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Showing posts with label LSH. Show all posts

CAPSULE COMMENTS: For comics on-sale Feb. 11, 2015




It was kind of a rough week at my local comics shop as two of the books I pre-ordered failed to arrive in the shipment from Diamond. My retailer has placed a re-order for Five Ghosts #15 and Smallville Season 11: Continuity #3, although in the case of the latter I may skip it as it appears the Legion of Super-Heroes only appeared in the first installment of this four-issue limited series. Here's what did wind up in my pull file:


ALL-NEW X-MEN #36
Marvel Comics, $3.99
[MILDLY RECOMMENDED]

My complaint about this title is almost exactly the same as my problem with Superman, of late. Namely, the book has taken forever to tell about two issue's worth of plot.

The original, all-new X-Men  first ran across Carmen Cruise, the girl who can bridge the gap between dimensions, in Issue #31. That was six issues and five months ago. They meet up with her again this issue in a sort of offhand way after spending the intervening issues working themselves out of various dire circumstances into which Carmen had transported them. And there's the rub. Those chapters — Iceman fighting the Mole Man, Angle in the Savage Land, Beast captured by Dr. Doom, and Jean Gray getting her flirt on with Ultimate Spider-Man — took up four issues, when they only really needed one, at most. Hell, back in the day, Stan Lee would've had our mutant pals in and out of their respective jams in just a few pages, then back to the main business at hand. Unfortunately, what should have been a few interesting side bits got treated like they were the actual plot, and a glacial one at that. The way each hero's plight was decompressed, it not only took four issues for the team to get back together, but each issue pretty much covered the same ground. For four issues we saw Iceman try to escape the Mole Man, and then the local authorities. For four issues we saw Beast ruminate over how he might escape Dr. Doom. For four issues we saw Miles Morales act all nervous and geeky around Jean Gray. Only the Angel and X-23 chapters moved along in any meaningful degree, but that's only because the plot required somebody figure out where they were and pull the team back together from their disparate locations.

When the team finally does regroup, having joined forces with their Ultimate Universe dopplegangers — and I have to say the whole, "Your like us only different" stuff fell flat, since it's previously been played to death in this book with the All-News meeting multiple present and future versions of themselves — the story wraps up pretty quickly with a, "Hey, you're a mutant. We can help with that."

But, really, Carmen should have been the main story all along. This should have been a coming of age allegory with Carmen getting a grip with her  new state reality (in both a literal and figurative sense), paralleled with the X-Men finally learning to accept their new status quo. At the very least, we should have got more of Carmen in each issue, not just in the first and last few pages of the story, spaced five months apart. It would have been interesting, too, if the X-Men had escaped their first jump only get dispatched by Carmen a second, and maybe third time, to different universes each time. As it is, it's not until this issue that we get to see worlds that differ appreciably from the 616. Although, that said, I guess I don't know enough about the Ultimate universe to know why its Dr. Doom has grasshopper legs. So, I guess it's different enough.

I actually dropped this book from my pull list when Stuart Immonen left, as I was already long past the glacial pacing of the story. Still, even though each issue only covers about 10 minutes in story time, and even though each one takes about half that time to read, the dialogue and character bits have kept me coming back, checking the book on the stands and tossing it in my buy pile. However, I'm pretty sure this was my last issue. While not Immonen, the art by Mahmud Asrar is good, even compelling in places. However, there are a few problems with layouts not being as clear as they could be and with Jean Gray occasionally looking like she's about 10 years old. There's also one panel where she's supposed to be biting her lip, disgusted by what she saw in Tony Stark's mind, but, frankly, she really looks like she's drooling.

But, good dialogue and a few nicely drawn panels is not enough to keep me coming back any longer. At the end of the day, no one issue is worth the $4 entry fee and the $24 I've spent on the last six issues is more than the trade paperback collection will cost. 

(Read Time: 7:15)
STORY GRADE: B- 
ISSUE SCORE: 66.75
[Cover: 6:50 | Plot: 7.50 | Script: 9.0 | Layout: 7.25 | Artwork: 8.0 | Editing: 5.50 | Colors and Production Values: 6.50 | Dollar Value: 4.25 | Collectibility: 6.0 | The Gosh-Wow Factor: 6.25]



AMAZING SPIDER-MAN #14
Marvel Comics, $3.99
[ALTERNATELY RECOMMENDED]

I almost dropped this title when the Spider-Verse saga began, thinking, A) I'll never be able to keep up with the story with all of the ancillary tie-ins and cross-overs, and, B) What a stupid idea! But, as it turns out, bringing the cosmic concept of the DC Multiverse to the street level of our friendly neighborhood Spider-Man has been just pounds of fun. Honestly, I can't remember when I've enjoyed a Spidey book so much, and this title has been on a high already since its Superior run.

But, every story has to end and this one suffers from the same problem that hobbles so many comic book epics, such as the All-New X-Men arc critiqued above, and last week's concluding chapter of the Ulysses tale over in Superman. So many comic book sagas these days (and by these days, I mean for the past quarter century) begin strong with a cool springboard, then kind of slog though however many middle chapters are needed to fill out the eventual trade paperback, and then wrap everything up in a few panels at the end. And that's what happens here. For the past six issues, the big-bad Inheritors have been built up as an unbeatable force of nature. But with the death of Inheritor patriarch Solus last issue, the tables turn entirely. The Legion of Super-Spider-Men take the fight to the Inheritor homeworld and suddenly they're the ones on the kicker end of the asses. Then, one exiled member of the Inheritor family shows up and takes the Spider side. That comes a little out of nowhere, but in adherence to Chekov's rule, he had been placed on the mantle in Act I, although only by way of a passing reference, so I guess it's okay.

Ultimately, the end comes so fast that the Inheritor called Daemos — at least I think it's Daemos, he and a brother each call each other by that same name within the space of two pages — actually says, in what seems a bit of meta-textual commentary, "How can everything be unraveling so fast?" Of course, he says this while fighting Peter Porker the Spectacular Spider-Ham. It's things like that which have made this story so completely awesome!

Less awesome, however, and swept up in the fast unraveling, is the revelation of Earth-3,145. There's no comma given, but the way, so maybe "Earth-3145" designates a year, not a numeral? Anyway, this is the world where Ben Parker is Spider-Man, and we got quite a big build up on him over the past couple of issues, what with this revelation and his origin. You'd think that might've led to something, but in this concluding chapter, having agreed to take up the fight, he says barely a word and is relegated to squirreling away Spider-Girl's baby brother to previously unknown "safe" world. Meanwhile, even though Spider-Ben's Earth is toxic to the Inheritors, it only factors in as their jail. It's not used at all to defeat the previously undefeatable family. Nope, Spiders just be kickin' ass. Frankly, this would have been more believable, given how the Inheritors have been portrayed thus far, if we had been given some Spider-Fodder in the final battle. One or two soldiers (at least) in the Spider-Army should have fallen. In fact, it might have worked well if the Superior Spider-Man had sacrificed himself once again. That would have messed up the 616 timeline, of course, but the Marvel Multiverse is big enough for it to have been revealed that he was the Superior version from some other Earth, one from which, with his death, that world's Peter Parker is not only dead, but now really good and truly dead.

You've heard me say before that I'm a fan of Humberto Ramos' super-stylaized art, just not on Spider-Man, but I really missed him this issue. The art is credited to Guiseppe Camuncoli and Oliver Coipel, which would ordinarily lead me to believe Coipel was the inker, or secondary artist. I've never heard of Camuncoli. But the artwork looks to be pure Coipel and that means that, as with his work on the Legion of Super-Heroes and The Avengers, there's lots of panels full of characters running, leaping and jumping, but not always much to indicate where they're running, leaping and jumping from, or to.  With   so little given in the way of backgrounds and establishing shots, it gets to the point where writer Dan Slott has to have one of the Inheritors say of the Spider-Army, "Here they are now," because, his say so is really all we have to go on. Otherwise its like, there they are, for no apparent reason, so everyone commence to running, leaping and jumping. There's also a bit at the end where a character looks like our Spider-Man, but speaks with a very Superior voice. That might have been just me finally losing track of who's who after several issues of more Spider-Men then you can shake a stick at, but it did confuse me and take me out of the story somewhat, as I wasn't sure if Peter was suddenly acting tough, or if Coipel had drawn the wrong character.

(Read Time: 13:40, plus 5:55 for recap page/lettercol)
STORY GRADE: C+
ISSUE SCORE: 70.25
[Cover: 8:50 | Plot: 7.0 | Script: 8.25 | Layout: 4.50 | Artwork: 8.25 | Editing: 4.50 | Colors and Production Values: 9.0 | Dollar Value: 6.50 | Collectibility: 7.0 | The Gosh-Wow Factor: 6.75]



ASTRO CITY #20
DC Comics/Vertigo, $3.99
[ALWAYS RECOMMENDED]

I find I generally prefer the Astro City stories that last just an issue or two. That may be because shorter stories help feed the retro-vibe of this book. Tales that play to the same plot-centric storytelling sensibilities of my youth tend to do so to a greater degree when they play out at a similar length. Still, I have rather enjoyed this life story of Quarrel, begun in Issue #18.

I faulted the last issue for seeming to be a little more tell than show as Quarrel related her back story. Here, however, we get much more going on in the present. We also get to see, via the previously unrevealed romance with MPH, how the past impacts the now. That sort of interplay seemed to be missing somewhat, last time out. Here, it gives us a good feel for the difference between super-powered and street-level crimefighters, as Quarrel ends her relationship with MPH, in part because she feels he'll never really understand her need to train so incessantly. Of course, she's also kind of a bitch, as writer Kurt Busiek makes clear. And so is Crackerjack. But Busiek does a real nice job of taking two characters with many less-than-admirable qualities and still making each eminently likable.

Overall, however, Busiek is telling what may be the best treatise ever on the aging super-hero, and does a fantastic job of playing both ends by showing how Quarrel and Crackerjack each approach the imminent end to their crime-fighting careers. Frankly, this is everything Neil Gaiman's failed "Whatever Happened to the Caped Crusader?" should have been. And, yes, I said "failed." I know it won a lot of awards. I thought it was crap. It should have something WAY more like this.

Brent Anderson's artwork also is better this time out. He's a superb storyteller, but his art has looked way rushed lately. I've long advocated for an inker to be brought on board, maybe Jerry Ordway, but that's probably a futile request. Still, while things are better overall this outing, there are a few panels were the inking looks slapdash, or the poses non-anatomical. There's also a page where Anderson seems to have forgotten the tale has returned to the present from a flashback, as he leaves Quarrel in her early handkerchief mask, instead of the headgear in which she started the opening fight with the Khyborgs.

(Read Time: 15.10, plus 3:00 for letter col/promo pages)
STORY GRADE: A
ISSUE SCORE: 76.25
[Cover: 7.0 | Plot: 9.0 | Script: 9.25 | Layout: 8.75 | Artwork: 7.75 | Editing: 6.50 | Colors and Production Values: 6.75 | Dollar Value: 6.0 | Collectibility: 6.75 | The Gosh-Wow Factor: 8.50]




JUSTICE LEAGUE 3000 #14
DC Comics, $2.99
[HARDLY RECOMMENDED]

Oh. My. Gawd. The art on this was so awfully, terribly bad. And Andy Kuhn is not a bad artist at all. I've rather enjoyed his work on other things. But this issue looks like it was done over a weekend. Or, more correctly, it looks like Kuhn simply turned in the thumbnail sketches he did to work out his page layouts.

And, to be fair, a few pages in, once one gets over the shocking difference from the Howard Porter art that normally graces this title, it begins to dawn that the storytelling is actually okay. The images, such as they are, generally flow together well. The layouts are decent. It just doesn't look like finished art at all. It looks like so-much Sharpie sketches. And, while I hate to beat up on Kuhn — he's been a professional artists for a lot of years, after all, and I'm just a simple caveman fanboy — I would not be true to my fanboy soul if I did not say that he has managed to give us what may be the least impressive double-page spread in all of comics.

Of course, those two pages, in which Ice looks out over a post-apocalyptic wasteland, are not at all necessary. But then, neither is the telling of Ice's history from present day to the 31st century. We had a nice set-up going with the All-New Justice League set to face off against a group of cloned villains, led by :::gasp!::: Lois Lane, when things stopped dead from the shoehorning of Booster Gold and Blue Beetle into the series. Adding in Ice is all fine and well, but taking up this full issue for her backstory really stops the real plot dead in its tracks. Her history could have been truncated to a couple of pages, or, better yet, a couple of panels. But editor Harvey Richards seems to have been asleep at the wheel anyway. How else to explain him completely forgetting that Ice was present at the death of the original Justice League. "I watched him die," she said of Superman, last issue. But here, she's shown to have completely missed the Justice League's demise during her self-impossed cryogenic slumber.

Richards also allowed Lancelot to be referred to as Galahad in Issue #10. It's unclear to me if the residents of Camelot 9 are supposed to be the actual characters from the old 1980s series Camelot 3000, or if that's just an homage. Either way, the error was fixed in Issue #11.

So, anyway, I may be dropping this series soon. What I initially enjoyed was the interplay of the All-New League, with their heroic personas buried deep down, but sporting new personalities on the surface. Sales have languished, so it seems not everyone likes this book as much as I have. But with the title quickly turning into Super Buddies 3000, and thus moving further and further away from what it was, it is, to me, losing its appeal. The Blue & Gold bwa-ha-ha thing has been done to death. It was these new characters I was enjoying.

(Read Time: 15:30, plus 2:00 for promo pages)
STORY GRADE: C
ISSUE SCORE: 63.00
[Cover: 7:0 | Plot: 6.25 | Script: 7.75 | Layout: 7.25 | Artwork: 5.50 | Editing: 4.25 | Colors and Production Values: 7.0 | Dollar Value: 6.25 | Collectibility: 5.50 | The Gosh-Wow Factor: 6.25]




JUSTICE LEAGUE UNITED #9
DC Comics. $3.99
[RECOMMENDED ONLY FOR LEGION COMPLETISTS]

Well, this issue is certainly better than the last. Of course, "Ricky and Debbie in Sardineland" was a better comic book than JLU #8!

This issue only feeds my suspicion that the last chapter was a rush-job to infill what was originally billed as a five-part event, in order to stretch things out until DC's big "Convergence"event. Not a lot happens this time out and this six-cum-five part story really could have been completed in two, to be honest. Hell, back in the day we got the LSH, the JLA and the JSA through a complete and satisfying story in just two issues. Here, the combined might of Justice League United and the Legion of Super-Heroes is needed to take down Byth, while the Martian Manhunter frees both Hawkman and Utraa the Multi Alien from Byth's mental control. Frankly, this book really ought to be titled J'Onn & Co., or at least J'Onzz and Bitchy Supergirl Team-Up.

As to the Legion, well, all of the postboot characters who showed up last issue disappear this time out, as does Shadow Lass, who was supposed to be recovering from injuries on Mars anyway. Artist Neil Edwards also manages not to give us any Legionnaires twice in one panel in different costumes, so that's to the good, although Element Lad is still dressed in a recolored Alchemist suit, while Matter-Eater Lad is decked out in his SW6 togs. Speaking of Element Lad, either he or Sun Boy is missing form the Roll Call, it's hard to tell which, while Quislet, who has yet to make an appearance in this story, is there once again.

I do like Edwards' art however, even if his panel layouts don't always do much to help the story. His drawings are nice. I especially like his Bouncing Boy, which, perhaps aided by the pairing of Jay Leisten and Keith Champagne on inks, reminds me a great deal of the Legion's much-missed James Sherman/Mike Nasser era.

This issue ends with Brainy opening a black hole on the team, having refused to wait for J'Onn to do his thing, prematurely dispatching a dues ex mabomb. This whole saga has revolved around the Legion coming back in time to kill Ultraa in order to prevent him from becoming Infinitus. How exactly that transformation happens has not been fully explained, nor do we get so much as a wink and a nod to explain why Infinitus looks exactly like The Infinite Man, a Bronze Age Legion villain who was a completely different character. Still, the whole Legion of Super-Assassins angle has the team behaving in a decidedly un-Legionlike way, which makes me wonder if Jeff Lemire really understands who he's writing about.

No matter, I dropped this title after Issue #2 and only picked it up again for the Legion. I'll drop it again next issue, which may be its last anyway. I haven't heard if this title is returning after Convergence, but I'd tend to doubt it.

(Read Time: 15:35, plus 0:30 for promo pages)
STORY GRADE: C+
ISSUE SCORE: 61.75
[Cover: 6.25 | Plot: 6.0 | Script: 6.75 | Layout: 6.75 | Artwork: 8.50 | Editing: 4.50 | Colors and Production Values: 8.0 | Dollar Value: 4.50 | Collectibility: 5.75 | The Gosh-Wow Factor: 4.75]



KLARION #5
DC Comics, $2.99
[HIGHLY NOT RECOMMENDED]

Oh, man. This is just a really bad book. I bought on thinking, or at least hoping, it would be the male equivalent of what Batgirl and Gotham Academy promised to be. But instead of a cool new, retro-heroic character, what we get is something much more akin to the grim 'n' gritty '90s zeitgeist. I've always liked the idea of Klarion, and have wanted a book starring him to succeed. But this is a poorly-edited splooge of way too many ideas poorly conveyed, thanks in part to panels that run helter-skelter across the page with little regard for actually telling a story. It's all kewl ideas mixed with cool drawings that totally turns me off. I'd like to give you a little of the plot, but it's mostly lost on me, especially given zero attempt to catch the reader up on what has come before. I'm serious, I was totally friggin' lost from one end of this issue to the other.

Frankly, I ordinarily would have dropped this book after the first or second issue, but due to some financial difficulties last fall, the first four piled up in my pull pile before I could get to them. By that time, it was announced this title would end, deservedly so, with Issue #6. I figured, what the hell, I'll complete the set. But it's hard brother, Lord it's hard.

Ann Nocenti was a writer I liked once upon a time. And, in recent interviews with her, it's clear she is putting a lot of thought into her stories, in an attempt to create a fully-realized world. But little of what's in her head seems to be translating to the page, at least for me. It's like she's trying to throw an entire Wizarding World of Harry Potter at us, forgetting in the attempt that J. K. Rowling succeeded by starting with the simple story of lonely orphan, or that Lord of the Rings started with a simple hobbit going for a long walk. You have to introduce the elements and expand the world as you go, starting from readily relatable characters. You can't just barf out the whole universe at once and expect readers to keep up, or care.

Because of my good will for Nocenti from her Longshot and Daredeveil days, as well as her editing stint on New Mutants, I want to like her work. But her more recent runs on Green Arrow, Legion Lost, and the particularly dreadful Katana, have left me cold. At this point, she's kind of poison to me and I'm more likely to skip rather than buy a comic with her name on the cover, sad to say.

(Read Time: 11:15, plus 2:00 for promo pages)
STORY GRADE: D
ISSUE SCORE: 43.25
[Cover: 7:25 | Plot: 4.50 | Script: 5.25 | Layout: 3.25 | Artwork: 6.50 | Editing: 2.50 | Colors and Production Values: 6.0 | Dollar Value: 5.50 | Collectibility: 1.0 | The Gosh-Wow Factor: 1.50]




THOR #5
Marvel Comics, $3.99
[THUNDEROUSLY RECOMMENDED]

Thor's a chick. Chick's rule. And that's pretty much all you need to know about this issue.

I'm a little disappointed that Titania refers to Thor as She-Thor and Lady Thunderstrike, and not Thunderella, which I've been stumping for and trying to turn into a meme online. Still, that aside, I'm all for female Thor, in part because Jason Aaron's script is so clever and fun. But even so, this issue does take a healthy mjolnir-type swipe to the head with the feminist stuff. It's like, okay, great, equal rights, fine. Yeah, it's totally unfair that Thunderella only gets to kill 77 frost giants for every 100 allowed to Thor. We. Get. It.

This issue does a good job of obeying Stan Lee's No. 1 rule for comic book scripting. That is, that someone must slug someone else by Page 3. But after the smackdown of Crusher Creel and sister-surrender from Titania, the rest of the book is pretty much talking, or, in the case of the hero-formerlly-known-as-Thor, slurring. Still, it's all fun. I'm just anxious for Thunderella to go out an be Thor and stop with all the woe-is-me, nobody-will-accept-a-thunder-god-with-boobs stuff. Of course, some, if not most, of that may come from whomever Thunderella is under the helmet, and I wish Arron was giving us more clues and/or red herrings in that regard. It does seem that there is a real Thor/Donald Blake thing going on, with her speaking in the Asgardian way, but thinking like an everyday denizen of lowly Midgard.

As an aside, I have to wonder how much I missed in my decades away from the House of Ideas? I had no idea Titania and the Absorbing Man were married. Moreover, I seem to recall from my days reading Marvel Two-In-One off the spinner rack that Titania was one of the good guys. Am I thinking of a different character? And another aside — this issue is the second time recently in which someone has referred to the "ten realms." My memory says the Norse mythology of Thor's universe is built on nine realms. I'm not certain if I'm spotting an editorial error, if something changed and I missed it, or if maybe this new 10th Realm is the clue to Thunderella's identity I was looking for. Well, at any rate, I'm still expecting her to be Jane Foster.

As to the art, it was generally okay. The colors were a bit dark throughout for my taste, and not every panel transition was what I might have hoped for. Still, I can't fault things much beyond the nitpick level. My only real complaint is that Thunderella hits like a girl. I can just imagine Stan Lee looking at the panel where she supposedly breaks Creel's jaw and saying, "No, no, no. She has to be shown really following through on the punch, or else winding way back for the swing." As it is, what she delivers looks like a love tap, and a real good way of breaking her wrist.


(Read Time: 15:40, plus 0:35 for recap page)
STORY GRADE: B+
ISSUE SCORE: 70.50
[Cover: 7:0 | Plot: 7.25 | Script: 9.25 | Layout: 6.75 | Artwork: 7.50 | Editing: 6.50 | Colors and Production Values: 5.50 | Dollar Value: 5.75 | Collectibility: 7.25 | The Gosh-Wow Factor: 7.75]





STAT ATTACK!
TOTAL RETAIL COST: $25.93
MY COST (retail - 20% LCS discount + 5.5% ME sales tax): $21.88

COVER PRICE
High: $3.99 (all Marvel books, plus JLU)
Average: $3.70
Median: $3.99
Low: $2.99 (Klarion #5, JL3k #14)

PRODUCT PAGE COUNT
High: 36 (Amazing Spidey #14, albeit augmented by 8-page promotional foldout)
Average: 30.67
Median: 31.42 
Low: 28 (All-New X-Men #36, Thor #5)

STORY PAGE COUNT
High: 24 (Astro City #20)
Average: 20.86
Median: 20
Low: 20 (Everything else except JLU)

STORY COST (price/story page count)
Best: 14.95¢/page (Klarion #5, JL3k #14)
Average: 17.79¢/page
Median: 16.63¢/page
Worst: 19.95¢/page (all Marvel books)

STORY READ TIME
High: 15:40 (Thor #5)
Average: 13:45
Median: 15:10
Low: 7:15 (All-New X-Men #36)

ENTERTAINMENT VALUE (price/story read time)
Best: 19.29¢/minute (JL3k #14)
Average: 29.66¢/minute
Median: 26.30¢/minute
Worst: 55.03¢/minute (All-New X-Men #36)

PANEL AVERAGE (panels/story pages)
High: 4.42/page (Astro City #20)
Average: 4.17/page
Median: 4.15/page
Low: 3.0/page (Klarion #5)

WORD AVERAGE (words/story pages)
High: 
Average:
Median:
Low:

ADVERTISING PERCENTAGE (total pgs inc. covers/(ad pgs - house ad pgs))
High: 16.67% (Klarion #5, JL3k #14)
Average: 14.98%
Median: 15.63%
Low: 12.50% (Amazing Spidey #14)


STORY GRADE
High: A (Astro City #20)
Average: 2.50/C+ 
Median: C+
Low: D (Klarion #5)

ISSUE SCORE
High: 76.25 (Astro City #20)
Average: 64.54
Median: 66.75
Low: 43.25 (Klarion #5)

{[['']]}

CAPSULE COMMENTS: For comics on-sale Jan. 14, 2015




It was a decent week for me at Zimmie's Comics in Lewiston, Maine. Eight new comics appeared in my folder, plus one re-order. Here are a few quick thoughts on each book, along with the requisite letter grade.


ALL-NEW CAPTAIN AMERICA #3
Marvel Comics, $3.99
[MILDLY RECOMMENDED)

The main thrust of this issue is that it rectoned out of continuity the "Snap" Wilson retcon. So, the Falcon, or Captain American as we now know him, was never a drug-pushing pimp, and the original continuity, which we were once led to believe was a lie, is once again how things were. I suppose that's necessary, even if the Snap Wilson thing has been ignored for long enough that I think most fanboys had forgotten it. After all, even in this age, we need our Cap to be a heroic persona, not a reformed one. Still, this issue represents a lot of what's wrong with comics these days. What we have here is not so much a story, as a story that explains a past story (and one almost 40 years old, at that!). Spending absurd amounts of time obsessing over backstory is one reason I can't even look at Hawkman today, because I know what I'm going to get is new details explaining exactly which version of the character I'm reading about, rather than a new adventure of that character. Similarly, what should have been the main trust of this book — Cap's forced suicide to save his family amid Hydra's plot to sterilize everyone in the world not a member of its evil organization — is relegated to the back of the book. I'm hopeful that, now that we've established Sam Wilson was a hero from Day 1 (did anybody really doubt it), we can get back to the much more interesting adventure at hand. But, for my money, this issue really stalled things out. 

I'll also say I was confused over the WWII battle scenes during the first half of the book. I thought at first, based on the text, that Cap had traveled into the past. Then I realized it was all an illusion projected by Sin (who could've looked more like a chick, frankly), but was distracted from the story wondering how she was doing it. By the time we finally got back to reality, I was fairly well exasperated and ready to move on to something else in my buy-pile.  
(Read Time: 11:25, plus 0:45 for recap page) 
GRADE: C+ 



ASTRO CITY #19
DC Comics (Vertigo imprint), $3.99
[RECOMMENDED]

Astro City is one of my favorite books, probably because it is the most "old school," in terms of storytelling, of everything on the stands today. Here we get, even amidst a continued story, a full plot with plenty of characterization. We also get lots of little bits, such as Crackajack's true origin, that let the reader fill in the details, helping to expend the universe at hand. I'll only say that while this tale was a wistful riposte on the topic of aging (done better than about a million JSA stories) it was a little too much tell, and not enough show. Quarrel narrated her history throughout and, more than once, I found myself thinking, "Who are you talking to, exactly?" So, in that sense, this story may have been a little too old school. Still, I'll remember it long after I've forgotten much of what else was in thy buy-pile this week. That may be because artist Brent Anderson (while I'd still like to give him an inker) gives us a layout that moves the story along and is not so decompressed that it takes 12 panels to show Quarrel leaping off a building and smacking snot out of some evil-doer. 
(Read Time: 17:00, plus 3:50 for lettercol and promo pages) 
GRADE: A-



BATGIRL #38
DC Comics, $2.99
[HIGHLY RECOMMENDED]

I am really, really grooving on the "new" Batgirl. What we get here is fairly standard, thematically. Babs has to come to grips with whether she's a hero, or a vigilante menace. Clearly, she thinks the former while her new police officer boyfriend thinks the former. But the way the story is told feels fresh and modern, using social media as a form of peer pressure in a way the now-canceled ABC-TV show Selfie (starring Karen Gillan, who should totes play Batgirl in the movie version of this book) only hoped it could do. And, while we're talking tv-shows, the dating scenes, mixed with a generous dose of internal conflict, are reminiscent of the best episodes of Sex and the City. Honestly, BATGIRL is the book to show your female friends who wonder why you still read comic books at your age. Best of all, while Babs Tarr's artwork is clear and compelling, the panel breakdowns of writer Cameron Stewart rely on a traditional panel grid. That makes the book much easier for a comics neophyte to read than the helter-skelter, all-over-the-page designs many artists churn out in emulation of Neal Adams, who may have done more than anyone else in history to drive casual readers away from comics. Luckily, BATGIRL is written and drawn in such a way that it is not the exclusive playground of aging fanboys. Anyone can get into this book, and should. 
(Read Time: 15:15, plus 2:55 for promo pages) 
GRADE: A



DAREDEVIL #12
Marvel Comics, $3.99
[MILDLY RECOMMENDED]

I'm torn on this book. On the one hand, I love what writer Mark Waid and artist Chris Samnee have done with ol' hornhead. And the move out to San Fran has breathed new life into the character. But much of this issue felt like it was recapping previous chapters in this story. I'm torn over that because I generally feel modern comics don't offer enough in the way of recap, such that a casual fan can't just pick up any random issue — say because they're inspired by a fantastic cover, such as this one — and feel like they know what's going on. Once upon a time, it was accepted that any comic could be someone's first, and a well-written series didn't need so-called "jumping-on points." That said, I spent most of this issue feeling like I was being told things about Stunt-Master, and the plot-to-date, that I already knew. I mean, why go over that all again at all when you have a recap page, for gosh's sake? 

But maybe I was just annoyed at having my suspension of disbelief broken so thoroughly by this issue's main action scene. I can accept that Daredevil, though blind, can drive a vehicle at breakneck speeds. I can even accept, just because it's such a cool visual, that he'd choose to drive a convertible Dodge Charger while standing in the driver's seat, using his billy club(s) to operate the steering wheel, shifter, clutch, and pedals. What I cannot accept is that he could follow a motorcycle across a bridge jammed with traffic, or that by merely yanking on his club, he could get the Charger to go up on two wheels. Also, how he jams his billy club into the "spokes" of a speeding motorcycle tire without breaking both his arms is beyond me. 
(Read Time: 8:00, plus 0:45 for recap page) 
GRADE: B-



JUPITER'S LEGACY #5
Image Comics (Millarworld imprint), $4.99
[STRONGLY RECOMMENDED]

This issue was, quite frankly, super-cool. I'm not sure it was worth the interminable year-long wait between issues, nor do I think it was worth $5, but it was pretty neat nonetheless. The good news is that the story was handled well enough that I did not have to reference previous issues to understand what was happening, despite the long lag since the last outing. Fans of DC Comics' Legion of Super-Heroes, like me, will, of course, blanch at the villain using the name of The Molecule Master, but he was kind of awesome, with his evil mustache and the way he flushed the heroes out of hiding. What's most interesting about this book is that while we hear a lot of proselytizing on what it means to be a super-hero, we see characters doing some very un-heroic things. Sure, she's just defending her family, but Chloe clearly uses deadly force. And, I have to say, the image of Hutch using a train to plow down a column of government agents is one that will stay with me for a while. It will be interesting (say, in another year, when the next issue comes out) to see whether Chloe and Hutch end up paying for the death and destruction they've caused (as Jim Shooter might have demanded, a la Phoenix) or if, in the manner of the grim 'n' gritty '90s, this is all just par for the course and perfectly acceptable super-hero stuff. 
(Read Time: 11:45, plus 2:45 for promo pages)
GRADE: A



JUSTICE LEAGUE UNITED #8
DC Comics, $3.99
[NOT RECOMMENDED IN ANY TIMELINE]

This, friends was a terrible comic book. Terrible. Terrible. Terrible. If you happen to have read online interviews with writer Jeff Lemire, you might have seen him say it was not his intention to provide a Legion that fit any one continuity, but to present a sort of all-star cast. Well, that's all fine and good, but there needs to be some in-story explanation of that when you've got Legionnaires from different reboots appearing together in a line-up that could never have possibly happened. The shame is that, given a time-manipulating villain, the appearance of characters from at least three distinct versions of the Legion could have been easily explained in one throw-away line in one random panel. "Hey, Brainy, there are people wearing Legion flight rings I don't recognize!" "Yes, Infinitus' presence is pulling disparate timelines into one!" "Cool! Let's fight!!"

But, we don't get that, leaving us to wonder how and why we have Magno (depowered last we knew), Kinetix (terrorformeed last we saw), and Monstress (dead), fighting alongside the classic Legion team that, with Phantom Girl present and both Sun Boy and Star Boy not dead, seems to ignore completely the most recent New52 stories. Moreover, while the retroboot Legion that's appeared since Geoff John's rehabilitation of the team has implied the "five-year gap" stories of Tom and Mary Bierbaum never happened, we have characters from that era, in the form of Computo and Dragonmage, which implies they did. 

What we have here, then, is sort of the opposite spin on my concern with ALL-NEW CAPTAIN AMERICAN #3, above. In that issue, I fretted that too much attention was paid to a 40-year-old story most people have since ignored. Here, there doesn't appear to be any concern for continuity at all. And while I could readily accept tossing out continuity for the sake of telling a great tale, there are enough flat-out errors in this book that it's hard to accept anything was done on purpose. It all feels less ignoring-of-continutity than plain old ignorance. I mean, we have characters appearing in the roll call who are nowhere to be seen in the story, and vica versa; we have characters who showed up last issue who are gone in this outing, we have misnamed characters ("Colossal Lad?"), and, while we don't have the same character showing up twice in the same group shot wearing different costumes, as we did in Issue #7, we do get one character who was never a member (Radion), appearing alongside the team as though he were. Worse, not even the internal continuity is consistent. As the Legion prepares to go back in time, Dream Girl says Shadow Lass is on medical stasis on Mars, then, four pages later, she pops out of the time vortex fighting alongside the team. It all feels like there's either a giant disconnect between the writer and artist, or an editor at the helm who is completely clueless, and probably both.

And, just as this issue is the flipside of my critique of ALL-NEW CAPTAIN AMERICA, it also swings the pendulum on what I said about DAREDEVIL #12. While I thought Mark Waid over-explained his plot this far in that book, here Lemire makes zero effort to bring his readers up to speed. You'd think that, with the Legion relegating the JLU to cameo status in their own book, by the time a few JLU members do show up, Lemire might have dropped some minor recap. But no, he plunges straight ahead with the plot, such as it is. And here it is: Last issue, the JLU was trying to prevent Ultra from entering a time vortex. This issue, he enters it. That's about it. Ultimately, not much going on. Literally, it took you longer to read this review than it would have taken to read the issue in question. And, at $4, that's the worst travesty of all. Besides having no plot to speak of, and errors galore, this comic is simply a piss-poor entertainment value. 
(Read Time: 5:15, plus 2:55 for promo pages). 
GRADE: F



S.H.E.I.L.D. #2
Marvel Comics, $3.99
[TEPIDLY RECOMMENDED]

Well, this issue was cute enough. Or at least it would be, as an 8-page back-up story. I have to say, Mark Waid has really been letting me down on this title, enough so that this is probably my last issue. The storytelling in this issue, as in the last, is so decompressed that there's really no plot to speak of. The tale reads less like a story than a vignette. I mean, S.H.I.E.L.D. tracking a surplus weapons ring to Ms Marvel's school is a nice hook, even if I could have used a little more of an explanation on how the kids came to be part of the black market in villain equipment trade in the first place, but then the kids are caught and that's that. The scene of students puking up poison pizza dough is a hoot, but I'm unclear on what connection it had to anything. Who sent it? Were the dough creatures supposed to steal the weapons back from the kids? All we know is that Ms Marvel impressed Coulson by catching the creatures. 

Additionally, while I totally dig the new Ms Marvel, and Waid nails her character pretty well, Humbert Ramos' art is so stylized that it's sort of unclear, until she specifically says she's doing so, when she's using her powers. But then, I've always found Ramos' art hard to follow, even if it is fun to look at. I also wouldn't recognize the characters he draws as the actors from the tv show, without being told. Under a different artists I think this story could have been better, which isn't meant to be an insult to Ramos. His considerable talents are just mismatched to this title, I think. 
(Read Time: 11:10, plus 0:20 for intro page). 
GRADE: B



STAR WARS #1
Marvel Comics, $4.99
[RECOMMENDED, IF YOU CAN GET THE RIGHT COVER]

The best thing I can say about this issue is that John Cassaday nails, and I mean absolutely nails, the actor likenesses. The plot is a little thin — the rebels arrive on an Empire planet intent on blowing it up, and then Vadar shows up — but Jason Aaron's script is meaty enough to make up for that. We get some fun one-liners and all of the characters sound true to themselves. However, not being an active purveyor of Star Wars material outside of the films, I am a bit confused as to the placement of this story. It certainly seems to pick up soon after the original Star Wars movie (which I still refuse to call, STAR WARS IV: A NEW HOPE). Why this should be, I don't know. I would have thought that with Marvel and Lucasfilm now both owned by Disney, this new series would serve to fill in the gap between STAR WARS: RETRUN OF THE JEDI and the upcoming sequel, STAR WARS: THE FORCE AWAKENS. Why we're covering ground I'm sure other Star Wars comics have covered before, and which I'm certain must contradict Marvel's original Star Wars series, is beyond me. 

Still, my only real problem with this book is that it's simply not worth $5. The first four pages are completely wasted imitating the film openings, while the final 10 are worldless previews of pages from the upcoming Darth Vader and Princess Leia series. Both look nice, but the art makes it appear the storytelling in them will be decompressed enough that they, too, will be poor values. In the end, this issue is cool enough as a Star Wars event, but I foresee me dropping the title from my pull list once the first story arc is complete, if not before. As far as collectibility goes, this issue reportedly shipped one million copies, so all of the value (if you're into that kind of thing) will depend on which cover you managed to get. I got the standard cover, which means, less-than-cover-price forever. 
(Read Time: 11:05, including preview pages) 
GRADE A- 



ABIGAIL AND THE SNOWMAN #1 (of 4)
BOOM! Studios (Kaboom! imprint), $3.99
Originally released Dec. 31, 2014.
[BARELY RECOMMENDED]

Occasionally, I like to spice my usual super-hero diet with something from some other genre. For years, the standard go-to in that regard were the Disney comics published by Gladstone, and then Gemstone. So, I've a bit of a soft-spot for the kind of "kiddy comics" I would have skoffed at as a kid. I was many years an adult before I purchased my first Archie comic, and Harvey was long out of business before I began gobbling up their output. You may then understand my mindset when I saw the preview art for this issue and thought, oh, yeah, sure, I'll try that. Well, it was okay, just not okay enough for me to bother with subsequent issues. That's mainly because of the $4 price point. Just not enough here for that outlay. Sue me, but 50¢ per minute of read time is just too rich for my blood!  

The story tries hard, and hits all the standard plot points one would expect if this was a Disney movie. Trouble is, it spends so much time establishing Abigail's loneliness and eccentricity that I was kind of bored with her by the time the snowman showed up. It might have been better to have started with the snowman and then establish Abigail's character through her efforts to keep him hidden. After all, how much fun would THE IRON GIANT have been if said giant had not shown up at all until the third act? I also found the art to be a little stiff, and suspect it was rendered on a computer. The "Zookeepers" strip on the back cover was actually nicer looking, with better line weight and spotting of blacks. For what it's worth, my local comics shop did not get the copy I ordered (I was the only customer to ask for it, apparently) when it first came out. The shop owner had to place a re-order, which I just got this week.  
(Read Time: 8:05) 
GRADE: C 



That's it for this week, except to note a few stats on the nine comics I brought home:

TOTAL RETAIL COST: $36.91
MY COST (retail - 20% LCS discount + 5.5% ME sales tax): $31.14

COVER PRICE
High: $4.99 (Jupiter's Legacy #5, Star Wars #1)
Average: $4.10
Median: $3.99
Low: $2.99 (Batgirl #38)

PRODUCT PAGE COUNT
High: 48 (Star Wars #1)
Average: 32
Median: 32 
Low: 28 (Abigail #1, All-New Cap #3, Daredevil #12, SHIELD #2)

STORY PAGE COUNT
High: 34 (Star Wars #1)
Average: 23.5
Median: 22
Low: 20 (All-New Cap #3, Batgirl #38, Daredevil #12)

STORY VALUE (price/story page count)
Best: 14.68¢/pg (Star Wars #1)
Average: 17.63¢/pg
Median: 18.13¢/pg
Worst: 19.95¢/pg (All New Cap #3, Daredevil #12)

STORY READ TIME
High: 17:00 (Astro City #19)
Average: 11:10
Median: 10:55
Low: 5:15 (JLU #8)

ENTERTAINMENT VALUE (price/story read time)
Best: 19.83¢/pg (Batgirl #38)
Average: 42.18¢/pg
Median: 42.47¢/pg
Worst: 76.0¢/pg (JLU #8)

PRODUCT READ TIME (inc. letter cols, promo/preview pages, etc.)
High: 20:50 (Astro City #19)
Average: 12:35
Median: 11:30
Low: 8:08 (Abigail #1)

TOTAL ENTERTAINMENT VALUE (price/total read time)
Best: 16.61¢/pg (Batgirl #38)
Average: 36.38¢/pg
Median: 34.70¢/pg
Worst: 49.38¢/pg (Abigail #1)

PANEL AVERAGE (panels/story pages)
High: 7.15/pg (Batgirl #38)
Average: 4.74/pg
Median: 4.58/pg
Low: 2.23/pg (JLU #8)

WORD AVERAGE (words/story pages)
High: 
Average:
Median:
Low:

ADVERTISING PERCENTAGE (total pgs inc. covers/(ad pgs - house ad pgs))
High: 25% (Batgirl #38, JLU #8)
Average: 12.61%
Median: 9.38%
Low: 0% (Jupiter's Legacy #5)



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