Showing posts with label walking dead. Show all posts
Showing posts with label walking dead. Show all posts

Wednesday, October 10, 2012

Comic reviews for Wednesday, October the 10th

BATMAN #13

Scott Snyder and Greg Capullo debut the opening chapter of "the Death of the Family" crossover. The main story is set to run in "Batman", while spin-off titles tie-in, and for the moment, the creators deliver what they've promised. There is an ominous feeling to the episode from the start, building to the start of Joker's depraved revenge. With the character single-handedly executing his plan, the story maintains an atmosphere of the slasher horror movie, albeit one drenched in Batman mythos.

Snyder never forgets that he's writing a Batman story, structured as the traditional chase the villain ends the dark knight detective on. It's also just as much a Joker story, calling back to the character's numerous previous misdeeds, albeit with a ring of finality to it. Batman's nemesis launches his campaign of terror so aggressively, so relentlessly, that "the Death of the Family" seems poised to leave lasting ramifications to the title.

Capullo is likewise in full form here, making sure the reader sees every important detail of the grim proceedings, while drenching the story in unbearable paranoia. The artist keeps the Joker's character design a secret until the cliffhanger (which goes to explain his frustration when the posting of an upcoming cover spoiled the reveal on the Internet), but the character is still present throughout the issue. In contrast, the artist continually shows Batman under heavy light, caped and broad-shouldered, but woefully ineffective. Bruce is continually two steps behind his enemy, and it seems like he can barely follow the trail.

The story climaxes with Joker crossing the line and attacking a key Batman figure, revealing the extent of his knowledge of Bruce's operation. The rationale behind his enemy's current plan of attack works to establish the tie-in for the rest of the Batman line, but it remains to be seen how much it factors into the Snyder and Capullo's main story.

This is not to say that the start of the creator's second year of Batman stories is flawless, as the police station sequence and the later television broadcast announcing the villain's plan to the Gothamites exhibit some confusion in layouts leading to the lack of effectiveness. The fight in the factory that closes the issue is likewise so dense with details that it lacks a seamless storytelling flow (including an unfortunate prop that will momentarily take the reader out of the story), but in general the issue portrays both creators in a very strong light.

Snyder utilizes a lot of dialogue in these plot-oriented 24 pages, working in concert with Capullo's quirky, caricatural visuals to create a rare story that lives up to the hype surrounding it. The back-up reunites Snyder with Jock, the illustrator of his previous run on "Detective Comics". The painted pages are likewise disturbing, with the co-writer James Tynion IV elaborating on the plot point previous to Batman's arrival to the factory.

The story is no more than a vignette featuring Harley and the Joker, elaborating on their sick relationship in regards to a particular plot point. Tynion IV quickly achieves an atmosphere of abject dread, but his is a thankless task giving that the reader is already aware how the scene ends. In a way, the co-writer is being asked to shock the reader into a few moments forgetfulness, before the story returns to the relatively comforting reality of what the reader just saw in the final Snyder/Capullo pages.

Jock's work is traditionally angular and moody, but realized in the limited palette of reds and blues, except for the shock of Joker's hair.The close-ups on Joker's mouth are likewise effective, keeping the reader unaware of the character's position in regards to Harley. It goes without saying that the two character's share a very one sided abusive relationship, which excuses some of the violence on the part of creators, who thankfully restrain from depicting the full extent of implied depravity.

CAPTAIN AMERICA #18

The finale of "New World Orders" follows the pattern when it comes to this arc, being the end of the plot-based exercise that had little to show for it. The Bunn-scripted issue covers the three fronts of Captain America and SHIELD's battle against Codename Bravo and the Hydra, with a real sense that the heroes are over-matched. Yet, once the protagonists make their way to the enemy commanders, they prove relatively easy to beat.

It's doubtful that Brubaker would have realized his plot in much the same way had he written the arc on his own, but as it stands, the villains who have tormented Cap since this iteration of the title launched prove little more than braggarts, who have managed to brainwash the American public to their side. The issue continues last issue's Baron Zemo/Agent 13 fight in a decent way, but the co-writer's addition of Dum Dum Dugan's work behind the scenes ultimately ends the satellite in a way that is a little too easy and convenient.

In turn, this makes Falcon and Diamondback's efforts superfluous, but the co-writers choose to utilize their short scenes to show the effect of enemy manipulation on the common man and set up a new dynamic between the characters. The heavy handed real world relevance issue ultimately proves like little more than an afterthought, and gets little more than a mention in Cap's fight against Bravo and Queen Hydra. The duel is remarkably short and efficient, but is notable largely because of its finality and the way Marvel chooses to present it.

Throughout the issue, Eaton underplays the more brutal elements of the script and sticks to a superhero aesthetic that de-emphasizes the violence. The reader is not made privy to the body-count behind the fake Discordian invasion, with the dialogue carefully explaining that despite the appearance, the fights against Zemo and Bravo carried no fatalities. Scott Eaton's work is therefore allowed to maintain a darker edge, while still working in the artist's exaggerated superhero style.

Unfortunately, the careful framing only accentuates the feeling that "New World Orders" shows the creators at their most restrained, presenting a story that tries to provide an epic sendoff to the plots and themes of this volume of "Captain America", but only succeeding in the former. The co-writers try to use the character's out of costume appearance to provide for some measure of closure, but the lessons learned feel broad and obvious. The writers are ultimately use the sequence to spell out their intentions and clue the reader in on the eventual fate of the principal players.

The story concludes on a genre standard vignette aiming to provide some ambiguity to the heroes' victory, but a long-time reader will likely be more interested in the one page teaser for the next month's story. With #19, Ed Brubaker concludes his run on the title, with the relaunch already solicited as a part of the Marvel NOW! initiative. Reunited with Steve Epting, the primary artist of his original "Captain America" stories, Brubaker will no doubt leave provide a poignant coda for the title that never really gained a foothold in this latest iteration.

SCARLET SPIDER #10

Interestingly, the second part of the arbitrary "Minimum Carnage" crossover provides for a pleasant diversion. Chris Yost, the regular writer of "Scarlet Spider" scripts the issue himself (with special thanks to "Venom" writer Cullen Bunn), and the mini-event feels slightly more organic.

This is not to say that the "Minimum Carnage" is now free of the exposition that weighted heavily on its first part, but that it builds up some rhythm when its two leads finally start interacting. The repentant, yet still aggressive Kaine has little time for Agent Venom, following Carnage's disappearance, but at least for a short while it feels that the writer will forgo the cliche of having the two protagonists fight as soon as they meet.

Yet, utilizing Venom's symbiotic nature, Yost still gets to include the fight a mere few pages later, providing for the issue's major fight sequence. Flash losing control of the symbiote seems to be unconnected to Bunn's plot of demonic possession and seemingly operates in disregard to the set-up as presented in the character's own book. Pham and Brown illustrate the sequence in a clear and energetic way, providing a lot of the flair missing from the story's initial "Alpha" issue.

The Microverse sequences substitute the slaughter from the beginning of the story with the fantasy sequences, teasing the role of an evil mastermind that is profiting from Carange's actions. The hooded figure could well turn out to be an analogue for the "Micronauts" arch-villain Baron Karza, but so far he appears only in hologram.

Meanwhile, the story's two discuss crossing over into the microscopic world, with Yost doing his best to discern between two anti-heroes. Scarlet Spider reluctantly follows Agent Venom's lead, with both ultimately defining themselves after Spider-Man. Following the requisite comic book super science, the two are once again separated. Pham and Brown don't invest a lot in the backgrounds of these Microverse sequences, but the colors help make the setting distinctive.

The microscopic world has a truly alien feeling, especially when compared to the drabness of the ruined space center where the most of the issue takes place. When Micronauts finally show up, they feel entirely of the place in what has become Venom and Scarlet Spider's space opera adventure. The reader is not expected to be aware of the company's struggle to keep the characters created while they held the licence to the property, with the freedom fighters instantly recalling the better known "Masters of the Universe", or even "Star Wars" characters.

The issue ends with Yost going so far to explicitly mention the "Star Wars" connection, right before Scarlet Spider is subjected to the monster that would not feel out of place in George Lucas' movies. Keeping Carnage out of the spotlight has definitely helped the story settle in a pulpy, adventure story direction, but there is still no indication that the crossover will ultimately cohere into a satisfying whole. For the moment, "Minimum Carnage" appears to be a little more than an unlikely, but inoffensive outing for its well defined leads, playing out in a completely different fashion than the 1990s crossover that inspired it.

WALKING DEAD SPECIAL: MICHONNE

To tie-in with this Sunday's premiere of Season Three of "the Walking Dead" TV-series, Image and Skybound present a Special issue of the comic book that inspired it. The "Walking Dead Special: Michonne" is meant to reintroduce the character whom the TV audience briefly saw in the final episode of the last season, a katana wielding lawyer who has long since become a permanent fixture of the comic book.

Two days before the Season Two finale, the March issue of "Playboy" published a short presenting the character's origin story. The six page Kirkman/Adlard collaboration wasn't reprinted in "Walking Dead" #100, and it's only now that Image has decided to present it, along with the character's original appearance. "Walking Dead Special: Michonne" thus combines the "Playboy" short along with "Walking Dead" #19, and offers no new material except for the Charlie Adlard cover.

The 6-page "Michonne's story" basically presents the first days of zombie apocalypse from the titular character's point of view, without offering any new information. There is very little dialogue in the story itself, as Kirkman prefers to narrate the events using caption boxes. Reading Michonne's recollections largely dispenses with the excitement reserved for the series, as the character obviously survives to join the book's cast at a later date.

The main series has long abandoned the initial shock of the zombie invasion, thus seeing the creators revisit the "Days gone bye" setting has some novelty. In the end, the short, no matter how well put together proves no more than a promotional item. As for the longer story that follows it, it takes place relatively early in the series run, and mostly presents an extended fight scene. There is some initial confusion regarding the setting, and the characters opposing Rick, but it ultimately boils down to a decent episode of a longer serial.

Rick and his group are vying for control of the prison with the group that previously held it, with the new player using the ensuing confusion involving a zombie attack to join in with the cast. And while #19 is ultimately Rick's story, showing one of the first steps in the character's gradual loss of humanity, Michonne is given enough space to showcase her use to the group. Basically, she is a genre character initially divorced from the every day problems of the group.

Kirkman and Adlard choose to portray her value primarily in terms of her fighting prowess and the appeal a beautiful woman wholly capable of fending for herself has to the audience. The character has since enjoyed a couple of relationships, but is still largely defined by her ferocity, which is somewhat softened with the "Playboy" short. Michonne is still a long way from a rounded character (that role has gone to Andrea, who also appears in #19), but the Special does enough to make her stand out.

Beyond the return to earlier storytelling modes, "Michonne" also offers a look into the evolution of Charlie Adlard's artwork. Reading the two stories back to back, it's apparent how the artist has changed the way he approaches the series. For a start, Adlard now chooses much thicker inking lines and seems to rely more on Rathburn's gray tones. The artist was stylistically mature when he inherited the book from Tony Moore, but he seems much more assure in these newer pages.

There is a more natural flow to the pages of material that premiered in "Playboy", as well as a tighter grasp on the figures. It remains to see how the artist's style will further evolve, but for the moment both him and Kirkman are overshadowed by their popular character. Even if this tie-in Special doesn't work to increase the readership of the series, it works to increase the awareness of the connection between the TV-series and the comic book that inspired it, which is more than enough, given the latter's success.

Wednesday, September 19, 2012

Comic reviews for Wednesday, 19th September

DAREDEVIL #18

The latest issue of "Daredevil" follows up on the Matt/Foggy split in a way that both introduces a new plot point, and teases a twist regarding our protagonist's mental state. Once again, Mark Waid focuses on Daredevil's legal career as a way of bringing in new characters and situations, while grounding the series in a semblance of reality.

Everything about this new story feels natural, and it works on a basic level that all superhero stories should follow. The creators offer an easily accessible issue that stands on its own, while being a part of the larger whole, that is informed by their previous work on the character. Samnee is equally adept in long conversation scenes, featuring Foggy and his new client, as he is in making the Daredevil sequences flow in a way that is organic and interesting.

His characters and expressive, and slightly exaggerated, which fits with the quirky script, The one page sequence the creative team devotes to Matt's burgeoning relationship with Kirsten likewise perfectly illustrates the pair's playful dynamic and the romantic tension that has been simmering between them. The subsequent inclusion of a character associated with previous runs on the title becomes both sudden and intriguing, with Waid giving the uninitiated the necessary information to follow the sequence.

The protagonist is as surprised by the sudden arrival, and the complicated continuity alluded to is anything but essential to understanding their current predicament. The imparted information was pertinent to justify Matt's reaction, which serves to reconnect him with Foggy, and in turn bring him in contact with the case. The writer uses Foggy's brashness to acknowledge that is too early for the two to start mending their relationship, but there is still a feeling that Waid could have found another way to get Daredevil in contact with the situation.

The following action sequence is as well executed as it is unlikely, but it serves to underscore the supernatural element of the situation, which is further cemented in the cliffhanger, that offers definite proof of a third party interfering with everyone's perceptions. This kind of stories, where the villain plants evidence and makes everyone assume the worst out of the protagonist can be as familiar as they are unrealistic, but thankfully, the creative team offers enough style and competence that it makes the reader enjoy the experience.

By focusing on the interplay of the characters, Waid and Samnee may be encroaching on the soap opera territory that was severely mishandled at Marvel during 1990s. Using a intuitive, detailed approach, the creative team (including the colorist, who notably changes the color scenes to avoid the captioned interrogation sequences slow down the book) successfully update the original Stan Lee/Bill Everett/Wally Wood "Daredevil". The continued audience support and the recognition when it comes to comics awards are the best example of how well the industry rewards such solid, wholesome entertainment.

JUSTICE LEAGUE #0

So far, DC's Chief Creative Officer Geoff Johns has allowed himself a great deal of fr`eedom in crafting the #0 issues of his books. Given that the entirety of the initial "Justice League" arc served to introduce the characters in their first adventure, the writer makes an unorthodox choice here, and uses the space as the continuation of the Shazam back-up.

The Gary Frank illustrated story largely serves as the character's superhero origin, and therefore fulfills the remit of a #0 issue, with additional emphasis on the subjective importance to the wider DC universe. On a structural level, there are a lot of problems with the issue, starting with the first page. A confusing layout choice makes it uncertain if the antagonist is present in the room, with the next page following up on Billy Batson.

Frank's representational artwork and a deep seated cynicism continue to sit uneasily with the traditional fairy tale elements, but the feature once again manages to provide a satisfying experience due to sheer experience of the creative team. Seeing the Seven Deadly sins of man in different colors, with their names floating under the designs in a graffiti-like font certainly seems like another in the line of heavy handed decisions made in revitalizing Captain Marvel.

The Golden Age property has proven so resistant to any kind of revitalization, and at this point the Johns/Frank effort seems like a credible attempt at keeping the characters around. Yet, seeing the Wizard, a confused old man who instantly rejects Billy as the champion seems as reactionary as the rest of the revamp. The creators stubbornly work in opposition to the naivety of the original premise, yet they don't go so far as to subvert it. The lesson seems to be that underneath the negativity, all of these are hopeful, optimistic characters, that just need a real chance to show their goodness.

This is the lesson Billy teaches the Wizard, who in trading with absolutes forgets the need for the Earth's magical champion, and ends up accepting the orphan so that he can combat the threat of Black Adam. After several hurried lines, Billy's mentor dissipates, leaving the problem child to find his own way with the powers and the maturity needed to wield them.

The creative team accomplishes this by bringing Shazam back to the streets of America, where he continues reacting to the situation in the way a pre-teen boy would. In Johns and Frank's hands this means leads to a series of quick confrontations, notable for their artificiality and the disturbing way Frank renders Shazam's face. The penciller/inker tries to recreate the C.C. Beck's design, which translates to the page in a very unnatural way. The popular artist, whose expressive characters owe a great deal to Steve ("the Preacher") Dillon's techniques felt much more natural when rendering the Christopher Reeve inspired Superman during his tenure on "Action comics".

At this point, he has yet to find a way to make the original Captain Marvel design his own. The feature remains ill-balanced and somewhat dishonest, translating the children's power fantasy into a forced retelling that will hopefully be discontinued following the protagonist's confrontation with Black Adam and Sivana.

Without a major rethinking, a misreading of the material on this scale seems like a waste of the time for both of the creators, whose talents could be better used in bringing another character to the forefront of the modern DCU (or even creating their own properties, however unlikely given the writer's status at the publisher).

The remaining four pages feature Johns once more collaborating with another of the company's most prized artist, Ethan Van Sciver. The "Green Lantern: Rebirth" creative team feature another of the ominous "Justice League" back-ups hinting at an upcoming major event. The feature follows up on the Wizard's eventual fate following his departure from Shazam, before setting up the Question for a seemingly important role in the shared universe's near future. The artist's detailed style meshes well with Frank's work on "Shazam" and the teaser is unoffensive enough, if overtly dramatic.

THE MIGHTY THOR #20

The fourth chapter of the "Everything Burns" crossover presents a largely transitory entry. Despite being told in an issue of "the Mighty Thor", this plot heavy issue continues the spotlight on Loki. Repeatedly the episode calls specifically to the events in the relaunched "Journey into mystery"'s initial arc, to the extent that Thor is perpetually sidelined. Beyond the "Fear Itself" call back, Matt Fraction's own work with the mythos is at the moment relegated to the obligatory renaming of Asgard.

Yet, despite having a firm basis in Kieron Gillen's work, the storyline works as if features the same group of characters, especially when rendered by Alan Davis. The penciller's clean figures, richly colored by Javier Rodriguez do provide some variations when it comes to the pages featuring Thor's struggle. The character is inked differently, and feels slightly out of place next to the rest of the cast, who are more traditionally realized.

Usually, there is a slightly caricatural bent to Davis' figures, which disappears in the ethereal scenes featuring Thor in Musspelheim. The character's features look exaggerated to the point that he almost appears as if he was rendered by Mike ("New Avengers") Deodato jr. Aside from this, the issue covers several different battlefronts and generally succeeds to establish the escalating threat of Surtur unleashed against the Nine Realms. At this point, Vanir are largely forgotten about as anything but his proxies.

Having established that Heimdal shares their ancestry, it would have been interesting to his changing role in the story brought up by a deeper conflict than mere mechanic possession. Still, this makes sense given that the story prefers to flesh out the roles of the two book's mutual cast instead of focusing on a number of new characters.

Thus, "Everything burns" continues to slowly build to a crescendo that will pit brother against brother and everyone against Surtur, while no doubt finding the space to satisfactory resolve Freya's role. Despite the presence of two pencillers, its a model example of two titles wrapping up in a satisfactory way, in a storyline that has the appropriate gravity and requisite storytelling quality.

VENOM #25

Cullen Bunn concludes his introductory storyline on "Venom" just before the title enters into the crossover. The three-part "Monster of Evil" nevertheless promises to carve out a new direction for the title, rooted in the occult and end of the world scenarios. Picking up from the loose end of the Ghost Rider-centered "Circle of Four" crossover, the new writer is adamant to continue pursuing the unlikely direction, with Thony Silas in tow as the regular penciller.

Three inkers are tasked with finishing the artwork, but the discrepancy only shows in the last several pages, serving as the epilogue to the monster fighting. The writer finds space to provide some background for the four demon possessed entities, but it still seems like there's too many of them. Even if the creators have found a way to introduce the titular Monsters of Evil earlier in the story, there is no guarantee that they would have left a better impression.

Silas seems particularly on form on the splash pages featuring the entities though, who remain colorful enough to capture the reader's attention. Beyond the fight scenes and Venom's scheming against Hellstorm, there is a nod to the traditional Spider-Man characters that made up the book's previous supporting cast. Yet, the writer seems very firm in taking the book in the new direction, one full of ominous portents.

Seeing that the creative team is apparently looking to expand the Son of Satan's role in the title, perhaps it's better that the readers approach him as a totally new character. The book plays fast and loose with the spiritual framework of Marvel universe in a similar way to Roberto Aguirre Sacasa in his work on "Nightcrawler", but for once the publisher's inter-continuity largely limits the implications.

As the story nears conclusion, Flash's actions become increasingly arbitrary. It's clear that the creators are committed to making the title their own, but it's hard to accept the change when it involves Venom keeping the demon who tried to possess him under control as he enlists his new supernatural aide to read up on the end of the world. By the time Katy Kiernan, the book's new Lois Lane analogue improbably declares that the Marvel mainstay Doctor Strange has repeatedly asked for her help, the readers will have to decide for themselves how much they trust the new creative team with the unlikely direction.

Flash's last page attempt to get back to Betty, a major link to the title's status as a Spider-Man spin-off, get cut off for the purposes of transitioning into the "Minimum Carnage" crossover. It remains to be seen how the book manages to continue once it stops functioning as a tie-in for the overarching Venom/Scarlet-Spider event.

WALKING DEAD #102

Robert Kirkman and Charlie Adlard wind down the latest arc of "Walking Dead", with an issue that serves to underscore the character's predicament. The issue is not in the least subtle, and basically features Rick coming to a decision regarding Negan's captured leutenant, and surveying the rest of the cast to see if they agree with his plan.

Charlie Adlard is called time and again to illustrate the close-ups of characters talking, with layouts frequently featuring seven or eight panels. Michonne's reaction is most interesting, and the three page conversation scene seems in many ways the highlight of the issue. Adlard is particularly inspired when it comes to illustrating her features, that are for once tender and defensive.

Still, the conflict between Rick and Andrea makes up the crux of the issue. The characters are separated in the emotional way too, as their intimate scene lacks the empathy the protagonist shares with Michonne. From the artistic point, the issue is obviously hurried, as the artist takes more than the usual amount of shortcuts, with several repeated panels, and a persistent lack of backgrounds.

The artist does get to achieve a strong effect with a panel featuring Rick behind the fence, illustrating the character's forced retreat. The issue sets up Eugene's new role in the story, which comes organically from some of the last developments regarding the long troubled character. Otherwise, it is the last page cliffhanger that suggest a more proactive future for characters.

With "Something to fear", Kirkman has achieved a semblance of a story that stands on its own after several of the last arcs that had much looser structure. The last time the sprawling series tried a similar feat was with "the Hunters", and it's nice to see the creators returning to the more conventional format. Having said that, the effects of the last few issues (particularly #100) have come to more or less define the new status quo, and there is every indication that the series will return to exploring it in its own meandering way, a slow burn strategy that is not without its obvious strengths.

WONDER WOMAN #0

Both Brian Azzarello and Cliff Chiang are confident creators, and it comes as no surprise that they try something new with #0. The perfunctory prequel issue is used to set-up the title's next story arc featuring Ares, but it stands out more for the way in which the story is told. Namely, the creators use the prequel issue to tell the story in a way reminiscent of a Silver Age Marvel comic.

Thus, the laconic Azzarello persists in using outdated techniques such as excessive captions and thought balloons, spelling out what is readily apparent on panel. Just like the superheroes of 1960s, the characters speak in banalities and frequently reference Greek heroes, leaving no trace of the writer's usual highly stylized dialogue. Chiang likewise tightens up his inks and provides a much more defined look for his pages, filled with familiar panel layouts. The colorist shies away from an over-reliance on the primary colors, saving the book from devolving into outright pastiche. Yet, the tribute is apparent in little details like teenage Diana's huge expressive eyes, and the Minotaur wearing purple shorts.

By deliberately slowing down the pacing, the writer forces the reader to appreciate this accessible entry point into the creative team's controversial rebuilding of the Wonder Woman story. Surprisingly, Stan Lee's trademark self-doubt does prove to be a viable technique to understanding Diana's views on the Golden Age fairy tale society.

At first glance, Ares' dialogue sounds like deities from Marvel's "Thor", but there is some genuine emotion between his actions. At first, it may be hard to respect the character clearly modeled on the writer's current look, but the Wonder Woman/Ares dynamic eventually does make up for an interesting conflict. Eventually, the addition of Daedalus' labyrinth and Theseus-like battle with the Minotaur end up being so derivative that they make a full immersion next to impossible.

The artificiality of both the trappings and storytelling comes as an in-joke between the creative team and the readers, whose attachment to Diana's conflict with her mentor will likely determine their enjoyment of the issue. In any event, one must respect Azzarello and Chiang's audacity to satirize DC's Zero month, who have certainly found a way to follow the company's edict, set up the upcoming storyline and enjoy themselves in the process.

Thursday, August 16, 2012

Reviews for Wednesday, August the 15th

DAREDEVIL #17

Mark Waid's run on "Daredevil" has so far hinged on a retro esthetic, a modern reworking of the character, as originally presented by Stan Lee and Bill Everett. The current issue featuring an extended flashback framed by a couple of pages placing it in the context of the run so far, basically proves an extended tribute to the character's Silver Age adventures.

Mike ("Madman", "X-Statix") Allred, an artist self-consciously fixated on appropriating the traditional style for modern and subversive storytelling proves a natural fit. The story follows up on the split between Matt and Foggy, and provides a context to their relationship. Waid has previously detailed the two's college days, but this time he places the focus on the early days in the series, shortly after the character assumed the now-classic Wally Wood designed red costume.

Two thirds of the story are taken up by the taken up by the protagonist's fight against Stilt-Man, which Allred lays out in vertical panels, focusing on the visual potential of the overblown character design. Yet, despite the inventive way the hero finally dispatches the villain, the Matt and Foggy dynamic that gives context to the fight largely saps it off its energy.

By Stilt-Man being merely be a distraction from the much more everyday hit on the Foggy, the creators are largely dispensing with the Silver Age story logic. The character's inclusion comes off as being simply the case of Waid trying to see if how far he could stretch the retro approach. After the inclusion of the obligatory fight, the writer finally gets to the heart of the story, featuring a very humane scene that shows the best of Foggy and Matt.

Again, the reader is forced to accept the writer's skillful application of science fiction tropes to "Daredevil" and the effect it has on the reading experience. The counter-intuitive approach, which dispenses with the 1980s Frank Miller additions has genuinely made for a very interesting reading, making the new series such a critical success. Despite the increased schedule and the artistic changes, the series remains a love letter to classic Marvel, a particularly well realized book that has thankfully managed to gain a firm foothold in the Direct Market.

WALKING DEAD #101

The penultimate part of the "Something to Fear" arc largely deals with the ramifications of the last issue, whose catastrophic events take their toll on these bruised characters. A single page featuring a zombie attack, but it only serves to accentuate that the series has entered a period of extended fighting between the survivors.

Kirkman explores the violence that has become the ultimate form of communication, and how this informs the characters of children sticking with Rick's group. "Walking Dead" reinforces that life is possible in the zombie apocalypse, but that the living must confirm to the brutality of the power struggle.

Charlie Adlard keeps the pace fast and energetic, but the thick inks don't never manage to hide the fact that he's working in a rush. Despite Cliff Rathburn's presence on gray tones, it's way past time that the book has had a consistent inker. Perhaps Adlard's way of working makes this problematic, but it's certain that a book could benefit from more definition.

An establishing shot of Gregory in his study survives the transition to page, and then largely on the strength of the layout. In a strange way, Rick's mid-story recap to Gregory inserts a strange feeling of ambiguity to the proceedings. By reminding the reader of the losses the enemy has suffered in their brief skirmishes, the writer puts the two major character deaths in perspective.

The passing of the two characters was felt by the reader simply because of the way the story is focused. In the broader picture, they are merely two casualties indiscriminately chosen by Negan as a way to retaliate. Once Rick and Michonne return to Alexandria, they are reminded that the hostilities are anything but one sided, hinting a quick resolution to the present predicament.

Still, no matter how much longer the creators keep the Saviors a threat, "Walking Dead" continues to be an engaging read, well suited to the twist and turns needed to keep a serial story going.

WONDER WOMAN #12

Brian Azzarello and Cliff Chiang finish out the first year of their celebrated run with a chapter that climaxes the immediate plot regarding Apollo's ascendency. It is a largely action issue, taking place on Olympus, as various Gods side in relation to the situation and their own agendas. The plot is made even more interesting as Zola's delivery is about to start, leading into a new set of questions.

The reader is invited to sympathize with Wonder Woman because she is the only one that rises above the intrigues to selflessly care for another. Azzarello repeatedly defines Diana by her unconditional love, justifying her role as the hero. Yet, she still feels like a one-dimensional superhero protagonist whose purity borders on obnoxiousness.

Diana, as designed by Jim Lee for the Geoff Johns-written "Justice League" continually undermines the Azzarello/Chiang dynamic. The final page of the issue tries for some sort of a compromise, in order to strengthen the title's connection with the wider DCU

For the moment, the Greek Gods provide more than enough entertainment value on their own. In the creators' hands, these thousands of years old myths are continually pliable and changing. This is why Apollo, Hera and ultimately even Hermes change their roles, and the implications seem to provide a much more natural story progression. More immediately, Diana's rivalry with Artemis seems like it could provide for a credible format for physical confrontations.

The character's over the top design and aggressive nature make her a more typical foil for what is notionally still a superhero book. Right now, the only character that sorely needs more fleshing out is Lennox, who reunites with Diana in the closing pages. In Hermes' absence, his indeterminate status as Wonder Woman's opposite number and possible romantic interest is likely to be more developed.

For all their attempts to stay relevant and powerful, the Gods that Diana keeps crossing paths with seem still beholden to ancient signs and portents, destined never to step too far away from their original limitations. Yet, the creators maintain the pettiness and sheer humanity inherent in their conflict.

It goes without saying that Cliff Chiang remains crucial to the book's success. Despite the many angry words exchanged atop Olympus, the setting remains distinctive. The mountain is sparse enough not to clutter the background of character focused panels, but the penciller/inker's ingenuity is glimpsed in a scene where a character is thrown off the cliff and depicted as starting to fall "for all eternity". The simple addition of the temple-like formations in the mountain rock reinforces the sense of place the creative team is trying to communicate.

This is especially important as the change of leadership starts effecting Olympus's look and feel, and the creators go on to feature a three page fight sequence that dispenses with the backgrounds for the sake of impact.

Taking all this into account, and with the promise of Diana confronting Ares (with their previous relationship to be spotlighted in the next month's #0), there is every indication that creators will keep up with this strength of the storytelling, delivering the best and most consistent of "New 52" titles.

Friday, July 13, 2012

Reviews for Wednesday, July 11

BATMAN #11

The latest issue of DC's "Batman" finally concludes the 'Court of Owls' storyline, with an epic fight between the supervillain designed to be the final nail in the Court's plan to destroy Batman. In many ways, the confrontation mirrors Bruce's initial fight against the Talon, but it definitely suffers due to the last issue's cliffhanger. Tying the villain's identity to Batman's past is in keeping with the arc's general approach, but the creators' awareness of the shocking implications works to undermines the immediacy of the story.

Considering that DC has already allowed for an in-continuity son of Batman, adding retroactively another personal relation doesn't necessitate a never ending monologue where the bulk of dramatization falls on the hands of the artist. Seeing a capeless Batman propelled through the air, silently listening to the villain's ironically laying out his plan while supposedly trying to find a way to counter him does not really provide for memorable storytelling.

The company should have used the opportunity the "New 52" relaunch provided them to simply remake the Batman continuity any way they saw fit. By softly remaking the franchise, and politely adding the wrinkles of new Court of Owls mythology makes sense from the standpoint of not wanting to irritate the fans of the more traditional incarnations of the character. Yet, outside the willingness to provide some changes for the decades old arbitrary status quo of Batman, there is nothing really controversial about the storyline. Batman the character that has been changing constantly in the years since he debuted, and mostly for the better, to the point where every opportunity to genuinely tell new stories should be welcome and tried out, if only to try and realize the potential in the idea.

More problematically, the villain's outfit seems very generic and despite the effort, Snyder and Capullo have yet to present him as the worthy addition to the rogues' gallery. Somewhat similarly to Hush, the mastermind ultimately lacks both in the character design and character, which will hopefully be changed the next time he shows up in the more consolidated form. The back-up likewise continues to derive most of it's tension from the implications involving the Wayne family history, but reads even more overwrought. James Tynion IV continues to co-writes the seven page Rafael Albuquerque illustrated addendum, that finishes the three-part "Fall of the House of Wayne" story.

Jarvis Pennyworth' story is yet another piece of world building working to provide a stronger foundation for the pulp-inspired character, re-calibrated by Scott Snyder. It ultimately boils down to a second epilogue, enabling the "American Vampire" artist Albuquerque to provide a scene where Bruce confides with Alfred regarding the Court, much like he did with Dick in the Capullo drawn sequence several pages before.

Judging by this issue, despite the interviews promoting the upcoming Joker starring arc, Snyder and Capullo are firmly dedicated to continuing the story of Wayne's clash with Court of Owls. It remains to be seen how the creative team handle such an ambitious piece of raising of the stakes superhero storytelling, and whether their more cerebral efforts will ultimately rival the 1990s "Knightfall" experiment.

CAPTAIN AMERICA #14

Ed Brubaker concludes his second to last arc on his Captain America run, which he has been working on since 2005. Patrick Zircher has illustrated the entirety of the "Shock to the system", with this issue serving as an long fight sequence that culminates the immediate plot. Ever since the latest relaunch, and arguably even before, back to "Captain America: Reborn", a certain lack of enthusiasm has slowly started to dominate the title, with this proving as the ultimate example of competently put together comics, that lack the energy of his earlier work with the character.

The fourth part of the arc reintroducing Scourge to the Marvel Universe plays out in a fairly predictable way, with the bulk of the conflict lying in Cap's previous relationship with the man under the mask. To Brubaker's credit, the story works if the reader is unfamiliar with the character, but that doesn't make it into anything more than a cliched four issues, that justify their existence mainly by having the whole scheme concocted by the villains who have plagued Steve since the relaunch.

Said villains make no appearance in the story, which deals with the deaths of supervillains in the witness protection program. In execution it has felt too short to properly elaborate on the idea, with the political content seeming particularly bland and neutered. The brainwashed villain serves as the mouthpiece for Codename Bravo's philosophy, that at this point in the series feels about as argumented as Commander Cobra's agenda in "GI Joe".

Patrick ("Mystery Men") Zircher's work is solid, yet his capable renditions in the house style will hardly make the reader seek out the work on his name alone. The final two pages are pencilled by Mike Deodato, Brubaker's collaborator on the "Secret Avengers", and use the political potential to sets up the next arc. Co-written by Cullen Bunn, "New World Orders" aims to bring Brubaker's run to the close, and will hopefully provide a more engaging reading experience.

FRANKENSTEIN #11

The second issue of Matt ("Super Spy") Kindt's run on "Frankenstein: Agent of S.H.A.D.E." continues to pick up on the hints of a conspiracy in the ranks of S.H.A.D.E. Despite his work on "Animal Man", Alberto Ponticelli once again finds time to illustrate the title on the monthly schedule, as the writer takes Frankenstein to a new, impossible underwater location. Following the last issue's sojourn to the cloud city of Untropolis, DC's answer to "B.P.R.D." features Frank and Nina heading out to the city of ex-spies located inside the Leviathan. This is in keeping with the depiction of Monster Planet's continent sized monsters from the book's opening storyline, and helps carry over the feeling of consistency, despite the change of writers.

Since his first issue last month, Matt Kindt has introduced the theme of Frankenstein having flashbacks to the lives of people from whose limbs he was created, and #11 features a succession of silent panels telling a tragedy relating to high seas. Ever since Grant Morrison's remake of the character, Frank has been depicted as a highly fatalistic immortal with a strong sense of justice, but what Kindt seems to want to bring to the title is a deeper and more personal understanding of the character.

Seeing Frankenstein bond with Nina is likewise an interesting development, despite the heavy handedness of the scene. The issue ends with a high energy cliffhanger trying to marry the unrestrained indie comics scene with DC's more conservative approach to publishing, which brings to focus the many problems with the title. Despite their tries to produce a book that feels like a Mike Mignola creation, the editorial has managed to set up the title that is more akin to Jack Kirby's "O.M.A.C."

Thus, "Frankenstein agent of S.H.A.D.E." once again reads unfocused, never really managing the transition from a high concept "Flashpoint" tie-in mini-series to an ongoing title. In monthly installments, Kindt's story feels very random and haphazard, but to the writer's credit, he definitely approaches the project with a vision that is sympatico with its history. Hopefully, he will have enough time to escape from Jeff Lemire's shadow and present his own version of the concept.

VENOM #20
In the penultimate chapter of the "Savage Six" storyline, Cullen Bunn and the departing writer Rick Remender give Lan Medina a fairly straightforward script to illustrate. With Robert Atkins' help, the original "Fables" artist serves another moody chapter in the escalating war between Venom and Crime Master. The representational artwork continues to present something of a tonal clash with the over the top writing, but Medina and Atkins certainly do their best to accommodate the grim and gritty tone of the Anti-"Spider-Man" title.

Opening with the twelve page fight sequence, the story quickly justifies the "Savage Six" subtitle, as Remender has Venom confront Death Adder. The Silver Age villain has previously figured in his "Punisher" run, and proves to be a fairly generic opponent. Flash narrates the entire fight, which does provide for some sense of urgency given that the antagonist is silent throughout. The creators largely resist from having Death Adder show anything in the way of powers, and quickly render him the weakest of Crime-Master's Savage Six. Seeing the neighbors organize to confront the threat on their own is a nice touch, but Medina and Atkins' work again lacks the proper touch to adequately present the middle aged balding man who spends most of his panel time in his underwear.

The whole time, Flash is focused on the implications of his loved one's kidnapping, which makes the follow up sequence when he finally catches up on Human Fly brutally effective. The excessive violence for once fits the story given the previous relationship between the two characters, and the situation involved, with the added bonus of the Flash arriving to the Fly's den in a logical way. The story concludes with the scene spotlighting Betty Brant, as set up in the two page subplot that breaks up the issue's two Venom sequences.

Eventually, the story peaks with the unexpected reveal of Crime-Master's identity, which makes his attack on Flash and Betty all the more personal. Unfortunately, bringing back a character who appeared once in "Spider-Man" 50 years ago supposes that the reader's intimately familiar with the original Stan Lee/Steve Ditko run on the character. The surprise reveal certainly dulls the impact if the reader only has a cursory understanding of Betty Brant, the former Daily Bugle secretary and Peter Parker's love interest that ended up being Flash's girlfriend. More importantly, it remains to be seen how the co-writers manage to fit a satisfying conclusion for a story with this many players in a single twenty page issue. The solicitation for #22 implies that Remender will be tying up some of the dangling plot lines in his last issue on the title, ensuring that Venom's final showdown with his own version of Sinister Six ends up as the book's strongest arc to date.


WALKING DEAD #100

After all the hype about the record breaking sales, and multiple covers, Image has finally gotten around to releasing the milestone #100 of it's currently most successful title, "the Walking Dead". The slightly oversized issue starts off with a montage, establishing the location of each of the primary characters, before it puts the focus squarely on Rick, Michonne, Glenn, Maggy, Sophia and Carl. At that point, the reader is aware that the antagonists plan to attack at dawn, and that people in Rick's group will be taking turns in watching over the van as they camp for the night.

The simplified, RPG tactics employed by Kirkman are quickly forgotten as a mood of genuine horror takes over, threatening to take a series further in a dark direction. With the long-teased appearance of Negan, the issue quickly turns in a long monologue, with the villain stating his intent and making a show of power. Adlard's character design, as teased on the fourth consecutive thematic cover, depicts the man as an ego-obsessed bruiser, it's Kirkman's dialogue that completes the tone for the Governor's successor. Negan is depicted as immature and psychopathic, which works to irritate the reader just as much as it does the characters.

Yet, at the end of the speech, in which he keeps belaboring on the point of being surrounded by fifty of his own men, the leader of Saviors kills off a long-standing character. Adlard's blunt way of depicting first the injury and then death, serves to remind the reader that no one is ever safe in "Walking Dead", and works to give new blood to the series. The characters are forced in the new status quo, with every intention of getting their revenge, and using the first possible chance to try and restore their positions.

Kirkman is to be commanded for addressing some of the larger questions, particularly involving Rick, head on, but both the character death and the first inklings of the status quo come with their own misgivings. There were much more shocking deaths and shake ups in the series' past, particularly considering the massacre in #48, but where the new issue succeeds is in laying out the rules for the interactions between the human settlements in the immediate vicinity. For a long time, Rick and his band of men were allowed to force themselves into more or less functional communities, changing the series' focus into almost a zombie apocalypse diplomacy soap opera. #100 establishes a clear threat that brings some the immediacy back into the series, which makes the reader more tolerant to the sensationalistic way it has been presented in this issue.

Thursday, June 21, 2012

Reviews for Wednesday, June 20



DAREDEVIL #14

Mark Waid's "Daredevil" run has started out strong, but has since become somewhat uneven, with the meandering crossover plot and the artistic changes. The distinctive innovative retro stylings have been all but lost in the shuffle, as the "Omega effect" crossover has helped the sales of tie-in books, but at the cost of throwing the critically acclaimed title off balance. With the #12's addition of a new regular artist, it's clear that the editorial has done work to help the beleaguered title.

On the other hand, it's hard to think of Chris Samnee as the regular penciller when Marvel wants to keep putting out multiple issues of the title each month. Taken on its own, Waid and Samnee's latest effort harkens back to the more stable days of the title, by once again playing with science fiction to present a challenge to the hero's powers, and in effect get away from the everlasting shadow the Frank Miller's neo-noir stylings left on the title. Following the issue in which Samnee showed the character going on a date in his civilian identity, his Latverian adventure sees nothing but superhero adventure. Daredevil's in costume throughout, and from the start Waid presents him with a trap he must escape from.

Choosing deliberately to start out "blind", the writer makes the issue a distinct storytelling unit, albeit one that comes with familiar "to be continued" at the end. The issue then centers around Daredevil's coming to terms with the villain's predicament, which tries its best to completely overwhelm him by the issue's end. The classic trope of superhero's powers giving up on him certainly presents a more interesting challenge for a hero whose powers come from his enhanced senses, and Waid seems to delight in narrating Matt's gradual realization. More problematically, the writers also posits a too familiar view of Latveria as a fantasy medieval kingdom with a dark twist.

While this is in keeping with the more traditional superhero approach, it also leaves the character in an underdeveloped setting that is overtly familiar to longtime readers. Using Doctor Doom's banker as the villain might have been inspired had the creative team not opted to depict him as a late 19th century feudal noble, which completely undermines the diverting potential of the economic references. More problematically, Samnee's Daredevil seems unsure and generic, lacking a personalized take.

Always a solid storyteller, the artist manages to get across the nuance in Waid's quirky script, but does little more besides, which is certainly a step down from the work of Rivera and Martin that preceded him. Given time, there is every indication that the artist will get more comfortable with the character and embellish his own style to get the most out of it, but coupled with the fill-in issues necessitated by the accelerated schedule, Marvel has turned "Daredevil" from an artistic showcase to merely an above average superhero title that hints at a greater potential.



PUNISHER #12

Greg Rucka and Marco Chechetto's leisurely paced relaunched "Punisher" series continues in much the same vein, while not picking upon the zombie threat teased at the ending of the previous issue. Once again, the decompressed storytelling results in a competently crafted comic that reads well in larger chunks. On its own, it's a very slight episode, featuring little more than a single scene, as the younger, more modern Punisher confronts his protegee in the fall-out of the "Omega effect" crossover.

Police lieutenants Ozzie and Bolt are kept to the peripherals, yet they use the little time they have to advance the subplot of the older detective's gradual acceptance of his young colleague, as the newly promoted detective finally starts owning up to some of his unprofessional behavior. Rucka also picks up on the Daily Bugle reporter, continuing the development of her relationship with Rachel, which has an interesting dynamic of its own. Norah's role in this chapter is also much more organic than that of the two police officers.

The character confrontations culminate with the fight between Frank and Rachel, which feels somewhat overlong and predicated on a piece of a particularly loaded symbolism. Chechetto's solid, clear work gets overtaken by a particularly intrusive piece of special effects when it gets to the featuring the two characters trading punches in the rain. The resulting sequence is at least a page too long and muddy, which takes away from the intended effect of shock and emotion. When the two characters finally start talking in a close space, Rucka hangs the sequence around a photograph from Rachel's wedding, a prop that has reappeared numerous times since debuting as the series' opening panel.

It makes some sense to have Rucka visualize the object of their quarrel, seeing as how the comics are a graphic medium, but the execution falls short of memorable. Thankfully, by the time the sequence has ended the two characters have come to the beginning of a new phase in their relationship, which has so far served as the emotional core of the series.



VENOM #19


Rick Remender's concluding arc on "Venom" is still building up to a crescendo, as co-writer Cullen Bunn presents a particularly tense issue. In the year and a half since the title's debut, the series has lost both it's original penciller and it remains to be seen how much longer it will maintain the presence in the market following Remender's exit. The original "Fables" artist Lan Medina gives a more representational look to the grim and gritty series, while losing some of Tony Moore's nuance when it comes to black humor. The over the top moments are still there, but his Toxin-possessed Eddie Brock feels much cruder and uncertain than some of the apparitions Moore designed in the series' entries to the "Circle of Four" crossover.

Plot-wise, this could be seen as a controversial issue, as it revolves around the Venom's relationship with Crime Master endangering the women in his life. Once again, the Spider-Man parallels are inevitable, with the writers going so far to underline the spin-off aspect of Flash Thompson's adventures by calling back at perhaps the worst tragedy in the life of Marvel's wall-crawler. It's entirely in their hands how much the execution will grate against some of the most controversial genre tropes.

Thankfully, the result is on par with the best issues of the title. There is not much to say about the issue in which Flash/Venom is still reacting to his enemies plan to punish him for insubordination, except that it hints at most of Remender's plots being tied up by the end of the "Savage Six" arc, while making progressing the character in order to leave Bunn with a foundation for a new direction that will hopefully continue to be supported by the fan base.



WALKING DEAD #99

The penultimate issue until the milestone #100 is decidedly an understated affair. With news of record breaking orders of the next issue, the present effort seems largely overshadowed and perfunctory. Simply put, Robert Kirkman and Charlie Adlard present another in a long line of issues that minimally advance the plot, while continuing the character subplots. All that happens in Walking dead #99 is that Rick and his friends plan their next move and head out once again, while mourning their loss from the previous issue.

Thus, the reader is focused to ponder Kirkman's propensity for seemingly randomly killing off major characters. That the cast has always consisted of characters that worked to a different degree of success in regards to the series was always a given. By killing another alpha male vying for dominance, it's tempting to say that the creators have subconsciously once again reasserted Rick's role of the protagonist. It seems almost indecent to note that with Rick freed of the shackles of family and the attempt of a relationship outside the core group of survivors, his taking up with Andrea seems almost logical.

The character has come a long way from the leader of the small band of stragglers, and has almost become an ends justify the means usurper that disrupts the order of the larger communities and uses his hardened stance to assert himself as an authority on everywhere he goes. This thuggish side of the character is largely depicted as a tragedy out of necessity, but his continued survival means that the creative team have to continually challenge him, while trying to effect sympathy from the existing audience.

Kirkman and Adlard have time and again introduced other characters as possible leaders that could ensure that Rick steps down from responsibility and settles down into the role of the father, but they have continually proven unstable and ill suited next to the series' protagonist. This strange dynamic is arguably the most interesting thing about "Walking Dead", and it remains to be seen how the creators plan to develop the character.

Obviously, having Andrea die and Rick advanced to begin a relationship with Michonne, while he becomes the leader of yet another larger community would not be the creatively most interesting outcome. In the meantime, Kirkman and Adlard produce yet another readable issue, most interestingly contrasting Rick and Andrea's first attempts at living together with the plight of Glenn and pregnant Maggie, as well as another local couple. Outside of these attempts at poignancy by these people who must go on with their lives in spite of the constant sense of life threatening danger, there is little new to discuss.

Charlie Adlard continues drawing both the melodramatic and the horror elements with equal precision, professionally going about the assignment at a fast pace, and Kirkman continues to tease the climatic break from the fortified community in which Rick and his people have spent the last several years of publication. With the advent of the anniversary issue, big chances are liable to be visited upon the series, which is viable to shake up the status quo and introduce new characters and come up with the new roles for the existing cast.


WONDER WOMAN #10

Brian Azzarello concludes the three-parter involving Wonder Woman's debt to Hades from the previous arc. DC's insistence on "New 52" titles sticking to the regular schedule means that the issue has two pencillers, but Kano and Tony Akins styles adjust enough to provide for a unified experience. The drab atmosphere suits the fantasy/horror premise of the series, while paradoxally clashing with Hades as established in the previous issue.

Some of the playfulness has been lost in the transition between pencillers, which is not mitigated by all the fighting that goes on following Wonder Woman's decision to escape her wedding in the Netherworld. As always, the character designs for these version of Greek gods are the visually most interesting part of the book, but at this point it can be safely said that for all of their observed storytelling, the fill in artists still lack when compared to the flair in the work of the regular penciller Cliff Chiang.

Azzarello's Wonder Woman remains as resourceful and enigmatic as ever, but for all the effort she still remains little but the reader identification figure in this strange and wonderful world. At one point the writer hints at the special attributes of Lennox, but his two companions get little more than the complimentary dialogue to remind the reader they were there. Despite the brevity of the issue, the creators finish on a nice sequence liable to make the reader satisfied with what has been a slow building, but certainly one of the most consistent titles of the DCU relaunch.

WINTER SOLDIER #7

Interestingly, the Ed Brubaker spin-off title "Winter Soldier" has actually improved following the first storyline. With Butch Guice gone for the duration, the writer has followed up on Bucky and Black Widow's adventures with Michael Lark. One of the writer's original "Captain America" artists, Lark offers a completely different dynamic than the heavily atmospheric Guice. The resulting dynamic, here in its second issue actually makes for a better story, if familiar to the long time readers of Brubaker's take on the mythos.

With "Broken Arrow", the writer is actually developing a similar dynamic to the one in the "Captain America" that this title is spinning-off from, with an opposite number villain being a figure from the character's violent past. So far, both of the antagonists have little to show in way of actual character, but at least in "Winter Soldier" Leo Novokov does manage to bring the best out of both Bucky and Brubaker. After the slow start, the issue starts picking up with an extended sequence designed to streamline Black Widow's updated origin.

Redefining the character as Bucky's girlfriend might seem insensitive, but at least in this instance, the writer never stops showing Natasha as a strong and fully capable woman. The character was introduced as a supporting player and has historically been largely remembered due to the association with Daredevil, for the brief time that the two characters shared cover billing while relocated to San Francisco. Recreating a similar dynamic with Bucky, involved perhaps the largest Marvel retcon in a decade, explaining that Captain America's original sidekick survived WW2 as a brainwashed Soviet assassin, but in that framework the relationship works.

On the other hand, the new connection of the two characters didn't necessitate that the character specifically mentions some of the details of her previous origin as memory implants. The brief reference not only disparages previous creators work, but more importantly, it takes the reader out of the story. Thankfully, Brubaker paces his work so well that there is otherwise hardly a wrong beat in the entire, well structure scenario. Starting on the next page, the reader is treated to a fantastic spy action scene, phenomenally choreographed by Michael Lark.

The whole of this sequence is basically a blueprint for making superbly crafted action comics, as Lark maintains the sense of place and dynamic while changing the point of view. Despite the characters being highly capable operatives, suspense never lets up and the creators carry the reader through what could have been yet another familiar ticking clock situation. It feels earned even when the creators unambiguously compare the sequence with Bucky's original Silver Age demise, itself a retcon. Having a sense of pride over the moment that is quite clearly the best executed sequence in the title so far merely identifies Brubaker and Lark as creators who take pride in their good work.

The closing sequence exists to tease the next issue and underline the importance of the Widow's flashback. Once again, Brubaker underlines Natasha's importance to the title and rises the stakes in a way that seems natural and organic. Gone are the motivations built around Latverian cyborgs and nuclear weapons, as Ed Brubaker finds that at least one of the Soviet agents of the opening arc was too many. Looking at "Black Arrow" so far, a single one was more than enough to cause serious problems for Bucky and Natasha.

More importantly, with the title finding its own identity as a post Cold War spy epic, there is no need to return to Super-Apes and Doctor Doom once Butch Guice returns to the art. This level of assured, confident storytelling should be enough to assure the fans to stick with the title.