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Review: X-Corp #1

X-Corp #1

One of my favorite comic runs is Wildcats 3.0. The series took the familiar characters and put them at the head of a corporation. Their goal is to expand technology that will benefit society and puts them in conflict with the rich and powerful, most notably Big Oil. The current direction of the X-Men feels like it takes a lot from that with X-Corp #1 bringing it all to the forefront. While it’s an interesting addition to the X-line of comics, the debut also falls a bit short due to that previous series.

Lead by Monet St. Croix and Warren Worthington III, X-Corp is the corporate arm of Krakoa. While some might battle it out physically, X-Corp seems to be more about battling it out in the boardroom and stock market. But, that doesn’t mean there isn’t some razzle-dazzle. X-Corp #1 keeps a focus on the team being built up while dealing with threats from those who feel like they’ve been burned by Xavier and Krakoa. The debut hints at the conflict to come.

But there’s some silliness too. The issue focuses on the debut of this new “team” but also X-Corp’s headquarters. It’s a sequence that feels a little over the top, even for comics. For a new nation so focused on diplomacy and standing in the world, the actions of St. Croix and Worthington feel like they’d really result in sanctions and distrust more than anything else. There’s an arrogance about it all that is hopefully explored and not pushed to the side.

Where the issue really shines is in its leads of Monet St. Croix and Warren Worthington III. The two have some aspects in common with Monet struggling with her Penance persona and Worthington still haunted by Archangel. The issue sees both having to deal with that in their own ways, though one more so than the other. This is where the series could really get interesting as their approach feels completely different to a similar situation.

The art by Alberto Foche is good. With color by Sunny Gho, lettering by Clayton Cowles, and design by Tom Muller everything looks good. There’s not a lot of flash until late in the comic. Where it could easily give some very interesting visuals and page layouts, the comic is muted in a way. It fits a stuffy corporate structure in that way. Where the issue gets bumpy is one those massive visuals that should pop just don’t. There’s moments that should hit you like the alien ship coming out of the cloud in Independence Day. The response on the ground should feel like terror. The art doesn’t deliver that punch and generally doesn’t convey that panic on the ground. It, like the story itself, doesn’t quite click with its potential.

X-Corp #1 is an interesting start showing off the potential of the concept. It doesn’t quite click though. There are moments that should be memorable and punch the reader in awe. But, those moments never deliver. They show off what’s going on but miss that special something where you really take notice. Hopefully, this issue is just laying the groundwork and once that’s accomplished we can move on to more excitement but right now, I’m longing to go back and re-read Wildcats 3.0.

Story: Tini Howard Art: Alberto Foche
Color: Sunny Gho Letterer: Clayton Cowles Design: Tom Muller
Story: 7.0 Art: 7.0 Overall: 7.0 Recommendation: Read

Marvel provided Graphic Policy with a FREE copy for review


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