Overview

Fast Breaks for 10/11

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Battlestar Galactica #2

Words: Greg Pak
Pencils: Nigel Raynor
Inks: Nigel Raynor
Colors: David Curiel
Story Title: N/A
Publisher: Dynamite Entertainment
Price: $2.99
Release Date: October 11th, 2006

The Battlestar crew has to decide what to do about the Returners, as well as deal with a mysterious disease.

I need to preface my thoughts by stating that I am a huge fan of the show Battlestar Galactica, therefore it’s hard to know how well this series would work without having ever seen the show. I’m not sure what appeal this series would have to people that don’t watch the show. But, it is the best show on television, so you should be watching it anyway. As it stands, this series is a nice addition to the mythos of the show, adding a story into the continuity that happened a season or more ago. The plight of the returners is intriguing, and though some of the characters don’t quite gel with their small screen counterparts, the story is compelling enough to recommend to any fan of the show.

Like the show, this series moves at a solid pace, keeping things tense and intriguing. It’s just what a story dealing with the potential loss of humanity should do, and a welcome addition for any fan of the show.

- Adrian f. Zettlemoyer

Beyond #4

Words: Dwayne McDuffie
Pencils: Scott Kolins
Inks: Scot Kolins
Colors: Paul Mounts
Story Title: Phantasm
Publisher: Marvel Comics
Price: $2.99
Release Date: October 4, 2006

Believe it or not – here comes the Space Phantom! The big, big reveal of last issue – that Spider-man was, in fact, all along the woefully forgotten but uber-powerful character the Space Phantom – has changed everything. The rest of our stalwart cast now steel themselves to take on this purple-skinned minion of the Beyonder, and before the battle is over only one of them will be left standing!

Old-school writer Dwayne McDuffie has put out a completely, 100% unexpected and unpredictable mini-series with Beyond!. Featuring a cavalcade of fan-favorite characters that otherwise wouldn’t have seen the light of day, plus an equal number of forgotten villains (Xemnu the Titan! I can’t believe they brought back Xemnu the Titan!), this is the ultimate comic for long-time readers. For newcomers, it still offers up a plethora of cosmic brouhaha and quiet, Hitchcockian character drama, redolent of the movie Identity, only in the far-flung reaches of space and a hell of lot more fighting. This latest issue is basically one looooong battle between the heroes and the Space Phantom, and ends with yet another I-have-no-idea-how-they’re-gonna-get-out-of-that-one cliffhanger.

Scott Kolins is the perfect artist to illustrate this high-octane space opera, and paired with colorist Paul Mounts this book is about as beautiful as they come. The best and most pleasant surprise from Marvel this year; Beyond tops Civil War and Planet Hulk for sheer consistent entertainment value and ultimate reader satisfaction. If you aren’t buying this yet, you should be very, very ashamed.

- Dave Baxter

Gen 13 #1

Words: Gail Simone
Pencils: Talent Caldwell
Inks: Matt Banning
Colors: Carrie Strachan
Story Title: Best Of A Bad Lot – Part 1: And On The First Day
Publisher: DC Comics/Wildstorm
Price: $2.99
Release Date: October 11, 2006

The team is introduced to each other under very drastic circumstances, while mysteries about who or what the IO is about.

I’m sure I’m going to be in the minority here, but I didn’t love this book. While it is intriguing at times, seeing how the team is being “rebooted,” overall the feeling of the book was off a little. Like the opening sequence, which in itself is a horrific event, is cheapened a bit by the generic internet chatter. It just seemed that these “highest bidders” wouldn’t be typing things such as ROFL and LOL!!! And that’s how I felt the whole script went. While I really think Simone will flesh out the characters superbly over the next few issue, a lot of the black ops going on seemed a bit unbelievable. Overall, the story just didn’t seem to gel.

I’m hoping that over the next few issues, the story will settle down into something a little more consistent, and with Simone at the wheel I have no reason not to believe it won’t. Gen 13 is a book many people remember fondly, and it’s one that’s going to do well no matter what. But the opening issue just doesn’t live up to expectations.

- Adrian f. Zettlemoyer

G.I. Joe: Special Missions - Tokyo

Words: Rob Rodi and Mike O’Sullivan
Pencils: Tim Seeley and Mike Bear
Inks: Robert Q. Atkins and John Lowe
Colors: Jean-Francois Beaulieu and Rob Ruffolo
Story Title: N/A
Publisher: Devil’s Due Publishing
Price: $4.95
Release Date: September 20, 2006

The Joes travel to Japan to stop an attempted coup on the government. But have they been betrayed by one of their own?

Writer Rob Rodi has created a solid one-shot adventure that skillfully utilizes aspects of Japanese culture and innate tensions within factions of its society. Although mostly unfamiliar with these characters, I found their conflicting philosophies and troubled history to be engaging, particularly in their differing notions of bushido and honor and the dangers of nationalism. The script was filled with enough twists, action, and humor to hold my attention throughout. Tim Seeley’s sleek animation-worthy pencils complete the package admirably.

The issue also contains a second story of Sparks’ rather personal search for answers regarding the death of a friend and fellow agent. The first-person narration and flashbacks to their relationship lend a nice human touch to this tale. Both stories are well-crafted, making Special Missions—Tokyo a worthy investment for both Joe fans and casual readers.

- Eric Lindberg

G.I. Joe: America’s Elite #15

Words: Joe Casey
Pencils: Josh Medors
Inks: Richard Zajac
Colors: Jason Jensen
Story Title: What Lies Beneath
Publisher: Devil’s Due Publishing
Price: $2.95
Release Date: September 13, 2006

While spending some down-time at headquarters, the Joes begin to chafe under General Colton’s leadership. Meanwhile, the Cobra Commander brings his latest scheme to the highest level of the American government.

Not being a regular reader of this series, some of the significance of the developments and revelations of this issue are lost on me. Nonetheless, it is clear that Joe Casey is attempting to illustrate that not all is well in Joe-ville and tensions are running high. Casey delivers some solid character moments and plays the various agents’ personalities off of one another well, be it in games of war or of poker. Josh Medors’ art and Jason Jensen’s colors are perfectly serviceable for the tone Casey is striking.

As one piece out of a continuing story, it is difficult to judge this issue on its own merits, though no doubt longtime readers will find the growing atmosphere of unease intriguing.

- Eric Lindberg

Green Arrow #67

Words: Judd Winick
Pencils: Scott McDaniel
Inks: Andy Owens
Colors: Guy Major
Story Title: The Away Game – Part 2: Digging In The Dirt
Publisher: DC Comics
Price: $2.99
Release Date: October 11, 2006

Ollie continues his training against the rogue’s gallery he assembled on the remote island.

This issue simply kicks some major butt. The first part is dedicated to Ollie’s training, showing him progressing as he plays in a dangerous game of cat and mouse. It also shows how Connor and Mia are taking to their training. Overall, it makes for a bunch of cool hand to hand fighting scenes. And the character Ollie spends most of his time sparring ith is interesting in his superiority. One thing Winick does here is address Mia’s HIV infection, which is nice as that had kind of been forgotten in this series thanks to everything that was going on with the Infinite Crisis and One Year Later. Hopefully, in a future issue it will be shown how exactly the decision for the wall being built was made, as here it is kind of glossed over.

While the book hasn’t been at its peak in the most recent arcs, it is nice seeing how Ollie has reacted to the defeat he faced during the Crisis, as well as how we got to the point we were at one year later.

- Adrian f. Zettlemoyer

New X-Men #31

Words: Craig Kyle & Chris Yost
Pencils: Paco Medina
Inks: Juan Vlasco
Colors: Brian Reber
Story Title: Nimrod - Part 4 (of 4)
Publisher: Marvel Comics
Price: $3.99
Release Date: October 11, 2006

In a double-sized humdinger, the team faces certain destruction at the hands of Nimrod.

The series needed a double-sized issue to tie up the Nimrod arc, and it was welcome. The danger and excitement that has made the X-Men world so exciting and compellingly readable lives on in the New X-Men, and this issue shows some of the best of those qualities. The truth is, that every member is expendable. New X-men are a team, not a bunch of individuals, and it’s this fact that ramps up the danger level of this title more then any X-book. Kyle and Yost have been bringing the goods month in and month out, and manage to top themselves on a regular basis. Medina’s art is fantastic as well, really giving the younger pupils their own style.

With all the changes that have been going on in the X-world, both in story and creative teams, it’s such a treat that New X-Men remains so reliable. Of the X-Men titles out there, New X-men is the one you should be reading.

- Adrian f. Zettlemoyer

The Next #4

Words: Tad Williams
Pencils: Dietrich Smith
Inks: Walden Wong
Colors: Chris Chuckry
Story Title: Just Killing Time Part 4: When Elephants Dance
Publisher: DC Comics
Price: $2.99
Release Date: October 4, 2006

Superman vs. Sion as the rest of reality trembles! The unstoppable baddie of the book at last makes his official appearance and even the Man of Steel can barely compete. Meanwhile, The Next struggle frantically to find a way out of their untenable situation!

Tad Williams has come stomping through comicdom without pause, without hesitation, and his style should hopefully leave a heavily embedded mark for other writers to take a cue from. Out-ballooning Bendis, out-conceptualizing Morrison, and out-plotting Millar, Williams has brought the truest, weirdest, and hardest form of science fiction that mainstream comics has yet seen. The Next is funny, charming, playful; and yet somehow mind-bolstering and imagination-inducing at the same time. While I wasn’t thrilled with William’s use of Superman in past issues, his reasoning at last revealed itself in all its naked brilliance – Superman is here to show how utterly, unbelievably high a threat the villain of the piece really is. In Sion, Williams has created a monster so disturbingly powerful, that Superman is here just so The Next can make it to the last of their six green-lit issues!

Dietrich Smith grows on me as an artist with every issue. His backgrounds are non-existent, but his figures are gorgeous, and his use of expression and body language are second-to-none. The Next is the most authentically original and different comic you’re not reading; so go to it already! What is it going to take?!?

- Dave Baxter

Spawn #160

Words: David Hine
Pencils: Philip Tan
Inks: Danny Miki, Allan Martinez, Ryan Winn, Crime Lab Studios
Colors: Brian Haberlin, Andy Troy
Story Title: N/A
Publisher: Image Comics/TMP
Price: $2.99
Release Date: October 4, 2006

The plot thread you never thought you’d see again returns! In the wake of The Rapture, Spawn is forced to confront and defeat the twelve Disciples, but in the middle of the epic struggle – the Spawn power timer make a startling reappearance! It seems that in the realm of the heavenly, a Hellspawn’s energy is severely limited, and as the pages turn the timer ticks perilously down to absolute zero (which, as any long-time Spawn reader knows, means the final, irreversible death of Al Simmons).

As with every issue previous, David Hine’s run ups the ante to ridiculous extremes; not only has The Rapture actually come and gone, but this issue also leads into the beginnings of the one and only Apocalypse. That’s right, Armageddon has come, and will apparently rear its head in full come the very next issue. It’s been revealed that this ongoing Armageddon storyline is not the end of the Spawn mythos, but instead the wrap up of all past continuity pre-issue #150. Well, what a way to go: a year-long romp that honestly addresses all things that came before, provides answers, and ends with an epic resolution. Spawn is going to be getting a new direction after all this is said and done, and the end is truly nigh. There are a few odd plot points (Cyan watches Spawn fighting the Disciples on her laptop as if it were a fighter video game?!? A-duh?!?) and in the bitter end this is all going to finish far too quickly to do it proper justice, but twelve issues is a heck of a lot more than most series get before a story re-launch, and this is still the best Spawn has been since its inception.

Philip Tan pumps out page upon page of gorgeous, gloriously vehement visuals, though the sheer level of event he tries to pack into this issue causes his pin-up style to suffer a bit, lacking an equivalent space for detail which he was allowed in prior chapters. So the big finale is almost done, and I for one cannot wait to see how it happens. And for the first time in a very long while – I’m equally as excited to see where they take Spawn next!

- Dave Baxter

Ultimate X-Men #75

Words: Robert Kirkman
Pencils: Ben Oliver
Inks: Ben Oliver
Colors: Jason Keith
Story Title: Cable – Part 1 (of 4)
Publisher: Marvel Comics
Price: $3.99
Release Date: October 11, 2006

Not much happens in this issue. Oh, except for the appearance of Cable. That happens. Also, a backup story concerning Emma Frost’s students.

Ladies and Gentlemen: Here comes Cable! Kirkman’s run on Ultimate X-Men has seen some great times so far, and now it looks like he’s going to ratchet up the excitement. What’s nice is that even with the introduction of such a huge character, he takes the time to continue developing the other plot lines as well, such as Jean dealing with the existence of her Phoenix personae. But when its time to bring the out the big gun, he does so with aplomb. Indeed, Cable appears and proceeds to kick some X-men butt with a plethora of gadgets. Not content to just rehash the Cable legend, though, he gives us a cliffhanger that has to be seen to be believed. Not sure where it will all turn out, but I can’t wait to see what the details mean for this universe biggest enigma.

The last arc was enjoyable due to Kirkman’s handling of the characters, but the plot was just OK. With Cable suddenly appearing, this looks like it could well be the greatest arc of Ultimate X-Men yet. For the few of you out there not reading this series, this looks like the best time to jump on.

- Adrian f. Zettlemoyer

X Isle #3

Words: Andrew Cosby & Michael A. Nelson
Pencils: Greg Scott
Inks: Greg Scott
Colors: Sunder Raj
Story Title: N/A
Publisher: BOOM! Studios
Price: $2.99
Release Date: October 11, 2006

The beleaguered castaways split into two groups--one seeks higher ground to issue a distress radio signal while the other chases after whatever kidnapped Dr. Keller’s daughter, Sarah. The island, meanwhile, is just beginning to share its frightening secrets.

Cosby and Nelson have crafted an interesting little mystery that could be best described as a cross between King Kong and Lost. This mysterious and exotic island carries a number of dangers for its new guests as death could be just around the bend for any of them. The introduction of a possibly alien landmark may be to blame for the crazy beasts that lurk among them, and the writers do well to focus on the characters’ actions and reactions to this strange new environment. Scott and Raj do well to keep things visually dark and dreary and even horrifying. There is nothing particularly attractive about the art, but there isn’t anything particularly attractive about this island or even the characters now inhabiting it either.

After an issue of transition, X Isle seems to have found its way again. And that makes it one of the most compelling books currently being published by BOOM! Studios right now--no short order by any means.

- Kert McAfee

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