Tag Archives: Gorilla Grodd

Gorilla Grodd comes to the Page Punchers line

McFarlane ToysPage Punchers line expands even further with the addition of Gorilla Grodd! Based on his look in the included The Flash comic book, The Flash Gorilla Grodd Page Punchers Megafig Action Figure features ultra articulation with up to 22 moving parts for full range of posing and play. The large and imposing Gorilla Grodd Megafig is in scale with the 7-inch figures in the DC Multiverse line. Gorilla Grodd comes with a display base and a collectable card with artwork on the front and a character biography on the back.

A hyper-intelligent telepathic ape, Gorilla Grodd has sought to rule both the simian and human worlds, though the Flash has frequently thwarted his plans. Although many of the Flash’s most dangerous Rogues are criminals with gimmicks or evil speedsters, there is one enemy of the Fastest Man Alive who stands apart – the hyper intelligent ape known as Gorilla Grodd. The product of a chance encounter with an alien race, Grodd and his people evolved past the common gorillas who lived in his portion of the African jungle and developed super intelligence, along with a wide array of other mental powers. But while the rest of his people chose to live apart from the world peacefully, Grodd only sought to conquer humanity so he could rule it.

First coming into conflict with the Barry Allen version of the Flash, Grodd was a thorn in not only his side for many years, but also his successor Wally West’s. Grodd also plagued the Justice League by joining forces with the likes of the Secret Society of Super-Villains, the Legion of Doom and other organizations of super criminals bent on world domination. With his genius-level intellect combined with his innate animal savagery, Gorilla Grodd is, ironically, not an enemy to ever monkey around with.


This site contains affiliate links, which means that if you click on one of the product links and make a purchase, we’ll receive a percentage of the sale. Graphic Policy does purchase items from these sites. Making purchases through these links helps support the site.

Gorilla Grodd comes to the Page Punchers line

McFarlane ToysPage Punchers line expands even further with the addition of Gorilla Grodd! Based on his look in the included The Flash comic book, The Flash Gorilla Grodd Page Punchers Megafig Action Figure features ultra articulation with up to 22 moving parts for full range of posing and play. The large and imposing Gorilla Grodd Megafig is in scale with the 7-inch figures in the DC Multiverse line. Gorilla Grodd comes with a display base and a collectable card with artwork on the front and a character biography on the back.

A hyper-intelligent telepathic ape, Gorilla Grodd has sought to rule both the simian and human worlds, though the Flash has frequently thwarted his plans. Although many of the Flash’s most dangerous Rogues are criminals with gimmicks or evil speedsters, there is one enemy of the Fastest Man Alive who stands apart – the hyper intelligent ape known as Gorilla Grodd. The product of a chance encounter with an alien race, Grodd and his people evolved past the common gorillas who lived in his portion of the African jungle and developed super intelligence, along with a wide array of other mental powers. But while the rest of his people chose to live apart from the world peacefully, Grodd only sought to conquer humanity so he could rule it.

First coming into conflict with the Barry Allen version of the Flash, Grodd was a thorn in not only his side for many years, but also his successor Wally West’s. Grodd also plagued the Justice League by joining forces with the likes of the Secret Society of Super-Villains, the Legion of Doom and other organizations of super criminals bent on world domination. With his genius-level intellect combined with his innate animal savagery, Gorilla Grodd is, ironically, not an enemy to ever monkey around with.


This site contains affiliate links, which means that if you click on one of the product links and make a purchase, we’ll receive a percentage of the sale. Graphic Policy does purchase items from these sites. Making purchases through these links helps support the site.

Gorilla Grodd comes to the Page Punchers line

McFarlane ToysPage Punchers line expands even further with the addition of Gorilla Grodd! Based on his look in the included The Flash comic book, The Flash Gorilla Grodd Page Punchers Megafig Action Figure features ultra articulation with up to 22 moving parts for full range of posing and play. The large and imposing Gorilla Grodd Megafig is in scale with the 7-inch figures in the DC Multiverse line. Gorilla Grodd comes with a display base and a collectable card with artwork on the front and a character biography on the back.

A hyper-intelligent telepathic ape, Gorilla Grodd has sought to rule both the simian and human worlds, though the Flash has frequently thwarted his plans. Although many of the Flash’s most dangerous Rogues are criminals with gimmicks or evil speedsters, there is one enemy of the Fastest Man Alive who stands apart – the hyper intelligent ape known as Gorilla Grodd. The product of a chance encounter with an alien race, Grodd and his people evolved past the common gorillas who lived in his portion of the African jungle and developed super intelligence, along with a wide array of other mental powers. But while the rest of his people chose to live apart from the world peacefully, Grodd only sought to conquer humanity so he could rule it.

First coming into conflict with the Barry Allen version of the Flash, Grodd was a thorn in not only his side for many years, but also his successor Wally West’s. Grodd also plagued the Justice League by joining forces with the likes of the Secret Society of Super-Villains, the Legion of Doom and other organizations of super criminals bent on world domination. With his genius-level intellect combined with his innate animal savagery, Gorilla Grodd is, ironically, not an enemy to ever monkey around with.


This site contains affiliate links, which means that if you click on one of the product links and make a purchase, we’ll receive a percentage of the sale. Graphic Policy does purchase items from these sites. Making purchases through these links helps support the site.

Carrie Kelley, Oliver Queen, Joker, and Gorilla Grodd up next for Knight Model’s Batman Miniature Game

Knight Models has begun rolling out their previews of the next releases for their Marvel Universe Miniature Game and Batman Miniature Game. While the game company has teased one release so far, we don’t officially know what else we should expect for the two games.

Except we’ve got the scoop of releases, though not images of the miniatures.

So far, Knight Models has teased Carrie Kelley and the Sons of Batman for the Batman Miniature Game. Joining Kelley is a Frank Miller version of Oliver Queen (so we’re expecting a Dark Knight Returns look), as well as a new version of the Joker with Robotic Dolls, and finally the Flash’s nemesis Gorilla Grodd makes his debut after being seen in the “The Flash and Arrow” expansion book for the game.

We’ll be on the lookout when official images of the models are released.

bmg_carrie_kelley bmg_gorilla_grodd bmg_joker_robotic_dolls bmg_oliver_queen

Review: Aquaman #38

am38covSo far the story in Maelstrom has been that of uncommon villains in the attempt to find his mother.  First there was the Martian Manhunter, driven to craziness by the superstructure that is the Atlantean mind, and then there was Gorilla Grodd who was found on the other side of an Atlantean portal.  In the search for Arthur’s mother, what there has been little of is focus solely on the two main heroes of this series and that finally comes here.  This renewed focus surprisingly doesn’t work to the benefit of this issue though, as this one falls a little flat compared to the other two that preceded it in this story arc.

What the previous two were able to do was to make the guest characters relevant in a way to Aquaman which did not seem too much of a stretch.  The hive mind that infected J’onn was well conceived and well written, as was the ancient connection of Atlanteans to Gorilla City.  This issue on the other hand is full of somewhat random action sequences which lead up to the furthering of the plot.  Instead of some real bad guy in this story, another trip through the portals finds Arthur and Mera in the South Pacific, to which they quickly find the final teleportation seal.  This was a bit of a stretch in itself, but the generic monsters that appear to stop the two of them from advancing takes some away from the story.  It feels as though it would have been better just to move on with the plot than to waste time with a generic fight

This is still not a bad issue, only that it is more focused on action than needs to be.  Of course the readers are more interested in finding the fate of Arthur’s mother, and this issue helps to drag out the story arc by an extra issue.  There may have been a better story to be told here, but this nonetheless fits in with the remainder of the story arc thus far, only that it is the weakest entry of the three.  With the revelation at the end of the issue, it would seem as though the story arc is going to hit high gear in the next issue, but for the mean time this was a long interlude to get there.

Story: Jeff Parker Art: Paul Pelletier
Story: 7.7 Art: 7.7 Overall: 7.7 Recommendation: Read

Review – Justice League #18

05-justiceleague18This issue begins the post “Throne of Atlantis” era for the Justice League and with only 6 members to speak of, the realization is: they need more help. After the events in the Throne of Atlantis, it’s become clear to the members that they need to increase their membership if they are to keep up with the growing threats. This was an opportunity for us to see the Justice League in a more relaxed state as they experience a brief moment of downtime.

The Dialogue:

I felt the dialogue in this issue was superb. Not only is Johns dealing with the 6 members of the league, but he’s introducing a plethora of new characters into the book. It’s important that they don’t sound like clones. In order to give the reader the sense that each character comes with their own personality, the dialogue must be unique for each person represented. Seeing as how there are a lot of different personalities thrown into this book I was a bit nervous about what to expect. Geoff Johns did an amazing job at giving everyone their own voice. If I had to criticize, it seemed as though there was a bit of double talking by Black Lightning. At one point he tells Batman that he’d consider it if BOTH he and Blue Devil were offered a spot. Then when Batman tells them they DO want both of them, he retracts his statement and says they have other responsibilities. I’m not sure if this was done on purpose by Johns, but it seemed a bit weird.

The Art:

Art duties this month go to Jesus Saiz and you can tell he had a lot of fun with this issue. It’s not often you get to include 16 different characters on a splash page and make them all look like they belong there. None of the poses look overly forced and you really felt as though they were just hanging out waiting for someone to take charge of the gathering. There are a few action sequences that he seemed to get a little lazy with as there were several shots of someone coming right at you. My favorite panel was when a surprise guest shows up to save the day (sorry, no spoilers here)! The shading and colors throughout the book are enough to add some depth, but not enough to be noticed right off the bat. It’s very colorful though.

What I Loved:

The story in general. I really enjoy a good character piece and that’s what this one is. While there is a little action sprinkled in, for the most part it’s an exploration of how different characters react when put in the same room with each other. There’s a touching (sarcasm intended) scene between Nightwing and Batman that provides a reminder that things aren’t all that great in the Bat family. There’s great interaction between the core members of the Justice League and a few little twists thrown into the story that really get you set up for the next arc.

What I Hated:

The backup story. Wait! Before you cry blasphemy, hear me out. I think the re-imagining of Shazaam has been a wonderful inclusion in the back pages of Justice League. That being said, I’m done with it. Give Billy Batson and the gang their own comic book or stop telling his story. I really feel it’s time to move on from buffering the Justice League book with this. It’s disappointing to be reading JL and think you have another ten pages to go, only to be cut short. Disclaimer: I’ve never read a Shazaam story until the New 52 got started. I only read it now because it’s more comic book to read. As much as I’m enjoying the Superhero version of Tom Hanks’ movie “Big”, I’d prefer to have more Justice League in my Justice League book.

Favorite (non-spoilerish) Line:

“They have phones in Atlantis?” – The Flash after Aquaman suggests calling the Atlanteans to make sure they’re handling a situation peacefully. During the Throne of Atlantis arc, Flash was not involved as he was busy with Gorilla Grodd. This type of levity was missed during that arc and it was nice to have it back.

In Conclusion:

This was an excellent jumping on point for new readers as we get to meet new characters and watch them interact with the core members of the League. This book leaves a door open for a new story arc coming up, although it hints that it may not get touched on until after Trinity War. Unless of course we just witnessed the start of it. It’s that cryptic.

Story: 9    Art: 8    Overall: 9    Recommendation: Buy

Justice League #18 Credits:

Writer: Geoff Johns Art: Jesus Saiz Colorist: Jeromy Cox Letterer: Nick J. Napolitano Cover Art: Ivan Reis, Joe Prado and Rod Reis Assistant Editor: Kate Stewart Associate Editor: Katie Kubert Senior Editor: Brian Cunningham Publisher: DC Comics Cover Date: May 2013 Cover Price: $3.99 US Title: “The Grid”