Wednesday, November 20, 2024

Wonder Woman #15 Comic Review




  • Written by: Tom King

  • Art by: Daniel Sampere

  • Colors by: Tomeu Morey

  • Letters by: Clayton Cowles

  • Cover art by: Daniel Sampere, Tomeu Morey

  • Cover price: $4.99

  • Release date: November 20, 2024


Wonder Woman #15, by DC Comics on 11/20/24, sends the Wonder Girls across the globe to find and destroy the Sovereign's stores of wealth.


Is Wonder Woman #15 Good?


Wonder Woman #15 isn't bad, which is an improvement for Tom King. An aspect of the plot makes progress, and the Wonder Girls get a chance to contribute to the title in a meaningful way. The opening premise of the series (Amelie killing a bunch of men in a pool bar) remains lost to the sands of time, but at least something meaningful is happening.


When last we left Diana in Wonder Woman #14, the Sovereign senselessly killed Steve Trevor out of spite against Wonder Woman. Rather than attack the Sovereign out of vengeful fury, Diana chose to grapple with her grief in quiet dignity. The issue ended with Diana using a lock of her hair and Steve's to create a child out of clay, giving "birth" to Trinity.


In Wonder Woman #15, Diana's methodical destruction of the Sovereign and his network of power begins.


First, Cassie Sandsmark pilots a fighter jet to the middle of the ocean toward a fully automated battleship. She ejects before the fighter crashes into the ship, sinking the vessel and the Sovereign's vast store of wealth contained inside.


Second, Yara Flor robs seventeen banks spread over nine states, each containing a priceless item used as collateral for the Sovereign's operation.


Third, Donna Troy finds Solomon Grundy and beats him to a pulp. When Grundy is down (but not completely out), Donna slices a hole in his abdomen to remove a diamond owned by the Sovereign and worth more than the stats of Rhode Island.


Lastly, Cheetah catfishes a finance broker to meet at a seedy hotel for some naughty fun. By the time Cheetah is done slicing and dicing the broker, she has all the transaction codes necessary to redirect all the Sovereign's online holdings to charities of her choice.


And that's the end.


What's great about Wonder Woman #15?


For a Wonder Woman comic where Wonder Woman doesn't play an active role, Tom King is one of the few writers who uses one of the many DC superhero families well. Each Wonder Girl has a part to play, and they play their parts beautifully in this first-stage attack against the Sovereign.

What's not great about Wonder Woman #15?


There are two aspects of this issue, and the series as a whole, that won't get better, no matter how much Tom King chooses to ignore them.

First, the Sovereign's overblown narration is tedious and tiresome. Truly, King could have easily replaced the Sovereign's narration with well-placed dialog, and the flowery language serves no purpose other than to bore the reader and slow the pace of the comic.

Second, King appears to have completely abandoned the central premise of the book. Where is Amelie? What happened to Amelie's surprise pregnancy? Is the United States government still acting against the Amazons after the events of Absolute Power? How? Why? The more you consider how the story reached this issue, the more broken and disjointed it appears.

How's the Art?


Daniel Sampere's artwork is Grade-A, top-notch, and has all the complimentary superlatives you could imagine. The only artist that comes close to Sampere's level of quality at DC is Dan Mora, and even then, it would be a toss-up for the #1 spot.






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


Wonder Woman #15
 
marks the beginning of the end for the Sovereign when Diana sends her Wonder Girls to dismantle the villain's wealth, brick by brick. Tom King's script is probably the best use of a mainline hero's extended family we've seen in a while, and King manages to avoid injecting off-putting elements for once. Plus, Daniel Sampere's artwork is next level.

7.5/10





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Milestone Universe: The Shadow Cabinet #1 Comic Review




  • Written by: Joseph P. Illidge

  • Art by: Darryl Banks, Atagun Ilhan

  • Colors by: Christopher Sotomayor

  • Letters by: AndWorld Design

  • Cover art by: Denys Cowan, John Stanisci, Christopher Sotomayor

  • Cover price: $4.99

  • Release date: November 20, 2024


Milestone Universe: The Shadow Cabinet #1, by DC Comics on 11/20/24, begins a new chapter in Milestone history when S.Y.S.T.E.M. acquires a new boss and Rocket acquires a new team... maybe.


Is Milestone Universe: The Shadow Cabinet #1 Good?


On first read-through, writer Joe Illidge's latest contribution to the Milestone Universe pays full respect to the original Milestone vision and forges a path forward with new metahumans, new threats, and a new team (maybe) for Rocket. All the pieces are there, but new readers may have a challenge getting invested.

Milestone Universe: The Shadow Cabinet #1 begins with an Alva corporate jet flying high in the skies as the occupants discuss plans to take advantage of Fear, Uncertainty, and Doubt after the recent Brainiac invasion. Military contracts are up, weapons development is more cutting-edge, and all the Alva executives are getting richer by the day. Suddenly, a woman enters the plane via a portal, kills the lead executive, and takes his chair. Angela Alva has arrived to take control.

Elsewhere, Rocket intervenes in the kidnapping of a drug money launderer for the world's largest cartels. Guided remotely by Curtis Metcalf, a wanted fugitive and superhero known as Hardware, Rocket stops the kidnapper and wraps up the money launderer for the authorities. Later, Rocket and Calvin bump heads over their secret objective of taking down criminals whose absence makes a real difference in everyone's lives.

Rocket quits the bickering in favor of a well-earned night's sleep. However, her rest is cut short when she receives an automated alert about an attack on a passenger train hosting an auction for arms dealers eager to get their hands on Brainiac tech abandoned after the invasion was halted months ago.

The issue ends with a team of powered individuals beating Rocket to the punch, an invitation to follow outside the confines of known time & space, and an introduction to the residents of Wonderland.

What's great about Milestone Universe: The Shadow Cabinet #1?


If you're a Milestone fan, Illidge's latest crack at bringing the heroes to the fore with action, danger, and drama on a large scale has all the pieces you're looking for. Rocket, the main character, perfectly embodies a superhero burdened by the unending work of making a difference in a tough world while still choosing to do what's right.

Plus, the introduction of the Shadow Cabinet is just weird enough to make people take notice.

What's not great about Milestone Universe: The Shadow Cabinet #1?


There are several individual pieces to like in this issue, but Illidge's debut on Milestone is a struggle on two fronts.

First, the issue contains a lengthy preface page to explain what is the Milestone Universe and who the key players are in it, but a lot's happened to connect the basics of the preface page to where this issue starts. Therefore, a new reader will be mostly or wholly lost because Illidge's script drops you in the middle of a plot already in progress. The stage isn't set.

Second, a new story needs, at a minimum, a focal character, a goal, and the establishment of stakes. Illidge only provides one of the three. You can surmise that Rocket is the focal character, but we don't know what challenges she will need to eventually overcome or the consequences if she fails.

Sure. Yes. You could say there are villains doing bad things, so the general goal is to stop the villains, but that goal is too broad and too generic to have any meaning. Rocket is simply bouncing from one scene to the next, reacting to external circumstances or expressing her feelings at the moment, but that's not enough.

In short, Illidge set up Rocket's status quo without giving you anything more to hook you.

How's the Art?


Darryl Banks and Atagun Ilhan do a tremendous job maintaining the classic look of the known Milestone characters and giving you an eye-catching surprise with the introduction of the Shadow Cabinet. Further, the issue has a decent amount of action that looks great.



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


Milestone Universe: The Shadow Cabinet #1 turns up the heat when Rocket must contend with untouchable criminals and a new super team from parts unknown. Joseph Illidge keeps the spirit of Milestone alive with a well-paced, action-packed issue, and the art team's delivery is on-point. That said, the script spends too much time establishing a status quo for Rocket without defining a goal or stakes for the story, so there's no hook to grab you.

6/10


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Batman / Superman: World's Finest #33 Comic Review




  • Written by: Mark Waid

  • Art by: Adrian Gutierrez

  • Colors by: Matt Herms

  • Letters by: Steve Wands

  • Cover art by: Dan Mora (cover A)

  • Cover price: $3.99

  • Release date: November 20, 2024


Batman / Superman: World's Finest #33, by DC Comics on 11/20/24, brings the Eclipso arc to a close when the JSA and the JLA team up to stop Eclipso from enslaving humanity.


Is Batman / Superman: World's Finest #33 Good?


Writer Mark Waid wraps up the Eclipso arc in a hurry with a rip-roaring race to stop Eclipso and Dr. Gordon from confiscating a satellite network that would spread their powers over the globe. By the end, the super teams get the job done with a comic that relies on tons of action, clever dialog, and a breakneck pace, so readers craving an energetic finish will get all they can handle.

In Batman / Superman: World's Finest #33, we begin with a tattered Dr. Bennet wandering in the woods to find the Justice League and the JSA. Sadly, her search is rewarded when she finds both teams trapped in diamond prisons. Fortunately, Robin arrives as Batman's backup plan and frees the encased heroes with an amulet imbued by Dr. Fate with an anti-magic spell.

The super teams rush off to put out fires across the globe created by Eclipso's spell that knocked out power and communications. The grounded heroes such as Green Arrow tackle a military conflict in the Republic of Mustan. The Green Lanterns restored power to Chicago to help a hospital with patients reliant on medical equipment. The World's Finest chase down Eclipso and Dr. Bennett before they can reach the satellite network control center in Greenland.

Eclipso uses his shadow powers to possess the minds of soldiers, civilians, and some heroes to make everyone's efforts ten times harder. Dr. Bennett throws lethal attacks at scientists on the ground and astronauts in the International Space Station to keep Superman distracted.

The issue ends with Batman challenging Dr. Bennett to kill him while Dr. Fate casts a well-timed spell.

What's great about Batman / Superman: World's Finest #33?


If you want fast-paced action, big stakes, seemingly impossible odds, and a solid excuse to get the JLA and the JSA to team up, this issue is as good as it gets. Mark Waid leaves nothing on the field, with superhero action aplenty and clever moves to win the day.

What's not great about Batman / Superman: World's Finest #33?


Mark Waid's race to defeat Eclipso, at times, feels like a race to get to the end. The issue immediately jumps from one scene to the next to keep every hero occupied with barely a moment to breathe, so the winning blow happens a little too quickly and (perhaps) a little too easily.

How's the Art?


It's impossible to critique the art in this issue without drawing comparisons to the masterful Dan Mora, but Adrian Gutierrez keeps the energy, momentum, and grand spectacle on par with Mora. In fairness, there are a few panels that lack Mora's pop and finesse, but it's a good-looking comic on the whole.



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


Batman / Superman: World's Finest #33 races to the finish line to end Eclipso's reign of terror with a non-stop action fest. Mark Wiad pulls out all the stops to make the arc's finale as exciting as possible, and Adrian Gutierrez does a commendable job living up to Dan Mora's high bar.

8.3/10



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Wednesday, November 13, 2024

Green Lantern #17 Comic Review




  • Written by: Jeremy Adams

  • Art by: Xermánico

  • Colors by: Romulo Fajardo Jr.

  • Letters by: Dave Sharpe

  • Cover art by: Xermánico

  • Cover price: $4.99

  • Release date: November 13, 2024


Green Lantern #17, by DC Comics on 11/13/24, continues the Civil Corps War as a multitude of competing forces converge on Oa to claim the power of the Source Lantern and destroy Oa.


Is Green Lantern #17 Good?


Whoa, Nellie! Writer Jeremy Adams wastes not a drop of time, energy, and effort to give readers war on a galactic scale where anyone could be destroyed, and every stake unbelievably escalates. Green Lantern #17 exemplifies the phrase "Go big or go home!" but too much of a big thing might get exhausting.


When last we left Hal Jordan and his rekindled allies in Green Lantern #16, the United Planets' destruction of Thanagar prompted Hal, John, and Carol to stage a frantic rescue to get the survivors away from a mind-controlled Mogo before the UP's forces could capture them. The issue ended with Carol tapping into her new powers as Star Sapphire to repair the alien ship and enable their escape, but the random jump through space brought the refugees out of the frying pan and into a new fire... maybe, and Varron taking charge of the Durlans after killing Thaaros.


In Green Lantern #17, it's all systems go when the Civil Corps War begins in earnest.


We begin with the Varron and the Durlan warships arriving in orbit over Oa. Varron knows his uncle's scientists were working on a ring to access the Source Lantern by extracting Teen Lantern's unique power. He flies down to the surface to retrieve the scientists' latest accomplishment so that he can claim the power of the Source Lantern for himself.


Meanwhile, the Unseeing ramps up its interrogation of Jessica Cruz with the help of Yellow Lantern Kilowog. The Unsseig leaves the interrogation when they receive an alert about Varron's incursion to take the Source Ring for himself. Meanwhile, Hal and John race ahead of Red Lantern Mogo to warn everyone on Oa that they're about to be destroyed by Mogo, just like Thanagar. Mogo's status as a Red Lantern is a tip-off that Thaaros isn't really dead, and we see that confirmed when Thaaros wakes up and evolves into Dark Star by merging with the Revenant Queen's Dark Star Ring. Thaaros heads to Oa to claim the Source Ring for himself.


Soon, all forces converge on Oa. The Unseeing, Varron, and the Green Lanterns (now equipped with Earth Lantern rings) begin a three-way battle for the Source Ring. Red Lantern Mogo arrives and begins destroying the orbiting Durlan ships. But before Mogo can smash Oa, Red Lantern Sinestro arrives and smashes into Mogo, absorbing its Red Lantern power.


The issue ends with Varron entering the Source Lantern and Kyle Rayner transforming into the White Lantern to go after him.


What's great about Green Lantern #17?


To borrow from another platitude saying, Jeremy Adams leaves it all on the field with an action-packed issue that starts with a high, frantic pace that only increases as the issue unfolds. The scale and scope of the action are literally planet-sized in scale, and there are more surprises than a bushel of Jack-in-the-Boxes at a mouse trap convention. You will not be bored with this issue.

What's not great about Green Lantern #17?


The plot is almost too much. You get a firehose to the face of twists, turns, more twists, and more turns to such a degree that you almost feel like you need to take notes to keep up with what's happening. In fairness to Adams, no scene is unclear, shortchanged, or confusing, but the amount of plot developments that happen in this single issue is close to overwhelming.

Also, what happened to the cliffhanger from the previous issue? Carol and the fleeing Thanagarians ran into a creature that may or may not be a spectrum-shifted Parallax, but there's no reference to the cliffhanger at all in this issue.

How's the Art?


To Xermánico's credit, he keeps up and perfectly envisions Jeremy Adams's script with a dazzling array of action, ethereal imagination, space combat, and more. You could almost imagine a lesser artist would need twice the time necessary to render all the stuff happening in this issue.


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 Lantern #17 
is a blistering war comic that bombards you with action, adventure, twists, turns, and surprises. Jeremy Adams's script grabs you by the scruff of the neck and sprints to the reaches of space, and Xermánico's art looks gorgeous. That said, Adams almost does too much too fast, leaving little time to appreciate the cooler developments.

8.5/10



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