Written by: Mark Waid
Art by: Dan Mora
Colors by: Tamra Bonvillain
Letters by: Ariana Maher
Cover art by: Dan Mora (cover A)
Cover price: $3.99
Release date: November 27, 2024
Justice League Unlimited #1, by DC Comics on 11/27/24, begins a new Dawn for the Justice League as teams are assembled to deal with threats around the world, but their greatest challenge may come from within.
Is Justice League Unlimited #1 Good?
Is Writer Mark Waid's latest DC series off to a good start? No. It's off to a great start. Justice League Unlimited takes all the charm and quality from the top creative team of Mark Waid and Dan Mora on World's Finest and amps up the entertainment factor by magnitudes. Heroes we haven't seen in a while get opportunities to shine in a comic that feels a lot like its namesake cartoon, and the plot is the kind of dramatic challenge worthy of the reunited League.
Justice League Unlimited begins from the perspective of one of the newest (and oldest) members, Air Wave. Returned to the timeline after the events of Stargirl: The Lost Children, Air Wave accepted to become one of the additions to the Justice League as he looks to find his place in a world that left him behind decades ago.
When Air Wave arrives at the Watchtower for orientation, he finds the expanded Justice League is never short of things to do. Aquaman and a team of water-based heroes rush off to stop Marine Marauder near Auckland. Challengers of the Unknown rush to a lower deck to head off a problem with the new Watchtower's power core. Stargirl and the Captain head off to track down a wayward superpower displacement created by the fallout from Absolute Power.
Wally West/Flash whisks Air Wave off to give him a quick (*heh*) tour of the Watchtower. After Air Wave gets a passing glance at the layout of the Watchtower, an alert comes in that giant-wheeled vehicles are destroying a mining town in South Africa. Wonder Woman, Superman, Firestorm, Black Lightning, Kid Flash, and Star Sapphire (newly restored as a hero) rush to lend aid and stop the monster machines. Meanwhile, Batman and Jaime Reyes/Blue Battle respond to an alert in Costa Rica about a dangerous disturbance.
In South Africa, the heavy hitters deal with the giant rolling machines while Kid Flash handles evacuation, and Star Sapphire shadows Black Lightning to learn the ropes of search and rescue. The situation becomes an eye-opener when she learns not everyone can be saved, but she proves her worth when she uses her talents to pull off a miracle.
The disturbance in South Africa opens a window of opportunity to lend a hand when his talent for transforming into a radio signal comes in handy. The incident heralds to emergence of a secret cabal called the Inferno that intends to take over the Earth.
Meanwhile, Batman and Blue Beetle find the dangerous disturbance looks like a scene out of Aliens (1986)
What's great about Justice League Unlimited #1?
If you had hopes or expectations that this series would live up to its animated namesake, which is the gold standard for Justice League storytelling, your hopes may be rewarded. It's too soon to say for sure, but Mark Waid is off to a thrilling start with an issue that taps a wide range of DC heroes with things to do, places to go, and adventures to be had.
You get plenty of action, a solid adventure, fun character moments, and a last-page surprise worthy of an "Oh, Snap!"
What's not great about Justice League Unlimited #1?
There are two minor nitpicks that are part of this issue, not created by this issue, that have yet to be adequately addressed.
First, this idea that a portion of the heroes either lost their powers or swapped some or all of their powers is a weird leftover from the Absolute Power event that never got a clear explanation. When the Task Force VII Amazo robots were deactivated, they released the powers they stole from Earth's heroes and villains, but we never got a clear picture of why some powers went to the wrong place and why some humans have now become brand new metas. It sounds like a lot of hand-waving silliness that makes the universe of characters more confusing than necessary.
Second, in the DC All-In Special #1, which portrays the reformation of the Justice League, it's explained that the membership cards give the bearers enhanced capabilities. Since that weird tidbit was dropped, we've not seen one instance yet to explain what that means, so the open loop will become a thorny point of frustration if it isn't addressed soon.
How's the Art?
It's Dan Mora, who is probably the best artist operating in DC right now. Hands down. Full stop. The cover of this issue is better than the entirety of Absolute Wonder Woman, so that should tell you something.
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
Justice League Unlimited #1 delivers on the premise of the promise with an issue packed full of DC heroes, common and rarely seen, to deal with dangers across the globe. Mark Waid's script gives a multitude of heroes a moment to shine, and the underlying mystery hits home with a shocking twist ending. Plus, Dan Mora's art is next level.
9.5/10
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