Monthly Archives: February 2012

Hero Squared X-tra Sized Special 1 (January 2005)

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Hero Squared is not high concept. Keith Giffen and J.M. DeMatteis’s approach to it, however, is high concept. The plot’s simple–a Superman (and Captain Marvel) analog ends up in an alternate universe where Earth has no heroes (I think it’s Earth-3, pre-Crisis) and has to deal with his powerless alter ego. Oh, and the hero? He’s just a comic book hero on this Earth.

Except his powerless alter ego is a floundering, feckless twenty-something incapable of adult emotion. And the superhero? His entire universe has just been destroyed and he’s dealing with those events while trying to maintain the hero thing.

It’s excellent stuff. It’s a little awkward, pacing wise, since it’s a one shot, but Giffen and DeMatteis write fantastic dialogue; they establish their characters in two lines. Outstanding writing.

Joe Abraham’s art is mostly quite good, it’s sometimes off a little. But mostly good.

Jennifer Blood 6 (November 2011)

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Ennis’s time on Jennifer Blood does not end well. Not well at all. He doesn’t just not bring back the diary, like he promised, but he also totally changes the narrative approach.

This issue, for the most part, is a monologue from Jennifer Blood. There’s a little with the neighbor, which ends poorly as well. Ennis’s humor for the issue feels like watered down Preacher, plus watered down Punisher MAX violence.

What’s so inexplicable about Jennifer Blood is Ennis’s lack of interest in the series. He seems to have come up with the idea–the suburban housewife Frank Castle–and then immediately gave up on the series.

Baal isn’t any good on the talking heads stuff, but he could be a lot worse. I never thought I’d be saying it… but the issue’s problem isn’t the weak art, it’s Ennis.

It’s a waste of time for Ennis and the reader.

Jennifer Blood 5 (October 2011)

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Kewber Baal takes over on art. They should have just gone with a different artist each issue. It would have, hopefully, encouraged Ennis to give each issue a specific tone. Instead of what he does now… regurgitating each previous issue with less effort.

This issue gives the reader Jennifer Blood’s backstory, which includes the revelation Jennifer was the mother’s name and Jennifer Blood refers to her parents by their first names. It doesn’t fit. It’s also incredibly confusing because Ennis is all of a sudden expecting the reader to remember the bland character names he’s been using in the series.

Baal’s art is more ambitious than his talent delivers. He draws all his women the same and doesn’t know how to do transitions. Between him and the flashbacks, the issue confounds.

There’s little narration here, which Ennis comments on. Pages late, sure, but at least he woke up to notice.

Jennifer Blood 4 (September 2011)

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Marz takes over Jennifer Blood and the results are disastrous.

He’s incapable of drawing human anatomy (everyone’s way too tall) and it kills anything the issue has going for it. Ennis introduces the Ninjettes this issue; they’re teenage hit girls so already he’s being somewhat derivative of Kick-Ass, which is sad. I don’t want to read derivative Ennis.

He spends a lot of time on them, maybe because Jennifer has so little going on this issue. He’s even cutting back on her first person narration and, with that reduction, Blood becomes more interesting to examine than to read. Maybe Ennis was contracted for an original property to Dynamite. I hope we get more Battlefields out of it.

The ending does come alive, a teensy bit, with the pervert, Nazi-looking neighbor. Had Ennis kept Blood in suburbia, it might have worked better because his revenge plot is dreadfully uninspired.

Jennifer Blood 3 (May 2011)

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If I wanted to give Marcos Marz the benefit of the doubt, I’d say his style is meant to resemble those shampoo advertisements in hair saloons. The eighties looking ones with the sparsely illustrated woman in sunglasses.

But I don’t think he’s going for that effect. I think he’s really just a bad artist and Dynamite lower the page rate even more on Jennifer Blood.

It’s hard to talk about the issue once Marz takes over. Batista’s not a good artist, but he’s not as astoundingly bad as Marz.

The switch coincides with Ennis’s interest waning. He’s reusing old Punisher MAX set pieces, the plot’s getting predictable and the big reveal is sounding a little weak.

If this comic weren’t from Garth Ennis, there’d be no reason to read it. But as an Ennis comic, it’s more just a peculiarity than anything.

I’m not even invested enough to be disappointed.

Jennifer Blood 2 (March 2011)

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Ennis is still being a little coy about Jennifer Blood’s backstory–she’s not really a vigilante, she’s out for revenge against her crime lord uncles. She’s killing one an issue, which means things either need to complicate soon or it’s going to get boring.

It seems, from this issue, the complication might come from Jennifer’s new neighbors. The husband’s going to be an alpha male psychopath or something. The issue’s worst moment is when Ennis expects the reader to believe Jennifer’s husband would actually ask the Nazi-looking dude if he’s a bird-watcher.

I was expecting Jennifer Blood to get repetitive, but not on the second issue.

Ennis also runs into some more troubles with the diary-based first person narration. Is he really expecting the reader to believe Jennifer goes through it to remember to do items?

And Batista’s art seems to be getting worse. The issue’s art problems are immediately obvious.

Jennifer Blood 1 (February 2011)

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Is Garth Ennis trying to make some Hollywood money? Jennifer Blood seems perfect for a movie or, better yet, an FX series. A suburban super-mom is secretly The Punisher. “Weeds” with guns instead of pot.

Ennis has written strong female characters in the past–sometimes exaggerating them to ludicrous extremes–but I think Blood is his first modern female protagonist. He had at least one in Battlefields. He goes out of his way to make Jennifer very normal, but it ends up getting him into trouble.

He does first person through her diary and doesn’t go far enough. The issue ends with her husband getting randy in the middle of the night and Ennis doesn’t give any insight into her boredom. Or maybe Adriano Batista’s art just fails.

Batista’s not ready for prime time in general.

The comic’s interesting, but only because it’s Ennis. On its own, it’s not.

Prophet 21 (January 2012)

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Prophet is crazy even before the titular protagonist has sex (consensual sex) with the hideous alien. She also confirms Prophet is eating a human drumstick, adding genial cannibalism to the list of the issue’s crazy.

Like most people who aren’t completely insane, I never read Rob Liefeld’s original Prophet series and have no idea how this new one fits into continuity. Writer Brandon Graham seems to be starting from scratch. Prophet wakes up; he’d been in a time capsule, buried in the Earth. He’s got the save the planet, of course, from the alien invaders who seem to have reduced the humanoids to cattle. Hence his drumstick.

Graham’s script and Simon Roy’s art turn Prophet into a true indie book, not just in the disgusting details, but also in the visual storytelling. Roy simply creates some lush landscapes.

Prophet is icky and amazing. I can’t wait to see what’s next.

Adventure Time 1 (February 2012)

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It’s impossible to explain Adventure Time‘s joyous insanity. The comic’s licensed–presumably the cartoon also owes a lot to “SpongeBob SquarePants” in terms of the lunacy–but the issue never feels derivative. It’s just nutty fun.

It opens with an introduction to the characters, which isn’t particularly important (yet), and moves quickly into the first bit of craziness. Shelli Paroline and Braden Lamb’s art is full of little details, complimented with writer Ryan North’s occasional footnotes talking to the reader about the page’s events.

The two protagonists are purposefully infantile, but good natured and enthusiastic–it’s impossible not to enjoy their bantering. Some of North’s footnotes about them reveal Time‘s actual audience is not kids (though it’s from Boom!’s kid label, Kaboom!) because kids wouldn’t care about his jokes.

My only complaint is it’s too short.

Then Aaron Renier has a great, if completely gross, back-up story.

Locke & Key: Head Games 6 (June 2009)

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Hill’s fluidity of Zack’s gender is once again striking. The issue’s a flashback to before the first series and so Dodge (how many names does the character have, anyway?) is still the female. I wonder how it’ll all play out.

There are no Lockes in this issue (except a cameo from Duncan in the flashback) and instead it’s Ellie’s issue. Hill shows how lousy her life was before Dodge came back into the picture. Of course, having an evil ghost around murdering people should make it worse, but Ellie’s mom is exceptionally evil too so it’s a toss-up.

It’s mostly a talking heads issue, except one of Rodriguez’s amazing double-page spreads of inside Ellie’s head. He does well pacing the confrontations between mother and daughter; Hill strives, once again, to juxtapose mundane evil against the supernatural.

Though Locke-less, it’s Head Games‘s best issue. Hill and Rodriguez excel.

Locke & Key: Head Games 5 (May 2009)

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Interesting. Hill completely surprising this issue at every turn. The opening’s a little disjointed, however, as it presents a more genial “hang out” night at the Locke house than Hill’s ever suggested before.

He also starts making Zack a mildly sympathetic character. Maybe mildly is too strong a word. Hill makes sure to show Zack not doing entirely abhorrent things this issue. And the end is a complete surprise.

While it’s a good issue (it really does contain the most unexpected work Hill’s done on Locke & Key so far), the pacing is off. Not much happens. There’s a bunch of exposition at the front and then the ending, which is awesomely unexpected, requires Kinsey to be a moron.

And mom Nina has vanished for the last couple issues.

Rodriguez’s cover plays towards the homoerotic; Hill works directly against it with the soft cliffhanger.

Hill enjoys playing with the reader expectations.

Locke & Key: Head Games 4 (April 2009)

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Small big happenings this issue. Hill opens it with Uncle Duncan, who’s starting to remember where he’s seen Zack before. Not to jump around too much, but the next issue’s preview cover suggests Hill’s bringing back the homoeroticism in Zack and Tyler’s friendship. That return should be interesting.

It’s juxtaposed against Duncan’s arc this issue, where he and his boyfriend get assaulted by some crazy redneck women. Props to Hill for confronting homophobia in such a direct manner. Sadly, it’s far more interesting than the main content.

Tyler shows his friends the head key. It freaks out the girl, who’s still just a caricature. Then Kinsey decides she wants her fear extracted. There’s the implication next issue will have some pay-off, but it’s not enough.

Hill’s overstuffing Head Games, especially with Luke/Zack content; Duncan’s story is a relief because it feels organic and not painfully outlined and planned.

Locke & Key: Head Games 3 (March 2009)

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With this issue, Head Games finally feels like Locke & Key again. The kids are doing something they probably shouldn’t, while talking about how they’re coping with their tragedies. And Mom isn’t paying enough attention to it. Hill could probably do an entire series around Nina’s days.

The thing they shouldn’t be doing this issue is unlocking their heads (get it, Head Games) with one of the keys. They’re able to extract memories and insert knowledge. It’s a disturbing visual–the opened head–and Rodriguez does a great job of making it infinitely uncomfortable without making it gross.

The idea is one of Hill’s best for the series so far, as one can see the advantages. Bad memories can go away, knowledge can be immediately acquired.

The other reason the issue feels familiar again is because Tyler’s a moron.

If he had an iota of sense, Hill wouldn’t have a comic.

Locke & Key: Head Games 2 (February 2009)

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Hill spends a lot of time with deceptive bad ghost guy “Zack” again this issue. It’s a problem not just because it refocuses the series on him–Bode gets some page time, but he’s on a micro-quest; it’s not particularly interesting (until the cliffhanger). But Hill’s emphasis on Zack also cuts down on the expectations for the Locke family’s experiences. If we always know Zack is out to get them and his plans… their success over him isn’t going to be as fresh as it could be.

I’m just assuming there will be success over him, since there’s not much of a story if the bad guy wins.

The issue feels like a lot of water treading. There are the repercussions from the last issue, with Kinsey reacting to her teacher’s death but she’s not the issue’s main character.

The issue’s not weak, it’s just not engaging at all.