Showing posts with label Tony Bedard. Show all posts
Showing posts with label Tony Bedard. Show all posts

Wednesday, February 15, 2017

A Pleasant Surprise, DC Universe Vs. Masters Of The Universe Entertains!


The Good: A good Masters Of The Universe story, Some of the artwork, Awesome villain/villain backstory!
The Bad: Very simplistic on the DC side, A lot of the artwork is underwhelming
The Basics: DC Universe Vs. Masters Of The Universe finally sells me on a inter-franchise crossover . . . even if it is not the most visually spectacular book and the DC Comics characters get the short end of the story.


When I was a child, I loved Masters Of The Universe - both the television show and the toy line. As an adult, I find myself drawn to a few characters from both DC Comics and Marvel Comics, but there are few who resonate with me the way that the Masters Of The Universe characters did when I rewatched the entire series a few years ago. Despite enjoying Masters Of The Universe and various comic book characters, I never found myself contemplating that something might be missing by not combining them in my head - I like Masters Of The Universe for its universe, Star Trek for its universe, Doctor Who for its universe, and the DC Comics Universe for what it is when it is not being reinvented for marketing purposes. So, when I discovered DC Universe Vs. Masters Of The Universe, it was hard for me to not roll my eyes. I recently read Star Trek/Green Lantern: Volume 1 (reviewed here!) and so I had pretty much had my fill of contrived crossovers for the month.

Despite that, I found myself picking up and reading DC Universe Vs. Masters Of The Universe. And for something that I went into with such low expectations for . . . I was pleasantly surprised!

Eternia has fallen to Hordak and his Horde, so He-Man, Teela, Man-At-Arms, and Stratos are rebelling when they come across a Horde Iso-block. Inside is Evil-Lyn and when they liberate her, she warns He-Man and his allies about where Skeletor has gone. In our world, John Constantine is petitioned at the House Of Magic by Marlena, Queen Of Eternia. Black Alice, however, has fallen in with Skeletor and he has placed twelve siphons to try to tap magic on Earth for the mysterious entity now pulling Skeletor's strings. Evil-Lyn teleports the Eternians to Madame Xanadu's parlor - reuniting Adam and his mother in the process. When Skeletor transports to the Justice League satellite, he uses magic to enslave most of the Justice League - with only Batman escaping his sorcery.

When the possessed Justice League comes for Batman and He-Man, all are shocked when Adam manages to pierce Superman's skin with his power sword. With Superman apparently dead, Skeletor's spell is broken, but when Adam surrenders to the Justice League, Evil-Lyn teleports the Eternians and Justice League Dark members away. Batman does his best to reason with his teammates, but when Kal's body disappears, Diana is goaded by hothead John Stewart into hunting down the Eternians. Suddenly, though, there are more Eternians on Earth as Man-At-Arms has figured out how to use a Horde teleporter to lock onto Teela and Adam and he, Moss Man, Battlecat, Stratos and Roboto travel to Earth. But Batman quickly reasons that Skeletor's plan was to keep everyone distracted and by teaming up, Earth and Eternia's greatest heroes have a chance to save both planets and find what really happened to Superman!

It is hard to discuss DC Universe Vs. Masters Of The Universe without some pretty significant spoilers because Skeletor is not working for himself in this book. In addition to referencing some of DC Comics's Masters Of The Universe plotlines, DC Universe Vs. Masters Of The Universe underuses the DC Comics characters. This is a good book for fans of Justice League Dark looking for a little "lost chapter," but between the heavy use of that part of the DC Comics franchise and (of all adversaries) Black Alice (?!), DC Universe Vs. Masters Of The Universe is much more a Masters Of The Universe book.

As such, the true adversary in DC Universe Vs. Masters Of The Universe is one from the Masters Of The Universe side and his story is surprisingly well-defined in this book! The villain actually makes a lot of sense and that Skeletor would see his potential is actually pretty awesome characterization for him!

DC Universe Vs. Masters Of The Universe manages to tell a pretty engaging story while moving the plot along fast enough that the book does not get mired down in pages and pages of big comic book battles, which is good. Unfortunately, the artwork in DC Universe Vs. Masters Of The Universe is terribly erratic. While the coloring is consistently great, the artwork oscillates between very detailed and thumbnail sketches, which makes for a very irksome read. As well, there is one panel in particular that stood out as it appears to be Marlena, but the dialogue indicates it is actually Adam; the artists really feminized his appearance for that shot!

All in all, though, DC Universe Vs. Masters Of The Universe is fun, fast-paced and more engaging than I ever would have guessed it would be . . . leaving me in the surprising position of wishing there had been more to the book!

For other crossover graphic novels, please check out my reviews of:
Star Trek The Next Generation/Doctor Who - Assimilation 2 Volume 1
Lost Girls
Avengers Vs. X-Men: It's Coming

7/10

For other graphic novel reviews, please check out my Graphic Novel Review Index Page for an organized listing!

© 2017 W.L. Swarts. May not be reprinted without permission.
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Saturday, February 4, 2017

Why The Hell Isn't Marvel Investing In Rogue?! Rogue: The Complete Collection Soars!


The Good: Two engaging stories, Most of the artwork, Interesting characters
The Bad: Somewhat repetitive plots/emphasis on supporting characters, Some of the artwork
The Basics: One of the best graphic novels I've read in a long time, Rogue: The Complete Collection tells two very engaging Rogue stories!


With all of the various reboots to the Marvel Comics universe in the last few years, there have been a number of characters who have been killed off, rebooted, recast or just flat-out forgotten. One of the characters who seems to survive all of the various changes in reboots is Rogue, usually of the X-Men. I was fairly surprised to discover that (to date) there have only been two comic book series's focused (fairly) exclusively on Rogue, which have been anthologized as Rogue (reviewed here!) and Rogue: The Complete Collection. After the first cinematic X-Men (reviewed here!), I would have thought there would be an explosion of interest in the character of Rogue. I was, apparently, wrong. Today, though, I finally picked up and read Rogue: The Complete Collection to better understand the source material for the Rogue character whose cinematic rendition I am a fan of.

Rogue: The Complete Collection is an anthology of the twelve issues of Rogue that were published from 2014 - 2015. The book is an anthology of two storylines, "Going Rogue" and "Forget Me Not." One of the nice aspects of Rogue: The Complete Collection is that, despite some references to events in the "current" (at the time) storyline for X-Men, the book is remarkably self-contained and accessible to new readers.

"Going Rogue" opens with Rogue avoiding returning to the X-Men's school because Remy (Gambit) was recently blinded by her on a mission and she now finds it difficult to be his caretaker. Fortunately, Rogue does not have to wait long for a mission; there is a new mutant in Mississippi affecting the laws of reality and physics and the X-Men head in to try to save her. Rogue steps up and incapacitates Lauren, the little girl with the very powerful mutant powers, and she stays in Mississippi to try to locate the girl's parents. In her investigation, she meets Campbell, a mutant who is able to completely resist her touch and from whom she gets no psychic impression. Rogue returns to her childhood home where she encounters her Aunt Carrie, while Lauren disappears in the X-Mansion and Havok and Beast forget about her existence. At Aunt Carrie's house, Rogue learns the truth about the woman who raised her and soon after Campbell resurfaces. Campbell takes Rogue to a nursing home that houses a Shaman who knew Rogue's mother, Priscilla, and Rogue reads his mind to find out what happened to Priscilla. After Moontreader dies, reality starts slipping apart again and Rogue must figure out who is responsible for all the weirdness in her old stomping grounds . . . and if Campbell can actually be trusted or not!

"Forget Me Not" opens virtually the same way as "Going Rogue," with Rogue borrowing memories from a human through the slightest touch. While at a diner, Rogue hears a news report about Shiro Yoshida (Sunfire) and sees a picture of herself with Sunfire and Mystique. Concerned because she has no memories of ever being in Japan - even when she was with the Brotherhood Of Mutants - and when she contacts Shiro, he confirms he does not remember the photograph's events either. When Silver Samurai sends a plane for her, Rogue is attacked by Lady Deathstrike! Evading Deathstrike, Rogue makes it to Japan where she finds herself embroiled in a conflict between Sunfire and his cousin, the Silver Samurai, and in the crosshairs of Blindspot. As the Silver Samurai is reborn as the Silver Shogun - taking over the Toyko mobs - Rogue is given memories back of her time spent with Blindspot and Mystique and she must step up to stop the Silver Shogun and Lady Deathstrike definitively!

Even those who have very limited knowledge of Rogue will know from the artwork of the opening panels that something is not quite right in Rogue's world. Rogue is first seen in surprisingly little clothing, walking with (apparently) parents, without any gloves on. Knowing that Rogue is unable to touch other people without either absorbing their mutant powers or killing the human, Rogue: The Complete Collection gets right off to a start where the reader is thrown in the deep end of the character's story. Rogue is on her own, possessing pretty impressive telepathic powers, and is clearly coveting a very different life from the one she had as a superhero.

"Going Rogue" has enough elements in the story to instantly make the reader suspicious of the reality of the situation Rogue finds herself in. Reality is breaking down in Caldecott, Mississippi - where Rogue is originally from - and she soon after encounters a Mysterious Stranger, A Man With All The Answers and The Doppelganger of herself. These are all archetypes and make the reader suspicious of whether or not the whole story will simply dissolve at the resolution of the events, especially after Rogue starts to forget why she came to Mississippi at all. Despite the subversions of reality, Campbell's explanation of his own nature is handled surprisingly adeptly to be satisfying to the reader and the subsequent journey to the Far Banks and the confrontation between Rogue and her long-lost mother are handled quite well.

In fact, had I not read Rogue before, Rogue: The Complete Collection might have gotten off to a truly perfect start. The "Going Rogue" story has a number of similarities to Rogue, not the least of which is that the solo Rogue story quickly turns into a "Gambit chases Rogue on her solo mission back to Mississippi" story. The second story is burdened some by having more supporting characters with complex backstories. Despite that, Tony Bedard and the other writers who worked with him to construct "Forget Me Not" manage to tell a very engaging, character-centered retcon story for Rogue.

While "Forget Me Not" is initially burdened by bringing in a whole bunch of characters from the Tokyo in the Marvel Comics universe, the ostensible purpose of the six-episode arc is to introduce Blindspot. Most of "Forget Me Not" is a retcon story that fills in gaps in Anna Marie's backstory involving her time spent with Mystique on a mission that was intended to end Blindspot's time with their little "family." Blindspot is an intriguing character, though she does steal some of the thunder from Rogue near the climax of Rogue: The Complete Collection.

The artwork in Rogue: The Complete Collection becomes unfortunately more erratic as the book goes on. The entirety of "Going Rogue" is well-rendered and "Forget Me Not" starts off well-enough. But then, in Chapter Eight, there are some panels where Rogue is all head and boobs; she looks like a Rogue cosplayer of diminutive proportions. Chapter Ten features an unfortunately PG version of Lady Deathstrike slicing off Sunfire's legs, such that one does not know it actually happened by the artwork; only the artwork on subsequent pages that reveals the body later on. The erratic artwork is a little distracting, but it is indicative of the bigger problem with Rogue: The Complete Collection.

Rogue: The Complete Collection illustrates that Marvel Comics does not truly know how to make the character of Rogue pop on her own and they are none-too-keen to invest big in figuring out the right formula for the character. Rogue: The Complete Collection has, essentially, two stories with two different primary writers and a revolving door of cowriters. That illustrates a lack of faith in one writer's vision for the character and stories, much the way the declining artwork in the book shows that the project was not given its first-string artists for the attempt.

The result is that Rogue: The Complete Collection is a graphic novel that is good and mostly solid with a lot going for it on the character and artwork front, but fails to truly give Rogue her own direction where she is the undeniable protagonist of her own volume. Rogue deserves more than that, as do her fans.

For other works with X-Men, please check out my reviews of:
House Of M By Brian Michael Bendis
The Road To Civil War By Brian Michael Bendis And J. Michael Straczynski
Avengers Vs. X-Men: It's Coming

7/10

For other book reviews, please check out my Book Review Index Page for an organized listing!

© 2017 W.L. Swarts. May not be reprinted without permission.
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Friday, January 6, 2017

Supergirl Joins The Alternative Lantern Corp At Her End In Supergirl: Volume 6 - Crucible.


The Good: Good artwork, Moments of character
The Bad: Awkward relationship changes, Irksome plot progression, Weird place in the larger DC Universe
The Basics: Supergirl: Volume 6 - Crucible works to resolve Supergirl's arc before the abrupt end of her storyline when Kara joins an intergalactic peacekeeping force.


As I have found myself into Supergirl of late, I have been interested in the direction that The New 52 took the character in. To that end, I figured that I had to finish the series and the end for The New 52 came with Supergirl: Volume 6 - Crucible. Whatever momentum the character arc for Supergirl had going into Supergirl: Volume 6 - Crucible, it is cut short in the final volume. Kara Zor-El has weird beginning in Supergirl: Volume 6 - Crucible, with an abruptly terminated attack by Brainiac that finishes off yet another crossover with Superman and Superboy that is concluded in Supergirl. But then, Supergirl: Volume 6 - Crucible goes into an entirely new arc that puts Supergirl as part of a new interstellar team that seems redundant in a universe filled with Corps's like the Green Lanterns.

Supergirl: Volume 6 - Crucible picks up after Supergirl: Volume 5 - Red Daughter Of Krypton (reviewed here!), with Kara abruptly falling to Earth some point after her Red Lantern Ring has been removed. No longer attached to the Red Lantern Corps and stuck on Earth on her own (Kal-El is apparently completely re-evaluating his place after his experience with the Doomsday virus), it seems instantly strange that after starting a new relationship for Kara, rather than give her real time on her own, Supergirl: Volume 6 - Crucible puts the Kryptonian woman in a group that is essentially the Green Lantern Corps without the rings!

Kara Zor-El crashes to Earth after the U.S. Military has deployed a Kryptonite bomb to stop Superman after he went crazy and mutated after fighting Doomsday. Rescued by Michael and kept away from the poisoned atmosphere in a bomb shelter, until she learns from Michael that his parents are in Metropolis, which is suffering from everyone inside suddenly falling into a coma. After recharging by flying above the Kryptonite cloud, Supergirl goes to Metropolis and starts to get survivors out, while Wonder Woman fights Lois Lane, who is behind the comas. Supergirl rescues Michael's parents and just as she begins to develop a relationship with Michael, Brainiac and Cyborg Superman attack Queens. After repelling Brainiac, Supergirl returns Michael's parents to him and there she finds Red Hood, who needs her help in taking down a syndicate who is selling alien weapons to street gangs.

After Kara starts working as a barista, where she is visited by Kal, she is abducted by Lys Amata, Perceptor Of Crucible Academy. There, Kara Zor-El is teamed with Maxima, Tsavo, and Comet to train to be a better protector of her homeworld (or adopted world, Earth). After extensive education at the Crucible, Kara and Tsavo are sent to Tsavo's homeworld, Ngo, which is embroiled in a civil war. There, Tsavo's brother has taken over, with the aid of rejects from the Crucible. Supergirl must fight to save Ngo and figure out what is going on with the Crucible Academy!

Supergirl: Volume 6 - Crucible is a weird volume that yet again redefines Supergirl and marginalizes her within her own book. Kara bounces between Michael, Kon-El (at least in that the volume devotes time to her making peace with the Kryptonian clone), and Comet. Supergirl: Volume 6 - Crucible rushes through having Kara actually get trained by the Crucible Academy before she ends up on Ngo as part of a "case." The character arc is erratic and hardly focused on Kara.

The artwork in Supergirl: Volume 6 - Crucible is good, brightly colored and with all of the characters consistently rendered. The sense of movement is all right in Supergirl: Volume 6 - Crucible, but the narrative is troublingly choppy.

Supergirl: Volume 6 - Crucible is the short straw of narratives for both Tony Bedard, who starts the volume and whose Red Lantern arc for Kara Zor-El is abruptly ended and is only a tiny portion of a larger crossover that makes Kara "just another Kryptonian," and the by K. Perkins and Mike Johnson, who get stuck at the end juggling between a lingering relationship story and a whole new organization that is created right before it is abruptly canned.

As a result, Supergirl: Volume 6 - Crucible is a mess that never quite hits its stride.

For other Supergirl New 52 works, be sure to visit my reviews of:
Volume 1 - Last Daughter Of Krypton
Voluime 2 - Girl In The World
Volume 3 - Sanctuary
(Supergirl: Volume 4 – Out Of The Past

3.5/10

For other graphic novel reviews, be sure to check out my Graphic Novel Review Index Page for an organized listing of all the graphic novel reviews I have written!

© 2017 W.L. Swarts. May not be reprinted without permission.
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Sunday, December 11, 2016

Rage Against Supergirl: Supergirl: Volume 5 - Red Daughter Of Krypton


The Good: Interesting character direction for Kara Zor-El, Good artwork
The Bad: Very basic plot
The Basics: Supergirl: Volume 5 - Red Daughter Of Krypton places Kara Zor-El within the ranks of the Red Lanterns and pits her against her oldest enemy!


It has been a while since I read any of the Red Lantern-focused books. Come to think of it, it has been a long time since I picked up Green Lantern, too. But, as I make my way through The New 52 library of Supergirl, the Red Lanterns rear their disgusting heads. Their appearance comes in Supergirl: Volume 5 - Red Daughter Of Krypton when Kara Zor-El joins the Red Lantern Corps.

Supergirl: Volume 5 - Red Daughter Of Krypton picks up after the events of Supergirl: Volume 4 – Out Of The Past (reviewed here!) and it completes the arc for Kara as someone who has been kicked around by the whole universe. Rather nicely, Supergirl: Volume 5 - Red Daughter Of Krypton is the entire arc of Kara Zor-El as a Red Lantern from beginning to end!

Opening with Lobo hunting a bounty, Supergirl arrives at Dr. Veritas's facility where she discovers her entire staff appears like her - both in appearance and genetically. Veritas runs tests, which confirm the Kryptonite poisoning is no longer afflicting Supergirl. Veritas is being hunted to the core of the Earth by Lobo, who Supergirl goes to try to speak with only to be attacked. When Supergirl appears to kill Lobo, Veritas's staff is thrilled at the opportunity to dissect and study the corpse of a Czarnian. Lobo is not dead, however, and after playing possum, he incapacitates Veritas's staff and takes out Supergirl. But Veritas escapes to her containment area and sets free Blaze and unleashes a yellow sun orb that super-powers Supergirl. In the ensuing fight, Veritas teleports Lobo and Supergirl out and Lobo taps into Kara's rage to keep her off-guard. That rage, however, calls forth the power of the Red Lanterns and a ring arrives for Kara.

Kara is transformed into a Red Lantern and Siobhan is the first person on the scene. Red Lantern Supergirl attacks Siobhan and Siobhan reluctantly taps into the power of the Silver Banshee to save her own life. To save Earth, the Silver Banshee convinces the Red Lantern to take her thirst for revenge elsewhere and Red Lantern Supergirl flies out to the stars to find who or what destroyed Krypton. Supergirl joins the Red Lantern Corps to protect Grax from the invading Diasporans. In The Block, Blaze is free and starts a hunt for Supergirl and Silver Banshee. Kara tells Guy Gardner - who is leading the Red Lanterns in Atrocitus's absence - that she wants to eradicate the Diasporans and the Worldkillers. The Red Lanterns travel to Primeen where they hunt a new, rogue Red Lantern and try to prevent her from joining Atrocitus. Atrocitus and Dex-Starr hunt the new Red Lantern and before that hunt is resolved, Guy Gardner kicks Kara out and sends her to Mogo to be de-ringed. Kara rejects that, though, and heads to Earth where she finds the Diasporans and Worldkiller-1 waiting for her! Worldkiller-1's armor attacks and attempts to absorb Kara in order to make her the ultimate judge of the universe! To stop the Worldkiller armor and save Earth, Kara must make a choice between being a Red Lantern or being herself!

Supergirl: Volume 5 - Red Daughter Of Krypton has a good arc for Kara Zor-El as she has spent the entire four volumes before this being betrayed, abandoned, and manipulated. Here, the universe recognizes her pain for the angry potential it represents and rewards her with a Red Lantern ring. Kara's time in the Red Lantern Corps allows her the opportunity to put an end to creatures reminiscent of the Worldkillers that plagued her from her arrival on Earth and affords a few Red Lanterns the opportunity to make some beautifully cutting barbs at her expense.

Siobhan Smythe is well characterized in Supergirl: Volume 5 - Red Daughter Of Krypton. She is granted almost a solid chapter to wrestle with being the Silver Banshee and while the book leaves the whole Blaze hunt for her and Supergirl unresolved, Smythe is a solid friend to Kara and Earth in the book.

The artwork in Supergirl: Volume 5 - Red Daughter Of Krypton is good, with vibrant colors one might expect of a Lantern-themed book. The character design for Red Lantern Supergirl is good and not exploitatative, which is appropriate. The movement in the fights is decent and the static shots are well-rendered. There is a good balance between action and dialogue in Supergirl: Volume 5 - Red Daughter Of Krypton.

Ultimately, the conflict in Supergirl: Volume 5 - Red Daughter Of Krypton is surprisingly basic after the set-up and there are massive subplots which remain noticeably unresolved. But, for the bulk of Supergirl: Volume 5 - Red Daughter Of Krypton, there is a solid story being told and it is well worth the read for fans of Supergirl and the assorted Lantern Corps!

For other Supergirl New 52 works, be sure to visit my reviews of:
Volume 1 - Last Daughter Of Krypton
Voluime 2 - Girl In The World
Volume 3 - Sanctuary

6/10

For other graphic novel reviews, be sure to check out my Graphic Novel Review Index Page for an organized listing of all the graphic novel reviews I have written!

© 2016 W.L. Swarts. May not be reprinted without permission.
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Tuesday, December 24, 2013

All-Out War In The DC Universe Comes With The Rise Of The Third Army!


The Good: Good artwork, Decent character development
The Bad: Rather straightforward plot, Bits out of order
The Basics: Green Lantern: Rise Of The Third Army pushes the Green Lantern Corps toward utter destruction when the Guardians commit to destroy all emotion in the universe.


The Green Lantern Saga is one of the stories that grew in the New 52 and it is also one of the collections of characters that did not get a significant retooling. The major characters in the Green Lantern Saga included Sinestro, Hal Jordan, John Stewart, Guy Gardner, Kyle Rayner and the Guardians, like Ganthet. The first major crossover volume for the Green Lantern Saga in the New 52 – which has made monthly titles related to Green Lantern including Green Lantern, Green Lantern Corps, New Guardians, Red Lantern Corps, (and now Larfleeze) – was Green Lantern: Rise Of The Third Army. Following directly on the heels of The Revenge Of The Black Hand (reviewed here!), Green Lantern: Rise Of The Third Army puts the entire DC Universe outside of Earth in jeopardy.

It is entirely impossible to discuss Green Lantern: Rise Of The Third Army without including aspects that might be considered spoilers from The Revenge Of The Black Hand. Given that Hal Jordan and Sinestro had been in a deathly conflict with the Black Hand as the Guardians of the universe struggled to redefine themselves. From the outset of Green Lantern: Rise Of The Third Army, the Guardians are the enemies of the heroes of the DC Universe and, in fact, all life in the galaxy. As much as one might hope that the Guardians are presented as a subtle menace, Green Lantern: Rise Of The Third Army has them as a pretty overt enemy; they are rewriting all life in the galaxy to recreate the universe as filled with emotionless creatures who assimilate everything in the galaxy. In fact, the premise of Green Lantern: Rise Of The Third Army is somewhat confused; the Third Army is created by the Guardians (the first being the Manhunters, the second were the Green Lantern Corps) to police the galaxy, but they instead assimilate all sentient life, so who would they police?!

Following the apparent deaths of Sinestro and Hal Jordan, the ring they shared taps Simon Baz as the next Green Lantern of Earth. Baz is a street racer who is fleeing the police on suspected terrorism charges. Having stolen a car that actually contained a bomb in it, Baz is wanted by the police and is soon confronted by the Justice League Of America. Conversing with the Justice League goes well until the moment one of them touches his ring and it reacts to them. While Baz flees the Justice League, the Guardians assign John Stewart to help Mogo reassemble as their Third Army spreads through the galaxy.

With the Third Army assimilating life forms all throughout the galaxy, the Guardians promote Guy Gardner to the new rank of Lantern Sentinel. They then assign him to escort ambassadors on a wartorn planet to a peace negotiation. After freeing one of Gardner’s most powerful enemies, Gardner goes rogue to protect his family, at the cost of the peace-seeking ambassadors and his Green Lantern ring. Arrested as an ordinary person, Guy Gardner’s disgrace leaves him completely vulnerable.

Meanwhile, the Star Sapphire Carol Ferris is using Kyle Rayner to become the ultimate Lantern by having him master all of the emotional spectrum. Rayner confronts Atrocitus to access rage and Arkillo to use the power of fear. When Rayner, Ferris, and Arkillo meet with Larfleeze, the denizens of the Third Army descend upon the planet, slaughtering Sayd. When the leader of the Red Lanterns, Atrocitus, and his followers struggle with their depleted power battery, the new human Red Lantern, Rankorr, returns to Earth to become a full Red Lantern. There, he and Bleez encounter the Third Army and Atrocitus reprograms his own private army of Manhunters. While Stewart is besieged by the Third Army, Kyle fights to rescue Guy and the surviving Green Lanterns find themselves being recalled by the Guardians who are determined to wipe them out!

Green Lantern: Rise Of The Third Army establishes the new Green Lantern and writer Geoff Johns is smart enough to make him an interesting one. In the tradition of Green Lanterns, Simon Baz is different from all the prior ones. In fact, more than simply being an Arab-American, Simon Baz has a level of willpower that unlocks new facets of the Green Lantern ring once shared by Sinestro and Hal Jordan. Johns created a character who is instantly entangled with a terrorism charge, though his first arc is to prove that he was not a terrorist, just a car thief. Johns is sure to make Simon Baz a character who is sympathetic and not a stereotype. Still, it seems pretty obvious that when Simon Baz is not presented as a terrorist, that a white extremist is the terrorist in the plot Baz found himself involved in.

The return of Mogo makes Green Lantern: Rise Of The Third Army a book that relies heavily upon the stories that preceded the post-Flashpoint New-52 reboot. Green Lantern: Rise Of The Third Army continues to build toward the finale of Geoff Johns’s tenure as the writer of most of the Green Lantern Saga and he has great instincts for making the characters interesting and compelling. Guy Gardner and Kyle Rayner are both given chances to grow and/or reflect upon their positions and they seem like organic growth out of where each of them has been. Like normal, John Stewart is under-represented in Green Lantern: Rise Of The Third Army and the actions of the reforming Mogo are much more predictable than surprising.

The Third Army itself is a somewhat nebulously-created enemy that seems like an organic version of The Borg. Because the book is compiled from several different monthly titles and they apparently did not coordinate well; in the early pages of the book, Atrocitus is seen overwhelmed by the denizens of the Third Army, an event that does not happen until the latter third of the book.

The artwork in Green Lantern: Rise Of The Third Army is universally good. All of the characters are recognizable and the coloring in the book is just as it should be; vibrant, crisp and colorful, which is exactly what one expects of Green Lantern books. Green Lantern: Rise Of The Third Army does not have universal themes; it is very much the culmination of a hugely long story arc that Geoff Johns and his teams have worked on for years. This is a plot-heavy anthology, but it is a good one and it pushes the action-adventure genre in an entertaining way.

For other Green Lantern stories in the New-52, please visit my reviews of:
Green Lantern, Volume 1: Sinestro
Green Lantern Corps, Volume 1: Fearsome
The New Guardians, Volume 1: The Ring Bearer
Red Lanterns, Volume 1: Blood And Rage

7/10

For other graphic novel reviews, please visit my Graphic Novel Review Index Page for an organized listing!

© 2013 W.L. Swarts. May not be reprinted without permission.
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Sunday, October 13, 2013

What It’s Been Leading To: Why Countdown To Final Crisis – Volume 3 Succeeds. . .


The Good: Plot progresses exceptionally well, Actual character development on the important fronts
The Bad: Some of the artwork, Still has some ridiculous tangents.
The Basics: Blasting toward the conclusion of the countdown crossover event, Countdown To Final Crisis – Volume Three starts to end some of the plot threads and, in the process, it starts to actually present interesting characters doing compelling things.


As one who was not a fan of Final Crisis (reviewed here!) , it might seem strange that I am bothering with the massive saga that connects Final Crisis to its vastly superior predecessor, Infinite Crisis. Thus, I found myself trudging through Countdown To Final Crisis – Volume Two (reviewed here!) and not at all excited about Volume Three. But, for a change, life tossed me a pleasant curveball; Countdown To Final Crisis – Volume Three was actually pretty incredible.

Volume Three of Countdown To Final Crisis is the book where writer Paul Dini and his team begin to actually prune several of the plot branches they created in order to lead into the final volume. But more than feeling like the exceptional number of problematic plot threads were simply being trimmed out of existence, Countdown To Final Crisis – Volume Three has a feeling of momentum and an organic plot and character progression.

In Countdown To Final Crisis – Volume Three, the secondary characters in the DC Universe are focused on, with a significant progression of story moved mostly by the search for Ray Palmer and the abrupt and powerful entrance into the narrative of Superman Prime. Outside a brief appearance from another universe’s version of Batman, Volume Three is all about the secondary characters.

Just as in the first two volumes, Countdown To Final Crisis – Volume Three has multiple threads, none of which are fully developed, but some of which actually have a feeling of resolution to them.

The bulk of Countdown To Final Crisis – Volume Three is in four main plotlines. Mary Marvel has teamed up with Eclipso, the evil version of Jean Lorring who has been possessed by an evil gem. After Eclipso turns Mary Marvel over to Darkseid, Mary Marvel turns her life around. Fighting against Eclipso’s attempt to steal even more power, Mary Marvel makes a profound choice that has the potential to forever change her.

Mary Marvel’s choice is a truly heroic one and while on a plot front, there seems little point to her story other than to end up on Themyscira where Holly Robinson and Harley have ended up, but the journey there finally turns the good girl gone bad back onto a more positive direction. Mary Marvel was briefly turned into a wicked sex symbol, but in Volume 3 she turns it around in a compelling way.

Jimmy Olsen’s story actually develops as well. On Apokalips, Jimmy Olsen finds himself the brunt of the wrath of various paradamons and cruel overlords. Fighting against the forces of evil on the evil New Gods’ planet, Olsen hunts for Forager and, in finding her, he begins to learn the clues about what is happening to him! Almost resolved in Countdown To Final Crisis – Volume Three, the Pied Piper and The Trickster run for their lives from Deathstroke. There is a fatality and the last one standing is left almost crazy and alone in the Mexican desert.

The other major enduring plotline in Countdown To Final Crisis – Volume Three focuses on Donna Troy and Jason Todd searching with Bob the Monitor for Ray Palmer. In Volume Three, they actually succeed in finding Ray Palmer and where he is hiding out overlaps with the compelling plot that is added to the storyline. Ray Palmer actually explains how he is supposed to be the key to the coming Crisis and why and the answers are all good.

That storyline intersects with the reappearance of Superman Prime. Cutting through the Multiverse killing Lex Luthors in search of his origin, perfect, universe, Superman Prime is a pretty badass villain. He also comes to introduce some of the book’s useless plotlines, most notably a diverging story with Mr. Mxyztplk being tortured by Superman Prime while an alternate version of Zatanna watches on. But between Ray Palmer and Superman Prime, all-out war breaks out in one of the universes in the Multiverse and that makes for an incredible ending that makes the reader want to come right back.

Countdown To Final Crisis – Volume Three has mostly good artwork. The characters look good and – outside the fact that several are b or c string characters seen in these pages out of costume/make-up – are generally recognizable. Ralph Dibney, notably, looks like anyone but Ralph Dibney or the Elongated Man. There are panels late in the book that have a poor sense of movement and some that are simplified, but otherwise, Volume Three looks good.

In the final analysis, Countdown To Final Crisis – Volume Three stands alone better than the earlier two volumes and encourages the reader to keep reading . . . and read on. This might be the peak of the storyline; it certainly feels like a worthwhile ascension, even if it is not an ending. This makes the minor characters extraordinary and paves the way for a powerful finale . . . if only the fourth volume can get there.

For other major DC Universe crossover events, be sure to check out my reviews of:
Crisis On Infinite Earths
Idenity Crisis
The OMAC Project
Infinite Crisis
52 – Volume 1
Blackest Night: Green Lantern
Brightest Day, Volume 1
Flashpoint

7/10

For other book reviews, check out my Graphic Novel Review Index Page for an organized listing!

© 2013 W.L. Swarts. May not be reprinted without permission.
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Friday, September 13, 2013

Green Lantern New Guardians: The Ring Bearer Might Lack Character Development, But It Entertains!


The Good: Artwork, Plot progression
The Bad: Utter lack of character development of the protagonist.
The Basics: The New 52 focus on Kyle Rayner begins with Green Lantern New Guardians: The Ring Bearer, which continues many of the concepts begun in the Brightest Day Saga.


With The New 52 reboot of the DC Comics Universe, there were very few books that remained essentially unaffected. The corner of the DC Universe that is the jurisdiction of the Green Lantern Corps (virtually everything but Earth) is the subject of at least four books in the New 52 (whatwith there being so many different ring colors and accompanying Corps’s, it makes sense that the Lantern-based books would outnumber the Batman books). One of the two new books is Green Lantern New Guardians and the first anthology of those comics is Green Lantern New Guardians: The Ring Bearer.

Green Lantern New Guardians: The Ring Bearer focuses on Kyle Rayner. It picks up the spirit of Brightest Day: Green Lantern (reviewed here!) which had some cooperation between some of the various Lantern Corps’s. With Hal Jordan deposed, Green Lantern New Guardians: The Ring Bearer focuses on the fourth Green Lantern from Earth (Sector 2814), Kyle Rayner, and has him deeply embroiled in a mission that pits the various Corps’s alternately against one another and forces them to work together. It also redefines one of the lesser characters in the DC Universe as one of the suddenly cruelest and most dangerous villains in the galaxy. Given how silly Larfleeze, the Orange Lantern, was in Agent Orange (reviewed here!), that Larfleeze might well be one of the most dangerous adversaries Kyle Rayner and prominent members of the other Lantern Corps’s face makes for an interesting twist.

After reminding readers how Kyle Rayner was personally tapped by Ganthet, the emotional Guardian of the Universe, to become a Green Lantern when the Guardians and the Green Lantern Corps were virtually decimated, the post-Brightest Day universe finds various members of the other Lantern Corps plagued by their members suddenly having rings removed. A member of the Sinestro Corps, Red Lanterns, Star Sapphires, Indigo Tribe, Blue Lanterns, and (apparently) the Orange Lanterns each lose a ring, sometimes to the lethal detriment of their bearer, and their rings all converge upon Kyle Rayner. For a few moments, Kyle Rayner becomes the bearer of all seven rings and an incredibly powerful warrior. But with the collapse of that power and under the attacks from Bleez, Arkillo, the Star Sapphire Fatality, Munk (from the Indigo Tribe), and receiving concerned looks from Saint Walker, Kyle Rayner tries to get answers from the Guardians Of The Universe. Distressed that Ganthet has had all of his emotions removed, Kyle and the other Lanterns, plus Glomulus the Orange Lantern construct, are attacked on Oa by Larfleeze.

The group teleports to the galactic core where they discover a solar system-sized Orrery. Splitting into teams, the lanterns begin to investigate the “planets” of the Orrery. There, they discover that Glomulus is the harbinger of the Beast the residents of the Orrery fear. The presence of Glomulus and Kyle Rayner brings forth the Archangel, Invictus, who kicks the asses of the curious Lanterns. Invictus wipes the floor with the Lanterns and in the process, sets the adversaries turned reluctant allies to a horrible new task.

Green Lantern New Guardians: The Ring Bearer features almost no genuine character development. The closest to character development the book has comes in the form of Arkillo and Saint Walker. Arkillo’s tongue, which was previously torn out, is restored by Saint Walker and in the process, Arkillo comes to reluctantly consider Saint Walker, the head of the Blue Lanterns, a friend. In this way, Fear and Hope forge an uneasy alliance. Arkillo grows more than Rayner (who is mostly just shocked that Ganthet is essentially lobotomized) and the only other character development comes in Munk and Fatality verbally sparring in order to reveal who they are better than they have been. Revealing a bit more of their backstory does not actually cause them to grow.

The plotline of Green Lantern New Guardians: The Ring Bearer is good and it develops well over the course of the seven chapters of the book. The history of the DC Universe is revised and fleshed out by detailing more the destruction that occurred in the Vega System, which was alluded to in earlier volumes (like Agent Orange). The Vega System, we learn here, was virtually wiped out and while Larfleeze lives on Okaara in the Vega System the rest of the planets have been destroyed. Tony Bedard makes a compelling story that creates a powerful sense of menace that makes for a fast and engaging read.

The coloring and artwork in Green Lantern New Guardians: The Ring Bearer looks great. The book does not rely excessively on battles, so there does not need to be exceptional movement within the panels, but between panels, there is quite a bit of movement. The characters are all easily recognizable and the coloring is vivid, bright and bold. Green Lantern New Guardians: The Ring Bearer is a book that looks great, which reaffirms the idea that the Green Lantern books are integral to The New 52.

While it might be somewhat simplistic, Green Lantern New Guardians: The Ring Bearer is an engaging adventure story that makes Kyle Rayner interesting and engaging once again, making for a decent, though not timeless or absolutely essential graphic novel.

For other books featuring Kyle Rayner, please check out my reviews of:
Emerald Twilight/A New Dawn
Recharge
War Of The Green Lanterns

6/10

For other book reviews, please visit my Book Review Index Page for an organized listing!

© 2013 W.L. Swarts. May not be reprinted without permission.
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Tuesday, August 6, 2013

Loping Toward Coherency, Countdown To Final Crisis – Volume Two Is Still Engaging!


The Good: Moments of character, Artwork, Generally interesting plot progression.
The Bad: Largely secondary characters who do not captivate one’s full attention, Huge gaps in the storytelling.
The Basics: Continuing the countdown crossover event, Countdown To Final Crisis – Volume Two finds the minor characters in the DC Universe moving toward the potential end of the Multiverse.


With so many recent major crossover events in the DC Universe dealing with the potential end of the universe, it is somewhat surprising to me that the company did not use one of their many Crisis events as a way to reboot the DC Universe for the New 52. It seems like Final Crisis (reviewed here!) could have conceivably been an intriguing end to the story of the main DC Universe. So, knowing even as I read Countdown To Final Crisis – Volume Two that this was not actually leading to the end of the DC Multiverse, I found it hard to be as engaged as – I am sure – readers were when it was originally released five years ago.

In leading up to Final Crisis, the Countdown event acted as a second transition between the main crossover story that was coming - 52 followed up on Infinite Crisis and as the title suggests Countdown To Final Crisis – Volume Two continues to lead from Infinite Crisis into Final Crisis. I had a big problem with Final Crisis in that it had huge gaps in its own narrative, especially near the resolution, and Countdown To Final Crisis – Volume Two does not seem to be leading as directly into Final Crisis as one might hope as it remains firmly focused on peripheral characters in the DC Universe. Countdown To Final Crisis – Volume Two picks up where Volume One (reviewed here!) left off, but because so many plotlines were left dangling at the end of the first book, it is unsurprising that Volume Two is scattered, though as the book progresses, it does begin to take some focus.

In Countdown To Final Crisis – Volume Two, the secondary characters in the DC Universe are focused on, save brief cameos from the Flash, the Justice League and Wonder Woman (with Kyle Rayner’s Green Lantern becoming more important as the story progresses).

Just as in the first volume, Countdown To Final Crisis – Volume Two has multiple threads, none of which are fully developed. Some, like the inclusion of the members of the 31rst Century Legion Of The Super Heroes, are entirely under-developed and when they pop to the forefront of the story, they are at a completely different place (often with additional characters) than they were when they were last seen.

The bulk of Countdown To Final Crisis – Volume Two is in four main plotlines. Mary Marvel continues to be edgy and she makes her way to Zatanna’s domain where the magician begins to teach Mary how to use her powers. Unfortunately, Mary quickly loses patience and Zatanna exiles Mary Marvel from her magical home. Feeling isolated, Mary Marvel goes in search of power and an easier way to use the abilities that are no longer easily accessible to her (her word-based magic was taken away). She ends up in a secret magic market in China where she confronts a new adversary who wants some of her power for its own!

This incarnation of Mary Marvel continues to be edge and more of a butt-kicking wet dream as opposed to a naïve girl who is used occasionally as comic relief. This version of Mary Marvel is essentially lost and she falls prey to those who recognize her power and want to take it for their own.

Just as Mary Marvel struggles to define her new powers, Jimmy Olsen continues to try to find out what the limits of his own powers are. He keeps putting himself in danger and after failing to join either the Teen Titans or the Justice League Of America, he turns to John Henry Irons to learn what is going on with him. Unfortunately, his quest turns toward the unfathomable as he heads toward CADMUS Labs and becomes a target from powerful enemies.

Continuing to progress through Countdown To Final Crisis – Volume Two, the Pied Piper and The Trickster run for their lives from all of the heroes in the DC Universe. The heroes fall back after the pair ends up at the mercy of Poison Ivy, Deathstroke, and Batman. When the Wally West version of the Flash returns (not at all explained in this book), they try to convince him that they were working undercover to foil a plot surrounding the wedding of Oliver Queen and Black Canary. The two men go completely rogue to flee both heroes and villains alike.

One of the other major plotlines in Countdown To Final Crisis – Volume Two focuses on Donna Troy and Jason Todd in the Palmerverse. Along with the Monitor, Bob, they are joined by Kyle Rayner (and lose Ryan Choi) and they leave the submicroscopic Palmerverse in favor for the Multiverse. As targets for the Monitors, who believe that because Todd, Troy and Rayner should not be alive in the main DC Universe, the small band of heroes flees to an alternate universe where they are prey to the alternate universe’s Justice League!

Elsewhere, Holly Robinson and Harley Quinn survive an Amazon Battle Royale to get a chance to emigrate to Paradise Island. At the same time, the Karate Kid continues to search for why he is back in the 21rst Century and he learns that he might be carrying an evolution of the OMAC virus!

Despite never settling on a single actual plotline or truly developing the characters involved, Countdown To Final Crisis – Volume Two has consistently good artwork. The characters look good and – outside the fact that several are b or c string characters seen in these pages out of costume/make-up – are generally recognizable. Some of the new characters, like those in the Multiverse or Palmerverse sequences, look good and continue the quality level for modern character designs.

In the end, Countdown To Final Crisis – Volume Two finally pushes the stories along in ways that makes one feel like the Final Crisis the various plotlines are leading to might actually be worthwhile. Still, given how many gaps there are in the storyline that forces the reader to accept jumps in the plot and characters between sequences, this book does not hold up on its own as well as readers trying to get the whole story would want it to.

For other major DC Universe crossover events, be sure to check out my reviews of:
Crisis On Infinite Earths
Idenity Crisis
The OMAC Project
Infinite Crisis
Blackest Night: Green Lantern
Brightest Day, Volume 1
Flashpoint

5/10

For other book reviews, check out my Graphic Novel Review Index Page for an organized listing!

© 2013 W.L. Swarts. May not be reprinted without permission.
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Monday, July 29, 2013

Counting Down From The Second String, Countdown To Final Crisis – Volume One Is A Lackluster Start!


The Good: Moments of character, Artwork
The Bad: Largely secondary characters who do not captivate one’s full attention, Huge gaps in the storytelling.
The Basics: With Countdown To Final Crisis – Volume One, the DC Universe begins its transition from 52 to Final Crisis in a pretty blasé way.


When it comes to the major DC Comics crossover events, I often find myself at odds with popular opinion. I find myself in the awkward position of actually reading the book in front of me, as opposed to reacting to the hype of a crossover event. The difference, sadly, is all the difference, especially when it comes to the major crossovers. The transition events, however, are not immune to the problems of presenting incomplete stories to the reader. This comes up for me at the outset of Countdown To Final Crisis – Volume One because there are exceptional gaps in the story. Had I not previously read Amazons Attack! (reviewed here!) as part of my Wonder Woman Year and The Flash: Fastest Man Alive – Full Throttle (reviewed here!) as part of my Flash Year, I would have been completely lost. I am sure there are Catwoman, The Atom, and Shazam stories that filled in other gaps in this story.

The point is that Countdown To Final Crisis – Volume One is not a single, complete story. In fact, Countdown To Final Crisis – Volume One is not a single, cohesive narrative but more than that, the story elements that are included in this book are lacking in background information and key parts of the story, some of which are not alluded to in a strong enough way to truly resonate with the reader.

Countdown To Final Crisis – Volume One follows up on 52(Volume 4 is reviewed here!) and takes the first steps into leading to Final Crisis (reviewed here!) . Fundamentally, one of the problems with Countdown To Final Crisis – Volume One is that (having read Final Crisis) only two of these plotlines – a series of vaguely-related scenes that focus on Darkseid and another focusing on the Monitors – are actually directly related to the oncoming crisis. Final Crisis might be a universe-encompassing event, but it focuses on the big three and their role in the event.

Obviously, Countdown To Final Crisis – Volume One does not get to even the heart of the oncoming crisis, though it does have a smattering of scenes that illustrate that Darkseid is building a massive army that he might use to attack Earth (and possibly Earths across the multiverse).

Like 52, Countdown To Final Crisis – Volume One begins to tell a story that focuses on the supporting heroes in the DC Universe. Countdown To Final Crisis – Volume One has multiple threads, none of which are fully developed. Some, like the inclusion of the members of the 31rst Century Legion Of The Super Heroes , are woefully under-developed and when they pop to the forefront of the story, they are at a completely different place (often with additional characters) than they were when they were last seen.

The meat of Countdown To Final Crisis – Volume One is in three main plotlines. Marty Marvel awakens from her coma. Shocked and bereft of her powers, Mary does the exact opposite of what a fortune teller advises and she makes a journey to Gotham City. There, in the ruins of an old building, she is met by Black Adam. After many threats of death, Black Adam slowly comes to believe that Mary arrived there by random chance and she is truly devoid of all her super powers. Black Adam transfers his powers to Mary, creating a darker, more edgy version of Mary Marvel. She spends the rest of the book trying to figure out her place and the extent of her powers.

The Mary Marvel in Countdown To Final Crisis – Volume One is unlike Mary Marvel in any other book I have read that features her, even as a peripheral character. Instead of being naïve and inexperienced – even in her powerless mundane form – Mary is worldweary and just a young woman who is lost. In her new super-power form, she wears a shorter, flared out, black version of her usual garb and it is designed to look anything but innocent. In fact, it wavers at the bottom in a way that is entirely intended to titillate the readers. This is a leggy Marvel Woman (she’s no girl!) who is busty and butt-kicking.

As Mary tries to figure out who she is now, so too does Jimmy Olsen. Olsen is investigating the death of Deula Dent, the Joker’s daughter. In the process, he is attacked in Arkham Asylum, but comes to no harm because he exhibits all the properties of Elastic Man. Confused, Olden brushes it off as a dream or fatigue until he experiences two more instances where he manifests super powers. Taking his cue from Superman, Jimmy Olsen creates the super hero Mr. Action and begins cleaning up the streets of Metropolis.

A far more compelling a-plot in Countdown To Final Crisis – Volume One has the Pied Piper and The Trickster running for their lives. Having been a part of the posse that killed the Flash, both men – who has previously gone legitimate – flee from the superhero community in hopes of finding a place where no one would look for them. Taking refuge with the Penguin, they find themselves in more peril than even they initially predicted!

Countdown To Final Crisis – Volume One also includes a plotline with the Amazons, which overlaps with their attack on Washington, D.C. There is a storyline that focuses on Donna Troy and Jason Todd as they begin a search for Ray Palmer (the Atom) in an attempt to get an ace-in-the-hole for the upcoming crisis. As one might predict given how many plotlines there are in the limited space of the first book, this does not create a wealth of opportunity for the characters to truly develop and change. Jimmy Olsen and Mary Marvel spent the most time pontificating on character and how they are changing, but the rest of the book is exceptionally plot-focused.

For all its problems on the story front, Countdown To Final Crisis – Volume One has consistently good artwork. The characters look good and – outside the fact that several are b or c string characters seen in these pages out of costume/make-up – are generally recognizable. Some of the new characters, like Forerunner, look good and continue the quality level for modern character designs.

Ultimately, Countdown To Final Crisis – Volume One is a beginning and were it not for my already being invested in the direction of this massive crossover, there would not be enough in the book to recommend it.

For other major DC Universe crossover events, be sure to check out my reviews of:
Crisis On Infinite Earths
Idenity Crisis
The OMAC Project
Infinite Crisis
Blackest Night: Green Lantern
Brightest Day, Volume 1
Flashpoint

5/10

For other book reviews, check out my Graphic Novel Review Index Page for an organized listing!

© 2013 W.L. Swarts. May not be reprinted without permission.
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Sunday, November 25, 2012

Wrestling With The Consequences Of Calamity, War Of The Green Lanterns: Aftermath Is Worth Reading!


The Good: Character development, Sense of consequence, Continuity, Some impressive artwork
The Bad: Mixed artwork, Uncomplicated stories.
The Basics: In a book appropriately devoid of Hal Jordan, the remaining Green Lanterns from Earth struggle to rebuild the Corps in War Of The Green Lanterns: Aftermath.


I am a person who deeply enjoys works that do not simply have an action or an event, but wrestle with the profound consequences of huge actions in whatever universe the story is set. That is why, immediately, it is very easy for me to recommend War Of The Green Lanterns: Aftermath, despite the fact that it is very much a follow-up book that means a whole lot less on its own as a free-standing graphic novel. In fact, this is much more accurately categorized as what it is, a trade anthology. A collection of eight comic books, War Of The Green Lanterns: Aftermath is a series of vignettes that are almost entirely about the consequences of the prior volume, War Of The Green Lanterns.

It is worth noting that it is impossible to reasonably discuss War Of The Green Lanterns: Aftermath without mentioning some of the key climactic events of War Of The Green Lanterns (reviewed here!). While that book was not exactly what I thought it would be (at all!), War Of The Green Lanterns: Aftermath is exactly what the title promises and deals with the fallout of two of the big three actions at the climax of the War Of The Green Lanterns. This is the last point one might read without having spoilers to that event revealed, so consider yourself warned!

Truly a series of vignettes, War Of The Green Lanterns: Aftermath focuses mostly on the three remaining Green Lanterns from Earth and the consequences of their actions in resolving the war that pitted the Green Lanterns against the rest of the universe, thanks to the manipulations of the villainous Krona.

In the direct follow-up, the chapters that bear the book’s title, the Corps finds itself in disarray. Most Lanterns are subtly angry at John Stewart and are in morning for the death/destruction of Mogo. As the vast majority of Lanterns granted rings by Mogo during the chaotic surge where Mogo spat out reserve rings so Krona could control an even larger army turn their rings in and return to their worlds to deal with the consequences of the death they caused, Oa is visited by Saint Walker, who comes to offer Ganthet a position with the Blue Lanterns. At the same time, a small squad of Lanterns takes Soranik Natu to the Guardians’ star chamber . . . to give her the opportunity to kill Sinestro!

The first story is refreshing in that it actually deals with the nagging plots left unresolved by War Of The Green Lanterns. Ganthet, in his defiance of the rest of the Guardians, tries to stave off a Red Lantern attack by approaching Atrocitus with Krona’s body, desperate to make good on his word to the Lantern of rage. Between that, the putting to rest of Mogo and the lack of understanding for what John Stewart did, this first story in War Of The Green Lanterns: Aftermath is rife with emotional turmoil surrounding the characters who are essential to the ongoing Green Lantern Corps stories. While Guy Gardner is largely neglected in these stories, Kyle Rayner has an interesting role and I like that he remains outside the desire for revenge . . . even against Sinestro. The artwork in this section is erratic, with some of it being remarkably simplified. Actually, my main problem comes with the rendition of Sinestro. He appears in this section with the same red skintones as Atrocitus and he lacks any realistic depth or shading to the rendition of him. To be fair, I found I enjoyed the idea that the Guardians were at a loss to explain how the Green Lantern ring chose him and that sets up some future compelling character arcs well.

The second story in the book “Beware My Power” focuses on John Stewart and the new recruit Qurina. Qurina is one of the only new recruits who actually wants to retain her ring and her new position within the Corps. As a police officer from Calados, she sees being a Green Lanterns as a natural step in her career path and one she embraces. She associates herself with John Stewart because she sees herself as an outsider and has no problem with being associated with the Lantern whom everyone else currently despises. She and John Stewart go on a mission to stop a conflict between a conjoined pair of planets. The artwork, like the character arc, is consistent and good, if a shade simple. Qurina’s story is basically one that reasserts that John Stewart must have had a good reason for destroying Mogo and now there is someone else who thinks he must be a good, reasonable, rational guy.

“Love Is A Battlefield” works to resolve the romance between Kyle Rayner and Soranik Natu. Lured into a trap by the Star Sapphire Miri, who has an emotional investment in their relationship, the two fight alongside one another in what Miri hopes will be a strengthening of the bond they share. Writer Tony Bedard smartly includes Tomar-Tu in the story and his function serves the larger purpose of exploring an actual motif. Tomar-Tu sees things far clearer than Rayner or Soranik Natu. Through his rationality, the story resolves itself reasonably and Bedard smartly implies that only those outside a passionate romantic relationship are actually likely to see reality for what it is, relative to those who are lovestruck in a relationship.

This chapter is followed by a series of vignettes that put Alpha Lantern Boodikka and an assortment of Green Lanterns with whom the reader has no emotional connection find their purpose in the Corps again. The artwork is exceptionally erratic in this section and includes a few painted panels, a few simplistically rendered ones and some that look like a high-quality comic strip. While this chapter is good for the sense of the Corps, it has no emotional connection, even for the loyal Green Lantern reader.

The book concludes with three Guy Gardner one-shot stories. Guy Gardner helps a noblewoman escape attacking ships, rounds up a posse of Green Lanterns to stop a beast who has attacked dozens of Lanterns (and is slowly digesting them), and teams up with Batman for a murder investigation aboard the International Space Station. While the dialogue in the third story is the snappiest and the artwork in the second is the best, I found I actually enjoyed the first story the most. The story “Rest And Relaxation” has good sexual tension between the noble and Guy Gardner and returns him to being something of a cad, without reverting him to being the ass he started his tenure in Green Lantern as. Moreover, I found I enjoyed the idea that, in the wake of the War Of The Green Lanterns, there would come privateers who looked to exploit the disorganization of the Corps to try to unlock the secrets of the power rings.

Ultimately, War Of The Green Lanterns: Aftermath is a decent exploration of how war tears apart a society and the individuals involved. Having read any number of giant DC Universe events that have almost no follow-up, it is refreshing to read War Of The Green Lanterns: Aftermath where the prior conflict results in some impact upon the organization that was affected by the war.

For other Green Lantern-related books from this era, please be sure to visit my reviews of:
Secret Origin
Green Lantern: Rebirth
Wanted: Hal Jordan
Revenge Of The Green Lanterns
Green Lantern Corps: Recharge
To Be A Lantern
The Sinestro Corps War - Volume One
Tales Of The Sinestro Corps
The Sinestro Corps War - Volume Two
Ring Quest
Sins Of The Star Sapphire
Rage Of The Red Lanterns
Agent Orange
Emerald Eclipse
Blackest Night
Blackest Night: Green Lantern
Blackest Night: Green Lantern Corps
Blackest Night: Tales Of The Corps
Brightest Day: Green Lantern
Brightest Day: Green Lantern Corps - Revolt Of The Alpha-Lanterns
War Of The Green Lanterns
Sinestro (New 52)

6/10

For other book reviews, be sure to check out my Book Review Index Page for an organized listing!

© 2012 W.L. Swarts. May not be reprinted without permission.
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