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Heroes for Hire #5 Review

Originally Published: April 6, 2011, on Comicvine.com

Misty Knight has awakened from her coma faced with confronting the Puppet Master and a mind-controller Punisher! Can Paladin and Iron Fist save her in time?

The Good

This issue features nearly everyone from the opening issues of the series as they all converge on Misty and this opening story arc comes to an end. This issue also ties up all the loose strings of the first four issues and establishes a larger problem at work behind the scenes pulling Puppet Master’s strings and paving the way for future issues.

The Bad

Not a lot of action takes place as The Punisher tries constantly to fight Puppet Master’s control, who himself is not really a man of action. Meanwhile, instead of jumping in and saving the day, Paladin and Iron Fist spend most of the issue arguing with each other over who cares for Misty more.

You then think business is about to pick up when Black Widow, Moon Knight, and Falcon show up, also mind controlled by Puppet Master, but this lasts for all of two pages before Misty breaks Puppet Master’s control on Punisher. Two pages of solid action compared to twenty pages of pointless dialogue is a bad balance. All of this culminates in Misty and Paladin looking to probably start Heroes for Hire again legitimately and to try to weed out whoever was behind this scheme to begin with.

The Verdict

Although a rather boring issue, it ties up all the loose ends of what was a great opening story arc up to this point. With Misty still feeling the effects of the drugs from Puppet Master and Paladin and Iron Fist barking at each other more than anything, there was just a lot of dialogue with very little actually going on. If you’ve picked up the first four issues, then pick this up to find out how things finally end up shaking out and then look forward to issue six when things will hopefully start to ramp up again after the action for this arc simply jumped off a cliff in this issue.

Originally Published: April 6, 2011, on Comicvine.com

The Secret Six confront Ragdoll in hell itself in the hopes of still being able to revive Knockout and go back to the land of the living. Ragdoll though has a few other ideas especially when it comes to the “Get Out of Hell Free” card!

The Good

This depiction of hell is an interesting one and to see everyone’s reaction when Ragdoll reveals they will all end up there gives minor character development to all characters in a matter of a couple of pages. The most telling with this is Bane who nearly breaks down when he argues that he still has an honor code and Ragdoll tells him that men who do what he’s done but have honor codes are used as landfill for the compost heaps in hell.

The humor of the comic is still also evident even though the setting has shifted to the most abominable of places as Ragdoll, Deadshot, and even King Shark have some nice one-liners and banter as the comic progresses and we learn just what happened to Ragdoll when he wished himself to hell.

Couple this with a surprise ending that reveals what has happened to Knockout and if you’ve been reading the Secret Six, now is not the time to stop.

The Bad

Not a lot of action and when it does erupt the pages just seem convoluted with the various foes the Secret Six find themselves up against.

And although the banter is enjoyable at times, the entire comic is really just one long argument between Ragdoll and Scandel as to who should hold the “Get Out of Hell” free card and what has become of Knockout since she came to hell. I would have loved a lot more input from Deadshot and Bane especially after his near breakdown when he learns he is not destined for the pearly gates, but to cross the River Styx instead.

This is also a bad time to jump into the comic since it is the middle part of a three-part arc not to mention there has clearly been a lot of build up to this between Ragdoll, Scandel, and the others.

The Verdict

For the middle part of a three-part arc, I was expecting a bit more action, but the plot was forwarded considerably so hopefully the time for talking is done come part three. I also hope this leads to some issues with Bane down the road and explores his difficulty in accepting his fate.

If you’ve been reading the Secret Six, this is no time to stop now as I’m sure this arc will end explosively next issue and still maintain that spark of humor even in hell, but this is also definitely not the time to be jumping into this comic if you’re looking to add something to your weekly pull list.

Originally Published: April 6, 2011, on Comicvine.com

Reign of Doomsday continues as Cyborg Superman has turned the JLA Satellite into his own personal playground in an attempt to find meaning in his life by snuffing out Doomsday’s. Unfortunately, Batman and Supergirl are caught in the middle of their epic confrontation!

The Good

One of the most thrilling battles I’ve ever seen in a comic happens here between Cyborg Superman and Doomsday. Cyborg Superman literally attempts to throw everything in the satellite at Doomsday to the point where the satellite takes on the features of Cyborg Superman’s face and Doomsday KEEPS coming.

The most awesome part of this battle is that Cyborg Superman thinks that he has won after blasting away almost half of Doomsday body, not realizing how Doomsday adapts. Soon Doomsday adapts Cyborg Superman’s abilities into his own and becomes Cyborg Doomsday as he pulls parts of the JLA Satellite into his being as well and wrests control of the satellite away from Cyborg Superman, thus changing the outside to look like Doomsday’s face instead of Cyborg Superman’s. You can actually feel the fear of Cyborg Superman when he realizes what happens.

On top of this, you see Cyborg Superman’s thought bubbles and you realize just how insane his immortality has driven him and how obsessed he has become in wanting to be the one who destroys Doomsday in the hopes it can justify his existence, which was a brilliant way of giving more depth to this character in the midst of some tremendous action sequences.

There are also two specific full page spreads that should simply blow you away and that sum up the epic action that takes place in the pages of this comic perfectly.

The Bad

Batman and Supergirl are of almost no consequence for much of the comic. Supergirl is still trying to fight off her dark side and Batman knows the only way the good guys might win the day is if he can cure Supergirl. So while you have one of the greatest battles we’ve seen in some time happening between Cyborg Superman and Doomsday, you have a psychology session going on for Supergirl as she tries to cope with the loss of New Krypton and get over her dark self.

This break in the pacing was difficult to handle and had me wishing Batman and Supergirl were on the outside of JLA Satellite with Saint Walker and Starman who were uselessly trying to break in.

Also, if you haven’t been following the Reign of Doomsday story arc, this is NOT the time to jump into it. Although the action is great to see, you’ll be completely lost as to how we got to this point and you might not be able to appreciate how epic Doomsday has been over this story arc so far.

The Verdict

If you have been reading Reign of Doomsday, then this chapter is another stellar addition to the story arc and you will absolutely love how far Doomsday and Cyborg Superman go to try to stop one another and pummel each other into submission.

Even though it has some pacing problems, the only way I say you don’t pick this up is if you haven’t read the previous chapters and to that I tell you to go catch up as soon as you can so you can read this comic.

Originally Published: April 6, 2011, on Comicvine.com

After visiting the Savage Land with the Hulk and his Warbound, Skaar decides to stay behind and see if he can forge a new path for himself in this wild and untamed wilderness.

The Good

This first issue in this limited series has all the elements of a grand Hulk adventure in it except Skaar is taking the place of his dad. Giant killer robots, mad dinosaurs, and an unknown entity that Skaar has unwittingly released and that could spell doom for the Savage Land fill page after page of this limited series’ jumping off point.

On top of this jungle action, you can really see Skaar growing as a character. He tries to test himself constantly, like trying to forcibly tame a T-Rex and use him as a steed, almost as if he is looking for some right of passage that will lead him onto a path he can accept. This story could be laying the groundwork for what could make this limited series also a coming of age story for the boy Hulk.

The Bad

As good as all the scenes with Skaar were, the ones with Ka-zar were boring, although necessary, to establish a different kind of threat. With much of the world becoming aware of the Savage Land, Ka-zar is trying to lead the various tribes of the land time forgot into the future and hoping to open up trade with the outside world. Some are for it while others are clearly against it, calling upon Ka-zar being more an outsider than a Savage Landian and that he has no right to even contemplate this.

On top of this, it was just weird to see Ka-zar in a full suit and tie while addressing various members of state from around the Savage Land and left me questioning his priorities as well. Since when has Ka-zar ever even had a suit to wear?

The Verdict

Although it was weird bouncing back and forth between the great action with Skaar and the political agendas being dealt with by Ka-zar, you could clearly see the direction this limited series is trying to weave for itself. I would have much preferred Ka-zar and Skaar to be working together though, like some epic team-up, instead of dealing with clearly different and separate threats and hope that they come together much sooner in the future issues rather than later.

It may not be the strongest start to a story, but you can see glimpses of greatness and the want to see just what this unknown entity is that Skaar and Ka-zar must face down and what the heck a Devil Dinosaur can do will make you want to pick up the next issue should you pick up this first of five.

Originally Published: April 5, 2011, on Youtube.com/Rcars4885

I come to you once again with your weekly geek fix, but now from my new apartment in…my grandmother’s attic! This week’s episode sees me review Deadpool Team-Up #883 from Marvel and WWE All-Stars from THQ. My hot chick pick of the week is Italian “journalist” Marika Fruscio and this week’s theme is Hulk Hogan’s theme “Real American”.

Originally Published: April 5, 2011, on Comicvine.com

So after trying to put some Assassin’s Creed parkour elements into my idea for a Nick Fury game here, I started to think about what hero who has never had a game would be a more natural fit for that style of game. He would have to be extremely agile and be prone to climbing, leaping, and making whatever his surroundings may be his own personal jungle gym.

Jungle. Hmmm. This got me thinking about how so few of those games take place in a modern era urban environment and how none really take place in the wilderness. I can imagine that it would be just as fun to swing from tree branches and vines as you move through the forest canopy as it would be to move across concrete rooftops. And so I present to you my idea for a hero who could traverse both the dense African jungle and the urban sprawl, and who clearly will again in my idea for a game, the Black Panther!

To ensure there is no confusion, when I refer to the Black Panther, I’m talking about T’Challa and not his sister Shuri. Now that we’ve covered our bases, we need a plot that will make sure T’Challa will travel around both the jungles of Wakanda and the city to make sure we get to experience both jumping around tree tops and dropping down on foes like a real panther and then taking those skills to the urban jungle. This will really help players to get a feel for some of T’Challa’s struggles as well as he has always had to balance the ancient ways of his people with an ever-changing world and urbanization.

I am thinking this would need to be a story broken down into two parts. The first part would be original to the video game in order to help feature some of T’Challa’s most iconic villains as well as to help the user get used to a lot of T’Challa’s abilities. These in-depth tutorial levels will feature lots of hand-to-hand combat as T’Challa moves around the African jungle in this third-person action adventure game.

Now, the two most iconic Black Panther villains I always think of are Klaw and Killmonger and so they would need to be featured in these early levels doing their usual bit in wanting to destroy T’Challa, Killmonger to rule Wakanda and Klaw just because he hates him so damn much. These early levels will work out as about a quarter to a third of the game and educate the players in all of the moves and powers that T’Challa will use for the rest of the game.

After quelling these iconic threats, and since they always seem to be going after Black Panther, we can just write them off as a flashback or whatnot from one of the many encounters T’Challa had with them and we’ll jump into the comic continuity from there. We can pick it up right around the same time as Dark Reign. This would make sense because T’Challa could be reminiscing about simpler times for the battles against Klaw and Killmonger when confronted by Namor about the Dark Illuminati.

This could set T’Challa up for battles against Dr. Doom, Morlun, and Death herself if we were to follow the comic timeline and this could make up the bulk of the remainder of the game. We could also streamline the timeline, cutting out smaller events and whatnot to ensure that our last couple of levels follow T’Challa as he is now in Hell’s Kitchen (thus ensuring urban levels).

It might be a bit much to pull off, but a video game that features T’Challa against his classic foes like Killmonger and Klaw and then follows him through Doomwar would definitely be epic enough to warrant a game. Include cameos by some of the Marvel universes most well-known characters combined with a jaw-dropping depiction of Wakanda and the surrounding forests as you explore them Assassin’s Creed style and I think the game would be a perfect fit for action/adventure enthusiasts out there.

One last minor detail I want to mention is that if I’m having a Black Panther game, I want Keith David to do his voice for all the cinema scenes. If you need a strong, independent black man played in a cartoon or video game, you get Keith David. Plus, he’s already been the character when Black Panther made an appearance in the 1994 Fantastic Four cartoon.

So there you have it folks. We have a voice for the Black Panther, a plot with a lot of iconic villains, and a set gameplay mechanic that should work perfectly for what we would want to pull off. Let me know what you guys think. Could T’Challa carry his own title? Should he only be featured in a more team-oriented game like maybe an Avengers title? Are there other villains that could be featured? Is Doomwar the kind of story that could translate to a video game? Let us know with comments below!

Gotham City Sirens #21 Review

Originally Published: March 30, 2011, on Comicvine.com

Harley Quinn looks to right the wrongs committed against her by the Joker. But she’ll have to make her way past Aaron Cash and her own personal trump card to do so!

The Good

This Harley oriented story arc surprised me because it shows us a side of her we rarely see, the clinical analytical side of a once great psychiatrist. Normally we get the aloof Harley with the giant mallet, but this Hell Hath No Fury arc reminds us that she can be nearly as cunning and manipulative as the Joker.

Aside from Harley, this particular issue also explores the character of Aaron Cash some as he is the last line of defense between Harley and the Joker as he tries to maintain order as Arkham’s head of security. Harley though reveals a shocking secret about Aaron’s past that forces him to relent and let Harley pass as you actually feel your heart strings tug as you see the clear development of yet another tragic character in the Batman universe.

The Bad

Even with a tremendously well-done build up, it was all too predictable that Harley would not be able to pull the trigger when confronting “Mistah J”. Not only because I’m sure DC will never kill off the Joker, but because no matter how much he hurts her, Harley can’t help but be head over heels for the Joker and the entire arc reminds me too much of the Batman: The Animated Series episode “Harley and Ivy” where Harley teams up with Poison Ivy after being fired by the Joker.

This arc, predictable as it was, also just seemed to be a way to make the series even since Ivy already had her love-interest story when she fell in love with an alien plant-man, Catwoman had hers when she had to defend her love of Batman against Talia al’ Guhl, and now Harley has hers with the Joker. I would hate to see this series continue on this three-character merry-go-round since I thought it was more supposed to be about the dynamic between the three villainesses.

Of course, that dynamic seems to be in jeopardy altogether since Poison Ivy and Catwoman are at each others’ throats without Harley around. So we see Selina go off to explore why there is so much police activity going away from Arkham while Ivy goes off to see if the Joker has indeed dug his claws back into Harley and what carnage she is reeking at Arkham. It seemed like a blatant and sad attempt just in order to keep the two other main characters somehow involved in the past couple of issues that have been so Harley heavy.

The Verdict

This title has been teetering on the edge of my comic book pull box list for a while now, but I had hope because I enjoyed the exploration of both the main characters and some lesser known characters in the past couple of issues, including Aaron Cash this issue. There is also hope that whatever action Selina has gone off to investigate will provide a big payoff that will bring the three ladies back together.

Unfortunately, this predictable storyline and outcome left me feeling a little flat after reading it and unless it gets back to the nice and balanced three-character dynamic that it had in the beginning instead of the current rotating stories centering around each individual villainess and having the other two as side-pieces, this could be one of the last issues I pick up for this monthly. Only diehard fans of Batman’s Rogues Gallery rehashing their same gimmicks repeatedly will probably find this comic consistently enjoyable.

Originally Published: March 30, 2011, on Comicvine.com

The Hood continues his quest for the Infinity Gems and is already half way there with three in his possession. Can the Avengers prevent him for completing the gauntlet or will a new force arise to hinder his progress?

The Good

With Parker Robbins being the pursuer of the gems, this story is a clever twist of the original Infinity Gauntlet story arc, stirring up some great nostalgia for me from the early 1990s with that original story, and playing War of the Gems on my Super Nintendo. With all six gems located this week, Avengers #11 has me salivating in anticipation of the next issue.

Avengers #11 also enlightened me as I came to a new appreciation for the Red Hulk. His monthly may be teetering on the edge of oblivion in my comic book store pull box, but he definitely has a place in an ensemble and was a nice contrast to Thor and Namor while battling against Parker Robbins and it was very fitting that he was able to wrest the red power gem from him after an epic battle.

Couple all this great action and nostalgia with a surprise villain reveal of a being we haven’t seen in quite some time who has become aware of The Hood’s quest and the pieces are in place for one of the more interesting story arcs I’ve read in a while to play out in earth-shattering detail.

The Bad

Although the overall story progressed considerably with all the gems being located now, most of this action took place in only half the book as the other half was The Watcher providing narration over Parker Robbins’ battle with the Red Hulk in order to set up future issues in this arc by explaining how Parker Robbins does not know the power he is playing with.

This also lessened Parker Robbins as an overall threat to the Avengers, even though he has three Infinity Gems. This supposedly huge player in the Marvel underworld keeps losing power and then regaining it, but then gets downplayed simply as someone who is just a common thug that keeps happening onto these outlandish scenarios. If Marvel is going to have him be a major player, then they need to treat him as such. Otherwise stop featuring him as one and leave him alone because last I checked you had to be something pretty special to wield an Infinity Gem.

The Watcher narration also provided a pacing problem. Half the book is this long drawn out battle between Red Hulk and The Hood over the power gem and then the other half sees two more gems found and another change hands. It felt like crawling up to the line at a red light and then slamming on the gas when you saw green.

The Verdict

Avengers #11 harkens back to a classic Marvel story arc and sees more heroes than ever trying to prevent the unthinkable from happening. With an epic battle between the Red Hulk and Parker Robbins serving as the background for a lot of Watcher narration, this would actually be a great spot for someone to jump into this arc as the first half of the book will bring you up to speed on all you need to know from here on out. If you’ve been reading this book though, they try to apologize for the replay session by forwarding the plot tremendously in the last half by uncovering the remaining gems and throwing in a surprise villain reveal that will make fans of the original Infinity Gauntlet arc squeal in delight.

The book has some pacing problems and doesn’t know if it wants Parker Robbins to be a Grade-A villain or a chump, but aside from this it has the makings to be one of the more interesting reads in the coming months and this would be a great time to get on board if you haven’t already.

Originally Published: March 30, 2011, on Comicvine.com

After knocking the Devil himself off his throne in hell, Wolverine must now exorcise the demons in possession of his earthly body. But can he eliminate the threat in his own mind before his friends eliminate him altogether?

The Good

The middle part of this 3-part arc did exactly what it is supposed to do in ramping up the action successfully on both fronts. Wolverine lets loose some of his worst memories in order to help him fight the demons and we see some awesome montages of Wolverines past and present including the ones from his Weapon X and Department H days.

On the physical front, we see the demons pray on the weaknesses of the X-Men Cyclops has brought with him, like making the water boil when fighting Namor or bombarding Magneto with flashbacks of concentration camps, and turn Cyke’s plan completely on its head until some unexpected help arrives from the living ladies in Wolverine’s life.

The Bad

If you haven’t been picking up this series, this is not the issue to jump into things with. And even though this is billed as the second part of a three-issue arc, you really need to have read the opening five-issue arc to really understand what is going on.

On top of this, there are plot holes abound with the regular X-Men continuity. For example, when Wolverine’s lady friends show up to help provide mental support, Jubilee is in tow with them. Last I checked, she was a vampire and couldn’t walk out in the middle of the day as her blood transfusions from Wolverine only provide resistance against limited UV light and this is never addressed. Include showing Nightcrawler and the Phoenix Force symbol at various points inside Wolverine’s mind and this arc looks to be coming to a very predictable end.

The Verdict

This comic gives fans of Wolverine everything they’ve come to expect. They show his depth as a character, his perseverance as a hero, and just why he is the best there is at what he does. It also shows how much of an effect he has had on the people around him over the years.

Despite all this, there are plot holes that will be noticeable to people reading the X-books right now. For a book that did a great job of holding your attention and kept you guessing through its first six issues, Wolverine #7 makes some very predictable turns. If you have been reading Wolverine up to this point then this issue forwards the plot enough to make it worthwhile, but newcomers to the series should look to hold off until the beginning of the next arc.

Originally Published: March 29, 2011, on Youtube.com/RCars4885

I come to you once again with your weekly geek fix from my mother’s basement! This week’s episode sees me review X-Men #9 from Marvel and the downloadable Ghostbusters: Sanctum of Slime from Atari. My hot chick pick of the week is Nancy Patton and this week’s theme is Ray Parker Jr.’s Ghostbusters movie theme.