Wednesday, September 4, 2024

Plastic Man No More #1 Comic Review




  • Written by: Christopher Cantwell

  • Art by: Alex Lins, Jacob Edgar

  • Colors by: Marcelo Maiolo

  • Letters by: Becca Carey

  • Cover art by: Alex Lins, Marcelo Maiolo

  • Cover price: $4.99

  • Release date: September 4, 2024


Plastic Man No More #1, by DC Comics on 9/4/24, spells the beginning of the end for DC's stretchiest crook-turned-hero when a blast from a death ray slowly starts melting Plastic Man, one molecule at a time.



Is Plastic Man No More #1 Good?

Plastic Man No More #1 is strangely troubling. At a glance, the concept is straightforward and potentially interesting, but what throws the whole issue off balance is the tonal conflict. You can have a serious drama with moments of well-timed levity or a comedy with emotional depth, but when you smash the two tones against each other, the result is a comic that feels off-putting.


Plastic Man No More #1 begins with a brief prologue that shows Patrick "Eel" O'Brian in his former life as a low-level robber and crook. After years in and out of incarceration, he gained stretchy powers after falling into a vat of chemicals during a late-night robbery. The accident also prompted Eel to turn over a new leaf and use his newfound powers to become the crime fighter known as Plastic Man. Writer Christopher Cantwell begins the issue on a canonically consistent note with a little character work to boot. The first scene, involving a jewelry store robbery, shows Eel is a criminal with a priority problem, which plays a part in some of his personal problems years later. Now(ish), Plastic Man fights alongside the Justice League against Solaris. The villain takes aim at an orphanage with a Death Ray built with alien tech, so Plastic Man steps in to take the full brunt of the blast to save the orphans. Plastic Man has saved the day, but the effects of the "Death Ray" linger long after he goes home to sleep off the fight. Cantwell continues the grim depiction of Plastic Man by showing him in an unkempt, darkened apartment with piling bills. Plastic Man's girlfriend, Angel, and son, Luke, are nowhere to be found, confirming Plastic Man's personal life and finances are in shambles. When Plastic Man wakes up, he notices his right hand and arm are dripping away from him like melted candle wax into a nearby tub drain. He can't get his arm to reform, so he gathers up the gooey material inside a plastic bag, ties the bag to his arm, and heads to the Justice League headquarters for help. When Plastic Man shows the JL what's happening, they talk over him and laugh at his silliness. Later, Detective Chimp pulls Plastic Man aside to explain that he talked with Batman privately about the seriousness of the situation, and Batman suggests Plastic Man seek out Dr. Vera Menlo, a chemist, for help. Here's where that tonal conflict hits home in a big way. Plastic Man contacts the JL for help after he appears to be literally falling apart as a result of Solaris's attack. Rather than offering help or showing the slightest bit of sympathy, they laugh at him and turn their back as if he weren't there. Could you, in your wildest imagination, picture Wonder Woman not showing the smallest bit of empathy for somebody who's hurt? Does it make the slightest bit of sense for Superman to be laughing at another hero's pain? Can you picture Batman laughing at all in a casual setting? Sure, Cantwell is setting up so that the JL wouldn't simply swoop in to save Plastic Man, ending the story in half an issue, but you've got to make it believable. Not only is the JL's reaction not believable, but it's also presented as if it's cartoonishly funny like Charlie Brown getting mocked for botching a pitch at a baseball game, which doesn't match the serious tone of every other scene that came before. Later, Plastic Man seeks out Dr. Vera Menlo for help. After a series of tests, she determines he's coming apart, and there's no known cure. His melting could be a result of the Death Ray blast, but it could also be the natural outcome of his life since the accident that gave him power. Melting could be the way a Plastic Man dies of natural causes. Plastic Man reaches out to his adult, estranged son Luke to deliver the bad news and to urge Luke to get checked out by Dr. Menlo since Luke was born with the same powers as his father. The meeting doesn't end well since Luke isn't interested in taking caring advice from the father who abandoned him. The issue concludes with Plastic Man asking Dr. Menlo to consider extreme measures, so she comes up with a "nuclear" option.


What's great about Plastic Man No More #1? More Plastic Man is good. He's one of those quirky heroes who has and still can embark on many exciting, fun adventures. Further, Christopher Cantwell's emotional moments in this issue, such as Plastic Man's painful meeting with his son, are impactful and authentic. Further still, the premise is interesting. A dying superhero is not new, but this is a first for Plastic Man, so the concept is sound.


What's not great about Plastic Man No More #1? Two sore spots stick out as headscratchers. First, the tonal inconsistency is a killer. The issue waffles from serious to light to startling to uncharacteristically jokey to deeply serious. Again, you can have a story with dramatic and comedic themes together, but they have to be timed to work together, and they have to be consistent with the characters. Cantwell stumbles on the timing and the characters. Second, the cliffhanger makes sense until you think about the timing. If Dr. Menlo had an idea about how to fix Plastic Man's condition, why didn't she offer it up in the first meeting instead of sending him away thinking he was terminal? Given the "nuclear" nature of the solution, why wouldn't Plastic Man reach out to any number of Atomic Energy-based heroes on the Justice League for help? I have it on good authority that Firestorm is looking for something to do.


How's the Art? The art from Alex Lins and Jacob Edagr is, likewise, strange. During the scenes with the Justice League, Jacob Edgar steps in to present a light, bright, glowing version of the League with figure work similar to Darwyn Cooke's Justice League: New Frontier. When the story shifts over to Alex Lins, the style and dark aesthetic are completely different. There's no rhyme or reason for the artistic style change other than "We wanted to show the Justice League in a different style." It's very odd, much like the story.



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

Plastic Man No More #1 is a strange comic. Christopher Cantwell's central premise about Plastic Man dying has merit, and there are some deeply impactful moments of emotional drama. However, the serious tone is almost scuttled by scenes of cartoonish comedy that don't fit the serious nature of the plot or the characters involved. Likewise, the art is tonally off kilter with two artists who change styles for no apparent reason.

6/10



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Birds Of Prey #13 Comic Review




  • Written by: Kelly Thompson

  • Art by: Gavin Guidry

  • Colors by: Jordie Bellaire

  • Letters by: Clayton Cowles

  • Cover art by: 

  • Cover price: $3.99

  • Release date: September 4, 2024


Birds Of Prey #13, by DC Comics on 9/4/24, concludes the arc by hopping through one last portal to the Spirit World for an attack Maia may not be able to stop.



Is Birds Of Prey #13 Good?

Birds Of Prey #13 brings the arc to a close, but in true Kelly Thompson style, completely botches the ending. It really is a shame that this series is so poorly handled because the potential and some of the ideas have merit, but good ideas can't make up for a lack of execution.


When last we left the Birds of Prey (BoP) in Birds Of Prey #12, the BoP landed in a cartoon world created by Sinn's thoughts, hoping the younger aesthetic would be safer. Sinn was, of course, wrong, but the cartoon world afforded the team a chance to drink at a bar, share ideas that create hurt feelings, and lots of caring validation. Meanwhile, Xanthe showed up in our world to examine the portal and suggest (maybe) that the BoP are no longer alive.


In Birds Of Prey #13, the BoP lands through the next, and hopefully last, portal into a facsimile of Spirit World while Megaera and Maia are locked in a heated fight. When the team hits the ground, everyone attacks Maia to keep her distracted and off balance. Spirit World, however, wasn't chosen on a whim. The BoP uses the setting to summon a facsimile of Maia's murdered sisters, causing her to flee in terror.


In an arc riddled with bizarre creative choices, jumping through the reskin portal to create a version of Spirit World is a clever twist that makes sense. How do you defeat a villain with godlike powers? You invoke the god's worst fears to send them running.


With physical attacks from all sides and ghostly attacks at every turn, the panicked Maia opens a portal to escape that leads back to the physical world. The BoP's sudden appearance surprises Meridian, Constantine, and Xanthe, but they get the gist and join the fight when they see the BoP attack Maia's snake form as it continues to grow to massive proportions.


Scaring Maia out of the pocket dimension works well enough, but she still has the powers of a god. Cela is the last one through the portal, and she confronts her sister about her misdeeds, including her excuses about killing Batgirl when she could have prevented everything with time travel (I choose to take credit for pointing out that plot hole). When confronted with the truth, Maia turns into a small bird and flees through a new portal.


And they all lived happily ever after.


What's great about Birds Of Prey #13? Using the Spirit World construct to scare Maia into fleeing is a clever move, even if the details are a bit sketchy. Thompson's script keeps the pace and energy high for a largely action-packed issue that's uncharacteristically engaging when compared to the rest of the series.


What's not great about Birds Of Prey #13? Thompson had a chance to end this wonky arc on a high note but bungled it on two key points.


First, a godlike figure who desperately wants Oracle dead simply runs away, so the way the BoP chooses to deal with that problem is to shrug and walk home. What's to prevent Maia from collecting herself and attacking again within five or ten minutes? Nothing. The arc ends because the script says it's time to end, whether there's a proper resolution or not. These are amateur levels of plot structure and storytelling.


Second, the plot was regularly interspersed with scenes involving Meridian, Constantine, and Xanthe, but those three characters, individually and combined, contributed absolutely nothing to the story. At most, they stood around looking puzzled. Why bother to bring in cameo characters to have them stand around and contribute nothing to the story? Again, this is a silly, preventable miss.


How's the Art? Gavin Guidry adds as much energy and visual interest as possible to an action-heavy finale. Guidry is certainly a step up from the art on the first arc, which helps for a largely nonsensical story.


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

Birds Of Prey #13 ends the arc with an issue-long battle full of energy, action, and clever twists. Plus, Gavin Guidry makes the finale as visually engaging as possible. Unfortunately, Kelly Thompson completely botches the ending with a ridiculous resolution and wasted cameos.

4.5/10



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Absolute Power #3 Comic Review




  • Written by: Mark Waid

  • Art by: Dan Mora

  • Colors by: Alejandro Sánchez

  • Letters by: Ariana Maher

  • Cover art by: Dan Mora

  • Cover price: $4.99

  • Release date: September 4, 2024


Absolute Power #3, by DC Comics on 9/4/24, begins a frantic race to find weapons and allies, some known and others brand new, to stop Amanda Waller's plan to take over the world.



Is Absolute Power #3 Good?

Absolute Power #3 gives you everything you want, but maybe not the way you want it. Mark Waid pulls out all the stops to make sure the heroes and villains cover as much ground as possible to get readers from point A to point B, but you feel like you're being dragged on a runaway horse to get there.


When last we left the remaining collective of Earth's heroes in Absolute Power #2, they gathered in the Fortress of Solitude and began making plans to mount a counter-attack to Amanda Waller's worldwide siege. Before plans could be put into action, a cybernetically-possessed Jon Kent and an Amazo robot attacked the Fortress, capturing most of the remaining heroes, sending the rest scurrying. In the climactic finish, Dreamer sacrifices herself to buy the fleeing heroes time to escape.


In Absolute Power #3, the surviving heroes find themselves on Themyscira, the only place left on Earth that's uncharted by world governments and protected from Kryptonian sight by magic. Queen Nubia isn't happy about the presence of outsiders, especially men, but she recognizes that Waller's victory spells trouble for everyone.


Following on from the frantic series of events in issue #2, Mark Waid cranks up the pace and the chaos a few more notches to keep the proceedings moving. Frankly, it's almost too much because there's almost a different scene or conversation in every other panel, and you can't reasonably absorb it all in one read-through.


Nightwing settles down the troops, particularly Barda, who believes Jon Kent needs to be put down. Hal Jordan divvies out the weapons he managed to steal in Green Lantern #14. Wally West and Hal Jordan are sent to the Hall of Order to steal intel. Aquaman, Yara Flor, Blue Beetle, and Red Tornado head to an aircraft carrier to retrieve John Starr, aka Time Commander. Donna Troy and Big Barda set up a defensive blockade on Themyscira in case Waller's forces find them. And on and on and on and on.


Yeah, it gets to be a bit much. Waid keeps all the threads moving in the same direction, but the sheer volume of developments and characters to track gets overwhelming quickly. It's pretty clear that Waid is trying to cram two or three issues worth of story into one, so the experience feels super-rushed.


Ultimately, each team completes its objective with a few losses in the exchange. More importantly, Waller and Failsafe notice some of their Amazo's aren't operating at peak efficiency due to the "infection" of goodness from the heroes they captured and stole powers from, prompting Failsafe to initiate a mass remote reboot.


Further, Brainiac Queen and Jon Kent find the heroes on Theymyscira by tracking Red Tornado's A.I. code. However, Jon is overcome with magic power as soon as he sets foot on the island, freeing him from Brainiac Queen's control. In turn, Jon forces his thoughts into Brainiac Queen to show her that Waller has lied to her the entire time. Before Waller can take control of Brainiac Queen and strike Jon down, Batman teleports Brainiac Queen to Pluto with the Mother Box he recovered in this week's Batman #152.


*huff* *huff* *huff* And then... And then... And then... And then...


The issue concludes with Barry Allen, the last Flash with powers, receiving a message from an unlikely source.


What's great about Absolute Power #3? If you want high-stakes adventure and fast-paced action with spectacular art, you get it all and more than your mortal mind can handle in a single sitting. Mark Waid throws as many plot developments as a single comic can possibly hold without busting the staples. So, readers who value story over spectacle wind up with both to get their money's worth.


What's not great about Absolute Power #3? Rush, rush, rush. To be fair, the comic is completely readable, and you never feel like harmful shortcuts are taken, but the comic reads like it was written at 2x speed. None of the scenes have time or space to fully play out or breathe. Either Waid didn't pace his plot properly, or the number of issues needed to tell this story was cut short. Either way, this issue is just plain frantic.


How's the Art? Dan Mora can do no wrong. Even in an issue where you're jumping from one scene to the next, sometimes on the same page, you can still follow the flow and track what's happening. Mora's work still looks fantastic under even the most extreme conditions.



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 #3 races readers from one scene to the next at Flash-levels of speed to cram in as much story as possible. For readers who favor non-stop, fast-paced action, this comic will feel like an absolute win. For the rest of us who would rather let the story breathe and unfold naturally to let the drama and emotional impact set in, this comic reads like a frantic panic attack.

7.2/10



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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.