High Moon, v. 1
Collects: High Moon Chapters 1-3 (originally available at http://zudacomics.com/)
Released: October 2009 (Zuda / DC)
Format: 192 pages / color / $14.99 / ISBN: 9781401224622
What is this?: Weird Western intrigue as gunfighters meet werewolves in the Old West.
The culprits: Written by David Gallaher and art by Steve Ellis
I admit I never would have heard of High Moon, v. 1, if it hadn’t been for Valerie D’Orazio’s Occasional Superheroine blog. High Moon is the second release from DC’s Webcomic line, Zuda. The line’s first release, Bayou, passed me by without making an impression.
But High Moon did appeal to me. It was firmly in the weird Western genre, with six shooters and werewolves and other supernatural nastiness. I hadn’t heard of writer David Gallaher or artist Steve Ellis, but that wasn’t an important consideration. When it came down to it, though, buying High Moon was a whim I indulged to get free shipping.
Breaking with usual tradition, I’ll discuss Ellis’s end of the collaboration first. I like his relatively realistic humans, which contrasts with the extreme grotesqueries of the monsters. His sense of character design is usually good and sometimes better than that; his steampunk Tesla collaborator, Tristan, is the best part of the art. But even though I like his characters, they do tend to look a little alike — or sometimes the same character doesn’t look anything like himself. In the first chapter, there is one too many old white guys with overabundant facial hair, and it took a second reading to realize there was only one black guy in the story. In a story that deals extensively with transformations and subtle hints, Ellis’s work — especially in the first chapter — doesn’t quite cut it, unless you’re willing to give it a second read. And High Moon is a high-concept romp — you shouldn’t have to read it twice.
But maybe I’m being too hard on Ellis’s pencils. His drawing isn’t helped by the coloring, which I suppose was his work as well. Much of the story is colored with a dominant palette, usually deep blues or fiery reds. In theory, such color schemes tend to set the mood. In actuality, they tend to drown out subtleties in the work and flood the eyes with uniformity. (Or bore the viewer; the post “No Man’s Land” Detective Comics stuck with almost a monochrome, and the art nearly put me to sleep.) These colors don’t bore. They are vivid, leaping off the page at readers’ before the linework has a chance to make an impression. In the second and third chapter, this isn’t as important, since there are fewer subtleties to the plot or transformations. But, as clichéd as it is, you never get a second chance …
Gallaher’s story and characters should be fun. I can feel it in my bones. Somehow, though, I never engage with the characters and never enjoy the plot. The former is because there are carefree, fun characters; everyone has a dark past, something that has literally and figuratively scarred them. It could have to do with the switch in protagonists after Chapter 1, especially given the two leads didn’t interact enough, and the new lead felt thrust upon the reader by authorial fiat. Also, Gallaher seemed to feel there was a symbolic passing of the torch, but it never showed up on the page.
The story … the story is lacking, somehow. The art can’t be entirely blamed for the confusion; Gallaher plays it a little too subtle in places. (That might be my fault for not reading too carefully, but I don’t know that I should have to read that carefully.) The quest of former Pinkerton agent MacGregor to round up a gang, rescue a kidnapped girl, and deal with the supernatural he’s obviously battled before has a lot of great elements, and his own secret adds a little something to his character. He has a grim sense of humor. But the addition of his past with Eddie Conroy, the secret of the mines, the sheriff’s daughter … I think Gallaher thought he was wrongfooting readers who saw the big werewolf and jumped to the obvious conclusion. He was, but he was also adding a lot of clutter to a story that didn’t need it to be interesting. The second and third chapters are a little more streamlined, but the new protagonist isn’t quite as interesting.
Perhaps it was a great misreading on my part, thinking that the story should be fun. But on the other hand, I have no interest in a weird Western where everyone is miserable, especially when the writer heaps the misery on the characters before he gets me to start liking them.
(Oh, and I’m sure having the cavalry captain say “I’m your huckleberry” seemed like a cool idea. Yes, it sounded cool when Val Kilmer said it as Doc Holliday in Tombstone. It’s not cool here. And the army doesn’t have a rank of “commander.”)
Obviously, I didn’t like High Moon. The rating below is higher than my negative comments might indicate; High Moon gets a bonus simply for being part of the weird Western genre. Fortunately, readers can sample it before making a decision — actually, read the entire series, including the start of the fourth chapter, online at Zuda Comics.
Rating:
(2 of 5)
Labels: 2, David Gallaher, DC, demons, High Moon, MacGregor, Steve Ellis, weird western, werewolves, Zuda



There are, in essence, three or four types of entries, all of them footnoted to help place them chronologically. There are the gangster entries, which stretch from the beginning of Batman’s career to the end of the Silver Age. If they’re goofy gangsters — the ones with stupid gimmicks or the ones who take advantage of Batman being intangible or having a broken arm or being a purple giant — they’re from the ‘50s and ’60s. If not, they’re from the ‘40s, and the stories sound surprisingly sane and interesting. If they mention real crime — you know, with ethnic groups, so we can blame our troubles on foreigners and minorities — then the character’s from the ‘90s or later. The second kind of entry covers the long careers of Batman’s costumed villains; these aren’t as fully footnoted as I might have hoped, but they are pretty complete entries. Then there are entries that tie in to all the crossovers and plot devices Batman’s gone through since Knightfall.
(4.5 of 5)
Not that Parker is evil. He visits his mother, who has Alzheimer’s, in the nursing home, telling her stories he thinks will make her happy, and he really wants to get her into a better home. He wants to build a better life with his pregnant girlfriend, although he lies to her about how he gets his illegal money. When the use of his powers leads to the grave injury of a police officer, he’s deeply sorry; when his cousin is thrown in jail for his crimes, he works hard to get him cleared.
So, first of all: do not expect anything of the plot. Anything. It’s extremely thin, has no real payoff, and is used as a frame for Campbell to talk about what he wants. It’s discarded when it’s convenient. I can’t see why Campbell used his fictional disappearance in an autobiography. He’s obviously talking about things that are very important to him, and the frame only distracts. It’s obviously a metaphor, but a metaphor that doesn’t work in the story is merely a big, distracting sign screaming “Look at me!” into your ear.
On the other hand, Wonder Woman has murdered a man, and the demon torments her with the knowledge. Wonder Woman did it for a greater good, but … this seems to be part of Simone’s grand unifying plan for Wonder Woman, the idea that assimilates (or tosses aside) all the piecemeal characterizations Wonder Woman has had and finally gives her a proper concept. It doesn’t quite work here, I think; the opponent feels generic, and the threat doesn’t have enough dramatic heft to make Simone’s concept stand out.
Neither of the plots worked. Despite having fun dialogue and the characters readers have come to enjoy, this was too by the numbers. First, interfacing between “cyberspace” and the real world is always a dicey proposition, and even though the explanation for Oracle’s infection makes sense, it still doesn’t feel right. It starts out interesting — Oracle seeing patterns in an unplugged screen is suitably creepy — but the more it becomes concrete, the less interesting it is, the less possible madness is for an explanation and the more it becomes a standard fight that Oracle shouldn’t win. She does win, of course, through the most hackneyed way possible: beating the logical machine with emotion.
(2.5 of 5)
Miller works hard to construct a noir world, from the title to the charaters and setting down to the black-and-white art. It’s not a setting constructed on Phillip Marlowe’s LA or Sam Spade’s San Francisco or even Mike Hammer’s New York, although it’s easy to see Hammer could get to enjoy Sin City. The Hard Goodbye goes well past Hammer’s gleeful gunplay and dead women, crafting something so violent it’s almost superhuman. In the movie, this was morphed into a sort of a noir fu, a martial art that relies not the purity of heart or the wisdom to learn but instead hinges on a person’s rage and corruption. The comic book is like that — Marv and his chief antagonist Kevin are bizarre aberrations, their ability to take and deal out pain inhuman in scope. Miller integrates them into a world that is mostly recognizable without a great deal of trouble, but Marv knows the truth: they’re freaks.
(4.5 of 5)
I’m happy to say the movie version of Whiteout is better than the book. It sticks with the same formula: scientists murdered in the Antarctic, with a U.S. marshal investigating. Stetko, the marshal, is more fully rounded than in the comic version, and the investigation takes one or two more side treks than its inspiration. The movie made Antarctica more menacing than the comic as well; every time the protagonists left base, it was certain that something awful would happen to them. The cold bled through the screen into the theater, although the air conditioning at my theater might have had something to do with that.
As a mystery, I’m not sure what to make Whiteout. Stetko is one of those investigators who bull their way though the investigation, leaving a wide swath of destruction behind them and the shockwave of their movement creating a smaller blast in front of them. This is common for mysteries, although it makes more sense in stories when the suspect pool is larger. Using Antarctica for a setting leaves Whiteout with a limited pool of suspects, and one would think a more subtle approach might be better suited for the story. But perhaps that’s just my stylistic choice.
I am both relieved and disappointed to see that the TPB Marvel had solicited as Marvel Bromance has been released this week as
Really, that gives you an idea of the type of humor right there.
Both “The Third Wish” and “The Island” focus heavily on Hellboy’s destiny. I don’t know if most readers will think thats as boring as I did, but I found it didn’t make for a compelling story. Hellboy seems aimless, tossed from one point on the globe to another, with people yelling at him that he will end the world. Hellboy is baffled, then punches people, and the story ends. It’s less than satisfying. Hellboy doesn’t seem to defy or deny his alleged destiny so much as he reflexively punches those who believe in it.
(1.5 of 5)
First, let me say what is unquestionably right: Hellboy drawn by creator / writer / artist Mike Mignola. Nothing looks quite like it, even if everyone’s feet are weird. It’s brooding, dark, and exists so a huge, bright red guy can smash through it. The castle in which the story is set is looming, always about to fall apart but always standing as well; the setting is oppressive and evil without being over the top. Mignola is an outstanding visual storyteller with an excellent sense of design. 
It’s through a typical Claremontian concern for female characters. Under Claremont’s pen, Clea, Strange’s lover and disciple, realizes she has learned somewhere between jack and squat from Strange, despite being raised in a more magical dimension. She draws the wrong conclusion from this — that she’s a bad student, rather than Strange being an indifferent-to-incompetent teacher — but at least it breaks the status quo and gives us a reason for Clea’s relative insignificance in magical battles. Claremont also develops Wong a little — well, mainly his forebears, but it’s something.
He’s not the only impressive creation Simonson came up with in v. 1; there’s also Malekith the Accursed, who, if nothing else, has a striking visual. It’s he and the other villains that give Simonson the most room for creativity. He draws and writes an excellent, if somewhat restrained, Loki; his Lorelei looks like the temptress she is. But I’m not sold on Fafnir, who is a dangerously dull for a dragon, or v. 1’s hidden villain, a flaming giant who looks laughable rather than frightening when he’s finally revealed.
This is definitely a cataclysmic conclusion of the old school; Shakespeare, in his way, would have been proud of this revenge tale, as all the remaining important players meet and try to kill each other. Azzarello leaves none of the big players at loose ends, tossing them all together in a big firefight at the end. It’s not exactly a satisfying end for most of the players, other than to say they are violent men who died because of their pursuit of violence; but there’s little poetry in most of their ends, and it comes across as a lot of violence feeding on the ever decreasing list of characters. But it’s the way the story had to end, given the violence inherent in the setup; the only question was who would survive, if anyone did.
Bendis finishes on a strong note. The story, in which the Kingpin tries to trade his freedom for evidence that will put Murdock in prison, allows Bendis to pull in the most important Daredevil supporting characters for his final ride. The Black Widow, Elektra, and the new White Tiger try to help Daredevil escape; Foggy foggies his way through the chaos; Phil Urich is the observer and reporter as always; and the Kingpin and Bullseye try to finish Daredevil off in their own ways. Matt’s estranged wife shows up to, uh, watch the chaos unfold. Bendis shows, if nothing else, he knows how to end the story he put into motion, and it ends the only way it could.
The book begins with Usagi foiling the assassination of a merchant; this is standard stuff for the rabbit ronin, who runs into trouble and people needing armed help wherever he goes. But this makes him a target for the League of Assassins. Sakai draws others into the story: the reluctant assassin Shizukiri and his prostitute lover, the waitress Mayumi who desires only to run away from her gangster-corrupted town. Sakai spends eight of the nine issues in Bridge of Tears moving them toward a climax that is far more moving than it has any right to be, given that two of the characters were created only in this volume.
Sakai also advances the subplots of other characters: Chizu, former leader of the Neko ninja on the run from her clan, and the demon Jei, being chased down by bounty hunters Ren and Stray Dog. The latter involves a dramatic battle in which it seems at any moment that Sakai might kill or maim one of his long-running characters; the former allows Sakai to give a frightening look at one way the Jei storyline might play out as well as weakening Usagi for the climax of Bridge of Tears. (Usagi is such a great swordsman even Sakai realizes it’s hard to believe Usagi will fall in a swordfight if he’s at full strength.) Though these two stories are not part of the main plot, none of the book is wasted — each story, each revelation contributes to building Bridge of Tears or in whetting the appetite for the next volume. Which I want. Now.
The only complaint I have about Bridge of Tears is that the covers are not placed before the story they illustrate, being instead grouped at the end of the volume. As good as the cover for the “Fever Dream” story — a demonically possessed Usagi in front of a long line of corpses, with the speech balloons with their last breaths filling the cover — is, it would have had an even greater impact if it had been placed with the story. Still, I suppose I should be glad they’re included.
The end of the volume is a “roast” of Stan Sakai, celebrating 100 issues of Usagi Yojimbo at Dark Horse. Although there is the occasional chuckle, it isn’t a roast, as it doesn’t make much fun of Sakai or his most famous creation, and for the most part it isn’t that funny. Sakai’s own stories in the feature and the short Sergio Aragones reminiscence of things he’s eaten with Sakai are pretty good, though.
As always, you should be reading Usagi Yojimbo. Buy this book and pre-order the next, whenever it might come out.
Rating: 
The Freak didn’t thrill me. A villain who gets more powerful every time he’s defeated is difficult to make work because eventually he has to win or become a joke, neither of which is good. (The former can work; it just rarely does.) The final issue seems a throwback to monster movies of the ‘50s and ‘60s, where the monster has to be stopped with a common chemical (
But that’s not what we get here; what we get are Rina’s uninteresting high school experiences, complete with a rich alpha female and a boy she has a crush on but barely notices her. Neither is interesting. I’m unsure what to make of Rina’s home life; both her parents are around, but it’s impossible to tell whether they’re with each other or who lives with Rina. Part of me thinks she lives with her upscale mother, while Logan lives in the woods in a fort made out of empty beer cans with Molson bottles forming the windows. But that’s my imagination; on the other hand, I’ll wager that image is more interesting than anything in Crash Course.
(1.5 of 5)
The most interesting part of Sensei is Black Canary’s story. She heads to Hong Kong to see her dying sensei; while there, she meets the assassin Lady Shiva, who is also there to pay her respects. When the sensei is murdered before he can die, they team up to find the culprit; the trail leads to assassin / poisoner Cheshire, who insists she’s being set up.
Ed Benes provides most of the pencils (and some inks) for Sensei, and he shows his usual restraint and taste when drawing the female form. There’s nothing I can say that I didn’t say in the review of Of Like Minds: he’s a good artist who lets the female anatomy dominate his style. I have nothing to say about Joe Bennett (penciler for #68) or Cliff Richards, who pitched in with pencils on the first two issues. For Richards, that’s good, since he’s obviously supposed to blend in with Benes’s work. It’s good for Bennett as well; his style differs from Benes’s more than Richards, but he definitely fits in with the artistic tone of the book: I mean, just look at the crop top he gave Canary in that issue.
The tone of Preludes is confusing. On one hand, you get the corny Silver-Age alliteration and exclamations that marks it as a silly throwback. On another, there’s Dodson’s eye candy, posing women in uncomfortable positions to accentuate the more salacious aspects of their bodies. And then, if you cover your eyes with both hands and look through the fingers, you occasionally get glimpses of panels that are reminiscent of the B:TAS style, reminding readers why they liked Harley in the first place. It makes it difficult to determine what Preludes is about.
The trouble is, I am curious who the Red Hulk is. God help me, I want to know. Loeb is blatant about not revealing who the Hulk is, having people knocked over the head or whisked off stage just as the Red Hulk’s identity is revealed. The Red Hulk’s identity can’t be withheld forever; it isn’t revealed here and hasn’t been revealed yet, and there’s only so long a writer can keep the mystery alive without alienating the audience. This sort of obvious dangler (Who is Stryfe?) is simultaneously what kept the X-Men at the top of the comics heap for so long and caused its popularity to dip in the new millennium.
The protagonist is teenager Amadeus Cho, the “seventh smartest person in the world,” who can take out tanks with a pebble. Thanks to a chance meeting with the Hulk before Planet Hulk, Cho is certain the Hulk isn’t a monster; to prove it, he gathers a team including Namora and former Champions Angel and Hercules. They hie themselves to New York to stop Hulk from committing atrocities or maybe verify he isn’t doing so.
You can guess what’s coming next.
(4.5 of 5)
Most of the weirdness is encapsulated in the concept, which makes it hard to sum up. There are two narrative threads: James-Michael Starling, a child who suddenly becomes orphaned, and an unnamed superhero who escapes from his devastated planet. James-Michael, who is far more analytical and unemotional than most adults, has to survive school and life in Hell’s Kitchen, which he is singularly unsuited to do. His half-attentive caretakers don’t help, and neither do the strange fits and occasional powers he exhibits. Both are seemingly linked to the hero, who comes to Hell’s Kitchen himself and gains the name “Omega” after his headband, which is in the shape of the Greek letter. Omega, mute and taken in by an elderly shopkeeper, becomes a superhero, although he struggles with our alien morality.
What’s amazing is what David manages to get out of the crossover. Admittedly, I expected nothing good to come of it, and he’s writing both ends of the story. But given how his story seems shoehorned into the cracks of the Secret Invasion event, it’s very readable. Not the plot, so much; that feels as if David said, “Plot? Who’s concerned about plot at this late stage in Secret Invasion?” No, it’s the characters that make the story readable and fun. The characterization of the X-Factor members doesn’t feel forced: it feels like a normal issue. The same goes for She-Hulk and Jazinda, although I’m not a big fan of Jazinda, and She-Hulk is in a “not playing well with others” stage. Darwin, introduced in Ed Brubaker’s wretched
So you have
When I said Lee was the only draw for this book, that wasn’t to slight writer Carl Potts. At the time War Journal started, the first Punisher ongoing was at the end of its first year, so it must have seen like there was a near unlimited field of stories to tell. But from this end of the Punisher’s publication history, the novelty has worn off, and readers have seen some of these stories many times. The opening three-issue story with the Punisher running into the mutual revenge plots of two characters peripherally connected to his family’s murder is the most interesting. The Punisher is shaken from his general certitude about who to blame (and thus kill), and the plot is a good reminder that drugs and organized crime have a longer reach than we sometimes remember. It can be seen as a needless addition to the Punisher’s origin, which was my first reaction, but a tie-in to the Punisher’s origin is a logical start to a new series, and the characters involved can be easily jettisoned without regard to the story’s continuity or consequence. It’s not an epic story, but it was a good choice for the opening of the new series, and it does take the character in an interesting direction (temporarily).
And v. 9 is at a level of quality the Spider-titles haven’t seen for years, so that would be good, even though I just made that anecdote up. Marv Wolfman, who wrote #186-204, was in a sweet spot in Spider-Man lore here: after the doldrums following Gwen Stacy’s death and leading into the revitalizing run of Roger Stern (who wrote #206). Wolfman brings back the Burglar and gives him a reason to have killed Ben Parker. In an interesting story that shouldn’t work but does, Wolfman slips in an unnecessary retcon, uses Mysterio and the Kingpin as blocking figures, and still writes a story that hits all the important Spider-Man notes, managing to be moving while both using past continuity and advancing the characters. 
After their vacation in the Savage Land, Scott and Emma head to San Francisco, where they find the city (and many of their teammates) are in the midst of a ‘60s flashback. Wolverine, Nightcrawler, and Colossus head to Nightcrawler’s and Colossus’s old European stomping grounds (technically, I believe Colossus is supposed to be from Siberia — Asian Russia — but I don’t think that’s spelled out). There, they run afoul of the Russian government and Omega Red … who I think is the only evil Russian mutant I can remember. It says something — and it isn’t good — that several years after M-Day, writers can still do stories about the obvious consequences of that story that no one else has done; in this case the Russians rightly wonder why the X-Men were relatively unaffected by M-Day but Mother Russia lost all their operatives.
(3.5 of 5)
In
But when Marvel released
I came to Brand New Day with some misgivings, and I can’t say they were completely mollified. I admit there are some very good ideas here. The change of ownership at the Daily Bugle and Spider-Man’s interaction with superheroes who registered during Civil War are great plot directions; the subplot of a murder who puts Spider-tracers in the mouths of his victims is intriguing. The new villains were in the vein of Spider-Man’s old villains but without being too derivative. But this book seems all too pleased with itself sometimes, from Harry Osborn’s smug face to the Stan Lee-inspired editorial tags and narration. We’re going to back to the basics, it says, if we have to kill Stan Lee and Steve Ditko, dig up and zombify their corpses, and chain them to desks in the Marvel Bullpen so that you can get Spider-Man in the Mighty Marvel Manner!
For those of us who have been away, Messiah CompleX (man, do I hate that terminal capital “X”) is not a jumping on point. It sets up plots for the foreseeable future, yes, but it’s an exercise in clearing out the old. If you’re coming in with no knowledge of the X-Men — or if your knowledge is out of date — you’re going to be a little confused. Who are these New X-Men, and what can they do? Why are they so angry? Why do they die so easily? And why was Cable thought dead? Why does Bishop have a superplane? What happened to Cyclops’s father? There really aren’t any footnotes, although some of the information is given in context (eventually) and some of it doesn’t matter. Still, the New X-Men seem bolted onto the crossover awkwardly, and they aren’t very well explained, despite playing an important part in the crossover.
I remember the Onslaught “Epic”; although I did not behold his mighty hand first hand until years later, I watched the story unfold from the safety of Usenet in 1996. There was some excitement at the time, since the identity of the X-Traitor would finally be revealed and a big summer crossover would sprawl before the reading public. I don’t know that anyone was expecting it to be any good, though. 

The back cover and indicia claim Book 1 contains Fantastic Four #414 and Avengers #400; it doesn’t. There’s only a page from each of these comics in this book, and it’s deceptive to claim otherwise. (It’s the same practice that allows retailers to claim
The central plot, dealing with the return of the mutants’ lost powers, is something that had to be done somewhere, and Pietro — impatient, haughty, superior mutant and son-of-Magneto Pietro — was the perfect person to do it. His grief over losing his powers feels real, and his desire to help other mutants is in keeping with his character. The Inhuman who helps Pietro’s schemes is made more than just a dupe; he has an agenda of his own. And Spider-Man’s grief and outrage of having his perfect life given and then yanked away — by Pietro and his sister — was something that needed to be addressed; a son who no longer exists and discovering his ideal wife is his dead girlfriend (and not his wife) is a kick in the pants that needed to be addressed.
But Injustice League seems a little backwards looking to me. (And not just because of Benes’s art; zing!) It’s a simple, old-school plot: villains team up to take on heroes, capture the heroes, then screw up by not killing them. There are the rivalries between villains and between heroes and villains. Worst of all, Injustice League seems to take great pride in copying their animated television library. The Hall of Doom, looking exactly like it did in the Superfriends cartoon, gets a double-page spread at one point: Nothing else on the page, just a drawing of building that looks vaguely like Darth Vader’s helmet sitting in a swamp, for no other reasons than to help fanboys who don’t have access to Viagra. The composition of the League is more like the Secret Society of Justice League Unlimited, a large consortium of supervillains joining up to have a chance against the heroes. And then there’s Amanda Waller, also prominently from JLU, showing up to unnerve the heroes and take the captured villains off for some nefarious purpose.
Well, no, it wasn’t, but we’re left with the results,
Exploring Blade’s past does lead to some interesting stories — a meeting with Wolverine, learning of how he became a vampire hunter, his training. (If you’re long-lived in the Marvel Universe, you probably met Wolverine before he became a hero. It’s just the law of averages, really.) In fact, after the first two issues, what with their rampant destruction and Latveria and Doombots, the story settles into an interesting groove.
But that imagination is not much in evidence in
(1.5 of 5)
The writers all have solid credentials in similar low-powered superheroes, although Kurt Busiek found his success a little later than Denny O’Neil and Mary Jo Duffy’s best-known writing is probably Power Man & Iron Fist. The artists are nothing to sneer at either, although Ernie Chan is better known as the inker for Conan than a penciler and neither Kerry Gammill nor Denys Cowan are current superstars or objects of nostalgic veneration.
RASL’s plot is slower than Casanova’s. While Fraction bounces from idea to idea with the mad, aggravating energy of a five-year-old mainlining pixie sticks, Smith chooses a more leisurely look at RASL — who he was, who he is, his pains, his solaces. There are more than enough strange and weird ideas to keep readers interested, though. Smith sows superscience, alien creatures, large-scale conspiracy, and noir thriller at the reader, and he doesn’t come close to exhausting the ideas. RASL does feel a little thin because its dimensions are so much greater than its thickness and because of its leisurely pace.
But there is an interesting idea there, and David, who set X-Factor in the heart of the mutant population explosion, is ideally positioned to explore it. As the team tries to figure out how to get Layla back and Rahne is sent to X-Force by editorial (she leaves without explaining, both because X-Force is supposed to be secret and her joining is probably not a logical idea), the characters are forced to accept that the Grant Morrison-era “mutants are everywhere” stories are over, and Mutant Town dissolves into the Middle East Side. As everything falls apart, the team pulls together and battles … um, Arcade, which shows David still has a subtle touch with the absurd.
In Here Today, David finally lets slip why She-Hulk was disbarred before Jaded: she was goaded into attacking a client and revealing his guilt. On the surface, it makes sense; however, any criminal defense lawyer knows they will occasionally defend a guilty client and might even get them acquitted. None of her explanations — her “savage” nature getting loose or wanting to punish herself — are entirely convincing. Mind control might be convincing, but it’s not offered as a solution.
So then:
Sanderson has the unenviable task of mapping fictional structures to real-life buildings — such as Yancy Street with Delancy Street or Avengers Mansion with the Frick Museum — and trying to shoehorn the fictional places into New York real estate. Despite the carelessness of some of Marvel’s creators, Sanderson does this admirably, and as anyone who’s read his work might imagine, he’s meticulous about his references. But he also manages to avoid being pedantic. He lays out the conundrums before the reader with a shrug, as if to say, “What can you do?” As Marvel readers might guess, New York beyond Manhattan is given short shrift — Spider-Man was born in Queens; what else has happened outside Manhattan? — but the other four boroughs plus Long Island, Westchester, and upstate New York are mentioned.
Finally, May makes a decision about her love life, instead of endlessly vacillating. Mary Jane’s pregnancy finally — finally — ends. May comes closer to making her peace with Kaine, Alison Mongrain, and Felicity Hardy. We finally see Blackie Drago again. In short, the background plots seem like they are moving for once, and that injects some interest into the story. It felt as if writer Tom DeFalco was going to let some of them simmer forever.
In Book 2, her training continues, and she strikes back at those who have attacked and threatened her — almost too quickly, too effectively. The idea of ubiquitous collections was new when Moore was writing, but this volume is paced oddly; the climax comes in the middle. I can’t complain about how that storyline plays out, which some might see as a letdown, but I thought the lack of a battle was a neat stroke by Moore, especially given Promethea’s fictional background.
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