three of the mini is just a decently entertaining conclusion to a decently entertaining story. We finally get a monster battle. And its passable. The action is hampered by the clunky, solid builds of the titular metal monsters. They're inorganic and not especially well articulated. As a result, the brief fight looks like a couple of figurines slamming together impotently. Tonci Zonjic's art typically serves the tone of the book well, however. Lobster Johnson MMoM 3I appreciate the downplayed Lovecraftian qualities of the story. Arcudi focuses mainly on the robots attacking rather than diverting too readily into alien mysticism. Most of the unknowable geometry and impossible whatever is contained within issue two. In fact, the most amusing element of this issue (and this goes for the mini as a whole) is the casual attitude with which the Lobster and his cohorts investigate the robot threat. This feels like a police procedural revolving around ancient technology. It's a quality the writing borrows from Hellboy and it serves to grant some personality to an otherwise very straightforward work of science fiction. Issue two had a bit of melodrama padding that has thankfully subsided by issue three. Still, I can't say Metal Monsters of Midtown earns its three issue length. Overall, it's lot of plot without much character. Never is there a sense of a sprawling narrative that needs room to develop multiple sub-plots or character interactions.

Zonjic's art holds together for the most part, subtle when needed and explosive when called upon to inject excitement. However, there's a stiff and restrained quality to gestures and expressions. Zonjic gets to let loose a bit when we're treated to the horrifying results of the bizarre technology powering our Metal Monsters.

Again, decent and entertaining. But nothing crucial.

[su_box title="Score: 3/5" style="glass" box_color="#8955ab" radius="6"]

Lobster Johnson: Metal Monsters of Midtown #3 Writer: John Arcudi and Mike Mignola Artist: Tonci Zonjic Colorist: Dave Stewart Publisher: Dark Horse Comics Price: $3.50 Format:  Mini-Series; Print/Digital

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Review: Batgirl #1

DC’s Rebirth relaunch is still a thing, and this time, Batgirl is back with a new #1, ditching Gotham and her last creative team for a backpacking adventure across Asia. Hope Larson and Rafael Albuquerque are the new leads on this book, and, while they’re keeping the light and adventurous tone of the previous Batgirl of Burnside series, they’ve undeniably brought new energy to the title.

Barbara Gordon is taking a break from Burnside and her new tech start-up for a vacation trekking across Asia, and she starts her journey in Japan. She’s staying at hostels, trying the cuisine, visiting friends, and finding the Japanese bat-themed heroine, Fruit Bat, from the 1940s.

This first issue is less interested in grounding us into a story as it is introducing a tone and establishing characters. And that’s not necessarily a bad thing. We’re spending time with Barbara Gordon as she hangs out with her friend, Kai, trying the local cuisine, drinking craft beer, and learning the local history. Given DC and especially the Bat-Family’s history of stereotyping and BG_Cv1_open_order_varexploitation when it comes to portraying a “mythical orientalism,” this Batgirl feels refreshing. This isn’t a story about a mystical Asia filled with wizened grandmasters. Instead, this is about a more real and genuine tourist experience.

In a lesser Batman story, Chiyo Yamashiro, the now elderly Fruit Bat, would have been set-up as a wise sensei to Barbara Gordon to teach her some secret technique. Here, though, the relationship is much more personal. Yamashiro isn’t just a super hero who managed to live to old age but is someone with a life paralleling Batgirl’s own life.

I understand I’ve written an article describing a fifty-plus year old character working for a tech start-up and drinking craft beer, but it’ll be okay. This is just the world we live in now.

When the characters aren’t getting sick from food poisoning or staring at giant crabs, Larson and Albuquerque prove that they’re willing to bring some serious action chops as Batgirl shows down with a new rival: a mysterious kabuki-sailor-scout hunting for a secret a formula.

Nothing in their fight ever looks like action posing. The artwork always feels kinetic, and it even balances between showing character’s visual thought processes and uses some really inventive ways of displaying movement. There’s even an added benefit of getting to see an hundred year old Fruit Bat kick some serious ass.

There are a few stumbles, of course. The issue opens with what felt like some clunky phone conversations that scream, “Hey we have to establish the current status quo and what’s going on,” and some jokes don’t land. Other than that though, I found myself getting caught up in these small details that convey a genuinely invested creative team. They use a neat method for conveying the different languages being spoken that isn’t simply the typical, “<This is us speaking a different language>”. Where most comics might leave a blank background for a close-up, the colorist here will add eye-catching halftone dots or a paint stroke effect.

If I can say anything at the end of this review to encourage you to pick up Batgirl #1 and get onto the ground floor of this new series, it’s this: Batgirl #1 ends with Batgirl going to join a mixed martial arts group.

Until this, I never knew just how badly I wanted to read a comic about Batgirl fighting her way through  MMA matches.

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Batgirl #1
Writer: Hope Larson
Artist: Rafael Albuquerque
Publisher: DC Comics
Price: $2.99
Format: Ongoing; Print/Digital

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Review: Adventure Time Comics #1

Adventure Time Comics is a great way to experience different artistic takes on the iconic series and contains fun little details that hardcore fans and more casual readers will appreciate. The last free comic book day that I went to was in Lubbock, Texas which, at least at the time, really only had one dedicated comic shop serving a large nerd community in the only major town within five hours in any direction.  Unless you count Amarillo.  I do not.  Anyway, they had a limited amount out free comics, so they separated bundles of what was available into a kids bundle with various Kaboom! offerings and other Nickelodeon-licensed stuff, and an adult bundle that was all blood, gore, and superhero event preamble garbage.

I grabbed the stack of comics meant for kids without any hesitation (I admit that I missed out on 2000AD's offering, which is always solid).

If I'm going to read readily available, mainstream-ish stuff that you can typically find in any comic shop, and I'm going in with no previous exposure to the work, 80% of the time I'm going with a comic meant for a younger audience.  Even though comics like Adventure Time Comics are similarly leaning on established intellectual property, there are a couple of things that these comics do ATComics_001_A_Mainbetter than typical cape comics.  First, there is a huge burden on the writers to get the voices of the characters right.  If you slap a "Bub" on the end of anything Wolverine says, it can pass for his voice; with Lumpy Space Princess, though, I better damn well be able to read everything she says in her nasally tenor valley girl voice.  These comics are arguably more immersive because you really invest in creating a soundscape for yourself while reading them.

The other thing these comics do well is humor: this comic is funny.  Adventure Time is a series that's not only driven by the content of what is said, but in the rhythm of how things are said.  One of the ongoing bits to that effect is in someone dramatically doubling-down on something they're saying.  In "Good Shelf", the final short in the book, writer/artist Kat Leyh uses the comic page to her advantage to break out an individual panel to zoom in on Finn as he expresses himself.

Not every story is satisfying overall.  "Toothpaste Fairy" can be hard to follow at times and "Goliad Gets a Break" requires a good chunk of knowledge of the show even with the cute introduction; but, even those stories have their moments.  More importantly, the best thing about this comic is that it presents four unique visual interpretations of the show's world.  Tony Millionaire's opening page of the "Goliad" story has this vintage, almost medieval kind of feel to it, but with pops of pink that define the Candy Kingdom.  Art Baltazar's work on "Toothpaste" conveys a lot of story moments with simple facial expressions alone: Jake's eyes glow mischeviously from one panel to the next; Finn maintains a flat expression throughout the adventure to set the tone for how underwhelming a toothpaste-themed journey can be.

Even when the art is in a more familiar realm in Katie Cook's "Stand Next To Me", the stories don't feel like storyboards.  Cook in particular really embraces some of the more absurd aspects of the show.  The opening sequence features a talking pancake with a butter hat while the Pastry Princess and Breakfast Princess debate whether it's weird for them to eat breakfast.  The pancake is really only there as a background foil, but Cook embraces how funny this random talking pancake is and keeps him smack in the middle of one of the inciting moments of the story.  Cook's story has a twist that keeps things fresh on re-reading but, even if it were a more straightforward story, there are a lot of little touches like the pancake fellow throughout the story that the reader can admire.

I think some people might hesitate to buy this because it's not part of a several-issue story or a whole-issue story in itself; however, I think the opposite thing should motivate you.  I think it's a great idea to have a short collection of stories from different artists with different visions, and I think it makes for a fun single-issue experience that's otherwise missing in the age of the trade.  There are automatically more ways to engage with and appreciate Adventure Time even if you don't love every single story in this issue, and that's refreshing.  It's also a great way to discover writer/artists who are doing great work elsewhere in comics.

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Adventure Time Comics #1 Writers: Various Artists: Various Publisher: BOOM! Studios Price: $3.99 Release Date: 7/27/16 Format: Ongoing; Print/Digital

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Review: Action Comics #960

This is part four of the story, so why are the first few pages everyone having awkward dialogue to reiterate what has happened before? First, the mysterious figure who is not only randomly narrating things but is ALSO mysterious, decides now is the time to give a summation of what everyone is doing right that second and who they are by name. Then Wonder Woman shows up and meets not Superman Clark Kent and gets more conversation to help fill in the reader who thought the fourth issues was the best jumping on point. And finally Superman randomly yells “Doomsday” for anyone who skipped the first page wondering who he was fighting. With Wonder Woman added to the mix, does this mean the age of jerk Superman is over? No, of course not! He just isn’t a jerk towards Wonder Woman, or Lois either, so I guess at least he is a nice guy to the ladies, or some junk. I’m sure it is meant to be great writing by all those involved in the creation of this comic.

How is Superman a jerk in this comic? Well first he treats Lex Luthor like the annoying little brother who always kicks the dog but gets away with it. Superman is just generally snippy and petulant towards Lex in the small handful of pages they share together. “I owe YOU nothing,” and other stupid lines come out of Superman’s mouth while talking to Lex Luthor.  Luthor who is the one AC_Cv960_dssuper hero thus far in this story, who has actually tried to save lives and not start blindly punching, the guy who in this story has been a little smarmy sure, but hasn’t done a single villainous thing yet!

But jerk Superman isn’t keeping it just with Luthor. While fighting Doomsday, he starts bragging about how many times he is punching him, counting out loud. The super speed punching is apparently his newest tactic against Doomsday which is just what he has been doing these last two issues, but FASTER! Don’t worry, Superman does come up with one actual plan: since the city is being evacuated as the fight carries on, he should move Doomsday outside the city to protect everyone…who is currently leaving the city. The holes in this plan sadly aren’t shown to anyone involved as Doomsday just ups and leaves. Because he hears, or feels, or just senses that Jonathon Kent (son of Superman) exists and he will now destroy him. Even though Jon is a huge distance away.

Before rushing off to chase after Doomsday and save small child, Superman gives Lex some crap, Wonder Woman even gets a dig in! Then the duo race off. Midway, Wonder Woman finds out Superman has a child, which leads to Superman giving the reader a super guilty side eye look. Which makes zero sense. Yes, this world’s Wonder Woman dated this world’s Superman, but the Superman of this comic came from a different Earth/Timeline so why the look? They have only met like three times at this point. This doesn’t make sense!!!

All of this is ignored so Superman can jump in front of Lois’ car as she is driving speedily away in fear that Doomsday is coming. Great job endangering your family there Superman. In the panel Jon looks super happy, Lois is totally freaking out, and Superman is just smirking; he just loves shortening Lois’ life due to stress and probably some internal injuries or hairline fractures.

Anyways there is lots of talking with some really inconsistent faces. The characters don’t look the same from one panel to the next, and sometimes the facial expressions really don’t seem to match the dialogue. I don’t know if the artist was in a hurry to hit the two week deadline or what. It is a sloppy few pages. The coloring is beautiful for the backgrounds, if not a little non consistent in its own right. At least the story is consistent. Sadly it is consistently meh.

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Action Comics #960 Writer: Dan Jurgens Artist: Tyler Kirkham Publisher: DC Comics Price: $2.99 Release Date: 7/27/16

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Review: Tomboy #6

Holy. Shit. The last issue of Tomboy was good. It was solid, but it was also the first time I felt like it was just another issue in the series. Up until then, each issue had stood out as this amazing issue in an amazing series. The last issue again, was good and way better than most issues out there so I didn’t score it average because frankly Mia Goodwin’s average issue is still ten time better than industry standard.

That all said. This issue blew my fucking socks off. For so many reasons.

That’s the truly crazy thing. There’s so many things, big and small, that are revealed in this issue that there’s no one thing that I can plainly say, “that’s why this issue is fantastic.” It’s really the entire damn issue that is great from beginning to end.

Tomboy_ISSUE6Before we get into all that… how about that cover? That is a cover with meaning, but a meaning you’ll only fully understand until after reading the book. Such a great composition too.

As for the issue. I’m not actually going to tell you what happens. I know right, total dick move, but as I said already there’s no one thing that’s revealed that makes this issue good meaning there’s a lot revealed and all of it is important to the story.

I will go nuts about the artwork and that will be the one and only place that I’ll include story elements. Take everything I’ve said about praised about Goodwin’s layouts in the past five issues and just crank it up ten notches. The demon shit is on point and freaky. It’s no longer something that’s cute and possibly delusional. It’s just straight up terrifying. Michelle Wong takes over on art and coloring, but it’s pretty spot on to Goodwin’s style. I had to do a double take when I saw the credits because it was that close.

There is a flashback sequence of our dirty cop that explains his entire backstory. Not only did this completely change my opinion of his character it revealed how connected all these characters were before the start of the story. Even more incredible is the one simple detail that Goodwin uses to frame each page of this flashback. Because of how she does this is gives you the impression that this flashback is actually his thoughts racing through his head and it’s brilliant. Almost as brilliant as the ending which made me drop my jaw.

There are just some really deep character moments in this issue and it’s fifty/fifty with the story and the art. Both work together in the perfect way that only comics can to deliver a rich and full story.

It’s amazing to me just how damn good this series has been. It reminds me of watching Sailor Moon as a tween and getting to the part in the series in which it broke from the norm of all the other animation I had seen. The episode in particular is when the bad guy and the best friend spend the episode together. It was a moment that changed everything for me in the magic girl genre. And that’s how this entire series has been. It’s been moments that have redefined and changed the genre, but the kicker is… it’s doesn’t really need to be defined as a magic girl story. It’s just one of the best comics out there and has a story that’s so incredible that it transcends genre description.

If you’re not reading it, I don’t know what the hell else to say to make you pick this book up. Pass on another issue of Spider-Man or Batman or Star Wars and give this series a shot. And if you do, I hope you pick up on how deep the sequential art is for this series. It’s quite possibly the best the industry has seen in years.

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Tomboy #6
Writer/Layouts: Mia Goodwin
Artist/Colorist: Michelle Wong
Publisher: Danger Zone
Price: $3.99
Format: Ongoing; Print/Digital

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Review: Rom #1

This week IDW resurrects the clunky-looking spaceknight, ROM, from the depths of obscurity and into its new Hasbro Toy Comic Universe thing they have going…and that’s pretty exciting. For the uninitiated who only see the boxy robot man at the top of this article and are wondering what the big deal is, well, I have a story for you.

It’s the early 80's, and the Parker Brothers, yet to be consumed by the monster space-entity known only as Hasbro, took its first shot at making toys with electronics in them. This first effort was a little clunky robot man named Rom, and it was a terrible toy. It looked bad. It had no points of articulation and what kind of name is Rom when you put it against the Transformers and GI Joe?

Desperate to sell this really bad toy, the Parker Brothers went to Marvel and created one of the most unique and memorable science fiction series to ever come out of the Marvel Universe with Rom Spaceknight.

A member of a far-off alien race from the planet Galador, Rom sacrificed his humanity to be placed in a robotic body built to do battle with the galactic-wide threat from the magic-wielding, shape-shifting Dire Wraiths. He’s vowed to eternally wage war against them, never to return home until every member of the Dire Wraith race is doomed to a pocket dimension called Limbo.

Rom01_cvrARom was a literal epic about a battle between science and magic. The series was one-part super hero book, one-part space opera, one-part They Live, and one-part Doctor Who. In many ways, this story felt like the comic book equivalent of Star Wars. Rom Spaceknight made the comic world feel big just by being in it. A world with magic and science fought across the stars. That could be tense and scary in one moment and heartbreaking or romantic in the next. A series so good, you fell in love with this super awful-looking robot man.

Due to the licensed nature of Rom, no modern reprint or collections exist, and this situation has caused the remaining fans of the series to talk about it like the comic book version of a folk hero. We can never show you what we read but we can tell you what we remember and express how reading it made us feel.

So IDW has taken this mostly obscure but beloved character, taken him out of the Marvel universe and into their IDW shared universe. The real question is: how does it compare to the original?

Initial Rom #1 comes off like a greatest hits recreation from the original. Rom crashes down onto the surface of Earth and is immediately surrounded by military. Unbeknownst to us, the planet has been secretly invaded by the Dire Wraiths. Before his universal translator can work, Rom starts blasting away at the United States military, targeting only the Dire Wraiths posed as humans with his high-tech analyzer and teleporting them away to the Limbo dimension. However, as far as the military’s concerned, they’re witnessing their soldiers getting disintegrated by an invading alien menace.

The opening of the first issue plays almost beat-for-beat like the opening of the original Rom #1, and I can’t help but feel like that’s a misstep. The folk hero status of the original Rom Spaceknight series makes it come off as more derivative than inspired from a fan perspective. Even then, the use of overwritten captions and keeping Rom’s antiquated and stilted way of speaking, staples that made sense in the 80s, feel out of place and off-putting as a modern comic.

It’s when the new series diverges from its predecessor that the comic shines. In the original Rom, the Dire Wraiths were initially shown transforming from humans into these weird bird-shaped smoke clouds.  While this played up their magical nature, it made for some undeniably weak character designs. Here, the Dire Wraiths have been revamped into something wholly alien and looking very H.R. Giger inspired. Sometimes they morph into these big, lumbering Xenomorphs that are mostly teeth and with wings made from something between scales and blood. Other times they morph into their environment, creating a strange tentacle forest with a face on every tree. These guys are weird, and they are everywhere.

Dire Wraiths, rather than a beaten down and interspersed force, have full-on taken over. They’re in every branch of government; they’ve killed and replaced your family. Literally. While Rom battles it out with alien tree monsters, two humans learn the terrifying truth about their family and co-workers and just barely escape being replaced by Dire Wraiths themselves.  The Dire Wraiths pose a real and very global threat, and these changes transform Rom’s story into an underground resistance story. Rom is already overwhelmed and on the run while his soon-to-be allies are learning the truth of their world and just how on their own they really are.

Rom was never a series built over a single issue. The series took its time finding the weirdest and most interesting places to take its characters. IDW’s new series builds promise with some serious art and some interesting twists on its classic premise. I can only hope the series gets weirder from here.

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Rom #1
Writer: Chris Ryall
Artists: David Messina and Michele Pasta
Publisher: IDW Publishing
Price: $4.99
Format: Ongoing; Print/Digital

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Zeb Larson's Interview with Michael Moreci

Zeb Larson talks to creator Michael Moreci about Roche Limit, Sci-Fi and collaborating on different sides of the political fence. 

ZEB LARSON: I actually feel like Roche Limit has become somewhat more hopeful throughout its run, and not just because we’ve lost Langford’s rather morose narration as the series has gone. Was that intentional, or am I just becoming optimistic?

MICHAEL MORECI: You're absolutely right. Ultimately, Roche Limit was a story about redemption, both intimately for each of our characters and also for humanity as well. The deeper we went into the series, the more the central idea became apparent—that one of the things that makes humanity so uniquely wonderful is our capacity to dedicate ourselves—and sacrifice ourselves, if need be—for the greater good. We have these systems of cooperation everywhere we look: families, government, churches, etc., and I firmly, firmly believe that we accomplish more together than we do on our own. The despair in those early issues come from Langford realizing what his failures—and humanity's failures—were, then finding strength to move beyond that.

ZL: If we’re making comparisons, part one of this series is Blade Runner, and part two is more akin to Aliens. How would you describe part three? Were the influences behind it different from what inspired the first two series?

RLM_04-1MM: I think Monadic, part three, is the most blank template of the three. I was really playing homage to a lot of sci-fi in volumes one and two—Blade Runner, Aliens, Philip K. Dick, Vonnegut, even Star Wars. Part three has some dashes of Dark City and Kubrick, but it's the most original of the three.

ZL: How much was this series mapped out when the first book came out? Did it develop as you published it, or was it mostly set from the beginning?

MM: I had the ending—those final four pages—in my mind from the very start. I knew exactly that's where it would end. And I knew it would be three parts with big spans of time between each, and I knew pretty much the entire story of Clandestiny. But, I was surprised along the way, all the time, and I went down some unexpected paths, so I had room for discovery.

ZL: Why bring the characters from the first and second arcs back together? What did you want to do with that?

MM: Because I think, ultimately, there stories were the same. They were about characters driven by individual pursuits who lost sight of the bigger picture, and I wanted them to come back and have the opportunity to find the redemption in this weird afterlife that they couldn't find in life, but it also tied the theme, mentioned above, in a nice bow: you can be an individual—it's imperative to the human experience that you are—but you have to contextualize yourself within the greater good of your family, community, and so on. That's what the black sun aliens could never grasp—committing to something bigger than yourself while still being an individual, and that's why they were never able to become human.

ZL: The aliens in this series are ambiguous, in a certain sense, because they seem more focused on imitating the worst in humanity. Does that say something about human nature?

MM: I think it was less the worst that they were trying to imitate and more that they didn't understand the best of us. And there is a discord there, right? On one hand, we are all so unique—we have a soul, a monad, a unit of being that makes us self-aware individuals—and on the other hand, we are also units of a greater whole. But, sometimes, being part of that whole means we have to lay down one of our greatest strengths/characteristics, our individualism, out of necessity. The aliens were never able to understand that, and that's what held them back.

ZL: What takeaway do you want people to have now that Roche Limit is finished?

MM: You know, I've said a lot about the themes, and I think there's a lot there that's important now, existentially and politically. But I also hope that Roche Limit can be a reminder that sci-fi doesn't need to be limited to being simply action in space with crazy ass gadgets and aliens. The best sci-fi informs us, instructs us, gets us to understand who and what we are on a deeper, more profound level. I'm thinking PKD, Children of Men, the Expanse novel series, Blade Runner, Gattaca—I can go on and on and on. Point being—I want to see more comic books like Roche Limit. I want to see books that are weird as hell but have something bigger to say, following the tradition of the best sci-fi—which, to me, is the best storytelling genre that there is.

Indoctrination #2ZL: Let’s shift gears to Indoctrination for a bit. It delves into similar themes we’ve seen elsewhere in what you write. Was there a specific moment of inspiration?

MM: Not really. I think it's more about our cultural landscape of radical thought that, sometimes, get puts into radical action. And I think, in our country, both sides are guilty of the same thing—all we do is dig into the thoughts and mores of our tribe, and we never take a moment to listen or hear other people out. We're all getting more and more radical, and that's a very, very dangerous thing.

ZL: There’s a quote in the first issue of Indoctrination about men being slaves to the ideas of a defunct economist. Obviously, the book is taking a hard look at radical Islam, but is there anything else you’re turning the lens on?

MM: Without question, and I'll just come out and say it: Trump. I think Trump is a cult leader if there ever was one. He shares the most basic traits of make unrealistic promises as he feeds on people's fears, and all he asks in exchange is total devotion and to be given all the power—power over our lives, our opinions, our law. Sure, Indoctrination is about ISIS, but it's just as much about the radicalism that is choking American politics right here and now—radicalism that's becoming mainstream, which is terrifying.

ZL: I saw you mention in another interview that you and Matt Battaglia sit on fairly different sides of the political fence, but you seem to have found common ground in Indoctrination. What is it about what you’re working on that made this possible? Is that something that can be applied elsewhere?

MM: Matt and I are for sure different, but unlike more political people, we're willing to listen to each other and we respect each other's viewpoints. Out of that, we see the same things: radicalism run amok, dangerous enemies encroaching that can literally spring out of nowhere. Can our relationship be applied elsewhere? Man, I really hope so. Because an unwillingness to listen is one of the reasons why we have such radical thought. No one listens anymore. No one respects differing viewpoints. And when you do that, you just entrench yourself on your side, so hard, and you never look back. And the more you entrench, the less you listen, the further away from moderate viewpoints you get. And this goes for both liberals and conservatives—we need to listen and respect each other much, much more than we do. Politically and culturally. You'd be surprised how much calmer we can all be if we're just willing to listen to someone—even if you think they're perspective is wrong.

ZL: Let me put you on the spot. Burning Fields was at least in part about the consequences of American intervention in Iraq, an intervention which was supposed (depending on who you asked and when) to quell the threat of Islamic terrorism. Indoctrination is living in the shadows of those consequences to a certain extent, as well as terrorism. What should we do differently?

MM: Oh, man. That's a tough question. There's so much. I think a lot has to do with violence being our first response, violence being so deeply ingrained in our society. We need more diplomacy. We need better gun laws. We need better foreign policies. I know this answer is all over the place, but there's so many things we can do better, but I think it starts with problems that all start with violence. The U.S. weaponized Bin Laden however many years ago when it was convenient for us to do so, and eventually he came to being our greatest enemy. We went to war in Iraq for no reason, and now Iraq is a hotbed for our greatest terrorist threat. The thread in all this is that violence begets more violence. It may not be direct, but it's there. I've set it before, and I stand by it—we will never kill our way to peace. It will never happen.

CmscYLjUsAAaLBpZL: Do you have any answers about how we can kill an idea?

MM: I'm not sure about an answer, but at least an idea. It goes back to what I said before—we need more unity. There's a reason why the message of ISIS and Trump are so appealing, right? People are able to be reached with these toxic messages, these perverted ideas, because they feel marginalized or troubled or desperate in some way. We need to be sure out political policies are reaching everyone, both domestically and abroad, in the best way possible. That means basic conditions are being met: health care, livable wages, access to education. You can't kill an idea—but you can make it so people aren't seeking radical answers to problems they don't have.

ZL: You’re working on two books. Can you tell us anything about them?

MM: The two novels are quite the departure for me, in some ways. They're sci-fi, which is right in my wheelhouse, of course, but they're more sci-fi adventure books. If you know me, you know my favorite thing in the world is Star Wars. I LOVE Star Wars. These books are hugely inspired by Star Wars. They're fun, they're full of adventure, but, you know, it wouldn't be me if there wasn't something deeper going on as well (which Star Wars has as well!).

Review: Indoctrination #2

Stop it.  Just stop it Michael Moreci and Matt Battaglia with your exquisite artwork and wonderfully told story that plunges the very depths of my soul.  Who are you trying to fool?  You can’t both really be this good can you? Can you?

I was slightly concerned that after reading your exceptional first issue, which casts a horrifyingly ominous light on terrorism and indoctrination, that issue two just couldn’t measure up.  Whilst not quite as strong as the first instalment, it seems my fears were entirely misplaced.  What is it the kids say these days?

This book is killing it.

If there is one indie comic I recommend you pick up this year it would have to be this.  What surprises me though is it’s just so different from Z2 Comics’ other titles, where did this little gem come from?  Who cares, I’m on the train.  I’ll be there till the end, yes I too have been indoctrinated it would seem.

Indoctrination #2We drop right into another exceptionally presented American town, following our two FBI agents and their terrorist aid Wilkins as they track down the faceless terrorist known as Sahir.  The sun seems to glow off the very pages themselves, as if Battaglia had somehow bottled a part of our nearest star, dipped his pencil in it and just let rip.  The imagery is powerful and vivid as we see one of the faithful being dunked beneath the water by a local religious leader and the man our trio is there to see.  It appears one of his congregation was attacked by a man with Sahir’s mark tattooed upon his chest: the serpent.  This new revelation puts the investigation into high gear as they set out to find the tattoo artist, hoping it would lead them to Sahir himself.

The mysterious agent known only as Huxum is hot on their trail, we still don’t know his true role in all of this but it adds an intriguing element to the story, something else to ponder on as plot races forward.  Things are a lot more action packed in this second issue, the team's pursuit of the tattooist leads them to a cartel shoot-out which is nothing short of spectacular.  Some comics can make action scenes a big confusing mess but this was done expertly, you could almost hear the bullets fly as our FBI duo fight their way to safety.  Remember those bright, neon blues Battaglia used in issue one?  Well my word if he hasn’t stepped it up a gear in his use of colour here, it practically drips from the page as the blood is spilled.

Due to the dark, sketch style of artwork he employs, at times it can be difficult to discern one character from another but who cares?  When I look at a beautifully decorated christmas tree, it doesn’t bother me that I can’t see the individual pine needles ya know?

What we have here is an exceptionally rare blending of creative talent, writer and artist coming together to create something magical, and haunting…

Like its title, this book warps your perspective, as you fall inevitably along the paths of our protagonists, you can’t escape it.  There’s more in store for them, for us, but perhaps we’re powerless to stop it...

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Indoctrination #2
Writer: Michael Moreci
Artist: Matt Battaglia
Publisher: Z2 Comics
Price: $3.99
Format: Ongoing; Print/Digital

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Review: Exlibrium #1

When it comes to awareness of Russian artistic media in America, I'd hazard a guess it sits somewhere near nil. There's a vague understanding that they wrote some very heavy and very depressing books that people who spend too much time in coffee shops read to feel superior to other people, but outside of college campuses you won't get the idea that much has come out of Russia in the last 100 years other than gymnasts and women James Bond has slept with. This is, to me, rather inexcusable, so fortunately we have Bubble Comics, a reletively new publisher that advertises itself as the largest in Russia, that also translates their work for the English speaking world. It's exciting to see a country I would describe as being virtually unknown in the world comic market make this kind of push for a global audience, even if European comics haven't had overwhelming pop success in America since the manga boom. Exlibrium is my first brush with their body of work, and I'd say my experience was for the most part pretty positive.

The thing an American reader might notice right off the bat is that if you weren't told the provenance of this comic you probably wouldn't figure out it was a foreign title. Besides one casual reference to being set in Moscow, the fantasy setting and relatable characters are utterly accessable to Western readers, even more so, generically, than manga at first glance. The art style is bright and has a Western manga hybrid style identical to the kind so popular in American indie fantasy right now. Whether by coincidence or by design, Bubble seems to publish books with a pretty universal appeal, Exlibrium #1-1easily marketable to current comic audiences. It's a slick professional package that I would hope comic shops would see the value in addressing. A book like this will sell.

Now, there is a reason I didn't, as I usually might, make my second paragraph a synopsis. That is because I want to emphasize that there are a lot of positive elements to this comic, ones that will bring me back for a second issue, that relate almost entirely to the presentation. I'm looking forward to learning more about the Bubble publishing line, but the sticking point found in 'Exlibrium', as it often is in American indie fantasy of the same kind, is the story.

The book begins with two supernaturally powered individuals fighting a cerberus and chasing a moped riding woman completely masked in red motorcycle gear. After an elongated struggle, they fail to capture her and she flees into the night. Here, the comic completely shifts gears and we are introduced to our protagonist, Lilia, a socially crippled but quirkily adorable geek who speaks to the audience in narration nearly incomprehensibly loaded with pop culture references. See what I meant by it being indistinguishable from American comics? This isn't an exaggeration, in the first three pages of her introduction we get explicit references to *deep breath * Mass Effect, Saints Row: The Third, Star Wars, Star Trek, Harry Potter, Arrow, and Fantastic Four, plus some sci-fi property that I didn't recognize. Maybe some of it can be credited to localization and the original Russian isn't quite as obnoxious with it (is Arrow a thing in Russia?) but it's pretty shameless and grating to read. I have no doubt that the author is an actual geek, but it does impress me how time and time again people who actually go to conventions and hang out with other geeks consistantly write characters like this, ones like how we imagine our parents think we look when they ask us what we thought of "that new Captain America movie." Lilia runs into the red clad biker and accidentally gains possession of a mysterious object that the woman drops. Brace for impending magical adventure in Issue Two.

Now here comes the most damning problem. On the opening credits page, we get a box of text explaining the title of the book as well as a rundown of the book's actual premise. Apparently, the two magic users at the beginning of the book are sorcerers given the job of keeping the boundary between the worlds of fiction and reality secure, as creatures and individuals from written worlds of fantasy sometimes bleed over into ours and have to be stopped. This is a pretty decent idea for a book, but unfortunately it never is properly communicated by the actual story so far. Without this box of text, which doesn't act as a proper opening crawl but more like what some comics use to catch new readers up on previous events, nothing in the book would have any apparent context. The story itself doesn't do a good job at communicating its hook and without this opening, it ultimately would just feel like very pretty but contextless action. The text is there so the book doesn't leave us with nothing to work with, but it comes off to me like poor storytelling. Remove the opening crawl of Star Wars and you can still understand everything you need to know about the story in the first five minutes. Here, you'd be lost and wouldn't have that crucial bit of worldbuilding that gives the book its only real weapon, storywise.

Still, the book's best quality is its art by Ozich. As mentioned before, the art is a Western/manga hybrid, one of the better kinds that doesn't mimic as much as take influence. It is very appropriately its own style, reminding me a bit of Irene Strychalski's art on Shaman Child. The backgrounds can be a bit sparse, but the character animation is charasmatic while the action has strong energy and staging. On top of this, the color job by Margarita Kablukova and Tatyana Yakubets is vibrant and gives the book its life, very well balanced with a strong poppy pallet. After weeks of reviewing books with mediocre to downright terrible color jobs, it was such a relief to read something where the best part was how it was colored.

I may have spent most of the review being negative, but overall Exlibrium was far easier to read than a lot of comperable American attempts at the same thing. The art wasn't full of shortcuts. While pandering the book actually seemed to want to be relateable, not your buddy. I want to read the second issue, that should say more than enough of how this succeeded despite its flaws. And while I'm not over the moon for it, there are a lot of people I can see really digging this book and its protagonist. It's one thing to be happy to see more international comics being made availible to American readers, it's another to see books that I feel are easy to recommend and have this kind of slick production. Comic shop owners take note: Russia might not be the source of the next big international comics boom but they might have some titles your customers didn't know they needed.

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Exlibrium #1 Writer: Natalia Devova Artist: Ozrich Publisher: Bubble Comics Price: $0.99 Format: Ongoing; Digital

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Review: Autumnlands #12

Autumnlands lets a genie out of the bottle, and in this issue we learn a lot about the forces that created the Galateans, and this world. In good form, though, Busiek and Dewey give us just enough information to answer some lingering questions (namely about the Galateans, and some of the questions about the relation of the Autumnlands to Learoyd’s humans), but it introduces some new players whose motivations are still unknown. Warning: this review will have some spoilers, as any meaningful discussion of what happens is impossible without mentioning the events of the story. Learoyd, Bertie, and Dusty spend some time among the Galateans and learn a bit about the creation of the Autumnlands. The Galateans acted as stewards of the planet when it was still raw, acting on behalf of a scientifically advanced species. Hearing this explanation also makes clear to Dusty that the fate of magic in the Autumnlands is not going to be easily solved. They stay and rest for a bit, but something causes the temple to shift and become unstable. Learoyd and Dusty manage to flee, while a previously encountered character watches from a distance.

TheAutumnlands_12-1In an earlier review (for a different website), I mused that this series was deliberately blurring the lines between fantasy and science fiction. This issue drives that home, particularly with the creation of the Autumnlands. What does it say about the humans at the beginning of the story (who, while more advanced than our society, are analogous to modern man) that they create the Galateans in the form that they did? Was it a desire to act as gods themselves by harkening back to earlier human mythology? What does that say about how we view fantasy, which in some ways is a new way of telling myths? For that matter, the Galateans are nothing if not pretty ruthlessly sexually exploited by their masters. Is that a comment on fantasy as well?

If we learn a lot about how this world was created, the reasons why are still unknown. What we see of the Masters in this issue makes them look like nothing more than power-drunk hedonists, but presumably they had some reason for creating the world beyond far-future pleasure resorts (though that would be an interesting kind of reason). More importantly, where are they now? Was the planet meant to have life on it, or was that an accident? If so, why was life needed?

I have been left wondering when it is we’ll return to the cities, to Sandhorst and the power politics of the other beasts. Now that the crisis has been truly clarified (and this issue makes it clear that there isn’t going to be an easy fix to the diminishment of magic), it would be a perfect time to see how they will respond once they learn what is going on. It’s the fantasy equivalent of the ecological crisis we ourselves are facing: peak magic has passed for the Autumnlands, at least for the moment. Of course, many of them will have no reason to believe Dusty and Learoyd, especially once they see Learoyd and their understanding of the Champion myth is further eroded.

Then, of course, there are all sorts of practical questions about what happened in the temple. Bertie had reasons to be angry with the Galateans, so did he have something to do with the temple’s fate? If not, what happened to him? And what about the observer? There will be plenty of things to look forward to in #13.

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Autumnlands #12 Writer: Kurt Busiek Artist: Benjamin Dewey Colorist: Jordie Bellaire Publisher: Image Comics Price: $2.99 Format: Ongoing; Print/Digital

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