Comics

Rocket Raccoon #10

Rocket Raccoon #10Rocket Raccoon #10 interrupts Rocket Raccoon‘s attempt to pay the money owed to all his ex-girlfriend princesses when Rocket is approached by his old frenemy Klep who informs our hero about a chance to find the missing Book of Halfworld… for the right price.

Turning his hard-worn earnings over to Klep for the intel rather than paying off his debts makes Rocket an immediate fugitive from the law (and even Cosmo) aboard Knowhere but if Klep’s information pans out we’ll get to see how Skottie Young plans to reintroduce the character’s somewhat convoluted comic book past and make it fit into the current Marvel continuity.

As we’ve come to expect from the series, issue #10 is heavy on both action and humor as Rocket is forced to fight his way out of Knowhere after paying off Klep. Armed with a new lead, and a new reason for authorities and bounty hunters to come after him, Rocket and Groot’s new adventure kicks off with an entertaining first issue. Worth a look.

[Marvel, $3.99]

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Scooby-Doo! Team-Up #9

Scooby-Doo! Team-Up #9After sending Mystery, Inc. on a journey through time and space visiting The Jetsons and The Flintstones, Scooby-Doo! Team-Up #9 returns to its original premise of teaming Scooby and his pals up with heroes from the DC Universe. The latest issue sends Scooby and the gang to Metropolis to help out with the odd appearance of Julius Caesar’s ghost inside the Daily Planet caused by the Prankster.

A fun all-age mystery, Scooby-Doo! Team-Up #9 is also filled with several nods to classic Superman adventures including Red Kryptonite (which here turns Superman into a rampaging monster), an appearance by Krypto, the play on the classic “Great Caesar’s Ghost!” exclamation from the original Superman TV-show, and Scooby and Shaggy unintentionally injesting super-hero formulas giving them the temporary super-powers of Lois Lane and Jimmy from some mostly forgotten Silver Age comics.

After a pair of lackluster issues without any super-heroes to team-up with the comic returns to form here offering the same kind of zany fun delivered in its first five issues. Must-read.

[DC, $2.99]

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Convergence: Batgirl #1

Convergence: Batgirl #1DC Comics sure isn’t wasting much time to turn me off of Convergence. Despite being the exact target audience for this particular issue (It has Stephanie Brown as Batgirl! It has Red Robin in his Dr. Midnight pre-New 52 costume! It has Black Bat! And it even has Catman! CATMAN!) I still walked away disappointed.

First off the reveal of Convergence being nothing more than the unimaginative DC equivalent of Capcom Vs. doesn’t inspire much confidence in the storyline. Yes, it was fun seeing Stephanie back where she belongs, and I like the trio of Steph, Tim, and Cass together but none rang true to me as Steph’s giddy introspection is replaced with mopey narration (and what world is this exactly where Stephanie has never heard of Catman?).

It also doesn’t help that Convergence: Batgirl #1 might be the worst drawn mainstream super-hero comic I’ve ever read. The characters are ill-defined looking more lack slap-dashed artist sketches than a finished product, and the inking and coloring is haphazard resulting in numerous panels that appear out of focus. What the hell, DC? Pass.

[DC, $3.99]

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Convergence #0

Convergence #0For the first time since the launch of the New 52 three-and-half years ago I’m actually excited about a mainstream DC event focused on offering classic versions of heroes from different decades. DC’s major Spring-Summer storyline kicks off her not with a roar but a whimper that despite giving us multiple versions of Braniac feels every bit a New 52 story.

Convergence #0 sets up the premise of the event with Braniac stealing cities from all over the Multiverse for his own collection. However the only hero we see in the first issue is the current version of Superman taken captive by the alien menace who changes form throughout the issue from the classic version to a zombie look and new version with various others in-between including the Bronze Age robotic version and his look from Superman: The New Animated Adventures.

After reading Convergence #0 I have more doubt about the event and whether the number of writers and artists tasked can get the right feel for the various characters. I have no doubt there will be gems to be discovered over the course of multiple months but after this incredibly overpriced $5 kick-off issue I’m less sure about the overall event. Hit-and-Miss.

[DC, $4.99]

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Guardians Team-Up #4

Guardians Team-Up #4The latest issue of Guardians Team-Up pairs Gamora and She-Hulk together when Thanos‘ daughter ends up on Earth hunted by an army of Chitauri. While She-Hulk is mistaken by the aliens as their prey Gamora is mistaken for local police for New York’s favorite green-skinned lawyer/super-hero.

I wouldn’t call Guardians Team-Up disappointing exactly but with the wide range of possible team-ups the Marvel Universe offers the comic hasn’t exactly lived up to its premise. Although I had a mixed reaction to Otto Schmidt’s artwork, the pairing of Gamora and She-Hulk is the first issue of the series to really capture the madcap fun such a title can be used for.

I could have done without the flashbacks to Gamora’s childhood with her father which feel a bit unnecessary, and take pages away from the damage the two women can inflict on an entire spaceship of baddies (especially after they start dressing alike). And at $4 a pop the comic still feels a bit overpriced for what its offering. Worth a look.

[Marvel, $3.99]

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