Wednesday, 30 November 2022

Deathstroke Inc #14 - Comic Review

 

Originally published on Patreon


The current run on Deathstroke Inc has been surprisingly enjoyable, and whilst the issue with him going up against Green Arrow was a lot of fun, this might be the best one so far. With Slade having tracked the man he's been contracted to kill, the man who experimented on him, to a military base in the middle of the desert, he's prepared to go in and complete his mission, but a trio of mercenaries beat him to it.

This issue shows us what happens when Slade goes in after them, making his way through corridors of dead soldiers like Grey Fox from Metal Gear Solid had been through. The build up is good, and shows us how dead the trio who've beaten him there are. They're taking down soldiers without letting them get a single shot off, and we see them kill the last group of soldiers protecting the doctor. 

As such, when Slade arrives we know it's going to be a big fight, and the action that ensues is really well crafted. The writing and the art work well together, and the creative team on the book have built something that feels dangerous and dynamic. Every panel is filled with movement and energy, and Slade is built up as an incredibly dangerous man. It's perhaps the best showcase of the young Deathstroke, and shows the reader that he was deadly before he went on to become the super villain we all know and love.

This issue does throw a spanner into the works of Slade's carefully planned out machine, however, as he learns that the person who hired him to kill the doctor is also the person who ordered the experiments that led him to this point. Whilst Slade certainly doesn't let the man go, determined to finish his contract and show that his word is his bond, it does raise questions as to what might happen next, and if Slade will be going on his own personal mission of vengeance.

Overall this was a really fun issue, and the only real criticism is that it went by too quickly and felt way too short.



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What Moves the Dead by T. Kingfisher - Book Review

 


'When Alex Easton, a retired soldier, receives word that their childhood friend Madeline Usher is dying, they race to the ancestral home of the Ushers in the remote countryside of Ruritania.

'What they find there is a nightmare of fungal growths and possessed wildlife, surrounding a dark, pulsing lake. Madeline sleepwalks and speaks in strange voices at night, and her brother Roderick is consumed with a mysterious malady of the nerves.

'Aided by a redoubtable British mycologist and a baffled American doctor, Alex must unravel the secret of the House of Usher before it consumes them all.'

I've been loving the horror work of T. Kingfisher over the last couple of years, The Twisted Ones had one of my favourite scare moments in books, The Hollow Places was filled with tension and mystery, and Nettle and Bone was a wonderfully dark fantasy tale that bordered on horror. As such, when I found out that there was a new book coming out, and that it was a retelling of an Edgar Allan Poe story I was hugely excited.

What Moves the Dead tells the story of Alex Easton, a non-binary soldier in the Gallacian army, who has travelled to the remote estate of their friends, Madeline Usher, and her brother, Roderick. Alex received a letter telling them that Madeline was close to death, and so set out to see her one last time, and offer support to Roderick. Upon arriving at the House of Usher, however, they're shocked to find that the siblings look thin, their flesh pale and old looking, like they'd both ages decades.

As Alex settles into the house for their stay, they begin to discover strange things going on. The rabbits near the estate all act strangely, watching the people that call it home, and moving in odd ways. Madelin walks the halls of the house at night in a strange trance-like state, muttering strange things. And bizarre mushrooms and fungus are growing everywhere. As the mystery and horror deepens Alex will have to call on help from Miss Potter, a visiting mycologist, Denton, and a doctor friend of the Ushers, to help them stop the horrors that plague the estate.

What Moves the Dead is, much like the story that it is based upon, a Gothic tale. There's a creepy estate, things going bump in the night, and lurking horrors that are barely imaginable. If Gothic is your thing, this book will absolutely scratch that itch, and will probably go into some interesting new places too. Kingfisher uses fungus and mushrooms a lot in this story, and if you know anything bout fungi you'll know that it's a pretty alien, almost frightening thing. Neither plant nor animal, able to infect others and alter their behaviour, able to grow almost anywhere, and in some cases can be some of the largest living organisms on the planet. They're incredibly creepy, and Kingfisher uses that to great effect here.

The story might be bases upon The Fall of the House of Usher but it's nothing as simple as a retelling. Kingfisher gives us a wholly new and unique tale with its own cast of interesting characters. Alex is a prime example of this, as I don't remember the original story giving much non-binary representation. Alex's home nation of Gallacia is an interesting place, and the book goes into detail to explain some of its history and culture, particularly in regards to gender and gender roles. Gallacia has multiple different pronouns, depending on age and role in society, and non-binary identities seem to be perfectly normalised there; even if there are allusions to the fact that that's not so elsewhere in the world. This is a wonderful new addition to the tale, and the inclusion is lovely to see. More books with non-binary characters, where their gender identity isn't the focus or even really brought up, are very much needed.

For those looking for something dark and creepy, What Moves the Dead will absolutely tick those boxes. There's enough mystery and slowly building tension here that you'll soon find yourself wanting to read the entire thing in one go; and with the book being relatively short in comparison to Kingfisher's other work, it is entirely possible to do so.

Kingfisher has once again provided readers with a creepy horror tale that's sure to delight, enthral, and frighten.



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Tuesday, 29 November 2022

Tim Drake: Robin #2 - Comic Review

 

Originally published on Patreon



I love Tim Drake. I love that he's got his own series. And I love that he's an openly bisexual guy dating another man. It's been a great development for the character, and the way the story has been done so far is really good. Despite all this, I just find so little to like in this series.

Once again, Tim is being tormented by a mysterious figure who's harassing him with crimes that tie into classic mystery and detective stories. This has also resulted in Robin being framed for a diamond theft that has resulted in the GCPD making him one of their most wanted criminals (I guess saving the city multiple times doesn't get you any reasonable doubt when you're being framed). Tim spends much of the issue running around the city, trying to figure out what's going on, and worrying about his new boyfriend.

Sadly, neither story line really seems to do much. Every other time I've seen him and Bernard together in other series they've been doing great, but this series seems to have Tim constantly on the verge of a meltdown about their relationship. I know he's a newly out queer, and that can be a scary, weird time as you're still trying to figure out who you are and how you fit into the world, but can Tim not just enjoy his relationship for one minute? It feels like Meghan Fitzmartin is trying to set up a break up between the two of them with how the relationship is being played here.

The mystery is also a bit weird, and it's strange how Tim, the most detective of all the Robins, isn't being assailed by a brand new mystery, but with already existing detective stories. It's like the writer either can't think of a new mystery to throw Tim up against, so is using ones that already exist, or is trying to get Tim to prove himself as a detective with these older stories. Neither scenario feel particularly great, and Tim has more than proven himself to be the smarted Robin. The problem is, Tim doesn't really do much detective work here. He doesn't figure out the answers, he remembers having read the answers before in books, and fits them to what's going on around him.

Tim doesn't feel much like Tim here, his abilities don't feel like they're being showcased particularly well, and his personality doesn't fit with what I've seen of him in other books recently. This doesn't feel like the same person we've seen in Batman, Dark Crisis: Young Justice, or the DC Pride Special. Change the name and this could be any other character. Nothing about him says Tim Drake, and it's hugely disappointing for his solo series.

I also have some issue with the art on this book, by Riley Rossmo and Lee Loughbridge. The art has a very distinct style, one that doesn't really mesh with any other DC books out there. That's fine, there's no one way to draw comics, and different styles are always needed to help keep things fresh. But it doesn't feel like it fits the gritty nature of Gotham well. Everything is very cartoonish and exaggerated, and most of the characters look pretty bad. There's nothing about Tim in this book that says Tim Drake from a visual point of view, and like I said in the first issue review, he looks like a bad meme drawing half the time. There's even one panel that takes up the whole top third of the page where the characters don't even have faces. Did the artist just not care at that point?

I'm sure that there are some people who are loving this series; and that's great for them, I'm glad someone is. But as a long time fan of Tim, and someone excited to see him leading his own series, I just feel let down each issue.


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Star Trek: Resurgence #1 – Comic Review

 

Originally published on Set The Tape


Star Trek: Resurgence is an upcoming narrative-driven story game coming out in early 2023, made by Dramatic Labs; an independent collaboration between twenty-plus former employees of Telltale Games. That name alone should indicate the kind of game that fans should expect. But before we get to play this story-heavy Star Trek experience, we get to set the stage with a prequel comic – as every Star Trek project needs either prequels, sequels, tie ins, or side stories. How much this actually has an impact upon the game will have to be seen once it’s released, but for now we at least can get a feel for the setting.

Taking place in 2380, a handful of years after the close of Star Trek: Deep Space Nine and the Dominion War, and a few years after Star Trek: Voyager and the final movies, the first issue begins on Etaris IV, a planet outside the borders of the Federation, deep in Talaran space. It’s here that we find Dr Leah Brahms, who TNG fans will remember as the scientist that Geordi LaForge had a very creepy obsession with in an episode. Having gone in search of a special type of Dilithium as part of a project to revolutionise warp engines, Brahms is captured by Talaran forces.

Back in Federation space, we’re introduced to the U.S.S. Resolute and its crew, where players will eventually spend their time when the game is released. Following the first officer, Commander Sutherland, we get a brief tour of key parts of the ship, such as the Bridge and Engineering, as well as the important department heads. Those that have seen the promotional material for the game will recognise some of the characters, such as Captain Solano, the Bolian Operations Officer Commander Yanin Urmott, and Vulcan Chief Engineer Chovak.

The Resolute gets its new mission from Starfleet Command: to head into Talaran space and rescue Dr Brahms. It’s a sensitive mission, especially as the Talarans hate outsiders, and had a small war with the Federation a few decades ago; but the technical secrets Brahms has can’t be allowed to fall into enemy hands. Perhaps most unusual, however, is that the Resolute is a science vessel, not a combat one, and sending them on the mission feels somewhat off to the crew.

The first issue is a solid start to the series; it spends its time setting up the mission, as well as the various key crew members aboard the resolute. But it also lets you get to know some of the characters beyond the basic set-up of what their job is. We know that Commander Sutherland is close to getting his own ship, and doesn’t quite get on with the Chief Science Officer. We also learn that Captain Solano has a complex history with Brahms, having worked with her on an engine prototype. Worth noting for the eagle-eyed fans, the current engine of the Resolute doesn’t look like the one seen in the game previews, but the prototype engine does, so make of that what you will.

The story for the series seems simple enough, a very important scientist has been kidnapped, and the Federation have sent a ship to go and get her back. And it’s good that the series is using a pretty tried and true scenario as a basis here, especially as this is a whole new group of people we’re following. However, by the end of the issue it becomes clear that there’s more here than even the audience is led to believe, and that the series looks like it’s going to have a few twists and turns ready to surprise readers with.

The book’s art, by Josh Hood and Charlie Kirchoff is really good, and the characters that have been seen elsewhere, such as Brahms and the Resolute Crew, are instantly recognisable as the people they’re supposed to be. The characters all look good, and there are tons of tiny details that help them come to life too, such as their hair being thrown around and messed up whilst on an alien planet, that make the book feel like a bit more than just static drawings. The ships also look great, and the design of the Resolute really comes to life here and looks good whenever it’s on the page. The designs for the Talaran ships are instantly visually different from the Federation ships too, and have an almost Star Wars look to them, reminding me at times of the Imperial Frigates.

This feels like a solid start to a story that seems to have some interesting places it can go. With story details for the game still light on the ground it’s not clear how much this will tie in to the upcoming game, or if it’s just a story meant to stand on its own, but either way, it seems like it’s got a decent foundation here.



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Monday, 28 November 2022

Harley Quinn #23 - Comic Review

 

Originally published on Patreon



So I'm a little confused with the latest story in Harley Quinn. The last issue saw Harley being shot and killed following an argument with her friend Kevin. Kevin, distraught that she was dead, took her body across the world to the League of Assassins, and got them to let him give her a dunk in the Lazarus Pit to bring her back. Harley came out of the pit looking crazed and murderous. Pretty simple and straight forward. So when this issue began with Harley back in Gotham doing her usual weird shit I actually had to go back and look to make sure that I hadn't missed out part of the story.

But it seems like taking a big jump forward, not explaining what happened after the last issue, and just hoping the audience were okay with it all seems to be the plan for this story. It's honestly, really off-putting where a few pages into the second chapter of the story you're googling to see if perhaps you've missed something.

But no, Harley has no ill effects from the Lazarus Pit it seems, and went home after that final big reveal page. Almost like it didn't really matter and was done just for shock and a reveal for the sake of it. This issue Harley has formed a cult in the time between issues that worship her because she said she came back from the dead. In a world with weird shit happening all the time it seems a bit odd to me that she could form a cult like this just on her word, with no real proof or evidence that she did return from the dead; but then this is Gotham and people there are weird.

After this Damian Wayne turns up and attacks her for having used the Pit, expecting her to be crazed and dangerous. We all were Damian, so that's fair. Harley gets the upper hand on Damian, a trained assassin, and throws him off her ferry. Harley explains to him that she's fine, and seeing her normal for her, he agrees to leave. After this, however, it seems like there's a shift in her personality and she goes a bit mad. So I'm guessing we're getting a Jekyll and Hyde style Lazarus Pit reaction this time round.

After the initial weird opening the issue pretty much settles back into its normal kind of routine, with Harley being weird and goofy, Kevin being the caring voice of reason, and other characters coming in for a short while to keep the story interesting. It's not the worst issue of Harley Quinn around, but it doesn't really feel like it's doing much yet. Who the robed figure who killed her is, and what they mean when they talk about always killing Harleys will probably decide how well the story goes, and whether or not this shaky start was worth it.



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Nope – Blu-ray Review

 

Originally published on Set The Tape


Nope is a film about obsession and spectacle, about chasing both, and how doing so can lead to your own destruction or salvation. Tonally and visually very different from Jordan Peele’s other work, it may just have revolutionised the UFO genre, giving audiences one of the best horror films, if not one of the best films full stop, of the year.

Nope begins with a scene that doesn’t make much sense upon first viewing, a moment of supreme shock and unsettling realisation as you come to see that you’re on the set of a sitcom, where a chimp has gone wild and caused carnage. Blood covers the set, a body lies broken and torn half out of view, and the ape sits there, covered in blood, looking like it’s ready to find its next victim. And whilst you get more context for this scene later in the movie, and it becomes one of the more visceral moments when you get to go back and see it in wider detail another time, it’s actually setting up one of the major themes for the film: that humanity believes that it can tame nature, that it can put a party hat onto an animal and make it into a spectacle, but that it will ultimately end in violence and tragedy.

This is something that is felt throughout the movie, even when we’re introduced to the Haywood family on their horse training ranch. OJ (Daniel Kaluuya), the dutiful older son, watches his father, Otis Sr (Keith David) killed in what he describes as an awful miracle, as strange screams come from the sky above, and objects rain down, one of which kills Otis Sr. Made to take over for his father, OJ lacks the charisma that his father oozed even in the few short scenes we had him in, and has to try to form a partnership with his sister, Emerald (Keke Palmer), who inherited her father’s silver tongue. The two of them represent the two halves of their father, his passion and knowledge for horses, and his ability to appeal to other people and present himself in a strong way.

But the siblings’ relationship feels a bit strained to begin with, with old wounds and issues festering beneath the surface as they try to find their places in this new dynamic born of tragedy. It’s when OJ sees something in the sky above the ranch one night that things change. Rather than doubting him, Emerald believes his claim that he saw a UFO fly above their home, and the two of them set out to find proof of its existence. With the help of tech store employee Angel (Brandon Perea), the siblings set out to capture the perfect moment, their Oprah shot, that will bring them both fame and fortune.



Nope likes to play with the conventions of alien horror films, taking small bits from other sources and putting its own spin onto things. There are moments in this film that will remind people of films such as Close Encounters of the Third Kind or Signs, and whilst you can feel small pieces of these movies in Nope‘s DNA it never feels like Peele is simply ripping them off, or falling back onto lazy tropes. Every moment in the movie feels fresh and original, and whilst it does feel like a love letter to the other entries in the genre it also feels like an evolution. Nope might be the latest film to tell this kind of story, but it’s one that is going to change how other filmmakers do it going forward.

One of the things that immediately stands out about the film is that whilst the scenes of horror are incredibly well made, the smaller moments also feel important. Other horror films often feel like they’re having to take things slow in order to spread out the story, that the quiet moments are there simply to spread out the important bits. With Nope, every scene feels like it matters, every moment is adding to the whole, whether it be the depth of the characters, or speaking to the themes across the film. Even when OJ sits quietly in the barn, cleaning a saddle, and begins to think about his father, or when Emerald talks about how she felt watching her family train up the horse that was supposed to be hers without her for a film, it all means something. The fact that every single scene also looks beautiful means that even these quiet personal moments are a feast for the eyes.

But the horror elements are some of the highlights of the film, and the moments when the creature (not a ship but an actual giant animal) is on the screen makes for some incredibly tense, stunning, and honestly quite beautiful moments in the entire movie. The moment when the ranch house has blood rain down upon it, with lightning flashes illuminating the scene is horrific yet enthralling, and the finale of the movie, where we get to see Jean Jacket in all of his glory, unfurled like some beautiful flowing monster might stand out as one of the boldest, most elegant monster designs I’ve ever witnessed.



A great deal of the charm of the film also comes from the cast, and Peele has assembled a wonderful group of actors here. Kaluuya makes OJ into a quiet, reserved man who always seems worried about speaking up, who spends much of the film finding his voice. You can see the weight and the pain of his father’s death on him in multiple scenes, and there’s a huge sense of sadness to him that seems to inform many of his choices. Palmer, on the other hand, feels the exact opposite. She’s loud, outgoing, and fast talking, and seems to be trying to push herself to always present as her best; trying to get the most that she can out of life in every moment. It could be easy for a character like that to slip into annoying, or overbearing, but she never does, and her performance becomes enthralling.

Steven Yeun, the third star on the cover, has a wonderful turn as Ricky ‘Jupe’ Park, the owner of a nearby tourist attraction, and former child star who survived the ape attack shown at the start of the film. Jupe comes across as a man trying to keep hold of his former glory as best he can, even having gone so far as to build a theme park around his one hit movie. There’s a sense of desperation to him, of his need to keep chasing that fame, that high he had as a child, even though it led to one of the worst moments of his life. He’s more complex than he at first appears, and whilst his story in some ways could seem disconnected from the Haywoods, especially the scenes dedicated to his past, he’s a physical embodiment of the themes that the film is pursuing.

As well as the film, the new Blu-ray release offers a number of extras. There’s a behind the scenes making-of that’s around an hour long, that whilst interesting doesn’t feel like it nearly goes into as much detail as it could. It covers a lot of the film well, but Nope is the kind of film that feels like it could be explored in much greater detail. There are also a couple of smaller behind the scenes features that go into a bit more detail on the film’s creature, and the real-world legacy of the Haywoods, but again, they feel pretty light on the ground. There are some deleted scenes and a blooper reel to round out the extras, and whilst there’s nothing bad to be found here, a lack of more depth and details on the movie or an audio commentary leave it feeling a bit light. I wanted to dive deep into the film, and whilst the Blu-ray does give some nice extra features I can’t help but feel like the eventual special editions of the movie will need to give boat loads more in order to satisfy that itch.

Nope is a film that is way better than it should be. UFO movies aren’t serious cinema, and other than a handful of films that have tackled the subject there’s not much in the genre that feels new or original any more. Nope, however, feels like it’s taken the genre in a bold new direction. It will end up being spoken of in the same way that Close Encounters of the Third Kind is, as one of the most influential and important UFO movies ever made.



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Sunday, 27 November 2022

Godzilla: Monsters & Protectors – All Hail The King #2 – Comic Review

 

Originally published on Set The Tape


The previous issue of IDW‘s new Godzilla series, Godzilla: Monsters & Protectors – All Hail The King, spent time getting readers caught up with the characters and where they are since the last series, as well as introducing the idea of Xillian aliens monitoring the Earth for their own nefarious means. This issue, we get a ton more information (super interesting info dump time), and things start to move into place for the oncoming confrontation.

The only Kaiju action in this issue comes straight away, as we get another dream sequence fight between Godzilla and Gabara. What makes this a bit different from the last time, however, is that towards the end of the fight Gabara is surrounded by a glowing golden light in the shape of a three headed dragon, hinting at the oncoming threat. It’s a neat scene, and the inclusion of the Ghidorah energy makes it more than just a throwaway moment in an otherwise full issue. But for a Godzilla comic, the fight in this issue might be the least interesting part.

The rest of the issue deals with lore, and giving the audience the information that they’re going to need for the rest of the series. We find out that the Xillians are working with the people responsible for the Biollante attack in the previous volume, and that the Xillians were backing them. I actually really like this idea, and the Xillians being behind the scenes trying to test the waters when it comes to taking over Earth is a neat choice. The villainous team up are working on a new scheme, however, and are drilling down to find an alien life-form deep beneath the Earth.

Using their mind-reading tech, the Xillians are able to learn more about the creature, discovering that it came crashing to Earth millions of years ago, and that its impact distorted the atmosphere, making the planet colder and more inhospitable. Between the environmental changes and the monster killing everything it could find, it turns out that King Ghidorah wiped out the dinosaurs. Again, another cool twist to the history that makes Ghidorah extremely frightening, and makes this version a little different. In the original continuity he was responsible for wiping out life on Venus, here he did it for Earth.

Whilst this is all going on the kids are trying to figure out what their dreams mean, and if they can use them to contact Godzilla. Their new friend, Karen tries to help them out, but Cederic is something of a jerk, and keeps shutting her down and excluding her because she isn’t part of the Godzilla psychic network. However, when the four of them have their minds transported to Infant Island to chat with the Shobijin it becomes clear that Karen is more than just a tag along. The twins warn the kids about the coming threat, and encourage them to use their connection to try and awaken Godzilla. They also tell Karen that she has a connection to another of Earth’s guardians. Luckily, there’s a very small cave painting in one panel that Karen looks at that looks suspiciously like King Caesar that might indicate who that is.

As with the first issue, the art is really good, and the monsters all look fantastic. The fight between the two monsters in the dream sequence is dynamic and full of energy, and the flashback to Ghidorah killing off the dinosaurs is a truly amazing moment. But the art also serves the human characters well, and everyone has really distinct, bold designs that make each character stand out on the page and look unique.

It looks like Godzilla: Monsters & Protectors – All Hail The King is gearing up to be even bigger than the first volume, and this issue is just building the hype whilst giving the audience some key info. If it carries on like this it looks set to be some of the best Godzilla books from IDW for a while.



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Saturday, 26 November 2022

Sgt. Rock vs. The Army of the Dead #2 - Comic Review

 

Originally published on Patreon


After a first issue that spent some time setting up the scenario and introducing the characters to new readers, the second issue of Sgt. Rock vs. The Army of the Dead jumps straight into the action as Rock and his men head behind enemy lines to locate the source of the undead Nazi soldiers, and put an end to them.

The book begins in a way that feels very naturally Bruce Campbell (the writer of this story and star of the Evil Dead franchise) as we join a group of the Nazi undead in a bar, where they're busy drinking beer and having some fun. Though in their case having fun comes in the form of shooting each other in the torso so that when they drink beer comes pouring out of them. To each their own I guess. Its the perfect level of dark and comedy that Campbell has made a career out of, and it works really well in this book; especially as it's pretty serious for the rest of the issue.

Over the course of the issue Rock and his team sneak their way through enemy territory, finding the location of the secret warehouse where the zombies are being made. Along the way they get into a fight with some zombies on the back of a truck, which gives readers our first taste of the kind of violence the series is going to have. There's another confrontation towards the end of the issue that involves explosions and jumping out of burning buildings that feels bigger in scale, yet manages to keep a pretty tight focus on the human characters and their fight to survive.

As with the first issue, Rock himself seems to be the main character, though here at least some of the other members of the team are given a chance to do a few things, such as Four Eyes and Doze, and it finally starts to feel like there are some other characters involved. Like I said in my first issue review, if you're not used to these characters it might be harder to get everything out of this book and clearly know who everyone is, but it seems like Campbell knows that and is trying to slowly let the reader get to know the others there.

The artwork is, once again, where the book really stands out. It looks wonderful, and it's hard to imagine the story working as well as it does with a different style. The artwork really enhances the story, and gives it a creepy, otherworldly horror without it becoming gratuitous or disgusting. It doesn't look gross when Nazi's are getting their heads blown apart or being shot to pieces. It's not about visceral gore or shock value, and instead allows you to enjoy the story without feeling the need to put the book down.

This is my first real experience with these characters, and I'm so glad that it's this story with this creative team, as two issues in it's already a book I excitedly look forward to each month.


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Watership Down by Richard Adams – Throwback 50

 


Originally published on Set The Tape


'Set in England's Downs, a once idyllic rural landscape, this stirring tale of adventure, courage and survival follows a band of very special creatures on their flight from the intrusion of man and the certain destruction of their home. Led by a stouthearted pair of friends, they journey forth from their native Sandleford Warren through the harrowing trials posed by predators and adversaries, to a mysterious promised land and a more perfect society.'

There are few titles that seem to get as immediate and visceral a reaction as the name Watership Down. More than once I’ve brought it up and I’ve seen people immediately crumple in on themselves, saying ‘oh no’, as they remember the events of the story (though to be fair, this is also in large part down to the film adaptation). You’d think a story about rabbits would be lovely, that it would be a tale that people remember fondly and love, but it often feels like reminding someone about an awful tragic event. It might not be the cultural impact author Richard Adams intended for his story, but it’s a pretty decent one nonetheless.

Originally crafted as a series of stories that Richard Adams would make up as he drove his two daughters around, he was encouraged by his kids to write down his stories about rabbits and their adventures; much in the same way that Tolkien went from telling The Hobbit to his children at bedtime to actually writing a book. Going from making up stories off the top of his head in his car to producing a finished manuscript was no easy task, and Adams took eighteen months to finish his story. And after their encouragement, the book ended up dedicated to his daughters.

His story, however, proved to be pretty unpopular at first, and was rejected by every publisher he went to. None of the major publishing houses wanted anything to do with this strange tale about rabbits and visions of the future, and the book eventually ended up on the desk of Rex Collings, a one-man publisher with few books under his belt. Reading the manuscript, Collings felt that there was something in it worth pursuing, even if his associate thought it was a bad idea. But Collings took a chance on the novel, and in 1972, Watership Down was published.

The book tells the story of Fiver, a small, runtish male rabbit living in Sandleford warren. Fiver is a seer and has strange visions of the future; he dreams of the warren’s imminent destruction and the death of the rabbits. Fiver tries to convince the leader of the warren that danger is coming, and tries to get them to evacuate; but he’s not believed. When only nine other rabbits choose to follow his advice, the small group leaves Sandleford, setting out into the wide, dangerous world.

The group falls under the leadership of Hazel, a young rabbit who proves to be smarter and braver than first thought, and he starts to lead the rabbits towards what they hope will be their new home. Along the way the group is beset by dangers such as a raging river, vicious dogs, badgers, and humans. After several dangers, the rabbits arrive at Watership Down, where they hope to make their new home amongst the relative safety of the area. However, the group still face dangers in their future.

Upon its release Adams received no advance for Watership Down due to Rex Collings having little capital to launch the book. However, he was dedicated in getting review copies of the book into the right hands, and thanks to his push to get others to read the book, buzz quickly spread about the new novel. Several publications across the UK sung the praises of the book, claiming that it was one of the best new children’s novels in years. Despite being produced by a relatively unknown publisher, and sporting a rather drab and dull cover, the book was nominated for several awards, and won the 1972 Carnegie Medal from the Library Association, and the Guardian Children’s Fiction Prize in its first year.

Despite a small beginning, Watership Down continued to grow in popularity, and received a second print run the following year, before being picked up by US publisher Macmillan in 1974, where it would go on to be published around the world. Its biggest leap in fame, however, came in 1978, when an animated film version of the story was released with several star names attached to it. The film became a huge success, and is often referenced as something that traumatised many of the kids who watched it.

A great deal of Watership Down‘s legacy is in large part due to the film, with more people having watched it than have read the book. Despite that, the book continues to remain popular, with multiple new and special editions of the book having been released over the decades.

Whether you’ve actually read the book, watched the film, or even just heard of it, the name Watership Down tends to produce a visceral response in those that hear it. A simple series of stories told to a couple of children in a car has gone on to become one of the most recognisable children’s books ever produced; one that continues to receive new adaptations and gains new audiences. Thanks to that popularity, it’s likely to be a book that will last for many more decades to come.



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Friday, 25 November 2022

DC Vs. Vampires #10 - Comic Review

 

Originally published on Patreon


Our band of brave heroes finally enter Gotham City in the latest issue of DC Vs Vampires, as the war with King Dick comes closer to finally coming to a close.

There are a couple of different things going on this issue, and I'm going to talk about them out of order just so that they're a little easier to go through. In Australia, Steel drags Kara onto the shore after their big fight at sea with Aquaman and the Atlanteans. Kara isn't breathing, so Steel tries to revive her, and ends up with Jayna pouring out of the Kryptonian in liquid form. Turns out that when she turned into a water bear last issue and Aquaman ripped her apart she did it so that she could enter Kara's lungs when she was knocked into the water, providing her with oxygen to keep her alive and preventing her from drowning. It's a bit gross, but whatever keeps them all alive I guess. After this, the three of them trek across the desert until they find the spaceship they've been hoping will get Kara above the clouds and into the sun to re-power.

In Smallville, Ollie is given the opportunity to join the vampires as a human ambassador, with Hawkman wanting him to use his natural leadership abilities to convince the other heroes to step down and to give in to the vampire nation. Of course, Ollie tells him to shove it, and ends up in the camp with the other prisoners. This led to one of the most fun parts of the book, as he outs a seed out of a hidden necklace, and pees on it, even encouraging Grifter to join in to help water it. Grifter has a go at the super hero, moaning about how regular folks are just left to watch these powered people's pissing contests (Ollie reminds him he invited him to join actually), and the seed grows into Swamp Thing, who tells Oliver that they will never speak of this again. Sneaking Swampy into the camp like this is a pretty genius move, and the conversations that are had in this scene are genuinely funny and delightful. And I'm absolutely looking forward to seeing Swampy use his powers to stake vamps and tear them to pieces. Maybe he'll even grow Ollie a new bow too.

In Gotham, the team manages to infiltrate the city thanks to the help of Starfire (that tie in series is paying off now), and after a small delay where they get captured by Punchline until Damian secures their release, the gang head onto a Gotham rooftop where Barbara unveils a Bat Signal. Turning it on, several others appear across the city as her allies come into play. Why make big signals in the sky that will surely get you attacked? Well, not only does it send a big message, but the UV bulbs in them also turn the signals into giant vampire killing torches. War has come to Gotham, and Barbara is not messing around at all.

The final moments of this issue, with the signals appearing across the city and the vampires falling in droves is a pretty epic moment, and one that is signalling (no pun intended) that we've entered the latter stages of this story. There is only the fight now, only the last push, on three fronts. Will it work, will humanity be saved? With this series it's honestly impossible to know, but it does kind of feel like there's a bit of a chance now, and that hope going into the final stretch has been sorely needed.


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Action Comics #1048 - Comic Review

 

Originally published on Patreon


The latest issue of Action Comics continues to cover the events of Kal-El's return to Earth; but unlike other entries in this story-line, this issue feels like it's treading water, and doesn't seem to add a huge amount to things.

The comic opens with more development of the Metallo story-line, with Lex visiting Corben in prison, where he's been given a new body. Despite Lex trying to convince him that he has to join up with him, first to try and save the Earth from aliens, then to try and save himself, Corben wants nothing to do with it and Lex leaves in a bout of anger.

From here the book really ground to a halt for me as it shifted its focus to Otho-Ra and Osul-Ra, the two Phalosian kids who Clark has agreed to take in. The two of them are visiting Metropolis Zoo with Lois and Bibbo. This section of the book, which feels like most of the book, does very little for me. I like the kids, and Lois is a great character, but this whole scenario failed to grab me. Perhaps it was the inclusion of Bibbo, who feels like the kind of character who doesn't really fit in more modern comics, but I'm not sure. Whatever it was, I was so glad when something finally happened and the issue did something to entertain me.

Orion, Kalibak, and Desaad arrive looking for the Fire of Olgrun, which was used to bring one of the kids back to life on Warworld, and so Superman has to arrive on the scene and get into a fight with the New Gods. Whilst this finally feels like the book is doing something it felt too little too late, and by the time it was happening I was already bored of the book. The New Gods have never been something that hugely excites me either, and as such their sudden inclusion failed to grab me.

The back-up story was much more entertaining, and featured Supergirl working with Thao-La, searching the city for the new threat that they were facing. Thao-La seems to be much more of an interesting focus here than the two kids, and it's a shame that this was the shorter back-up feature to the main part of the book that overstays its welcome.

This was the first real misstep in this story, a story that has been really enjoyable up to now. Thanks to a focus that failed to excite, and very slow pacing, it ended up as a book that I was happy to see finished.



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Lost Inside – Film Review

 

Originally published on Set The Tape


Films that deal with mental health conditions can be a mixed bag, and historically they’ve been pretty bad at representing those struggles in a sensitive and truthful way. Too many movies portray mental health conditions as being the fault of the person, of being things to mock, or even outright evil. But as the world slowly gets better, people are starting to understand that mental health struggles are real, valid, and things that deserve truthful representation. First time writer and director Jeff Hindenach has gone out of his way to craft a story that does that in Lost Inside.

Lost Inside tells the story of Benji Williams (Spencer Scruggs), a man who shot to musical fame several years ago under the name Tucker Stills, getting into magazines, and having a platinum record. However, following a public meltdown after an awards ceremony, Tucker Stills vanished, and Benji has been living inside his small apartment for the past five years, having never once left his home. When a new neighbour, Sylvia (Serra Naiman) moves in next door to him he starts to feel the pull to leave his carefully constructed shelter, but his agoraphobia proves to be too strong to beat.

That’s when Jordan (Garret Ryan) arrives. Appearing in his apartment one day, Jordan tells him that he’s a manifestation of his subconscious, and that he want’s to try and help make Benji’s life better. Whilst at first he thinks he’s gone crazy, Jordan’s constant badgering and pushing gets Benji to say hello to Sylvia. As the two of them talk, with Benji still safely inside his apartment, a very real friendship begins to form between them, and Benji gets closer and closer to making the leap to leaving his home once again. But, with Jordan still around, it’s clear that Benji still has several more hurdles to overcome.



Lost Inside is a sweet movie; one that puts its characters squarely in the focus, and takes its time getting to know them. There are only really three characters here, with a couple of others that make fleeting appearances, and even then, one of them isn’t real: but it’s the characters that drive this story. Hindenach makes Benji the centre of everything, and his mental health struggles aren’t just a feature of the movie, but its focus. You could argue that it’s even a character thanks to Jordan manifesting in his life.

Benji is very quickly painted as a sympathetic character, as we see his daily routine, spending time writing, playing video games, and eating the same foods every day. When he gets a delivery and the person dropping off his groceries knocks on the door rather than just leaving the stuff on the doorstep as instructed, we see how quickly this one tiny change causes him distress. Benji is a man who has shut himself away from the world, and would very happily never talk to another person again. But his brain has other ideas.

Jordan, though a figment of Benji’s imagination, is very quickly a delightful character. He gets in Benji’s face, makes him confront his emotions, challenges him on tiny things, and acts like an annoying helper. And whilst the two of them start off a little antagonistic they soon fall into this easy rhythm as Benji comes to accept his imaginary friend. Some of the more delightful moments of the movie are the two of them just hanging out, with Jordan slowly getting Benji to open up to others simply by being there for him. And his refusal to use anything but Benji’s mother’s urn for his cigarette ash is humorous throughout, even if the ash doesn’t really exist.



Sylvia is who really gets Benji to open up, however, and the scenes they share are the real heart of the movie. Starting with Benji barely opening the door, and only mumbling a few words to her, it’s her patience and kindness towards him that allows him the chance to start to slowly open up. Sylvia feels wonderfully different because of how patient and kind she is, and I can’t help but feel that other stories in a similar vein would show her pushing Benji more and more, whilst she’s happy to go at his pace. She lets him stay several feet away until he’s comfy getting closer, and she never once looks annoyed when he rushes back inside in fear. The friendship that forms between them, and the obvious romantic feelings, is lovely to see, and it makes for some genuinely sweet scenes.

All three of the central cast do fantastically in their roles, and whilst they never all get to interact with each other in the same scene, the times they get to be on screen all together are wonderfully fun. Scruggs plays Benji with a real vulnerability and nervous energy that feels very genuine and respectful to those suffering through social anxiety and a fear of leaving their home. Ryan is brash and annoying at times, yet always comes across as doing what he does for the right reasons, and so prevents Jordan from ending up feeling mean or bullying, and he makes it seem like the imaginary man does care about Benji. And Naiman plays her part brilliantly, showing a ton of patience and care, yet having a few moments where you can see the frustration she feels with Benji. She makes Sylvia feel like a person who’s trying to do their best to help someone, even if inside they’re getting annoyed that that person isn’t doing as well as she wants.

Lost Inside is a small film, with minimal sets and cast, but one that manages to feel like it’s got a clear idea of what it wants to do. It’s got a story that it wants to tell, and it creates some great characters to take us through that tale. This is the first film from Jeff Hindenach, but the writing is stronger than some you’ll see from industry mainstays. This is not just a film worth watching, but a director to keep an eye on too.



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Thursday, 24 November 2022

Batman One Bad Day: Penguin #1 - Comic Review

 

Originally published on Patreon


The Batman One Bad Day series has had two issues already, one awful, and one really good, so I felt like a lot was riding on this latest issue, which focuses on the Penguin, as it would help me decide if the series was either a good one or a bad one. And it kind of landed pretty much in the middle of being perfectly fine.

Unlike some of the other villains in Batman's rogues gallery, there's not much to the Penguin really. He's not a crazed clown, he doesn't leave mysteries behind, he doesn't have ice powers or shape shifting. He's just a man. A smaller, often ugly man, but a man nonetheless. So what can you do with him? Well, John Ridley decided that the best thing that could be done with him is to tell a fairly small, ordinary crime story. And it was probably the best decision that could have been made.

The book begins after the Penguin has been ousted from power by one of his own underlings, the Umbrella Man. Walking back into Gotham with an old gun with one bullet, he begins to try and get his criminal empire back. Whilst that may seem like a tall order he soon turns that old gun with one bullet into a new gun with three bullets; so he's clearly got some motivation and skills.

Over the course of the story we watch as Penguin starts to put together a small crew, learns where he went wrong before, and puts himself into a position where he can reclaim everything that he lost. This is all set to a Gotham that's in the middle of a barely contained crime wave, where the police and Batman are being run ragged, because Umbrella Man doesn't care about the death and chaos that happens under him.

And that's one of the main points of the story, the thing that Penguin says to Batman himself. He might be a criminal, he might be hated by Batman, and hate him in return, but he's necessary. Penguin has his fingers in so many pies that he's able to keep the city running smoothly, that no one is able to get too powerful or too out of hand, and that the police and Batman are able to stop them before they do thanks to his tight control. He's the man who keep the crime happening in Gotham, yes, but he keeps it level. It's an interesting interpretation for the character, and makes a good point for why Batman mostly lets him carry on with what he's doing; only stepping in when Oswald goes too far.

The book isn't really a super hero type story, and Batman himself is hardly in it. With a few small tweaks this could be a realistic mafia story, and that's why it works as well as it does. It's entertaining and manages to keep you interested for it's extra sized length, whilst not overstaying its welcome. Whilst not as good as the Two Face story, it a good example of a perfectly solid, well crafted comic.


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Batman/Superman: World's Finest #8 - Comic Review

 

Originally published on Patreon


The focus for this issue is squarely David, Superman's new sidekick, Boy Thunder. The issue begins with the teen hanging out with the first iteration of the Teen Titans, making friends, and testing out some of his new abilities. You can see that he's nervous to begin with, but soon starts to settle into the idea that he could be a super hero.

This is something that we see a little later on as he flies around with Superman, learning how he does things, and what it means to actually be out there helping people. However, the two of them are soon called in to help in a major situation when everyone in Gotham falls under the effect of a psychotropic drug that leaves everyone afraid of doorways and openings, essentially trapping people wherever they are. Whilst this doesn't seem like too bad of an issue on the surface, it means that patients are being left to die in hospital rooms, and people are trapped in burning buildings with no way out and no help coming.

The two of them fly off to Gotham to help save the day whilst Batman directs them from inside the cave, under the effect of the drug himself. When the two of them have to split up David finds himself having to save a group of trapped miners from a cave collapse. The situation calls for him to have to be very careful about using his powers, and in a moment of panic he runs away. Remembering the trauma of losing literally everyone on his Earth, he flies back in and manages to save the day.

However, this starts to point towards the fact that David hasn't been completely honest with the supers about what happened on his world, and his survivors guilt might be more actual guilt if the small flashbacks we get can be believed. 

This issue is really well done, and the focus on David really helps to build him up as a character. We know that this can't end well, as Superman doesn't have a Boy Thunder sidekick, so making us care about David more, giving him depth and flaws, is both great, and feels incredibly mean. I can't help but feel that the eventual loss we get from him is going to hit a bit harder now because of this issue.

We also get a wonderful moment with Supergirl this issue too, as she has a conversation with David where she tells him about her experiences, of how she lost her world and family as a teen, and the kind of pain she understands that he's carrying. It can often be easy to forget what Kara went through because of how well she's adjusted to Earth, but she went through some serious trauma that could mess you up in a lot of ways. It's nice that this has been acknowledged, and that this version of her kind of has a reason for sometimes coming across a bit cold.

The artwork on this issue is wonderful as always, with Dan Mora bringing the characters to life beautifully. Everyone looks really good, the action is dynamic, and somehow David;s ridiculous costume doesn't look completely silly on him.The Key is also presented in a very sinister way too, which I was not expecting.

Overall this is a great entry in a series that has been consistently good, and whilst I'm loving this story I'm very worried about what might come next.


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Shock Shop #3 – Comic Review

 

Originally published on Set The Tape


The third issue of the Dark Horse horror comic flip-book, Shock Shop, has arrived, and offers up some intriguing insight into both stories on offer. So far both stories have spent some time laying a careful foundation, building up to the big horror reveals, but now writer Cullen Bunn seems to be giving us some clues as to what’s really going on here, and it makes this a very interesting entry in the series.

‘Something In The Woods In The Dark’ picks up in the middle of the action where the previous issue left off, with one of the group being attacked by a huge, tentacled blob-like creature. With one of the group being thrown around, smashed into trees, in the grips of the monster, the others have no choice but to run. Meeting up with the rest of the group there’s a moment of confrontation and revelation as they realise that the creatures in the woods can imitate them. Understanding that there is something in the woods that want to kill them, and can make itself look like them, they decide to stick together, and get the hell out of there.

Unfortunately, this is a horror story, and nothing is ever that simple. More members of the group fall victim to the creatures, as the monsters that hunt them prove that they’re capable of forming plans and using deception in order to get close to their prey. However, Willa puts forward an interesting suggestion; that they brought the creatures with them. When they see the two monsters – two very different monsters – she says, “They’re us”. Now, we know that she and her husband are going through a rough relationship, and that there’s been betrayal and hard feelings between them, so is Bunn letting us know with this line that the monsters are some kind of manifestation of their inner turmoil? Maybe, I can see it being possible, and it would certainly be an interesting move.

This issue gives us the best look at the two monsters, and whilst one of them looks like some kind of growing mass of flesh, like a tumour with tentacles, the other is a thing of horrific beauty. The shape-changing monster seems to unfold, expand, and split. It’s made up of dozens of different body-parts and pieces that come together in one horrific ensemble. It’s a stunning design, and Danny Luckert’s art, which is great throughout, is absolutely stunning when bringing this monster to life. You want to avoid looking at it, and want to stare at it and examine it in close detail at the same time. It’s a wonderful creation, and the visual highlight of the book.

The second story, ‘Familars’, has taken a slight time-jump since the last issue, where Kyle was killed in a car crash thanks to the monsters living in Trevor’s house. We rejoin Trevor as he attends Kyle’s funeral, speaking with his ex, making sure that she’s doing okay and that the kids are holding up alright. Whilst Trevor is trying to be a decent guy in this moment, Nancy’s parents, particularly her father, just act like complete jerks to him, giving him shit because of his and Nancy’s marriage having failed.

Unfortunately for them, Trevor’s little friends were there, and watching everything, and after following Nancy’s parents home, they deal with them the same way that they did with Kyle. This leads to a situation where Trevor is being looked at by the police as a possible suspect, and Trevor comes to the realisation that the monsters living in his house have been targeting people that he’s been in fights with. But now that he’s had an argument with Nancy, and the monsters have vanished once again, he faces an important decision about what to do.

‘Familiars’ already felt like the less complex of the two stories, the one with the least amount of mystery to it, as the title seems to give away what the story is about. The creatures living in Trevor’s house clearly want to help him, they’ve been doing that since the first time they made their presence known, but because they’re monsters they can only really do so in one way; but doing awful things. But this issue wasn’t about the reader figuring that out, it was about Trevor figuring that out. And now that he realises what’s going on the big question becomes what’s he going to do about it?

The obvious response is that Trevor will somehow use his connection with the creatures to stop them from killing Nancy. I can see the series going that route, and maybe having Trevor die at their hands instead, but there’s another option that might be fairly interesting: that Trevor could let them kill his ex-wife. We know that he loves his children, and that he and Nancy have had issues in the past, so is it impossible that he might allow the monsters to kill Nancy, making him his kids sole parent? The final part of this story could be the most interesting, as we’ve now got to wait to find out how decent a man Trevor is, and what kind of decision he’ll make.

The artwork on ‘Familiars’, by Leila Leiz and Bill Crabtree, is okay, but there are times that the characters feel a little off and a bit messy, with proportions that don’t quite feel right. This was perhaps most pronounced in the funeral scene, when Trevor seemed to change face shape more than once, looking like completely different characters on different panels. The monsters, however, look great, and are the best part of that story. Sadly, whenever they’re not on the page and we’re following the humans (which is 95% of the time) the art is a bit rougher to enjoy.

Shock Shop continues to be an entertaining and engaging series with some interesting stories and characters, and with only a single issue left it’ll be interesting to see how both stories end, and if there’s a chance that anyone involved will manage to get a happy ending.



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Wednesday, 23 November 2022

Dark Crisis: Young Justice #5 - Comic Review

 

Originally published on Patreon


This was a series where the character line-up had me excited, as I used to love reading the Young Justice books, but the lack of any real connection to Dark Crisis other than it simply happening at the same time, and a pretty uninteresting story, has left me kind of dreading this book each month. And now that the 'big villain' has been revealed and it's an angry teenage Mxyzptlk who hates modern 'woke' comics I think I may have slipped into full on hating it.

This issue sees our three kidnapped heroes going up against Mxyzptlk as best they can, though it can be hard to battle someone with godlike powers. As such, the action across this issue feels really flat and dull, and without the characters yelling about what they're doing you'd be hard to know exactly what is happening in them.

There are also points in the book where the characters have told us how things have happened, yet not really told us much about how they've happened. For example, Cassie, Cissie, and Red Tornado turn up in this little pocket universe. How? Well, Kid Flash made vibrations that reached out into the regular universe, which created a glowing lightning bolt in space for the others to find. But they couldn't break through until Tim used an explosive, because the explosion opened the hole, maybe? There's a vague hand wave reason, but if you're hoping to understand it you'll be flat out of luck.

Just like when the group escape back to the real universe. How do they do it? Kid Flash takes them through the speed force. Red Tornado and Superboy give him a boost (boost of what and how not explained), everyone else fends off the god powers (no explanation as to how), then they just all jump into the speed force (how it got there and how they all jumped into it not explained), and all that is three panels. The story and the things that happen in it make no sense, and feel forced and contrived in the worst possible way.

The only moment in the book that's mildly interesting is when Mxyzptlk is complaining about the more diverse heroes and you get a group shot of queer, and trans characters. It's kind of a cool image, with all of these great characters there, but like most other parts of this book it begins to quickly fall apart. Mxyzptlk won't out and out say he hates queer people, which seeing as all the heroes he has a problem with are part of the queer community, and his make believe world tried to force Tim into being straight, makes obvious. If your villain is a homophobe and transphobe just say it, skirting that doesn't help. But also, Mxyzptlk complains about these 'new' people coming in and taking his favourite team's place. Yet that includes characters like Allan Scott, Poison Ivy, and Nubia, characters that have been around for decades longer. Hell, Allan Scott is a golden age icon.

There's one issue to go for this series, and the only reason I'm going to finish it is because there's no point bailing at the final hurdle, even if the race is fucking awful.



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