• Werewolf by Night (1972) #23

    Werewolf by Night  23

    Reading this issue, I kept having to remind myself writer Doug Moench doesn’t want Jack Russell to sound like a jackass, quite the opposite. Moench writes Jack’s narration as a combination of hard-boiled detective, beatnik, and, I don’t know, Charles Atlas advertisement text. It’s the purest obnoxious surfer bro Jack’s gotten in two dozen plus Werewolf comics, and, wow, does it get old fast.

    The last issue ended with Jack under arrest for murder; this issue opens with him fighting the return villain—Atlas (a disfigured movie star out to kill all those who contributed to his accident)—but then flashes back to the cliffhanger resolve. The series’s new useless cop character interrogates Jack, Jack calls Buck for five grand (in seventies Marvel-616, the cops set bail), and then Buck fills Jack in on the villain’s origin.

    After countless accessory or inappropriate appearances (with Jack’s seventeen-year-old sister), Buck finally becomes integral to the issue’s plot. He wrote the script for the movie where Atlas got hurt and can narrate the flashback-in-a-flashback to Jack, saving his involvement for the end. I’m not sure why Moench wanted to pace it that way, other than Atlas busting into the apartment like Kool-Aid Man would have an extra jolt.

    But it doesn’t.

    Neither does Jack’s background transformation to Wolfman Jack.

    The fight then catches up to the opening splash page, where the werewolf and Atlas are fighting in front of Grauman's Chinese Theatre. Atlas also kicks the werewolf’s ass, which raises questions about why Jack wants Buck to shoot him with a silver bullet if he can just be beaten to death.

    The Don Perlin and Vince Colletta art is just as bewildering as the werewolf rules, with Colletta inking a lot of busy little lines. He’s not adding detail, just noise, and killing any implied movement in the artwork. It’s an ugly comic.

    If Jack doesn’t get some humility soon, this book will be even more of a slog than I expected.

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  • Catwoman (2002) #2

    Cw2

    Darwyn Cooke owns this issue. It begins with an action sequence: Catwoman breaking into Gotham PD to get a look at the autopsies on the dead streetwalkers. Cooke breaks each page into a dozen or two panels, sometimes splitting a horizontal frame, more often zooming in on one particular aspect of the action. All in his “cartoony” style. There’s never better movement in comic art than the first act of Catwoman #2. It’s a masterpiece.

    And he doesn’t let up the rest of the issue ambition-wise. There’s Selina and Holly’s girl talk, done in art deco—to contrast the noir—and then the finale reveal. While Selina (and the reader) have heard about what the killer’s doing to the women and then read the reports, the finale shows the immediate aftermath, complete with the cops robbing the corpse.

    Cooke’s superhero noir is a genre itself. Absolutely beautiful, superior work.

    Ed Brubaker’s script is mostly successful. The Selina narration’s solid (and appropriately sparse at times), but he runs into a couple hiccups. First, obviously, Selina’s characterization of Batman in her narration is one of a dick—he’d care the women were dying, but they chose that life, didn’t they? Second, when Selina does decide she’ll be the one to stop the killings, it appears to only be after the finale and seeing the latest victim. The narration comes too late in the visuals.

    Otherwise, the writing’s excellent. The issue has the lengthy action open, which slows down once Selina’s broken into the morgue, then the flashback to her and Holly’s conversation after last issue, then back to the present and the latest killing. Based on the initial pacing, they could’ve gotten away without having Selina arrive at the crime scene in time. The issue’d earned its two dollars and four bits by then, but Cooke and Brubaker somehow find time (and pages) to continue.

    Though had they not paced it so well, that final narration fumble might’ve been avoided. But Catwoman’s inordinately rare faults being side effects of its great successes seems on par for the book.

    It’s just too good for its own good.

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  • Infinity 8: Volume Five: Apocalypse Day (2018)

    Apo

    Apocalypse Day’s agent, Ann Ninurta, is the most reliably badass agent since the first volume. There are other comparisons between Ninurta and the first volume’s lead, like being blonde, midriff-revealing, and obsessed with babies. The first volume’s lead wanted to have a baby, Ninurta’s got a baby. Well, a toddler. Ninurta’s taking her to daycare when the Protocol 8 order comes in, and she’s off to the bridge, where even the captain is sick of doing the setup spiel and leaves it to the icky dude lieutenant.

    Who, as per usual, does inappropriately come on to Ninurta (who’s already scored one hot boy’s phone number, a smuggler, and his crew riding the Infinity 8), but she shuts him down without a thought. The comic winks through Ninurta getting the assignment; while she’s never heard it before, the captain, the lieutenant, and the reader are on their fifth go-around.

    Ninurta’s also the first agent to have a good grasp on Protocol 8, which will be important later on. While the time reset has always been a factor of Infinity 8, it’s a lot more integral to Ninurta’s character arc. Not really a character development arc because it’s the fifth volume, so she doesn’t get to finish things up, but arc. She’s got a killer arc.

    Ninurta’s initial investigation of the space graveyard is no different than anyone else’s. Less exciting, in fact, they apparently gave all the good missions to the first four people. Ninurta’s just flying around, looking to see if she can stumble into anything before time’s up.

    Complicating things is an inventor on the Infinity 8 who’s just perfected a resurrection beam. Unfortunately, it makes the resurrected mindless zombies—down to bite transmissions; Infinity 8 is excellent for introducing other genres’ tropes into its sci-fi setting.

    Oh, and then something else goes wrong, and the beam gets amplified all over the ship, creating at least a few zombies, but more importantly, it travels across the solar system-sized space graveyard of dead things. So Ninurta doesn’t just have the zombie outbreak on the ship to worry about (her kid and ex-husband are still there, and she doesn’t trust the ex in a zombie outbreak), but also everything in space trying to kill her too.

    She’ll go back and forth from the ship and graveyard various times, eventually teaming up with her love interest and his band of misfits for some comedy relief and zombie fodder. Ninurta’s also got to make sure her kid’s okay, which isn’t easy on a ship overrun with zombies.

    The story’s always very sci-fi, but writers Lewis Trondheim and Davy Mourier heavily leverage the zombie story tropes. This person’s got it and is hiding it, and so on. The emotional weight of Ninurta’s story is heavier than any of the lead agents to date, though Patty Stardust was in a lot of danger last time.

    Patty returns this issue, making it her third appearance in Infinity 8 (so more than fifty percent). Ninurta and her sidekicks need a speedy starship, and damned if Patty isn’t part of the entourage, along with her dipshit guru boss, who doesn’t have a chance to be as much of a dipshit because Patty didn’t get the mission this volume.

    How the individual agents affect the outcomes of their missions will be an interesting thing to reflect on. While their mission is exploration and reacting to what they find, everyone’s got a lot of baggage complicating matters. Well, maybe not the agent in the first series, whose interest in having a baby was comedic, not character development.

    There are some other callbacks, whether it’s a one-panel cameo from a familiar robot or an alien species readers ought to remember who like to eat dead things. It’s a very full second half. There’s some breathing space in the first, but things go from bad to worse at the halfway point, and it’s pandemonium afterward.

    Surprisingly, Trondheim and Mourier have a significant reveal in the last act, so Infinity 8 isn’t going to wait until the final volume to spill. Another significant reveal from the previous volume (or was it the volume before) also comes back in a big way, so maybe they’ll pace out the reveals. Can’t wait.

    The only thing wrong with Apocalypse is just okay artist Lorenzo de Felici. From his aliens, he’d do a great Muppet comic. From his people, he’d do something where everyone has too big eyes. It’d be fine if he made up with it on the rest, but the visual pacing’s hurried and unsure. With the right artist, this volume would be the easy best. With de Felici, it’s a contender.

    But.

    Anyway. Can’t wait to see where Trondheim steers Infinity next.


  • Stoker’s Dracula (2004) #3

    Stoker s Dracula  3

    Like all faithful Bram Stoker’s Dracula adaptations, Stoker’s Dracula has hit the point where the source material’s bad writing is causing problems. Or, at least, lazy plotting. But it’s not writer Roy Thomas’s fault; it’s all on Stoker.

    The most obvious example is someone screwing with Van Helsing’s plan to save Lucy’s soul. Last time it was Lucy’s mom, who died almost immediately following as a comeuppance; this time, it’s a maid. Thomas leaves in Van Helsing’s being super classist about the maid.

    This issue is entirely “new” material. Artist Dick Giordano no longer draws Dracula exactly like he appeared in Tomb of Dracula, though sticks pretty close. He does not play up the Count’s gauntness, which makes it odd when multiple people comment on it. This issue’s got Jonathan and Mina seeing the Count in London and fairly soon getting involved with the vampire hunting plot.

    There are numerous plotting conveniences straight from the novel. The boys exclude Mina so she can go and have an offscreen arc with Dracula as his steady victim, Mina not reading Jonathan’s journal until after they see Dracula, not to mention Jonathan not being able to tell Mina about his experiences and instead demanding she read the journal. She also types it up when she reads it, which, fortunately, we don’t see. Stoker’s Dracula leverages the finest in cheap mid-aughts computer lettering, including the horrendous newspapers. There are some notes and telegrams; they also look terrible and anachronistic, not just for the nineteenth-century setting but also with Giordano’s artwork. The “new” Stoker’s isn’t as, well, slutty as seventies Marvel black-and-white magazines, but it’s pretty bloody. Slick, barely better than Comics Sans lettering doesn’t fit.

    Other weak sauce plotting includes Van Helsing’s trips back to Amsterdam to keep him away from the story, Jonathan’s boss dying off-page and leaving him the business, and numerous other recently deceased characters. The adaptation also draws attention to how little impact Dracula has on London, other than having turned Lucy into the “Bloofer Lady,” something Thomas rushes through. Unfortunately.

    Given the adaptation’s previous success with Mina and Lucy and not with the boys, one would’ve hoped Thomas might stick closer to her. He does not. She’s off doing her own thing; no girls allowed. Thomas also doesn’t fix frequent narrator Jack Seward’s weird obsession with Lucy. It’s nowhere near as bad as before, but it is concerning when it comes back to start off the comic. This issue covers Jonathan and Mina in England, Lucy’s resurrection and destruction, and Dracula’s (romance-less) pursuit of Mina.

    In a fun twist—I can’t remember if it’s from the novel—Dracula seems very aware he’s messing with his former victim’s new wife and taking delight in being that guy.

    Stoker’s is an admirable exercise, but the new material isn’t as good as the old material. It’s not just thirty years taking its toll on the creators; it’s the novel getting into its muddy parts. Back in the seventies, they got stopped at just the right point before the book got too busy and messy.

    I expect the last issue to be an entirely acceptable, entirely underwhelming read.

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  • Shadows on the Grave (2016) #4

    Shadows on the Grave  4

    Okay, so this issue’s the best so far. In addition to the three strong stories (with guest writer Jan Strnad again contributing, this time a better tale), the issue’s got three one-pagers. Inside covers, back cover. Basically a pin-up punchline with a small panel setting it up, Mag the Hag narrating. They’re all good. The one-pagers are all good, the opening story’s awesome, the Strnad collaboration’s good, the Ancient Greek entry’s fan-flipping-tactic.

    The opening story is about a pickpocket at the circus. He’s trying to score, but there’s just not much visible cash floating around. Plus, he keeps seeing this particularly creepy clown decoration all around the place. The pickpocket’s industrious, though, and he’s not going to give it up, even if he has to get his hands bloody. Richard Corben’s art and his pulpy script set the tone for the whole issue. Lots of darks for people (and clowns) to get lost in, but also bright refuges in that dark.

    It’s a great little tale, eight pages. Two eight-page stories, double that count for the Ancient Greek story. It’s the right formula, especially since—in theory—Corben could connect the one-liners. But Shadows is definitely hearing me from the future as far as story lengths. This issue’s perfectly balanced.

    Strnad’s story involves a bodybuilder frustrated at repeatedly losing to an Arnold Schwarzenegger analog. The bodybuilder hears about some special steroid and is willing to do whatever it takes to get it, regardless of cost to his soul.

    It’s a more straightforward story than the opener, instead concentrating on some outstanding art from Corben. The story gives him some strange opportunities to (no pun, it just happens to be the story’s title, too) flex.

    Then the coup de grâce, chapter four of Deneaus. It hasn’t been collected by itself, which is a shame. I’m very interested in how it’d read in a sitting.

    This issue has Lustea, the Amazonian in love with dopey Deneaus, getting to the other side of the same island he’s questing on. She’s hanging out with her ninja friend, who takes her home to her village, where they talk ominously about things for later in the story. Not this issue matters, except magical weapons. They can’t miss. It’s important before the end of the chapter because Corben’s not wasting any time getting to the cyclops fight. Deneaus and his royal rube charge have their showdown with the great beast.

    Ancient Greek soldiers versus cyclops, with a bit of comedy but also ultra-violence, apparently perfectly fits Corben’s very particular set of skills. There are black nights and bright days in the story, both incredibly full (and contrasted in a way similar to the opening circus story). The action is fast and fierce, and the comedy is sardonic. Excellent writing from Corben. This entry fulfills and surpasses my hopes for the Greek epic.

    Shadows finishes its first half on a series high. It’s such a good issue.

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