JSA #1, by DC Comics on 11/6/2024, revisits the JSA after the events of Absolute Power to find the team split on priorities and tactics when the quest to find their missing members grows cold.
Writer Jeff Lemire joins DC's All-In initiative by tackling the Justice Society of America to continue the team's adventures after the conclusion of Absolute Power. The team frays due to pressures from within and without, so the question becomes - How much angst is too much angst? JSA #1 doesn't outright answer that question, but it may test your limits.
JSA #1 begins with a brief prologue montage to show the generations of Society members fighting the good fight for Justice. In the now, the team fights to maintain order as the team becomes increasingly desperate to find several members who recently disappeared.
The issue switches to a mission in progress where we find Obsidian and Jesse Quick capturing a pair of Kobra terrorists as they gather explosives to blow up Kobra's next target, the Secret Museum. The terrorists aren't forthcoming with information, so Obsidian begins to apply painful pressure. Jade arrives and stops Obsidian from engaging in outright torture and orders the team back to HQ for a meeting.
Later, we learn there's trouble in paradise since the JSA is at odds with each other over how to surveil for missions, when to act versus when to plan, communication, and more. During the bickering session, personal grievances come to light to increase the tension exponentially.
Jade eventually concludes the meeting to give everyone a chance to cool off. Elsewhere, we see the missing Society members taking refuge in the Tower of Fate, which currently resides in a Hell dimension, surrounded by an army of demons. Dr. Fate struggles to keep shields up for an extended period while Jay Garrick races through the Tower to find an exit for everyone to get back to Earth.
The issue concludes with Dr. Fate's strength failing and one of the Society members on Earth revealing he isn't who he pretends to be.
What's great about JSA #1?
Jeff Lemire is doing the Lord's work by bringing the other original Justice team back to the fore. The JSA hasn't been given their right due in several decades, and it warms my DC-loving heart to see them get some overdue attention, including characters we haven't seen in a while, such as Obsidian and Jade.
Further, the cliffhanger twist at the end is a doozy.
What's not great about JSA #1?
Uhh, Editor's Notes on Aisle 5. Can we get some Editor's Notes on Aisle 5, please?
Lemire drops you straight into several developments that were either in the Absolute Power finale, one of the tie-ins, or some other comic I can't remember, so new readers will feel like they got dropped into the middle of an arc without an ounce of context.
It would have helped to have a few editor's notes to point readers to the background of what's happening to make the opening not so jarring. Yes. Sure. Competent editor work at DC is a lot to ask.
The other aspect that doesn't sit quite right is the over-the-top arguing and bickering in the first half of the comic. Yes, a team that completely gets along is boring, but it would have helped not to have everyone at each other's throats all at once. The second half of the issue is more entertaining than the first half for exactly that reason.
How's the Art?
The last time we see Diego Olortegui, he turned in an amazing set of visuals on Jeremy Adams's Jay Garrick miniseries. I liked his art then, but I like it a little less now. Ortegui's art is generally very good, but this issue looks a bit rushed and loose as if Ortegui had to ink the book in a hurry. Hopefully, it's just a temporary blip and not indicative of the rest of the series.
About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.
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Final Thoughts
JSA #1 brings the Justice Society back to the forefront in a big way as they tackle conflict from within and without. Jeff Lemire gives multiple characters we haven't seen in a while a moment to shine, and the mysteries plaguing the group are interesting. That said, Lemire pushes the bicker button a little too hard, and Ortegui's art looks rushed in spots.
7/10
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