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Review: Superman #12

sm_cv12_dsSuperman has been one of the most consistent DC Rebirth books. Peter J. Tomasi and Patrick Gleason have done an excellent job so far, and while Superman #12 had some good action scenes and a fun visit from Frankenstein, I didn’t feel that this was one of the stronger issues. Now that isn’t to say it wasn’t enjoyable because it was.

We start in rural Hamilton County where Clark now lives with Lois and his son Jon aka Superboy. They moved here to live a more quiet and private life until Frankenstein shows up looking for someone, and he doesn’t come in peace. That person is Candice, the seemingly kind lady who wants to hire Lois for the Hamilton Horn. After he trashes the office and tries to apprehend Candice, Lois saves her and the two flee on his vehicle. A fun chase ensues, and sure enough The Man of Steel shows up to even the odds. There’s a nice twist at the end, and it creates an interesting premise for the next issue.

Doug Mahnke does a solid job on art, and Frankenstein looks awesome. I loved the fight scenes more than the other panels, but the art throughout the book is still good. There’s a sequence in particular I really liked where Frankenstein is hanging off his flying vehicle that Lois stole, and Superman shows up and sends him flying. The action continues with a farmer blasting Frankenstein with a shotgun, which causes him no harm, but he is then thrown by Superman once again like he was a rag doll. It was fun, funny, and it was drawn really well. The inks by Jaime Mendoza and Christian Alamy as well as the colors by Wil Quantana are sharp, vibrant, and really bring Hamilton County to life. By the colors of the leaves, we can see it is autumn, and I really enjoy when artists can add to the story without needing any extra written words.

If you’re already reading Superman, then this issue shouldn’t make you want to stop. It’s a fun small arc that will run only two issues, so we will see it come to an end in two weeks. If you aren’t reading Superman, this is a good issue to jump onto, as you don’t need much backstory to understand what is happening. There are a few small things that were in past issues or Action Comics, but they’re not that important to the overall plot of the issue.

Story: Peter J. Tomasi/Patrick Gleason Art: Doug Mahnke
Ink: Jaime Mendoza/Christian Alamy Color: Wil Quintana
Story: 7.5 Art: 8.5 Overall: 8.0 Recommendation: Buy

DC provided Graphic Policy with a FREE copy for review

Review: Wonder Woman ’77 Meets the Bionic Woman #1

wonderwoman77coverEven though Andy Mangels’ plot is needlessly convoluted at times introducing supporting characters from the TV shows slapdash without giving new fans a feel for them, and Judit Tondora’s art lacks heft during scenes that should be iconic like Wonder Woman transforming, their love for these classic 70s TV shows shines through in Wonder Woman ’77 Meets the Bionic Woman #1. They should also be commended for making Diana and Jaime almost instant friends and allies instead fo wasting the first issue on pointless squabbles as they smile after catching a giant boulder together while protecting ordinary citizens from an explosion. After a fun cold open, the first issue goes all out Cold War with various alphabet soup espionage organizations, including Bionic Woman‘s OSI, trying to catch saboteurs and get to the bottom of a deeply rooted conspiracy.

Mangels has great ideas for action scenes in Wonder Woman ’77/Bionic Woman #1, and the ones that hit home are the ones with smaller panels showing the individual moves from Wonder Woman, Bionic Woman, and others. There is a simple beauty to these women using their extraordinary abilities to protect those weaker than them in spite of the sexism of their colleagues. (Jaime deduces the almost obvious fact that Diana Prince is Wonder Woman even though this puzzles the rest of the mostly male operatives.) Then, toward the last third of the comic, Mangels introduces a whole slew of supporting characters from both  using a big portion of the remaining pages to show them in action instead of furthering Diana and Jaime’s arcs even killing a character for a cheap bit of drama. It’s nice that he does justice to both the worlds of Bionic Woman and Wonder wonderwoman77interiorWoman, but what could be a strong superhero/spy period piece gets lost in the shuffle. Hopefully, later issues of the miniseries either streamline the plot or spend time showing Diana and Jaime’s connections to their supporting players. The latter could be very rewarding.

The colors from Michael Bartolo and Stuart Chaifetz stay baseline until Bionic Woman or Wonder Woman use their special abilities, and the page changes from a mundane 70s TV show to something imaginative. Of course, there’s plenty of red, white, and blue when Wonder Woman is catching rocks, blocking bullets with her bracelets, and generaly kicking butt. But the coolest bit of color is when Bionic Woman uses her highly underrated super hearing ability from her bionic implant, which is a shade of light blue like a dolphin using echolocation. The colors mixed with Tondora’s drawings of explosions gives that classic 70s or 80s TV show feel of “We used the whole special effects budget on that one sequence.” But since this is comics, there are several such sequences.

At its best, Wonder Woman ’77/Bionic Woman #1 is quick hitting, empowering fun with a retro twist as Diana and Jaime fight Cold War era bad guys. At its worst, there is occasionally no room to breathe in the story as Mangels and Tondora cram in plot beat after plot beat and extra character after character. For example, the first transformation sequence from Diana to Wonder Woman is only about a quarter of a page and falls short of the iconic moment in the show and even a recent homage to it in Supergirl. But the sound effects and active backgrounds keep the story’s momentum going and make Wonder Woman ’77/Bionic Woman #1 a slightly above average read.

Story: Andy Mangels Art: Judit Tondora Colors: Michael Bartolo, Stuart Chaifetz
Story: 7.5 Art: 7 Overall: 7.3 Verdict: Read

Dynamite Entertainment provided Graphic Policy with a FREE copy for review

Review: Ninjak #22

ninjak_022_cover-a_segovia++Ninjak is on the hunt for the woman who took everything from him — the sadistic assassin known as Roku! When Roku’s trail leads to a heavily guarded citadel in the Nevada desert, silence is of the essence as Ninjak undertakes a dangerous stealth mission where even the faintest noise could mean execution! But even if Valiant’s top super-spy can reach the woman once known as Angelina Alcott undetected, will he truly be able to face the former love of his life?

Ninjak #22 is an almost entirely silent issue (I say almost because there may be six words at most throughout spoken throughout the entire issue), with the story being told almost exclusively with Cafu’s art. Generally I find silent issues like this to be quite hit and miss, although usually far more miss than hit as a comic without words often struggles with the set up and execution of the story, so I wasn’t really expecting much from a silent issue in a series that hasn’t really met my expectations for the last couple of issues

Much to my surprise and delight, the silent issue I wasn’t looking forward to is probably the one that I’ve enjoyed most over the last five or six months. The irony of a silent comic about a ninja being such an enjoyable read isn’t lost on me.

Matt Kindt doesn’t try to do too much with the story; it’s actually a fairly straightforward action comic on the surface, albeit with a dash of humor at the very beginning, the overall simplicity of the story is its strength. By not trying to over complicate things, Kindt allows Cafu to work his magic and illustrate one tense action sequence after another. This is an ideal comic for fans of ninjas whether you’re reading Ninjak or not; a standalone issue in every sense of the word. Honestly, I feel like any narration or dialogue would take away from the quality of the comic, which is something I never thought I’d ever say, but the handful of words within the comic are so much more powerful and impactful when surrounded by the silent pages of this comic. My faith in Ninjak has been restored after the last couple of missteps –  truly a fantastic issue.

Trust Valiant to put out the one silent issue I actually enjoyed.

Story: Matt Kindt Art: Cafu Colours: Ulises Arreola
Story: 8.5 Art: 8.75 Overall: 8.75 Recommendation: Buy

Valiant provided Graphic Policy with a FREE copy for review

Review: Violent Love #2

violentlove02_coveraRight from the opening pages of the first issue of Violent Love, it’s made quite apparent that this tale of eventual bank robbers and lovers Daisy Jane and Rock Bradley is greatly influenced by stories and films in the same genre; Dylan Todd’s striking designs connect with the cinematic aesthetic by having the creative team page look like it came right from the bottom of a movie poster. Though the influences aren’t even hidden all that well (Daisy seeing Butch Cassidy and the Sundance Kid), Frank J. Barbiere and Victor Santos are definitely crafting something different and unique both in its method of storytelling and flow of visuals.

This second issue throttles forward into 1971 in New Mexico where Daisy has joined forces with a man named Charlie to rob banks. There is a great point of view splash page from the bank teller’s perspective, confronting the reader with Daisy’s green eyes, just slightly peeking out from her sunglasses, and a double-barreled shotgun held next to an open sack in her other hand. The images are paced out fast, flowing the narrative forward and knowing when to slow down and focus on the smaller, quieter moments. Santos does an excellent job at drawing attention to particular aspects within the frames, consistently utilizing the spaces effectively. violentlove2-2He also uses color, or the lack thereof, to emphasize the importance of certain objects or actions. For example, when Daisy sits in the hotel room where she and Charlie just engaged in a hot and heavy game of extracurricular activities, her entire body is black as the eye is drawn to the muddled orange/red hat in her hands. The previous frame reminds the reader of its importance to her, also using the color red to deviate from the use of green to shift in time. This in effect not only deepens the impact of these kinds of moments and objects but also elevates and accentuates Santos’s ability as a visual storyteller.

Daisy has clearly changed from the first issue, becoming more and more reckless as the rage of her father’s death drives her to find the man who committed the murder: Johnny Nails. Barbiere’s script is fast and quick-witted, gets straight to the point and doesn’t make the language too flowery; this is a crime/romance story after all. Rock is also introduced in this issue, doing his best James Dean impression, exuberating calm, cool and collected…at least for now. Daisy and Rock’s first meeting is filled with slight jabs at one another but the primary focus still remains on Daisy’s mission to find Johnny. This mission is leading Daisy into some fairly precarious places and people, setting up the next issue with a very interesting situation for her.

Story: Frank J. Barbiere Art: Victor Santos Designs: Dylan Todd
Story: 8.5 Art: 8.5 Overall: 8.5 Recommendation: Buy

Image provided Graphic Policy with a FREE copy for review

Review: Batman #12

bm_cv12_dsWhen I first finished Batman #12, I was left wanting more. After the twist at the end of the last issue involving Catwoman, I couldn’t wait to see what would happen with the Bat, the Cat, and Bane. Instead, we are given an issue where Batman fights his way through hundreds of men again to get to Bane and Psyco Pirate, who is now joined by Catwoman. I did enjoy the issue when I finished it, but I enjoyed it so much more after I had thought about it. That’s what Tom King does. He is giving us a layered version of Batman, and I am really enjoying that.

We get another letter told throughout the comic, but instead of it being from Catwoman, this time it is from Batman. I really enjoyed the raw look at the man behind the mask. With how vulnerable he was in opening up to Selina, you would think this is more from Bruce than Batman. However, it seems that he is saying he is Batman, because the ten-year-old boy, Bruce died the day he promised to avenge his parents. We are given the line I am suicide, which is not just the name of this arc where Batman forms his own Suicide Squad, but also pointing to the fact that he died that day, and now lives as the face of vengeance. This was great writing, and it is not the first time I and many other people have said this about Tom King this year.

bm_12_2-3The one thing we’ve seen over and over again from Batman, is his parents, and how he deals with it. It’s at the core of who he is. But Tom King finds an angle I haven’t seen before. Bruce reflects on his parent’s laughter, and how he wishes he could laugh. It is such a simple thing people take for granted and it was very interesting to see him hoping for the day where he can find joy in something, and simply laugh. Bruce and Selina have always had a very interesting relationship, and he sums up why in this issue. They are the same thing. They are both dead. When they are together, and they kiss, they see each other’s deaths. Now, of course, they are not truly dead, but this shows that it isn’t Bruce being Batman, it is Batman being Bruce. He and Selina open up for only each other. That is very powerful coming from he hero of few words, and with her seemingly betraying him, you really feel for Bruce (or Batman) by the end. As much as he says he’s dead to the world, it is obvious Selina matters to him, because she makes him feel.

The art by Mikel Janín is nearly flawless. I am glad he is on this title, and I hope he stays around for awhile. Like Tom King, he is a super talent. Hugo Petris and June Chung do a nice job on inks and colors as well. Most of the comic is filled with large page filling panels with Batman either fighting a ton of henchmen or making his way through and outside of the prison. It is strangely beautiful and is a nice contrast to the dark nature of Batman’s letter, the betrayal he is feeling, and the prison itself.

While I wanted a conclusion and a final showdown between the Bat, the Cat, and Bane, this was still a great issue. It may feel like a filler or unnecessary issue to some, but either way, we learn more about Batman here, and Tom King is doing a great job at showing the humanity, the flaws, and the heart of the Caped Crusader. He is doing this to help Gotham Girl. That is what being dead is to Batman, to give his life for the city and people he has sworn to protect.

Story: Tom King Art: Mikel Janín Ink: Mikel Janín/Hugo Petris Color: June Chung
Story: 8.5 Art: 9.5 Overall: 9.0 Recommendation: Buy

DC provided Graphic Policy with a FREE copy for review

Review: Midnighter and Apollo #3

midnapo_cv3Midnighter and Apollo #3 is a bloody feast for the mind, senses, and emotions too as Neron and Apollo play the worst board game ever in Hell, and Midnighter continues his antiheroic quest to find the fabled Ace of Winchesters rifle and save his love from damnation. Steve Orlando’s writing is sharp and structured as he focuses on Midnighter and Apollo’s plot thread while providing insight into their characters along with a lot of punching. And speaking of punching, Fernando Blanco crafts one of the hands down coolest fight scenes featuring Midnighter as he just strolls into Hell like he owns the place. And continuing his consistent work on Midnighter’s comics, Romulo Fajardo Jr brings versatility to his colors from the angelic gold of Apollo to the disgusting green of the highly underrated mythical being that Midnighter knocks out and even depressing greys for the dive bar that Midnighter has his (possibly) last mortal drink and the abode of the Lords of the Gun.

Blanco and Orlando do a little formalist exercise in Midnighter and Apollo #3 for Apollo’s scenes in Hell using nine and even 32 panel grids to show how orderly it is as a place. Everyone has a role: the torturers and the tortured, and the torture is mostly psychologically and can be inflicted by something which looks like an overly moralizing Tarot-esque board game. But, then Midnighter shows up, and panels of varying shapes and lengths show up in Hell as he puts the fear of, well, him into various sub-demons and denizens. But this is a very big façade as if Extrano’s magical candle gets blown out, then he’s dead within seven minutes. Magic is so annoying.

Even the superhuman lies lifeless on Earth, Orlando does some of his best character work with Apollo this issue using the framework of the Mansion of Happiness board game. In the game, which Neron always wins, players land on the virtues and vices that they exhibited in their mortal lives. It’s an argument in physical form that everyone belongs in Hell to the end, and that no one is innocent because Neron is the warden from Shawshank Redemption and a super hardcore Puritan theologian (The ones that were constantly saying they were worms and said “damn” more than a frustrated freeway driver or a black metal band frontman.) in demonic form. Apollo’s sins are pride and murder because he took on the name of a god as his superhero codename, and he and Midnighter kill bad guys.

Orlando has Apollo refute the sin of pride and accept the sin of murder as he shapes Apollo’s heroic motivation into a unique mixture of Superman and Midnighter. Andrew Pulaski didn’t choose the name Apollo because he had a god complex, but so he could be a symbol of hope for people to look up to. Superman has said similar things in the past, but he doesn’t literally radiate like the sun as Fajardo takes a break from the brimstone and goes full yellow. Apollo is also the god that Greco-Roman poets would invoke before the beginning of epic poems so Orlando’s dialogue fits his name as well as Blanco and Fajardo’s visuals.

midnapo_3_4-5The whole murder thing is a little more complicated because most traditional superheroes don’t kill (unless they’re directed by Zack Snyder) and make a big deal about it. Apollo admits that it is a moral failing, but he can take the guilt so ordinary people can stay safe from aliens, genetically modified anomalies, and whatever craziness Bendix and other bad people release into the world. In a powerful scene where his fading golden body is broken up by gutters, Apollo says that is okay if he is in Hell to protect innocent people. Even in complete torment and subjugation, Apollo is still the epitome of hero. We can definitely see why Midnighter loves him, would imbue himself with dangerous spells so he can damage demons,  punches Slavic water demons, and even brings fists to a gun fight just to be back with him.

Romulo Fajardo’s work in Midnighter and Apollo #3 shows how color is essential to action along with the usual pacing and choreography from the writer and artist. He uses an ethereal palette for anything magical like Extrano’s image of the Ace of Winchester in the first few pages. The rich purple hue of the gun shows how elusive and mysterious it is although Steve Orlando,  Fernando Blanco, and Fajardo shatter this illusion by issue’s end. But for the nitty gritty of Midnighter kicking people’s asses, Fajardo goes way over the top with pure red washing over the more filtered orange/red brimstone as Midnighter can even make demons bleed.

Like its protagonists, Midnighter and Apollo #3 is cool, smart, and romantic as both Apollo and Midnighter trade out the usual Wildstorm/DC Rebirth vibe of their comics for early Vertigo and enter the fantasy world of magical spells and artifacts and fight beings straight out of a China Mieville novel. (His Perdido Street Station was where I discovered the unsettling epicness of vodyanoi.) Also, where else are you going to see John Constantine described as “tantric”?

Story: Steve Orlando Art: Fernando Blanco Colors: Romulo Fajardo Jr.
Story: 10 Art: 10 Overall: 10 Recommendation: Buy

DC Comics provided Graphic Policy with a FREE copy for review

TV Review: Marvel’s Agents of S.H.I.E.L.D. S4E8 The Laws of Inferno Dynamics

agents of shield season 4With the lives of everyone in Los Angeles hanging in the balance, S.H.I.E.L.D. and Ghost Rider find themselves working together.

Marvel’s Agents of S.H.I.E.L.D. wraps up the with the midseason finale that feels like sound and fury signifying nothing.

There’s a lot that goes on here as SHIELD and Ghost Rider take on Eli. And the Inhumans step up as a team including the director who straps on his own costume. A lot of the episode deals with Yo-Yo, Ghost Rider, and Quake stepping up as a unit. There’s lots of action and lots of special fx, but overall it feels pretty empty.

Stories wrap up nicely and a lot of new ones begin and overall there just feels like something was missing. We finally get an idea of what Eli’s plan is and it’s… something. I’m still not quite sure the point other than his being nuts. And when it’s all wrapped up it kind of feels like the writers weren’t sure where they were going with it all either.

Thrown into all of the action Mac and Yo-Yo’s relationship is really pushed. It’s something thats been danced around all season, but not really addressed in a long way, but it feels like it’s a major issue in this episode. Since it just is thrust front and center it feels really out of place due to that.

And the episode really feels like it’s a way to wrap up the rather listless plot for the first half of the year and moving us onto the next which will have more to do with ADA and LMDs. For fans of comics, that has potential and while this season generally feels improved it still has shown some major issues when it comes to the plotting.

Hopefully we’re done with this mess of a story… on to January!

Overall Score: 7.95

TV Review: The Flash S3E9 The Present

The Flash Season 2Barry heads for Earth-3 to get advice from Jay Garrick on how to stop Savitar; Wally tells Barry he’s been training with H.R.; old wounds are reopened as Cisco faces Christmas without Dante.

The Flash wraps up with this mid-season finale that features a holiday themed episode with everyone sort of getting together to celebrate it while they also battle Savitar. To do that Barry gets some help from Jay Garrick and all of it is interested.

The bad of the episode is that it features Mark Hammill. That usually wouldn’t be bad, but in this case it’s brief and a very short guest appearance. It’s always cool to see him, but it’d have gone over better as a secret to be found out while watching. I had hoped for more as far as that.

The episode is interesting in that we get a better idea of who/what Savitar is and why he’s after Barry. We also get an idea of how that ties into Dr. Alchemy. That part is interesting and works well, but the episode is really about the future. Savitar lays out what Barry and his team can expect and then in an odd twist the episode gives us an actual vision of the future.

And that’s what the episode really feels like, about the future. It wraps up some plotlines, but it’s really about setting things forward for the second half of the season. The wrapping things up is a bit too clean and what’s presented, there feels like a lack of emotion by the characters. Cisco deals with his brother, but other than a haunted look we don’t see a lot of emotion. Barry sees some crazy stuff, but handles it in a level headed way. The episode packs a punch, but misses when it comes to that emotional element.

Still, it’s a good episode. There’s a lot in the hour and it sets up a lot in the future. It just felt to me like something was missing.

Overall Rating: 7.85

Unboxing: Loot Crate DX “Magical”

Loot Crate DX is the next level of Loot Crate. Similar to the basic Loot Crate each box follows a theme each month, but instead has over $100 value in every crate.

This month’s theme was “Magical” with items from a fantasy setting.

We open up to show off the box with some pretty impressive items inside.

You can order the next Loot Crate DX now!

 

 

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Listen to Roye Okupe Discuss E.X.O. – The Legend of Wale Williams on Demand

On demand: iTunes ¦ Sound Cloud ¦ Stitcher ¦ Listed on podcastdirectory.com

E.X.O. – The Legend of Wale Williams, a superhero story set in a futuristic 2025 Africa, follows Wale Williams, an impetuous young adult who inherits a suit with super powers after his father goes missing. Tricked into returning home to Lagoon City, Nigeria following a five year absence, Wale embarks on a journey to investigate his father s mysterious disappearance. As he comes to understand the suit’s powers, Wale realizes he must restore hope to his city by preventing catastrophic attacks from the sociopathic, Oniku, leader of an extremist group called The CREED.

On this episode of Graphic Policy Radio, we discuss the comic series with creator Roye Okupe.

Born in Lagos, Nigeria, Okupe is a creative specialist who holds both a Bachelor’s and Master’s in computer science from The George Washington University. His passion for animation led him to found YouNeek Studios in 2012, an avenue that would allow him pursue his dream of creating a diverse library of superheroes. Under that umbrella, Roye wrote, produced and directed several animated productions including, but not limited to, 2D/3D animated short films, TV commercials, show openers, music videos and much more. These productions have allowed Roye to attain much prestigious recognition such as being #5 on Ventures Africa’s list of 40 African innovators to watch.

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