Comics

Red Hood and the Outlaws #18

Red Hood and the Outlaws #18After last month’s cliffhanger, Jason Todd struggles through a dream state after putting on the Red Hood mash which the the Joker lined with acid as his final joke on the Bat-Family.

It’s an odd issue with Alfred and Bruce Wayne at Jason’s bedside, whose conscious of them but trapped in a nightmare concerning his past mistakes, the Joker, and Ducra the former head of the All Caste who comes with a message concerning Jason’s failure to move on from the horrors of his past and a warning about what may happen to those he loves if he continues on his current path.

We’re told there will be no lasting physical damage from the Joker’s trap and it seems Todd’s mental state isn’t impaired either, so the entire episode feels a little pointless unless the goal is to use this experience to transform the Red Hood from anti-hero to hero and bring Jason back into the Bat-Family. One further note, Red Hood and the Outlaws #18 also brings Jason and Bruce a little closer (possibly foreshadowing his return as Robin?). For fans.

[DC, $2.99]

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Nova #2

Nova #2The first issue might have been a little too much set-up, but Nova #2 is a hell of a lot of fun. Sam Alexander wakes up in the hospital to find the fictional characters from his father’s bedtime stories, Rocket Racoon and Gamora, standing at his bedside. Like any rational teenage hit with a crazy ass situation, Sam freaks the hell out (especially after the “talking raccoon” tries to shoot him).

Later that night, after initially deciding to get rid of it, Sam puts on the Nova Corps helmet keyed to his father’s DNA, becomes the new Nova, and watches the final message from his father. The rest of the comic features Sam processing all that has happened over the past few days and experimenting with his new powers before crash landing on the moon at the feet of a Watcher.

Once again Ed McGuinness delivers some great art (although I like my Rocket Raccoon a little more cute and less feral) with so much of the heavy lifting done last issue Jeph Loeb writes a much tighter story with some great humor.

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Justice League #18

Justice League #18With the “Throne of Atlantis” storyline complete the Justice League puts together a recruiting drive aboard the Watchtower to expand their ranks. Although the group invites a dozen or so heroes including Old DCU JLA standouts Black Canary, Vixen, Firestorm, and Zatanna, along with Nightwing, Black Lightning, Blue Devil, Element Woman and others, only three make the final cut (and not really the ones I’d have chosen).

The gathering is interrupted by Platinum, the new android by Dr. Magnus (who in the Old DCU created the Metal Men) who runs amok and begins tossing heroes around the space station. Despite the main Leaguers being present, it’s two relative newcomers in Firestorm and a female Atom (who certainly isn’t Ray Palmer or Ryan Choi) who save the day.

The back-up story continues Billy Batson acting like a spineless prick and his continued unwillingness to be a hero despite the power granted to him and Black Adam‘s rampage and gathering of the Seven Deadly Enemies of Man to his side to unleash his evil on the wizard and his new champion. Hit-and-Miss.

[DC, $3.99]

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Justice League of America #2

Justice League of America #2There’s certainly some improvement here over the atrociously bad first issue. As Green Arrow fights for his life in the medical bay the rest of the team comes together to fight the mysterious threat of the Secret Society of Super-Villains even though, as Steve Trevor points out to Amanda Waller, the team has never worked together, has almost no intel on the threat, and will probably get their asses kicked.

Aside from Waller’s irrational expectations, the second issue of the new Justice League of America has a few other problems as well. The opening shot of the Scarecrow‘s recruitment runs far too long while at the same time being unnecessarily obscure. It’s also unclear why, despite his injuries, why Green Arrow isn’t offered a spot on this team (after risking his life for them).

Issue #2 does have some fun moments, my favorite being the sequence involving Vibe and Hawkman meeting for the first time. Although it’s pretty forced, I also liked the idea of setting up a relationship between Trevor and Catwoman. Hit-and-Miss.

[DC, $2.99]

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Teenage Mutant Ninja Turtles #20

Teenage Mutant Ninja Turtles #20The Teenage Mutant Turtles’ adventure in Dimension X comes to a close as Leonardo and Michelangelo take on General Krang to save the King and Queen as Raphael fights alongside the Neurtrino rebels in this action-packed issue.

The fight between Krang and Leo and Mikey is the real standout, although there’s plenty of action for Raphael (who even gets to shoot an alien bazooka). We also get an interesting discussion between Donatello and Professor Honeycutt about the method of transport to and from Dimension X and how that ties into Splinter‘s belief about his family’s reincarnation as they work on finishing the Neutrinos secret weapon.

Although Honeycutt eventually hands himself over to Krang who makes his escape, the Turtles are able to save the King and Queen and make it home safely where Karai has been getting into some mischief of her own on Burnow Island involving some stolen mutigen (perhaps foreshadowing the introduction Rocksteady and Bebop). Worth a look.

[IDW, $3.99]

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