Showing posts with label Programme. Show all posts
Showing posts with label Programme. Show all posts

Thursday, August 16, 2007

Snap Judgments:
The Programme, Flash, Terror Inc, Black Canary, JLA, Shadowpact

As always, Snap Judgments gives you Triple-S comic reviews: short, sweet, and spoiler-free.

Promise Fulfilled - The Programme #2

If you're a regular Geekanerd reader, you may remember that last month I was saying The Programme was either a great book or a shitty book, and the verdict would be clear upon reading the second issue. Well the verdict is officially in, and The Programme is officially great. Where the first issue tried to cover a bit too much ground and therefore was a bit of a confusing mess, this issue sticks to two stories whose connection is clear. The result is much more quality time spent with the characters, who by the end are well developed and compelling.

I feel comfortable laying out the basic premise now, which I wasn't confident enough to do last month. While raiding some Soviet laboratories after World War II, American soldiers came across an unborn Commie Übermensch. Now that li'l fetus is all grow'd up in America, but he's been living a normal life for a long time and isn't aware of his origins. His government, however, needs him to combat a mysterious superhuman dubbed the "Talibstan Terror," so they're trying to unlock some of his latent abilities.

Sound interesting to you? Great, pick it up. Don't think it's your cup of tea? Pick it up anyway. The story will grow on you, and this book is honestly worth picking up for the art alone. It's dense, dark, and requires some effort on your part, but it pays off with a stark expressiveness and some alarmingly inventive uses of color.

CP Smith's Haunting Art + Johnny Rench's Brilliant Colors + A Story That's Really Coming Together = A

Reviews for Terror, Inc. #1 and Flash #231, JLA #12, Shadowpact #16, and the wretched Black Canary #4 after the jump...


Finger Rippin' Good, Ya'll - Terror, Inc. #1

Somehow the relaunch of this title had flown under my radar, and when I discovered it on the comic store shelf I let out an inadvertent yelp of glee. I was a big fan of the series in the nineties, and I'm a big fan of David Lapham in the current decade, so for a moment I felt like I was having one of those dreams where you walk into a comic store and see all these awesome comics that don't really exist (I have this dream at least once a year).

If you're not savvy, Terror (that's his name, alright) was cursed by a demon a few thousand years ago and became immortal. The catch is that his body is dead tissue and decays as such, so he needs to continually take limbs from other people (or animals) and attach them to himself in order to keep things fresh. When the body part is attached, he gains any inherent abilities that limb had. For instance, a sharpshooter's eye will make him a great shot. An Olympian sprinter's legs will make him very fast. AHR's head will make him Mexican. You see how this works?

After a lengthy origin story, the scene this Limited (boo!) Series sets is that Terror's hit-for-hire company Terror, Inc. has been tapped by some government types to take out a high-ranking official who has become a liability. Ho hum plot as far as these things go, but his unique approach to problem solving (tearing body parts from people) makes it a fresh read in spite of itself. If a complaint can be made it's that it feels like it's moving a bit too fast, but I suppose when you've only got five issues you've got to get things moving. Here's hoping this goes well so we can get a regular series.

Return of a Fave + Unique Solutions to Old Problems + It's Terror, Inc! = A-

Growing Up Fast - The Flash #231

Now that Impulse is buried and Flash: The Fastest Man Alive is canceled, Wally West can return to the fore in his own book which hasn't seen an issue since the beginning of 2006. Are you a Flash fan? Great! Do you like The Incredibles? I hope so, because if not you're going to be very disappointed with this relaunch.

Wally's kids have grown up amazingly fast (shoulda seen that coming) and now they're out and about in Keystone City with their Pop, saving folk and getting home in time for dinner. The issue's got heart, and a playful take on the character might be the best plan of action after Bart Allen met such a grim end.

Daniel Acuña's art is a unique Photoshop painting style which more often than not is gorgeous, but which sometimes falls prey to some slack character work. The good outweighs the bad here, but it's still unpleasant to see a character's face fall apart between splash pages.

New Playful Direction + Art That's Pretty... - ...but Inconsistent = B

Magic Should Be Fun - Shadowpact #16

I almost didn't pick this up because of the horribly obnoxious cover, but then I remembered the great "Blue Devil is going to sue hell to get his soul back" cliffhanger last month. Unfortunately, that storyline is squelched in two pages; granted it's a very funny two pages, but I was hoping for a several-issue subplot. No dice.

So what are we left with? The Shadowpact crew trying to save Chicago from volcanic ash, a cameo by the female contingent of the Justice League (plus Superman for added value), and an unimpressive fight with Doctor Gotham. Not exactly the rip-roaring magical adventures this book offers on it's better days.

Lackluster plot aside, Bill Willingham is still one of the best writers around, and his entertaining characterizations of the gang save this ish from the discard pile. But even the dialogue feels a bit off, with a few real groan-worthy bits of comic cliche amidst the usual top-notch material.

Plotline Disappointment - Wasted Cameos + D.C Chimp = C+

Time Keeps Slippin' - Justice League #12

I was a fan of the majority of Brad Meltzer's run on JLA, although he kind of lost me with the crossover-heavy Lighting Saga. The final issue of his run on JLA has examples of everything Meltzer distinguished himself with on this series - fragmented storytelling, frequent flashbacks, small interpersonal moments, and an extremely complicated plot.

The idea behind the story is simple; a glimpse of how each JLA member spends their time on dreaded monitor duty. This would imply a relatively low-key look inside the heads of these heroes, and we do get some nice, particularly evocative moments with the tragic Red Tornado, a character who's robot angst ironically became the heart of much of this series. But Meltzer also crams in a number of "shockers", which are treated with a lot of weight but don't pack much of a punch. Still, as with all of Meltzer's work on JLA, it's ambitious in its storytelling and trying to follow it all has a certain frustrating appeal. Plus it's got a sweet Alex Ross cover, ain't nothing wrong with that.

Challenging storytelling + Confusing Storytelling + Poor Reddy = B

Sin-ful Plot Twists - Black Canary #4

In the last issue of this series, the big cliffhanger was that Black Canary's awesome little adopted daughter/sister Sin was killed by Green Arrow. I say, a child character was "killed". By Green Arrow. Off-screen. By disapearing into water.

The crime was not so much in the transparent cliffhanger, but in the way it was written as if the Black Canary, not to mention the readers, would fall for such a absurdly cliche set-up in a series that had seemed so smart. I finished that issue and looked at the preview for this month's issue and thought, "There's no way I'm buying that crap." But I did. And that's a testament to how much fun the first two issues of this series were, so congrats to Tony Bedard for making me pay money for something I knew would insult my intelligence. And oh, how my intelligence was insulted. Black Canary spends the entire issue looking like a fool for accepting the events exactly as they appeared, and when the truth is finally revealed we get a TWO-PAGE SPREAD explaining the twist ending, when a simple "It happened just like you thought it did" would have sufficed.

The really sad thing is that this issue still has a lot of fun bits and pieces, such as a great beatdown by BC and some good continuity moments that tie together events from Green Arrow's past. Still, comic shops are one of the few places in the world where I don't feel likely to be insulted, and I now feel obligated to challenge this book to a duel.

Waste of Two Characters - Contempt for the Audience - Pistols at Dawn = D



Wednesday, July 18, 2007

Snap Judgements:
The Spirit, Avengers: The Initiative, All Flash, World War Hulk, The Programme, Shazam!

As always, Snap Judgements gives you Triple-S comic reviews: short, sweet, and spoiler-free.

The Spirit #8: You Must Remember This, A Kiss Is Just A Kiss..

While most issues in this revamped run of The Spirit have been self-contained stories, "Time Bomb" fits into a larger continuity dating back to Issue #4. But despite having the events of a past narrative to spice things up, this issue ends up feeling very light on story. There's not one but two cliched plot devices - one is a ticking time bomb and the other I won't spoil, but it's all feels very unadventurous for a series that has distinguished itself with clever, off-the-wall storylines. But not all is lost, since Darwyn Cooke still fills the book up with art so rich and pretty you want to rub the pages against your face. There's also quite a few comedic moments to enjoy, even if the silliness keeps the emotional climax from feeling completely earned.

Tired Plot Devices + Purty Pictures- High Expectations = C+


Reviews for Avengers: The Initiative #4, All Flash #1, World War Hulk #2, The Programme #1, and Shazam! Monster Society of Evil #4 after the jump...


Avengers: The Initiative #4: Nice Going, Jerk!

Writer Dan Slott has a lot to say about about the teenaged trainees involved in the Initiative; if only he had more than 24 pages a month to say it in! Like the previous issues, Initiative #4 is jam packed with great characters, twisting conspiratorial plots, and solid, distinctive art. However, since every Marvel book is currently required to be ROCKED TO IT'S VERY FOUNDATION by World War Hulk, all the exciting developments of the last issues have to be pushed aside so the Hulk can come in and make these poor kids feel horribly inadequate.

Before the Hulk touches down, however, we get some great bombshell plot twists, one of which involves coverboy Hardball being even more of an ass than we'd suspected he was. At least he feels bad about it. Tool!

Mucho Intrigue - Big Bad Hulk + Hardball Ruins It For Everyone = B+

All Flash #1: The Flash Is Dead; Long Live The Flash

This is absolutely worth picking up for Karl Kerschl's unbelievably gorgeous art. Each panel looks like a cel from a big budget animated feature, and the vibrant colors make every page-turn a visceral experience. It's fitting that a Flash book should feature such crisp, high-energy artwork, and if All Flash can consistently bring this kind of quality to the table, consider me sold.

Unfortunately, Kerschl only illustrates about half of this book - specifically, the story's framing device which follows Wally West as he drags that Inertia around the circumference of the earth by his lapels. Do bodysuits have lapels?

The rest of the art feels crushingly boring when compared with the visual narcotic of Kerschl's pages. The main story deals with answering questions no one was asking from The Lightning Saga and the last issue of The Flash. Sure, it's fun to see the Rouges experience buyers-remorse after offing Bart, but it's already been covered in Countdown. I would have loved to see more of the Wally and Inertia scene, and not just because of the superior illustration; between Wally's rage and Inertia's almost stupefying fear, it's the most tense scene in any recent DC book. Plus the art is good. Keep that in mind.

Breathtakingly Awesome Art - Breathtakingly Medicore Art + Open Season On Rouges = B+

World War Hulk #2: Whakoom Whakoom Bbkbkkkbkoom!

Will someone tell me why the Hulk isn't angrier? I mean, the whole point of this story is that he's stronger than he's ever been because he's angrier than he's ever been, no? So why is he so calm about everything? First he announces his Intent to Smash in issue one, gives everyone 24 hours to leave, and now in this ish he has a heart to heart with his cousin, engages in intelligent debate with Sue Richards, and nearly cries when he sees Rick Jones. Yeah, Hulk's smashing, but he's being awfully civil about it. I suppose he's just bottling up all his rage deep inside, but that so... UnHulklike.

That conceit aside, the book is a fun read, if only to see your favorite heroes get smashed like you've never seen them get smashed before. Romita's art is great, his rendition of the Hulk makes you believe that this one green giant could wipe out everything. The bits of story that are there are well done, but the issue as a whole feels like an outline that will get filled in by the individual tie-in issues. There are a lot of characters here, and you can tell they're all going through their own dramas, but this particular book doesn't go into them too much. Which makes the whole thing feel a bit shallow, because there isn't any character that you are really given a chance to relate to.

Awesome Smashups - Shallow Characterization + Romita's Imposing Art = B-

The Programme #1: Good, I think?

Beginning a new comic book series presents some problems that aren't present in most other entertainment mediums. The writer is only given twenty-four pages to introduce their mythology, premise, characters and conflict to a reader who won't be able to read the next part of the story for another month. Movies can start off slow, books can be hard to get into, but the audience will usually stick around long enough to catch the hook. With comics, those first twenty-four pages are life or death, because if an impression isn't made, the readers will not be back.

This also presents an interesting problem for the reader, because it can sometimes be very hard to distinguish between a good book and a bad book based on twenty pages. Which brings me to The Programme. The book is completely impenetrable. It shuffles back and forth through time without warning or explanation, brings up mysterious plot points without explaining what the heck is going on, and throws a handful of underdeveloped characters at you. But! I want to understand the importance of the different time periods, I want to explore the mysteries, I want to know these characters. In other words, the book's got promise. I've been burned by many a "Promise Book" before, but I do believe I'll be back for the next twenty-four on this one.

Oh, sorry there's no plot synopsis, I just don't know what the shit's going on. Soviets, Nazis, test tube babies, mysterious guy glowing green... Who knows?

Tough But Rewarding Artwork - Tough Storytelling + Promise of Good Things to Come = B


Shazam! Monster Society of Evil #4: Simply Wonderful

Jeff Smith's take on Captain Marvel (more Billy Batson, really) draws to a close and it ends every bit as strongly as it began. The characters are still great, the art and design still show a wonderful playfulness and imagination. My only gripe could be that the conflict was wrapped up a little to easily, but that's hardly what the book was really about so I'm not taking that too seriously. It's good ole simple storytelling at it's best. If you haven't read any other issues don't try to start now, wait for the inevitable trade.

Wonderful Imagination + New Take On Billy Batson + Just Plain Fun = A