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Indestructible Hulk #8 – Review

INDESTRUCTIBLE HULK #8

By: Mark Waid (Writer), Walter Simonson (Artist), Bob Wiacek (Ink Assist), Jim Charalampidis (Colorist), Chris Eliopoulos (Letterer)

The Review: And so, as with all good things, Mark Waid and Walt Simonson’s Gods and Monsters story arc comes to an end. So far this story has offered a whip-smart marriage of science and magic and this issue is no exception, even going so far as to add a heady dose of comic book nerdery into the bargain. There’s action, there’s laughs, there’s drama, and it all blends seamlessly. There’s even a touching scene of Hulk-on-Thor man-love…more on that later.

One definite strength of this story is how there’s been a lot going on at all times but nothing has ever gotten too muddled. Banner and his crew of scientists are still on mission to extract a sizeable amount of Eiderdűrm for their research purposes, and on that front Viteri has his own enjoyable team-up with Thor. The two work out a way to extract the element from a Jotunheim waterfall by way of using Mjolnir for “Electrostatic separation,”…I ain’t got a brain for science but this seems pretty legit, so this comic gets extra marks for teaching me more than just how to smash Frost Giants.
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Planetoid #1 – Quick Review

By: Ken Garing (writer, art, everything)

The Story: A solider is stranded on an alien planet.

Quick Review: This is a series that will probably be well worth your time.  The story is about as simple as you can find (for now): Soldier crash-lands on an alien planet and wants to escape.  That’s something that will appeal to a lot of science fiction fans because we all like to learn about new worlds.  I think humans naturally want to explore, but there isn’t a lot of exploring left for the average person on Earth – the big stuff has all been seen by someone already.  True, there are many things left to explore in the worlds of science, but that takes things out of the realm of the everyman and into the area of specialists.  Our protagonist in Planetoid seems to be just a soldier; there’s nothing special about him.  Yet, he is getting to explore a wholly new world that no human has laid eyes on before….and we get to tag along.  The whole issue gives you a taste of the sense of mystery and awe that this solider feels.
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Weird Worlds #3 – Review

By: Too many to list—check out the review.

The Story: Lobo and the psychic electric eels!  Garbage Man vs. the Wolf Man!  Tanga, savior of the doughboy race!

The Review: Sci-fi comes in two schools: your classic horror and space adventure stuff, and your mind-blowing, semi-existential, social commentary concepts.  Thanks to writers like Neil Gaiman, Alan Moore, Grant Morrison, and Jonathan Hickman, the material you see in comics nowadays lean more toward science metafiction—which is all well and good.  But it’s nice and kind of a relief to sit with something like Weird Worlds, which promises old-school, sci-fi fun.

Kevin VanHook’s Lobo comes across several twists this issue, most of them for the better. It turns out the Xanaxx chancellor turning out is not pure consciousness suspended in luminescent blue goo with electric eels swimming in it—disappointing, as it’s the first cool idea this story has come up with so far.  But VanHook makes a clever point about how these broad “scientific” concepts are quite nearly as farfetched as old-fashioned superstition.  He also puts the turnaround to good use by setting Lobo on a new, more heroic direction.  The dialogue is still pretty weak, leaning on the hopelessly silly, as the aliens seem a bit too Americanized in their references and language (“chicken fat,” “geek-fest,” and the worst: “Oh, cwap”).  Jerry Oroway’s art is as decent as ever, but it’s not a redeeming factor if you’re still not sold on VanHook’s story.
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Shrapnel: Aristeia Rising #5 – Review


by Nick Sagan & Mark Long (creators), M. Zachary Sherman (writer), Bagus Hutomo (art), Leos “Okita” Ng (colors), and Sean Konot (letters)

The Story: Shrapnel’s epic conclusion sees Captain Sam Vijaya leading her Venusian militia into the final battle with the Marines led by her old nemesis, Major Bellgrave.

The Good: It’s a Radical comic, so you’d expect excellent art, but this issue is unreal.  The double page splashes are awe-inspiring and the whole book is just stunning.  It’s one of a kind, realistic, and outright gorgeous.  This book needs to be seen to be believed.  This is the best looking issue of the series.  The characters have more definition and things are still gritty, but also a bit brighter to alleviate the confusion that plagued past issues, and did I mention those splashes?  This is a great looking book that’s consistently good from cover to cover. The sheer size and scale of some of the things Hutomo draws in this issue is mind-boggling, yet he pulls it off just as well as he does the claustrophobic scenes in ship corridors.

Meanwhile, Sherman decided to go simple on the writing end, and the comic is all the better for it.  I’ve had issues with Shrapnel before in Sherman’s cramming way too many words onto single pages, even single panels.  That’s gone in this issue; it’s a stripped down depiction of the brutality, emotion, and protocol of war.  Most of the words we get here are the cries of panicked soldiers and the orders of their commanders.  It works really well.  Sherman is trying to do one thing: give an accurate portrayal of a hard SF battlefield, and he does so with flying colors as a minimalist that avoids any overwriting.

And that makes any of the dialogue that does occur all the more outstanding, all the more poignant.  It makes Vijaya’s interactions with her old mentor, Colonel Rossi, all the more impactful.  The scene where he chooses sides or the one where he and Vijaya struggle for command of the ship are brief, but Sherman’s minimalism makes what’s said feel powerful.

The battle scenes are very well done and Vijaya’s final gambit is nothing less than totally awesome.  This issue is epic, beautiful, and engaging.  You really feel the harsh realism, urgency, and chaos of the battle and again, despite the relatively little dialogue, the final double splash page surprised me with how much emotion it raised in me.  That splash perfectly sums up this issue: it had no words, just effective imagery.  Make no mistake; this is a war story without digression, tangent, or side-story.  It’s about a battle and the effects it has on one soldier’s life and spirit, and it’s great.

The Not-so-Good: Some reader’s may be a bit put-off by the minimalism and wish for more dialogue to make this a longer read or perhaps to give a greater sense of depth, complexity, and engagement.  I feel that that would dilute what the comic does, but it’s a fair point.

Also, some of the battle scenes are still a bit hard to discern.  It can get a little blurry and hence a little tough to figure out who’s who or what’s going on.  That said, even the worst frames are comprehensible with a little thought and context.  This problem has haunted the series from day one, but it’s vastly improved here and the confusion occurs far less often than it did back in the first issue.  It’s a weak-point, but it’s better than it was.

The Bottom-line: The best issue of one of the best limited series of 2009 thus far.  Epic, beautiful, and harsh, this is one to pick up.  Better still, it’s 2.99 for a 50-page issue with heavy paper and a glossy cover.  Can’t argue with that.

Grade: B+

-Alex Evans

Astonishing X-Men #27 – Review

By Warren Ellis (Writer), Simone Bianchi (Pencils & Ink Washes), Andrea Silvestri (Ink Washes), and Simone Peruzzi (Colorist)

The Story: The mystery surrounding the now deceased Subject X and the strange electronic box grows deeper as the X-Men work to unlock whatever secrets may be held. The investigation winds up involving Agent Abigail Brand from S.W.O.R.D. and a five mile chunk of land in China that’s considered to be an intelligence dead zone.

What’s Good: Warren Ellis is slowly, but surely, unraveling one hell of a science fiction story with his first Astonishing arc. By allowing the reader to learn things only as the team does, Ellis ensures that each issue leaves you wanting more. It works extremely well, and makes for a fairly dense read. This is why it helps to have so much character work and entertaining (sometimes hilarious) dialogue throughout the book. The story could easily become overwhelming without the witty exchanges helping make everything a bit more digestible for those new to Warren Ellis’ style of science fiction.

What’s Not So Good: The artwork and, in a minor way, the pacing. I honestly can’t think of another series that hits such artistic highs and lows within the same issue. For every gorgeous or cool looking scene, there are others that look far too muddy. For every great character shot, there are facial expressions that are absolutely ridiculous or totally inappropriate (for the given scene). It’s the very definition of hit or miss and, quite frankly, this story deserves better.

As for the pacing, I only mention it because all the fun character work does little to actually advance the plot. Normally, I wouldn’t even bother mentioning it because I happen to enjoy Ellis’ banter quite a bit, but some may find the story already moving slow enough without all the added team moments.

Conclusion: An extremely entertaining chapter in what is quickly becoming a fantastic sci-fi story. The only thing holding this one back is the inconsistent artwork, but what damage it does is far from critical. This one’s worth it for the story alone.

Grade: B+

-Kyle Posluszny

Secret Invasion: Inhumans #3 – Review

By Joe Pokaski (Writer), Tom Raney (Pencils), Scott Hanna (Inker), and Guru eFX (Colorist)

The Story: Medusa, Crystal, Karnak, Triton, Gorgon, and Lockjaw make a risky visit to the Kree in order to set up an alliance that will help the Inhumans find the captured Black Bolt. Meanwhile, the Skrulls get ever closer to unlocking Black Bolt’s emotions in order to use his power as a weapon.

What’s Good: This visually attractive book seems just as interested in re-establishing the Inhumans within the Marvel universe as it is with being a piece of the Secret Invasion puzzle. It is a nice change of pace from the more action oriented tie-ins. In addition, Joe Pokaski does some nice character work and clearly understands what must be done in order to ensure the Inhumans remain relevant, following the event they are being tied to.

What’s Not So Good: By the end of the issue, the plot seems needlessly complex considering that there is only one chapter left in this arc. I sense a rushed, messy conclusion in the near future. Also, while Tom Raney’s pencil work is attractive, there is some facial inconsistency that proves distracting on more than a few occasions.

Conclusion: Secret Invasion: Inhumans #3 scores points for doing something different, but it is still a fairly average book all around. Worth checking out if the characters interest you or the future of the Marvel universe is a concern, but not exactly what I would consider a must-read.

Grade: C

-Kyle Posluszny

Pilot Season: The Core #1 – Review

Jonathan Hickman, (Writer) Kenneth Rocafort, (Art) Dave McCaig, and Nathan Fairbairn (Colors)

I had pretty high expectations for The Core from the moment it was announced as part of the 2008 Pilot Season lineup. Now, after reading it, I realize that I may have set my expectations a bit too high. While there is nothing actually bad about the last Pilot Season entry, it feels a bit too dense for its own good. I realize that complexity is a part of what makes Jonathan Hickman’s writing so appealing, but it truly is a double-edged sword in this case. Considering the nature of the Pilot Season (6 books debut, 2 books continue), I found it rather difficult to become invested in such an incredibly complex world knowing that it may never come to be fully realized.

Underneath all the exposition and heavy science fiction, the story is rather simple. A human being passes the trials necessary to become a member of an elite intergalactic tactics/battle unit and finds himself smack in the middle of a chaotic rescue mission. It is a tired and true framework, but Jonathan Hickman elevates it into something more memorable thanks to an interesting mix of high-concept political intrigue and not-so-subtle social commentary. The characters are unique, the concept has a lot of potential, and the ending left me wanting more. There really isn’t anything negative that I can say about the book, but I question whether it is worth the effort necessary to scratch past the surface when the series could be dead within a month.

Visually, The Core is a winner (most of the time). Kenneth Rocafort and his colorists do a fantastic job of bringing Hickman’s world to life, but seem to struggle when the action starts up. There is a strange dip in visual clarity during the action scenes and the battle flow just feels extremely disjointed. Thankfully, the action is kept to a minimum, so it’s a minor issue. One other thing I would like to mention is how incredible Rocafort’s character designs are. Part of me hopes this series continues just so I can see what other types of alien races are part of the world.

The Pilot Season leaves me with quite conundrum. Without a doubt, Urban Myths scores one of my votes, but I can’t quite decide which book will get the other. Genius scores big points because of an incredibly unique premise and a solid storytelling foundation. The Core scores well because I know that Hickman is a capable writer and I really enjoy the visuals/character designs. I’ll make up my mind one of these days, but, in the meantime… (Grade: B)

-Kyle Posluszny

Echo # 4 – Review

By Terry Moore (Writer and Artist)

Terry Moore’s Echo is about two women joined by inexplicable circumstances. Annie Trotter was a test pilot for a weapons manufacturer who decided she was worth killing for scientific study. As a missile pressed against her body, Annie’s experimental suit simulated an atomic blast high up in the stratosphere destroying her and the composition of the suit itself.

Julie, a down and out photographer whose life couldn’t get any worse, had the unfortunate luck to be underneath the explosion. As bits of the suit fell down upon her, its mysterious composition stuck to Julie’s body and with it Annie’s memories!

Echo #4 elucidates Julie and Annie bizarre relationship via the suit and what role Annie’s boyfriend Dillon will play. The question remains if Annie is still cognizant but incorporeal within the suit or the suit has stored all of Annie’s being. This tantalizing science fiction tale is given the warmth and profundity that accompanies Moore’s work. Julie’s sacrifice for her dog, Dillon’s outrage over the cover up of Annie’s death, and the callousness of Jack towards Annie’s death and Dillon’s grief, provide the emotional resonance for renewed interest. These characters are relatable despite their setting and predicament, and one can’t wait to see what happens next.

The mood of the series is noticeably different but remains congruous aesthetically to Strangers in Paradise. This may leave fans of that series a little out of place, but given that Moore is an incredibly expressive artist, he gives his characters a visual accessibility of emotion that other science fiction comic don’t have. For instance, the forlorn pout on Julie’s dog is enough for the reader to share his food with him, let alone Julie. Moore’s ability to make not only his writing but his art accessibly emotional provides the personal connection which bonds with the reader like a top-secret experimental suit.

Terry Moore’s Echo is amazing! (Grade: A)

-Steven M. Bari

Fantastic Four: The End #1-6 – Review

By Alan Davis (Story and Pencils), Mark Farmer (Inks), and John Kalisz (Colors)

Fantastic Four: The End is one of the best mini-series, and indeed, one the best comic book stories, I have ever read. Given, I am a huge fan of the Fantastic Four, and granted I have only been reading comics for a little over a year, but if this isn’t good enough to rank amongst the top of what this medium has to offer, I don’t know what does. Whether or not one disagrees with this statement, there is still plenty here to satisfy even the most casual comic book reader.

The story takes place years in the future long after a horrific battle with Dr. Doom which caused not only his death, but the tragic deaths of Franklin and Valeria. Now the Fantastic Four have drifted apart. Reed has ushered in a utopian period for humanity, inventing life improving machines and life lengthening processes, and continues to do research, secluded on a base in orbit of Earth. Sue has separated from Reed, and has immersed herself in underwater archaeology. Johnny (who now goes by John) has finally matured and is a prominent member of the Avengers. Ben, who has gained the ability to transform back and forth between The Thing and his human form, has finally married Alicia. They have three children and live on Mars, dwelling inside the Inhuman colony.

While life may seem bittersweet for the four one-time teammates, old threats are reawakened and old foes unite. Eventually, through a seeming act of fate, the Four slowly come together along with many of the surviving Marvel heroes to once again save humanity. This summary may make the plot sound somewhat generic, but nothing could be further from the truth. The story takes many shocking twists and turns while employing clever foreshadowing techniques. This is also a very sci-fi story. It almost felt more like Star Trek than the Fantastic Four due to its futuristic setting, but this is certainly not a complaint. Fanboys (and fangirls) who love far-flung future tales and stories of super heroics will be more than pleased by this entertaining merger of the two.

Alan Davis’ art is a perfect match for his story. Too often, I have seen future settings portrayed as being either too cartoony, or too surreal. This is neither. Utopian scenes, while pristine looking, do not have a sterile feel. Instead, they’re full of life. Once again, visuals from Star Trek come to mind. Similarly, when the rougher parts of outer space are being presented, Davis does not hesitate to show us more mechanized and creepy scenery. John Kalisz’s colors match flawlessly, being vibrant and colorful at the right times and dark when necessary, but never too much of either extreme.

Perhaps the best element is the theme of family that runs throughout. Even a tragedy cannot keep the Fantastic Four from fully severing their ties with one another. When they need each other the most, they are able to overcome adversity and reunite once more. Themes such as responsibility, heroism, and combating prejudice, while all important, come second when placed with one of the most important benefits to society: the family. Not only does Alan Davis convey this in a very well told manner, he realizes that this theme is what drives a good Fantastic Four story, thus making Fantastic Four: The End a great read on several levels – as an FF story, as a piece of futuristic science-fiction, as a superhero tale, and as family-centered piece. Anyone who enjoys reading one of these categories needs to do him or herself a favor and pick this series up – either as individual issues or in trade paperback form. (Grade: A+)

-M. Staples

Haunt of Horror: Lovecraft #1 (of 3) – Review

Richard Corben (writer, artist)

This is the beginning of the second Haunt of Horror mini-series (the first featured the tales of Edgar Alan Poe) by Richard Corben for Marvel’s Max line. It’s an attractive package with a heavy cardstock cover and featuring some gorgeous black and white art (with gray wash-tones). The collection contains three stories: Dagon, based on a Lovecraft short story, The Scar (after Lovecraft’s Recognition) and A Memory, both based on poems. As a nice touch is the text of the original source material which is included after each story; they serve as a story divider.

The typical features of Lovecraft’s milieu are well represented here: The unmentionable, ancient creeping horrors in remote corners of the globe that drive the mind from rational thought to madness. As a true Lovecraft aficionado, I tend to look at this work with a more critical eye. The more general comics reader can enjoy this work as either an intro to Lovecraft or as an appreciation of the work of Richard Corben – one of the true legends still working in the field.

In The Scar, Corben makes great use of the black and white printing and proves himself a master of light and shadow. A torch plays a significant role in the story and the stark contrast of torchlight highlighting facial features against black backgrounds is beautifully rendered throughout the story – a joy to behold if you like that sort of thing. At the risk of sounding silly, I’ll admit that A Memory is almost entirely worth it just for the rendering of the gloves on the second page of the story. Go ahead, take a look, and tell me they don’t look plush; you’re in the hand of a master craftsman here.

While The Memory involves more blood and guts than the other two stories it’s a more understated use of gore. It’s there but it doesn’t overpower. The focus is on the emotional content as revealed through the facial features of the characters involved. All in all a very effective story with a bit of a twist ending not unlike an old Marvel monster story.

I enjoyed this issue a good deal. Lately I’ve been into the old black and white magazines, like Creepy and Eerie that weren’t quite my cup of tea when I was younger. This comic very much has the feel of those books, and I do believe Corben did work for those titles back in the 70’s. While I regret missing the Haunt of Horror series dedicated to Poe I will be looking to pick it up in trade. And I am definitely looking forward to the next issue of this three part miniseries. (Grade: A)

– Arthur Cooke

Kill the Revisionist! (Graphic Novel) – Review

By Chad Lambert (writer) and Chris Steininger (art)

You’ve seen all this before. Take the Highlander, dress him up like Devo, add bits of Wolverine and Daredevil, then have it drawn by a guy who wants to be Matt Wagner so much it hurts, and you have the Revisionist.

Fortunately, in comics originality isn’t as important as style, and Kill the Revisionist! has that in spades. The art is cool, the action fast-paced, the dialogue irreverent, and the plot twisty in several ways I didn’t see coming. It begins at the dawn of time, on a molten and lifeless Earth, to which a tattooed super-criminal has been banished for attempted genocide back in his own dimension. It then jumps to the present day, with the Revisionist stomping on a couple of would-be museum tomb raiders. You see, there’s a crime cartel known as the Cross causing mayhem throughout the city and the Revisionist is the only man standing between them and… whatever it is they’re trying to accomplish. That part’s a bit fuzzy. The Revisionist continues to cross paths with them, sometimes thwarting their evil schemes, but mostly getting his ass kicked. During the day he tries to get a date with Sara, a co-worker at his white collar day job, and making excuses for the bruises on his face. As the novel progresses, the stakes keep getting higher and — wouldn’t you know it — the leader of the Cross turns out to be that ancient, extra-dimensional, super-powered mass murderer.

The Revisionist previously appeared in Digital Webbing Presents, which I haven’t read. A recap at the beginning of the book would have been nice. As it is, the story seems to skate over more than a few details that might have given the story more depth: What exactly is the Revisionist’s day job? Why does he fight crime? And why, with three billion years to craft his revenge, couldn’t the villain come up with a master plan that was a little more sophisticated?

Despite these shortcomings, Kill the Revisionist! is a fast, fun ride. (Grade: B)

– Andrew C. Murphy

Echo #2 – Review

By Terry Moore (story, art), Brian Miller (colors)

I’m not sure if I’m going to continue with this book on a monthly basis. I’ll give the book a couple more issues, but if I’m not completely hooked by then, I’ll just wait for the trades. Echo is not a bad book by any stretch – it’s got a good science fiction concept, beautiful art, and excellent pacing. Now, you’re probably asking, “Well what’s there to complain about then?” And my answer is, I just don’t know if there’s enough story to get me by each issue. There’s also elements that nag me as disingenuine at times (which I’ll get to in a moment).

Terry Moore wastes no time putting us right on the heels of last issue with Julie’s metal problem. Try as she might, it won’t come off her skin. So, she drives to the nearest hospital for help to which the doctor completely blows her off; he believes she’s playing a prank on her. And even though the nurse is convinced that Julie’s problem is serious and reak, she wastes no time in discharging her. Now see, this is just stupid. No hospital would turn a patient away – especially when it’s something this serious. Prank or not, Julie easily could seek out a second opinion or at least fight for it. But she doesn’t, she just gives up and walks away. She also does this to her soon to be ex-husband when he blows her off. I mean, if her problems are as serious as this, wouldn’t she just drive down to his place of work and show him the problem first hand?

It’s this kind of characterization that annoys me. It’s like she’s playing the “stupid” character in a horror movie. You know the one I’m talking about – the one that gets killed. Moore has constructed events like these to play upon our sympathies for the character, but they do anything but. Readers are smarter than this. Don’t play them as fools. This is a serious problem for me, and it’s not one I’m going to let go. Moore should either let moments like these play out realisticly or he shouldn’t do them at all.

These rest of the issue is otherwise excellent. Moore does a great job with his compositions and narrative. They’re both much improved over the first issue. There’s a scene in particular with Julie and her dog that grounds this book with a lot of realism. We get more of the government conspiracy, and a new player enters the story who will most likely become Julie’s adversary. There’s a lot to like about this issue, but I’m just not convinced (yet) that this is a title that will read well on a monthly basis. That’s not necessarily a bad thing – Scalped and Walking Dead are similar books that read much better in trade form – so we’ll see. (Grade: B-)

– J. Montes

Fantastic Four #555 – Review

By Mark Millar (writer), Bryan Hitch (pencils, inks), Paul Neary (inks), Paul Mounts (pencils)

Mark Millar wasn’t lying! This book is full of high concepts. Usually when I read a book like this, there’s a lot of generalities – things just aren’t thought out well. That’s definitely not the case here. Like a true science fiction epic, Millar’s idea of a new man made Earth is provocative. The way he’s fleshed out this “Nu-World” and how the scientists have thought of just about every contingency from replicating graffiti on city walls to the moon’s effect on the tide is just brilliant.

Most of this issue goes into great detail regarding Alyssa’s “science project”. One might expect to be bogged down with these explanations, but thanks to the eye candy provided by Bryan Hitch, it all comes off very cinematic. Eventually, the story boils down to Alyssa selling this concept to Reed, imploring him to leave behind the super heroics and become a scientist on the project. He doesn’t exactly answer her question, but there’s no denying that it’s in the back of his head.

The other subplots started by Millar don’t really come into play this issue, and that’s fine with me – they’re  just “throw aways” and I prefer seeing him concentrate on this science fiction stuff. Sue is no where to be found, Johnny Storm runs into a super villain that falls for him (and vice versa), and The Thing rambles on about his date from the previous night while giving Reed a stern warning about Alyssa. I’m sure this will all tie together eventually, but for now, I’m happy with what’s going on.

The creative team is firing on all cylinders. Paul Neary and Paul Mounts deliver some beautiful inks and colors over Bryan Hitch’s pencils. And Russ Wooton’s has to be commended for his choices in typefaces (it all just fits perfectly). Fantastic Four is in very capable hands. Prepare to be enraptured from page one. (Grade: A)

– J. Montes

Rasl #1 – Review

By Jeff Smith

Back in the early 1990s I discovered Jeff Smith’s Bone. But I wasn’t the only one, it stands as one of the biggest independent success stories of all time. It was a charming and cute little book that broke demographics, appealing to all ages. The book ended in 2004, and other than a few books like the Shazam mini-series Smith did for DC, he’s been pretty quiet… until now.

I didn’t know what to expect from Jeff Smith’s Rasl. I thought it might be another book in the same vane as Bone, but the first page quickly dispelled that notion. Rasl’s premise is quite interesting. He’s an art thief who possesses an odd machine that can warp him into a pocket dimension known as “The Drift”. This pocket dimension acts as a hiding place for him until the coast is clear.

There’s no back story on how Rasl’s acquired this machine or how it works, but judging from what I’ve read, it’s probably safe to assume that he either stole it or just stumbled upon it. This, “Drift” or alternate dimension he escapes to is largely unknown. What Smith does tell us is that it’s easy going in, but painful coming out. So painful, that Rasl needs a variety of drinks and cigarettes to calm his nerves after returning to the real world. The kicker to this first issue is that while he manages to come back from his latest heist, things are seemingly different in the world around him. This is the mystery of Rasl’s story.

I’ll admit it, Rasl came in under my radar this week. I just happened to see it on the shelf and decided to give it a shot. I’m glad I did, too. The premise, while nothing new, is engaging and it gives way to a lot of curiosity (not to mention a bevy possibilities). Smith’s art is sharp and clean, while not being overly cartoony in style. My only reservation is that the issue reads very quickly. Don’t get me wrong here, it’s not decompressed at all. Normally, I wouldn’t have a problem with a book paced this quickly, but having to wait until May 2008 for the next issue is madness! (Grade: B+)

– J. Montes

Dan Dare #4 – Review

By Garth Ennis (writer), Gary Erskine (art) Parasuraman A. (colors)

Dan Dare one of my favorite comics being produced right now. It’s full of science fiction, battles, explosions, and conspiracies. On top of that you’ve got Garth Ennis doing the story and Gary Erskine on art. Seriously, what’s not to like? I urge you to give this book a try. If you can find the back issues, get them. If you can’t find them, you can still pick this issue up and enjoy it (to a degree).

This issue starts off giving us some instant answers. We finally find out what’s happened to the AWOL President: He’s sold out the navy and Dan Dare to the enemy! Jocelyn Peabody digs into the heart of this conspiracy, realizing that time is running out. Meanwhile, Dan Dare and Digby continue to fight for their lives on Port Napier. Some of the subordinates, ready to give up, ask Dare if it’s time to euthanize the women and children. If they fall into enemy hands, they’ll face horrible atrocities. But Dare isn’t ready to give up. He honestly believes they can beat the overwhelming odds. Eventually, the battle is resolved, but not without a high cost.

What’s made this book so good is Garth Ennis’ ability to juggle multiple plot threads at the same time. He gives just enough of each subplot to keep us satisfied, while building character relationships, advancing the story, and blowing up stuff. Dan Dare, simply put, is the perfect model of how to tell a multi-facetted story. Other than last year’s Annihilation series by Marvel, I can’t think of a better “space” book being produced right now. (Grade: A-)

– J. Montes

Terminator: The Sarah Connor Chronicles – WonderCon 08 Panel – Download it now!

Our Terminator: The Sarah Connor Chronicles panel footage from Wondercon 2008 is now up for your downloading pleasure. The video is 720×468, 52 minutes long, and comes in at 313MB. Quicktime 7 is required.

Get the video at our WonderCon 08 report!

Jamie Delano’s Narcopolis #1 – Review

By: Jamie Delano (Story), Jeremy Rock (Artwork), Greg Waller (Color)

With Narcopolis, Jamie Delano (Hellblazer) creates a new world in the future, with a new language. I don’t feel like reading a comic book with a reference book next to it. Here is an example of dialogue (main character talking to his vulture): “MagicWord comes, we’ll screech bigMouth, scream clean through the deathStatic idiotNoise.” What the hell?! Sure! Anytime!

Gray Neighbor works at a missile construction factory, and enjoys watching SlickArt (bestiality) shows on TV. Aside from that, there are lots of sexual innuendos laden throughout this book. On top of that, he’s being investigated by a sexy agent from T.R.U.S.T for animal brutality.

There is also a constant threat in Narcopolis. People are afraid of PsychStrykes. An unwilling, random individual is the source of the attack, and it seems to infect people next to it, making them go crazy and murder each other.

Maybe if the language wasn’t too foreign this book could have been good. The concept is interesting. Rock’s art has great potential, but is misused with the script. (Grade: C-).

-Daniel Yanez

Dan Dare #3 – Review

By: Garth Ennis (Writer), Gary Erskine (Pencils)

When you think of Garth Ennis you probably think of sick, twisted, ultra-violent tales from Preacher and The Punisher. Well, unknowingly to a lot of you, he’s one hell of a science fiction writer as well. Dan Dare is based off an old British comic book character, and if you like books like FEAR Agent, you’ll probably enjoy this one as well. It’s not as chaotic and fun as that book, but it offers a good dose of science fiction.

Dan Dare #3 builds on the momentum established from the previous issues giving us an all out military battle on an alien planet while also giving us answers to the alien invaders’ motives. In a touching scene, Dan Dare carries an orphan child, explaining the complete history between his race, humans, and the alien invaders. The whole scene really works without dumbing down things for the reader. The dialogue and personalities (right down to the scared marines who want to go home), feel genuine and real.

I really can’t recommend this book enough. The pacing is perfect, the story is not decompressed, and Gary Erskine’s art is excellent. If you’re curious to see a different side of Garth Ennis or if you’ve ever wondered if he could write a different genre, this book is a must read. (Grade: A)

-J. Montes

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