Manifest Destiny (2013) #18

Manifest Destiny  18

Dingess takes Manifest Destiny somewhere new and unpleasant. Even though he’s dealt with the unpleasantness of the characters before, this issue–the last in the second “volume” of Destiny–forces the reader’s complicity in that unpleasantness. It’s well-done and should’ve been predictable (Roberts butchers the final page with an exclamation point) but isn’t really. The beginning of the issue’s distractingly strong.

One almost forgotten element of Destiny has been the imaginative wildlife Lewis and Clark find on their voyage. This issue reimagines the traditional vampire as some kind of decapitating, head-stealing flying monster. It’s a neat concept, not too gory in Roberts’s art but still striking. And it makes for a great action sequence.

The subsequent scenes in Destiny remind of Return of the Jedi as Lewis and Clark and company return to the bird people village; it’s why Dingess is able to get away with a big twist. He’s letting the reader enjoy the comic. It starts with a great action sequence, why not celebrate. It’s a trick and a good one.

But Dingess has raised a lot of questions in the comic (just not in this issue) and he doesn’t get any of them answered. They’re starting to get annoying. Otherwise though, it’s just about the best issue of Manifest Destiny yet.

Manifest Destiny 18 (October 2015)

Manifest Destiny #18Dingess takes Manifest Destiny somewhere new and unpleasant. Even though he’s dealt with the unpleasantness of the characters before, this issue–the last in the second “volume” of Destiny–forces the reader’s complicity in that unpleasantness. It’s well-done and should’ve been predictable (Roberts butchers the final page with an exclamation point) but isn’t really. The beginning of the issue’s distractingly strong.

One almost forgotten element of Destiny has been the imaginative wildlife Lewis and Clark find on their voyage. This issue reimagines the traditional vampire as some kind of decapitating, head-stealing flying monster. It’s a neat concept, not too gory in Roberts’s art but still striking. And it makes for a great action sequence.

The subsequent scenes in Destiny remind of Return of the Jedi as Lewis and Clark and company return to the bird people village; it’s why Dingess is able to get away with a big twist. He’s letting the reader enjoy the comic. It starts with a great action sequence, why not celebrate. It’s a trick and a good one.

But Dingess has raised a lot of questions in the comic (just not in this issue) and he doesn’t get any of them answered. They’re starting to get annoying. Otherwise though, it’s just about the best issue of Manifest Destiny yet.

CREDITS

Writer, Chris Dingess; penciller, Matthew Roberts; inkers, Stefano Gaudiano and Tony Akins; colorist, Owen Gieni; letterer, Pat Brosseau; editors, Arielle Basich and Sean Mackiewicz; publisher, Image Comics.

Manifest Destiny (2013) #17

Manifest Destiny  17

It’s almost as though Dingess is refusing to do a full story in the issue. The Sacagawea subplot, which takes up a scene–with flashback–is more complete than the main plot of the issue, with the landing party waiting to see if the blue bird person and one of the humans can make beat the monster. It’s a talking heads book, just with everyone talking about what the reader gets to see for him or herself when Dingess takes the action to the bird person and the human.

Manifest Destiny is not a story with a strong supporting cast. Dingess rarely deals with the supporting cast, which is enormous. And they aren’t particularly distinctive. Even though Roberts goes out of his way to make some visually distinctive… there are like five or six memorable people here, no more. So a talking heads book with random people talking.

The hard cliffhanger will undoubtedly get resolved quickly next issue and that issue will then have its own weak, hard cliffhanger. Dingess doesn’t let the reader enjoy the book, which is unfortunate. He’s too manipulative when he doesn’t need to be. It almost feels desperate that this point.

Manifest Destiny 17 (September 2015)

Manifest Destiny #17It’s almost as though Dingess is refusing to do a full story in the issue. The Sacagawea subplot, which takes up a scene–with flashback–is more complete than the main plot of the issue, with the landing party waiting to see if the blue bird person and one of the humans can make beat the monster. It’s a talking heads book, just with everyone talking about what the reader gets to see for him or herself when Dingess takes the action to the bird person and the human.

Manifest Destiny is not a story with a strong supporting cast. Dingess rarely deals with the supporting cast, which is enormous. And they aren’t particularly distinctive. Even though Roberts goes out of his way to make some visually distinctive… there are like five or six memorable people here, no more. So a talking heads book with random people talking.

The hard cliffhanger will undoubtedly get resolved quickly next issue and that issue will then have its own weak, hard cliffhanger. Dingess doesn’t let the reader enjoy the book, which is unfortunate. He’s too manipulative when he doesn’t need to be. It almost feels desperate that this point.

CREDITS

Writer, Chris Dingess; penciller, Matthew Roberts; inkers, Stefano Gaudiano and Tony Akins; colorist, Owen Gieni; letterer, Pat Brosseau; editor, Sean Mackiewicz; publisher, Image Comics.

Manifest Destiny (2013) #16

Manifest Destiny  16

Talk about not much of an issue… Dingess’s pacing never impresses on Manifest Destiny but I think he might have set a new record for himself.

The comic has five or six scenes–plus a flashback–and reads in just a few minutes. The most interesting part has to be the Sacagawea sequence, which has the flashback to her youth when she starts the warrior’s path (to fend off the white man), and just shows how wasted she’s been in the comic. It’s like Dingess has been saving her for something awesome from the second issue but it’s gotten to the point there’s no way there can be enough pay off.

Speaking of pay off, during the rest of the issue–which involves the blue bird people–Dingess hints the monsters might have come from another world to ours. Kind of boring, actually. The Americas being a mythic place of violent megafauna? Interesting. The Americas being invaded by monsters from another dimension? Cop out.

As always, it’s an amusing enough read and the art is spot on. Something about the content makes me not want to give up on Manifest Destiny having real potential but every issue convinces me I need to adjust my expectations.

Manifest Destiny 16 (August 2016)

Manifest Destiny #16Talk about not much of an issue… Dingess’s pacing never impresses on Manifest Destiny but I think he might have set a new record for himself.

The comic has five or six scenes–plus a flashback–and reads in just a few minutes. The most interesting part has to be the Sacagawea sequence, which has the flashback to her youth when she starts the warrior’s path (to fend off the white man), and just shows how wasted she’s been in the comic. It’s like Dingess has been saving her for something awesome from the second issue but it’s gotten to the point there’s no way there can be enough pay off.

Speaking of pay off, during the rest of the issue–which involves the blue bird people–Dingess hints the monsters might have come from another world to ours. Kind of boring, actually. The Americas being a mythic place of violent megafauna? Interesting. The Americas being invaded by monsters from another dimension? Cop out.

As always, it’s an amusing enough read and the art is spot on. Something about the content makes me not want to give up on Manifest Destiny having real potential but every issue convinces me I need to adjust my expectations.

CREDITS

Writer, Chris Dingess; penciller, Matthew Roberts; inkers, Stefano Gaudiano and Tony Akins; colorist, Owen Gieni; letterer, Pat Brosseau; editor, Sean Mackiewicz; publisher, Image Comics.

Bloodshot 13 (July 2013)

278986 20130728183459 largeSwierczynski takes a peculiar approach to dealing with Bloodshot’s side of the final Harbinger Wars issue. He makes it as lame as humanly possible.

It’s actually not even Bloodshot’s issue, it’s his sidekick Kara’s issue and his sidekick Kara hasn’t had much presence during the crossover event. She’s his voice of reason, not much else. Babysitter for the kids too.

Speaking of the kids, after spending a couple issues establishing them, Swierczynski dumps them to instead focus on really bad dream sequences. They’re an afterthought to the issue. Valiant must have really wanted to do a crossover special, but by not doing it straightforward, these issues are weak.

The art’s also got problems. Kitson’s has three inkers (himself included) and each of them makes the finished art look different.

It’s a bad issue and left me wondering why anyone would ever want to read another one. It’s rough and pointless.

CREDITS

Living the Dream; writer, Duane Swierczynski; penciller, Barry Kitson; inkers, Stefano Gaudiano, Kitson and Mark Pennington; colorist, Brian Reber; letterer, Rob Steen; editors, Jody LeHeup and Warren Simons; publisher, Valiant Entertainment.

Bloodshot 12 (June 2013)

275213 20130728183320 largeI’ve only read a few issues of Bloodshot but it seems like a big part of what Swierczynski does is have contrived scenes with Bloodshot and the men who wrong him in the past. It’ll seem like Bloodshot is finished, his nanites unable to repair him, but then he’ll magically come through thanks to the perseverance of the human spirit.

Especially against the very evil bad guys.

It’s really boring, especially since Swierczynski never comes up with good places for these action sequences. This issue’s takes place in a mechanized slaughterhouse. Feels a little like the end of the first Terminator movie, only without any drama.

Meanwhile, the kids and their babysitter are under siege in their transportation vehicle. The bad guys can remotely control the vehicle’s auto-lock system. It’s real silly and really dumb.

The art from Kitson and Gaudiano is quite good. Swierczynski’s script not so much.

CREDITS

Writer, Duane Swierczynski; penciller, Barry Kitson; inkers, Stefano Gaudiano and Kitson; colorist, Brian Reber; letterer, Rob Steen; editors, Jody LeHeup and Warren Simons; publisher, Valiant Entertainment.

Bloodshot 11 (May 2013)

272534 20130524204040 largeI like the way Valiant–or Swierczynski in this case–is handling the Harbinger Wars crossover. He’s using this issue of Bloodshot to flush out the relevant scenes in the main book; it’s expensive if a reader buys all the issues, but it also means it doesn’t have to be expensive. Each piece of the puzzle isn’t integral to getting a story.

As for the story here? There’s not a lot. It’s an all-action issue, though Bloodshot is also arguing with the evil little boy who lives in his head and tells him what to do. The art from Kitson and Gaudiano is so downbeat, the scenes don’t even play goofy.

Speaking of the art, the savage action violence gets a lot of focus here. Swierczynski seems to go for the grossest scenes possible for Bloodshot and he’s regenerative powers.

There’s not much to the comic, but it’s fine.

CREDITS

Writer, Duane Swierczynski; penciller, Barry Kitson; inkers, Stefano Gaudiano and Kitson; colorist, Brian Reber; letterer, Rob Steen; editors, Jody LeHeup and Warren Simons; publisher, Valiant Entertainment.

Harbinger 12 (May 2013)

272427 20130524222321 largeCould this issue have uglier art? Maybe Evans and Hairsine split responsibilities? One was responsible for the heads, one for the bodies and poor Stefano Gaudiano got saddled with the task of trying to make everything seem seamless?

He didn’t. It’s ugly, ugly, ugly art. Especially since they make the colorist do the perspective in some panels. Very unfortunate.

Otherwise, it’s a decent issue. Dysart sends the regular Harbinger cast–calling themselves the Renegades now–in to meet the psiots holding the hostages in Las Vegas. There’s a nice sequence where all the regular cast meet someone knew; it’s like play dates for the psiots, even though the regular cast eventually disappears into the action. How Peter got through such an enormous hotel to stop Torque….

But it’s a decent enough issue. The flashback stuff is… well, it’s still a big company crossover. There’s only so much anyone can do.

CREDITS

Writer, Joshua Dysart; pencillers, Khari Evans and Trevor Hairsine; inkers, Evans, Stefano Gaudiano and Hairsine; colorist, Ian Hannin; letterer, Rob Steen; editors, Josh Johns and Warren Simons; publisher, Valiant Entertainment.