Thursday, September 26, 2024

Detective Comic #1089 Comic Review




  • Written by: Ram V

  • Art by: Guillem March

  • Colors by: Luis Guerrero

  • Letters by: Arian Maher

  • Cover art by: Evan Cagle (cover A)

  • Cover price: $4.99

  • Release date: September 25, 2024


Detective Comics #1089, by DC Comics on 9/25/24, brings the fight against the Orghams, and Ram V's tenure, to a close with a battle against Queen Orgham for the salvation of Gotham City... maybe.


Is Detective Comics #1089 Good?

Well, here we go. The long night of dismal storytelling is finally over. In typical Ram V fashion, the ending gives you plenty of thoughts and concepts but, with a few exceptions, doesn't properly resolve anything. Finally, the real question remains, "What was it all for?"


When last we left the Dark Knight in Detective Comics #1088, Duela Dent activated a series of bombs around Gotham City for no particular reason. The Ten-Eyed Man defeated Shavhod. And Mr. Freeze defeated Neang. With the Orgham plans crumbling, Batman confronted the Orgham Queen Dariah, now in a a demonic Azmer form, at the exact moment she connected Scarecrow's mind to the Thelemus Engine. What does that mean? Nobody knows.


In Detective Comics #1089, the end is the beginning is the end... almost. Batman fights against the Orgham Queen in her demonic form. To prevent the Queen's paramilitary forces from interfering, Arzan Orgham and Talia Al Ghul arrive and unleash the music box that incapacitates the Azmer infection. Well, here we go. All the pretentious meandering comes down to a basic fight with unclear stakes. Ultimately, the scene makes sense as long as you don't think about how it comes together. How did Arzen get to Gotham City so quickly? How did Arzen and Talia know where to find the Queen at the right moment? Spoiler warning: most of the questions this issue creates will never be answered. Elsewhere, Jim Gordon hurries Payne Cardine, aka Maestro, along to finish a digital composition containing Black Noise. Jim then races to the Production Studio where we last saw Duela so Oracle can patch the digital composition into the broadcast, freeing all Gotham citizens within transmission range from the Azmer infection and returning their memory of Batman (?). In fairness, using sound to deactivate the Azmer is a novel approach to a citywide crisis, and the execution of the transmission is well done. We still don't know and never will know what Azmer is, where it came from, or how the Orghams intended to use it to control Gotham. Arzen forces the Queen to pick up a sword and fight him in retribution for the years of lies she told him about his father's death. Catwoman breaks into the vault door where Scarecrow and the Thelemus Engine are stored, giving Batman the opening he needs to shut down the device before the Thelemus Engine fully injects Gotham with Scarecrow's fear. Getting Batman into the vault makes sense until you realize it doesn't make sense. Catwoman gets into the vault by crawling through a very large air duct. If the vault was that easy to infiltrate, a) it wasn't a very secure vault, and b) Batman could have snuck in himself and saved everyone the trouble of the fight. Ram V attempts to elevate Catwoman by showing how clever she is, but he only succeeds in making everyone else look dumb. Talia Al Ghul examines the Thelemus Engine controls and concludes it can't be shut down. The only option to prevent Scarecrow's fear from blasting out in a pulse that infects "Gotham's bones," whatever that means, is to kill Scarecrow. Batman takes a different approach. He forces Scarecrow to look him in the eye, creating an irrational fear of Batman. When the Thelemus Engine activates, a great pulse of fear spreads throughout the city to inject the fear of Batman into "Gotham's bones." "Huh? What? What does that mean?" you might ask. I'm with you, my friend. It sounds fancy, but it's really a poor articulation of an idea that doesn't quite come together. Batman is told that he can only stop the pulse if he kills Scarecrow. Why don't they simply unplug Scarecrow from the machine? Unplugging Scarecrow may cause damage, but there's no reason to believe unplugging would kill him. Ram V tries to paint Batman into an impossible corner that forces him to come up with a clever way of not breaking his unbreakable rule, but it's a half-baked scenario. Further, how did Batman know that he could overwhelm Scarecrow with an unnatural fear for ONLY Batman? Why would that be a better alternative? Wouldn't that Batman fear pulse send people into hysterics every time someone saw Batman or the Bat Signal? The more you think about it, the dumber it sounds. What follows is a montage that lightly suggests what happened to all the villains who helped the Caped Crusader in his latest crusade. Mr. Freeze may or may not be moving on from his obsession with his wife. Two Face may or may not be moving to another city (Bludhaven?). Ten-Eyed Man may or may not be losing his obsession with eyes. Azrael may or may not be convinced Batman is now worthy to protect Gotham City. The issue concludes with an intimate chat between Batman and Catwoman on a nearby rooftop.


What's great about Detective Comics #1089? To be generous, the resolution of using the Production Studio as a mass delivery mechanism to undo the Azmer corruption is a smart move that's executed well.


What's not great about Detective Comics #1089? Looking at the Orgham arc as a whole, Ram V's attempt at operatic storytelling is an abject failure. There are too many individual points to cover (we have a review for almost every issue on this site), but here are some of the highlights. What were the Orghams planning to do with Gotham City if their plan succeeded? Nobody knows, and nobody ever will. What is Azmer, and where did the Orghams get it in such large quantities? Nobody knows, and nobody ever will. What was Orgham Place, and what was the point of building it if the Orghams intended to blow it up almost immediately after completion? Nobody knows, and nobody ever will. What is a Thelemus Engine, and how does it work? Nobody knows, and nobody ever will.


What happened to all the bombs Duela Dent planted around the city? Nobody knows, and nobody ever will. Finally, what is the fate of the Orgham Queen after Arzen defeats her? Nobody knows, and nobody ever will. When you put those fundamental questions together with the dozens more that have piled up over the course of this run, you arrive at the same conclusion for every Ram V DC comic. Ram V has lofty ideas and concepts, but he doesn't know how to articulate them within the framework of even the most basic story. If you can't tell a basic story with a clear beginning, middle, and end that articulates at least one idea in its entirety, you don't belong in comics. May Ram V find a place where he can learn to hone his skills and competence to the level of his ideas, and may it be far away from DC until he does.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

Follow @ComicalOpinions on YouTube, Facebook, Instagram, and Twitter


Final Thoughts

Detective Comics #1089 ends the long, meandering Orgham arc and Ram V's tenure on the title exactly as you would expect - with lofty ideas and concepts that rely on superficial tricks and flowery language to mask an inability to execute those ideas. Most of the big questions created by the Orghams are not resolved, and the arc ends almost exactly where it started. Ultimately, Ram V had nothing to say, and Batman's legacy is poorer for it.

4/10



We hope you found this article interesting. Come back for more reviews, previews, and opinions on comics, and don’t forget to follow us on social media: 

Connect With Us Here: Weird Science DC Comics / Weird Science Marvel Comics

If you're interested in this creator’s works, remember to let your Local Comic Shop know to find more of their work for you. They would appreciate the call, and so would we.

Click here to find your Local Comic Shop: www.ComicShopLocator.com



As an Amazon Associate, we earn revenue from qualifying purchases to help fund this site. Links to Blu-Rays, DVDs, Books, Movies, and more contained in this article are affiliate links. Please consider purchasing if you find something interesting, and thank you for your support. 


Absolute Power: Task Force VII #7 Comic Review




  • Written by: Dan Watters

  • Art by: Fran Galán

  • Colors by: Fran Galán

  • Letters by: Dave Sharpe

  • Cover art by: Pete Woods

  • Cover price: $3.99

  • Release date: September 25, 2024


Absolute Power: Task Force VII #7, by DC Comics on 9/25/24, brings the complement miniseries to a close when the last Amazo, Global Guardian, is sent to take out heroes you've never heard of.



Is Absolute Power: Task Force VII #7 Good?

Now that the miniseries is finished, I don't get it. Sure, you could make the case that readers should see how pockets of resistance, such as Atlantis and Themyscira, are blocked from blocking Amanda Waller's plans. But did any sizable population of readers even give a thought to the Eurocorps or the Guardians of the Universe or Intercorps? There's a fine line between thorough and obscure. This comic definitely hits on the obscure heroes. Absolute Power: Task Force VII #7 begins with the nameless, last Amazo attacking a collection of obscure heroes in Europe to gather the latest vestiges of unchecked superpower. The heroes include such "mainstays" as Wild Huntsman, Little Mermaid, Jet and Freedom Beast. The New Global Guardians arrive on the scene with the help of Nightrunner, and they surprisingly defeat the Amazo, sending it splashing into the river below. "Who? Little Mermaid? Who?" you might ask. Yes, there's probably a very small but hardcore contingent of DC readers. Again, this last issue truly ensures there isn't a single team that hasn't been addressed by Amanda Waller, but I don't believe anyone would have seriously thought an entire issue dedicated to these groups was needed. Victorious, the teams begin bickering amongst themselves over past disagreements about territory and international law. Suddenly, the team is teleported above the space station managed by Intercorps, where Red Star waits to provide sanctuary for the team of heroes. When the heroes settle in and get back to bickering, the precog known as Tuatara tells everyone their victory over the Amazo was a ruse to trick the heroes into gathering in one spot. After Tuatara's last word, Global Guardian breaks through the space station wall. The issue ends with Steve Trevor helping Diana and Damian Wayne lead the escaped prisoners on Gamorra Island to safety. When Steve gets cornered, he radioed Diana to tell her he saw Amanda Waller's plans, which include taking over the entire multiverse. What's great about Absolute Power: Task Force VII #7? If you've got an itch to see DC characters who haven't appeared in print in years, this is it. You probably have never heard of Tasmanian Devil, but you're getting Tasmanian Devil. It's fair to say Waller leaves no stone unturned. What's not great about Absolute Power: Task Force VII #7? As with most of the issues in this complementary miniseries, the setup and outcome are pointless. Even the small epilogue centering on Steve Trevor doesn't tell readers they didn't already know or at least suspect. How's the Art? Fran Galán's artwork is as engaging as it could be for a comic that's one part action to two parts bickering with a bunch of characters nobody cares about. Galán makes the most of the material provided, so kudos to Galán.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

Follow @ComicalOpinions on YouTube, Facebook, Instagram, and Twitter


Final Thoughts

Absolute Power: Task Force VII #7 ends the weirdly unnecessary miniseries with a weirdly unnecessary conclusion that ultimately contributes nothing to Absolute Power. The art is okay, and the story flows well enough for the concept, but this issue fails at the one thing every comic must accomplish - justify its own existence.

5/10



We hope you found this article interesting. Come back for more reviews, previews, and opinions on comics, and don’t forget to follow us on social media: 

Connect With Us Here: Weird Science DC Comics / Weird Science Marvel Comics

If you're interested in this creator’s works, remember to let your Local Comic Shop know to find more of their work for you. They would appreciate the call, and so would we.

Click here to find your Local Comic Shop: www.ComicShopLocator.com



As an Amazon Associate, we earn revenue from qualifying purchases to help fund this site. Links to Blu-Rays, DVDs, Books, Movies, and more contained in this article are affiliate links. Please consider purchasing if you find something interesting, and thank you for your support. 


Wednesday, September 25, 2024

Green Arrow #16 Comic Review




  • Written by: Joshua Williamson

  • Art by: Amancay Nahuelpan, Sean Izaakse

  • Colors by: Romulo Fajardo Jr.

  • Letters by: Troy Peteri

  • Cover art by: Phil Hester, Ande Parks, Ryan Cody (cover A)

  • Cover price: $3.99

  • Release date: September 25, 2024


Green Arrow #16, by DC Comics on 9/25/24, brings the Absolute Power tie-in to a close when Oliver joins forces with his family to battle Bright. Plus, Bright's origin is revealed.



Is Green Arrow #16 Good?

Writer Joshua Williamson ends the Green Arrow title's contribution to the Absolute Power event with mild reveals, a few teases, and a decent amount of action. It feels like a lot happens in Green Arrow #16, but if you consider how the arc started and how it ended, not much has changed, with one exception. In short, you could take it or leave it.


When last we left the Arrow Family in Green Arrow #15, Roy led a strike team to snatch Professor Ivo in the hope that he could tell them how to disable Task Force VII. The mission went awry when Bright nabbed Ivo first, leading to an airborne battle of silly proportions. The issue ended with Ollie arriving via jet pack to stop Bright from killing Lian.


In Green Arrow #16, the mid-air battle continues. Bright still has Lian in his grip, taunting Oliver and the Arrow Family for their resistance. After launching several well-aimed arrows, the family is freed, so Ollie orders Roy to take command of the airship while he and Connor fight Bright because Connor is, according to Ollie, the best fighter in the world.


Oh, brother! DC is laying it on thick by trying to elevate Connor in every conceivable way possible. No, Connor is not the best fighter in the world, not by a long shot, but the fight is reasonably well done. Or at least, it's as well done as it can be with two humans punching a cybernetic, metallic behemoth with their fists.


During the fight, the taunting escalates. Soon, Bright recounts why he hates this Earth by explaining he was the White Lantern of Earth-3, and he was betrayed by Earth-3's version of Green Arrow - Deadeye. When Amanda Waller put Bright back together, she offered him the chance to wreak havoc on our Earth as payback... for some reason.


Yeah, Bright's reveal is a letdown. He's a nobody taking out his anger on a different version of the Oliver Queen who betrayed him. If you were hoping for a cooler reveal, this is as good as it gets.

The issue concludes with Bright taking a big fall, Good Ollie reverting to Bad Ollie, and a quick tip from Ivo that may be a clue to Ollie's motivations.


What's great about Green Arrow #16? Despite the lack of meat in this story, Williamson delivers plenty of action, strong emotional beats between Ollie and his family, and a reasonably well-maintained sense of intrigue about Ollie's intentions. Ollie is likely working to destroy Waller's plans from within, so Williamson drops just enough clues to keep readers hanging on. More clues would be better to raise the tension level, but some is better than none.


What's not great about Green Arrow #16? Note all the reasons mentioned above and more.


Bright's origin turned out to be a nothing burger.


Ollie talking up Connor as the greatest fighter ever reads as tone-deaf because it is certainly not true.


If you consider what Roy and the Arrow Family tried to do, they failed on practically every front, so the bulk of the arc is pointless.


Black Canary showed up at the very end. For some inexplicable reason, she did the exact wrong thing by telling Ollie what was about to happen. Why on Earth would she do that when there are many reasons to believe Ollie is possibly compromised?


How's the Art? Truly, Amancay Nahuelpan and Sean Izaakse do a bang-up job delivering an action-heavy issue that looks great. The fights are mostly well done, and the emotional beats, especially when the Arrow Family lays into Ollie, are strong.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

Follow @ComicalOpinions on YouTube, Facebook, Instagram, and Twitter

Final Thoughts

Green Arrow #16 brings the series' contribution to the Absolute Power event to a close with a rousing fight, Bright's lackluster origin story, and not much else. Williamson delivers a reasonably fun script, but the contribution to Absolute Power is lacking. At least the art team gave it their all.

6/10



We hope you found this article interesting. Come back for more reviews, previews, and opinions on comics, and don’t forget to follow us on social media: 

Connect With Us Here: Weird Science DC Comics / Weird Science Marvel Comics

If you're interested in this creator’s works, remember to let your Local Comic Shop know to find more of their work for you. They would appreciate the call, and so would we.

Click here to find your Local Comic Shop: www.ComicShopLocator.com



As an Amazon Associate, we earn revenue from qualifying purchases to help fund this site. Links to Blu-Rays, DVDs, Books, Movies, and more contained in this article are affiliate links. Please consider purchasing if you find something interesting, and thank you for your support.