Best Shots Rapid Reviews: UNCANNY X-FORCE, BATMAN, More
by The Best Shots Team
Date: 10 May 2012 Time: 03:42 PM ET
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Greetings, 'Rama Readers! Ready for the lightning round? Best Shots is running too fast, too furious, with this week's installment of our Rapid-Fire Reviews! So let's kick off today's column with a bang, as Vanessa Gabriel takes a look at the start of "Final Execution" in Uncanny X-Force #25...
Batman and Robin #9 (Published by DC Comics; Review by Erika D. Peterman; ’Rama Rating: 7 out of 10): The blood is flowing in Gotham as the Court of the Owls’ deadly Talon assassins slaughter their way down a list of the city’s most influential citizens. Almost every member of the Bat-family is engaged, including Damian, who is on a solo mission to protect one of the Talons’ targets. It isn't spoiling anything to say that Robin’s got this. Seeing Damian in all his gutsy glory is always fun, and Peter Tomasi clearly enjoys writing him. Even as Robin jumps feet-first into the action, we see that he’s evolved from an anger-driven hothead into a gifted strategist. As often happens, the adults underestimate our pint-sized hero. That said, Batman and Robin #9 is a largely workmanlike entry in what has been a great series. Though adequate, it does have the air of “obligatory tie-in” about it. I’d have rather seen more of Robin mixing it up with a Talon than wade through a tedious explanation of the Owls’ objective here. However, the art team of Lee Garbett and Andy Clarke deserve a credit for their contributions in drawing the reader into this issue. Garbett's style is simple and clean, and Clarke provides a nicely contrasting throwback sequence set in Gotham's early years. Batman and Robin #9 is by no means a must-read, but as tie-ins go, it gets the job done.
Frankenstein Alive, Alive #1 (Published by IDW Publishing; Review by Edward Kaye; ’Rama Rating: 10 out of 10): Steve Niles and Bernie Wrightson have collaborated many times, on titles such as Dead, She Said, The Ghoul, and Doc Macabre, and this latest title sees the creative team reunited to provide readers with a sequel of sorts to Wrightson’s highly acclaimed illustrated version of Frankenstein. The story opens many years after the events of the novel, and finds the monster working as a sideshow attraction. Over the course of the issue he proceeds to explain to the reader how he came to be here, beginning with his fateful confrontation with his creator, at the North Pole. It’s a highly intriguing premise, and takes the rather interesting approach of having the monster tell parts of the classic tale from his own perspective. As good as Steve Niles’ script is, it’s really Bernie Wrightson’s art that is the star here, as he fills the issue with page after page of breathtaking artwork that has to be seen to be believed. Those familiar with Wrightson’s work on the illustrated Frankenstein will recognize the fact that he’s employing similar techniques here, to evoke a period style reminiscent of the work of Franklin Booth and other luminaries. This makes for some incredibly detailed linework, and some astonishing brushwork. At first it appears the book is printed in black and white, but what is actually going on is that Wrightson’s original pages have been scanned in color, and then printed in color — this enables readers to see every tiny nuance of the artwork, from his delicate pencil shadings to his luscious inkwashes. Frankenstein Alive, Alive #1 is an amazing debut issue, which stays faithful to the classic version of the character, while expanding upon the story in new and interesting ways.
Alabaster: Wolves #2 (Published by Dark Horse Comics; Review by Rob McMonigal; 'Rama Rating: 7 out of 10): Hurt, alone and hunted, Dancy — the forsaken warrior of God — struggles to survive in a small town overrun by werewolves in this second part of a supernatural story written as a companion piece to author Caitlin R. Kiernan’s prose tales featuring the same character. I liked the first issue a lot, and this issue was another solid story that holds up on its own but also fits into a larger whole, as the wolf clan that Dancy is dueling in this series decides that there may be worse things to do than kill her. Bedeviled by her doubts, faltering faith and a blisteringly sarcastic blackbird, it’s not looking good for Dancy — which makes for a very good comic for us, the reader. Kiernan’s plot is moved along perfectly by artist Steve Lieber, who once again stages the action to heighten the stress and tension of Dancy’s desperate life, giving us panels that place her off-balance at every opportunity. I also appreciate his work on the backgrounds, such as making the despoiled church hideous. Lieber creates some pretty visceral panels here without any of them feeling like they are gory for shock value alone. Alabaster: Wolves #2 isn’t letting up one bit in story or art, and it’s one of my favorite horror stories on the racks right now.
Batgirl #9 (Published by DC Comics; Review by Jake Baumgart; 'Rama Rating: 9 out of 10): With this month’s Batgirl #9 crossing over with the Night of the Owlsstoryline, fans of the series are given a nice one-shot story that, while still fitting into the event, gives readers great insight into Batgirl so far. Gail Simone hits all the high notes of Barbara Gordon that she has been able to cultivate so far with the series. Readers are given a piece of her relationship between her and her father, where she stands with the Bat-family, and her tenacity as a fighter and brilliant hero. The story is even bookended with some backstory on the Talon assassin she is at odds with that adds a dash of sympathy to the situation. Simone has also been wonderful at working in more female characters, situations and perspective into the series without being heavy-handed or preachy. It’s a unique dimension to see in modern comics with so many young girl’s lives being affected by the horrors presented in this issue. Ardian Syaf doesn’t miss a step this time around and keeps the story flowing. In the past there have been some awkward framing or figures that have caused a hiccup in the narrative but with this issue Syaf is on top of his game. In fact, his pencils pair nicely next to Capullo’s in this week’s Batman #9 with a similar tone and presentation. It seems Simone and Syaf have been building this character though the past eight issues and with Batgirl #9 readers get to see what Barbara Gordon has become.
Memorial #5 (Published by IDW Publishing; Review by Rob McMonigal; 'Rama Rating: 7 out of 10): Em is making a run for it across the patchwork worlds that make up the realm of Moment, but it looks like she’s running right into the hands of the magical woman who wants the key that’s keeping Em alive. In other words, this penultimate issue of Chris Roberson and Steve Ellis’ mini-series is often confusing but constantly entertaining. Throughout the entire run, Roberson has not been afraid to plot the story as densely as possible, adding elements such as the Shadow Kingdom, the library, and lots of classic character nods, all of which are coming together fast and furious here as we race towards the climax. Despite almost reaching the end of the story, we still get new information, such as how life operates in Moment’s world or the Shadow Kingdom’s really terrifying origin. Meanwhile, Ellis works hard to keep up with the frantic pace of the narrative, changing scenes as quickly as the story demands. My only issue is that while we have a lot of information conveyed by the art, the action is pretty stilted, with characters that should be moving feeling more posed than captured in natural positions. Memorial #5 requires a dedicated reader willing to concentrate on the intricate story, but those who stick with it will be well-rewarded by this excellent book.
Demon Knights #9 (Published by DC Comics; Review by Edward Kaye; ’Rama Rating: 4 out of 10): This series opened with an promising ensemble cast, consisting of some of the DC Universes’ more mystical characters, as well as a handful of newly created characters. However, what little plot the title started with has floundered greatly over the last eight issues, and has been padded out with endless side-stories and flashbacks. At one point, it seemed that Cornell had painted himself into a corner by having many of these characters coming from Camelot, yet seeming to be strangers to one another, then one character came up with the solution that there must have been multiple iterations of Camelot, and everyone just accepted this rather implausible explanation. In this issue, the party finally makes it to the town of Alba Sarum, only to find out that Merlin was recently there, and was murdered. It’s OK, though, because Xanadu quickly realizes that he’s not really dead, and his spirit has just journeyed to Avalon. It’s another huge intuitive leap that comes out of nowhere, and never gets explained. Some of the confusing and convoluted plot might be excusable if the characters were strong enough, but the characterization is all over the place, and most of the characters are very two-dimensional. Overall, the artwork on the issue is rather nice, and at its best points depicts the medieval/fantasy style of the book really well. However, the art suffers from an uneven quality, which is no doubt down to the fact that there are two pencillers and three inkers involved. Demon Knights is a DC New 52 title that has failed to live up to its potential.
Mega Man #13 (Published by Archie Comics; Review by Pierce Lydon; 'Rama Rating: 8 out of 10): The newest arc of Mega Man, “Spiritus Ex Machina,” has a lot to live up to. The last arc chronicled the events of Mega Man 2, arguably the best Mega Man game to date. Issue #13 aims to set up the next epic from Ian Flynn and company and while the potential is there, the execution leaves something to be desired. Part of this book’s appeal has been the team’s ability to tell fun, fast-paced stories that stayed to true to the hyper-kinetic nature of the characters and video games in general. But in an attempt to tell a new type of story, Flynn slows the pace to try and raise the stakes. It works to some extent — Dr. Light and Dr. LaLinde’s debate on artificial intelligence and robot empathy raises some interesting questions about the roles of robots in society and ethical decision-making, and by making the new villains humans, Flynn brings Isaac Asimov’s Laws of Robotics into play. And while the set-up and exposition in regards to the new robot scientists is tiresome, the book ends with the potential for a Mega Man meets “Die Hard” kind of story. It’s hard not to get excited for that. Jonathan Hill is the new artist for this arc and he continues the kind of consistency we’ve come to expect from this book. Despite the always-rotating cast of artists, readers are never left with an issue that doesn’t jive with the overall tone of the book. So this issue is a little tedious, but it seems like it might be the kind of set-up that will allow the rest of this arc to thrive. Now, with a concept as potentially good as this one, we can only hope the creative team delivers.
Teenage Mutant Ninja Turtles Color Classics #1 (Published by IDW Publishing; Review by Rob McMonigal; 'Rama Rating: 7 out of 10): For many children of the '80s, the only Teenage Mutant Ninja Turtles were those on the television screen and two mediocre movies. That’s part of why I found reading this Color Classics issue so enjoyable, because until this issue, I’d never read any of the Eastman and Laird material. The story in this issue is clearly influenced by the gritty, Dark Knight Returns time period in which it was written and has a few problems as a result. While the plot is very solid, the dialogue is almost cringe-worthy at points, as Leonardo, the team’s leader, narrates in the biggest bravado possible and often describes what we’re seeing in unnecessary narrative boxes. We see the Turtles fight, learn their origin (which has a blatant reference to Marvel’s Daredevil that I’m shocked they got away with), and ends with a grand battle against Shredder and the Foot Clan, all of which is extremely cool and shows that the Eastman and Laird team had a great idea on their hands, but it’s definitely in a rough form here. The art cannot always handle the action being portrayed, leading to the Turtles often looking a bit like deformed Muppets. It reminds me a bit of Jeffrey Brown’s non-autobipgraphical work, with effort overcoming issues with ability. Teenage Mutant Ninja Turtles Color Classics #1 has some faults, but it’s a great insight into these iconic characters and fans of the property should love seeing the early days, warts and all. Got a comment? There's lots of conversation on Newsarama's FACEBOOK and TWITTER!













