Wednesday, September 18, 2024

Wonder Woman #13 Comic Review




  • Written by: Tom King

  • Art by: Tony S. Daniel

  • Colors by: Leonardo Paciarotti

  • Letters by: Clayton Cowles

  • Cover art by: Tony S. Daniel, Marcelo Maiolo (cover A)

  • Cover price: $4.99

  • Release date: September 18, 2024


Wonder Woman #13, by DC Comics on 9/18/24, pairs Steve Trevor with Diana and Damian Wayne to free the captives of Amanda Waller's Gamorra Island prison.


Is Wonder Woman #13 Good?

Writer Tom King completes Wonder Woman's meager contribution to the Absolute Power event with an issue chock full of prisonbreak hijinks, odd dialog, silly plot developments, and lots of smooching. There is one big development that comes out of this issue, so that's something at least. Side Note: Read Superman #18 before reading Wonder Woman #13. The outcome of Superman's journey with Zatanna directly ties into the outcome of this comic.


When last we left the Woman of Wonder in Wonder Woman #12, Diana teamed up with Damian Wayne to play good cop/bad cop with a captured Captain Boomerang to figure out who had the better method of extracting information - Diana's words of reason or Damian's penchant for dangling their captive from a rope. In the end, Boomerang gave up Amanda Waller's secret location of Gamorra Island.


In Wonder Woman #13, the Absolute Power tie-in continues. Steve Trevor, after running smack dab into Diana and Damian Wayne at the end of Absolute Power: Task Force VII #6, engages in serious lip-locking and possibly heavy petting with Diana, much to Damian's dismay. Impromptu make-out sessions are peppered throughout the entire issue.


It's no secret that I'm not a fan of Tom King's work on this title, but I'll give him credit for not shying away from the romantic relationship between Diana and Steve.


After the trio stealthily winds their way over the prison's roof, they decide to crash through a skylight into the security control center. After a brief fight to subdue the guards, Damian concocts a plan to free all the prisoners. Steve will activate alarms to draw attention, Damian will unlock the prison cells while everyone is distracted, and Diana will hold the line against the onrush of armed guards. The plan works. The prisoners are freed, and Damian activates a magical portal into the Dark Roads for everyone to escape.


Right, do you see what I mean? There's not much to this issue other than the prisoners have escaped Gamorra Island Prison. The rest is fluff and one bit of foolishness that's quintessential Tom King.


What's great about Wonder Woman #13? Despite oddly-toned dialog, Damian is the star of the show. He's witty, smart, and able to work out every plan to effect the escape. If there was any doubt Damian could take over for Batman, this issue helps put those doubts to rest.


What's not great about Wonder Woman #13? The issue stumbles in a few areas. First, the impromptu make-out sessions, while sweet, undercut the urgency and seriousness of the situation. A military man and an Amazonian warrior are the last people on Earth to not have their priorities straight in a dangerous situation. Second, Damian steals the show in this issue, but his dialog is oddly formal in several spots. King doesn't have Damian's voice dialed in, and it shows. Third, Gamorra Island must be one of the worst-run prisons on the planet if three unarmed civilians can hold off an entire army of stormtroopers and free every prisoner by opening one cell at a time manually. How could Amanda Waller effect a planetary takeover and have such a poorly secured prison? That's just lazy writing. Last but not least, Tom King engages in the worst example of making something happen because the script says so. A group of stormtroopers opens fire on Diana, who blocks every single bullet with her bracer. Mind you, Diana has been robbed of all her powers, so she has neither the strength nor speed of Wonder Woman. Somehow, she was strong enough to stop multiple bullets with her bracer and still remain on her feet. The stormtroopers become flummoxed and can't seem to figure out that they should shoot another part of her body. Again, we have yet another example of Tom King poorly elevating a character by making everyone around that character look like incompetent buffoons.


How's the Art? The art is fine to great. Tony S. Daniel brings the script to life with solid character designs, excellent facial acting, good use of perspective and silhouettes, and an all-around dramatic aesthetic.


Backup Story


For reasons that will remain a mystery, Damian Wayne recounts the events of the last two issues to Trinity with a decidedly biased view of his importance. This isn't the secret origin of Trinity, as the title suggests, but false advertising is to be expected in a Tom King comic.



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 #13 pairs Steve Trevor with Diana and Damian Wayne on a reckless mission to break all the heroes out of Gamorra Island Prison. Tom King gets the job done, even if Damian's voice is off and Wonder Woman's contribution ranges from marginal to ridiculous. Get this issue if you want to know how the prisoners escaped, but skip it for everything else.

5/10



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Batman/Superman: World's Finest #31 Comic Review




  • Written by: Mark Waid

  • Art by: Adrián Gutiérrez

  • Colors by: Tamra Bonvillain

  • Letters by: Steve Wands

  • Cover art by: Dan Mora (cover A)

  • Cover price: $3.99

  • Release date: September 18, 2024


Batman/Superman: World's Finest #31, by DC Comics on 9/18/24, begins a new challenge for the Justice League when a booby trap left by Eclipso finally springs, freeing the villain and endangering the world.



Is Batman/Superman: World's Finest #31 Good?


Writer Mark Waid's time on the title may be winding down, but it appears he intends to go out with a bang. Batman/Superman: World's Finest #31 puts the Justice League back on their heels in the worst way, leading to big hits, shocking developments, and the arrival of allies to save the day... maybe. Batman/Superman: World's Finest begins with the Justice League assembled at the Watch Tower to witness a solar eclipse as a celestial wonder of nature. At precisely the moment of the eclipse's peak, the JL is attacked when it appears Green Lantern, Black Canary, and Green Arrow are possessed by Eclipso. Love him or hate him, Mark Waid knows how to start a superhero comic with a bang. A simple gathering turns into a fight for survival in the blink of an eye, and it's all thrills from here. The issue shifts to a flashback 24 hours ago. The Justice League puts the finishing touches on the world's most energy-advanced construction in the world's history - Solar City. One of Solar City's leading architects and former host to Eclipso, Dr. Bruce Gordon, helps with ensuring the city is running at peak efficiency. Unfortunately, the city isn't running at peak efficiency, so Gordon becomes desperate to solve the technical issues, both to accomplish something great and to show the world he's not responsible for the heinous deed of his former alter ego. Waid smartly sets the stage for Eclipso's return by playing on Bruce Gordon's insecurities and fears. Gordon was always an unwilling host for Eclipso, so instead of using the too-often used cliche of a misunderstood victim, Gordon is presented as a tragic figure who becomes recklessly eager to be rid of his curse. Gordon rifles through a number of storage boxes to find something that could resolve his technical woes. His searching unlocks a hidden storage box that contains exactly the part he needs, but when Gordon ignores Mona Bennett's pleas to slow down and test, the device suddenly turns into a bright crystal and explodes. In the aftermath, Gordon becomes a sunlight-based version of Eclipso. Drinking in the Sun's rays, Gordon's powers shunt to Eclipso, imprisoned in a dark crystal aboard the Watchtower. The sudden influx of power frees the demon. Admittedly, the entire sequence happens fast, almost too fast, so you'd need to pause and trace back a few panels to really get the gist of what's happening. Eclipso gloats later to fill in the gaps. Still, the sequence of events is, again, thrilling. The issue ends with a losing battle aboard the Watchtower, one heck of a cannon shot, and a lone survivor reaching out to the world's first Justice team for help. What's great about Batman/Superman: World's Finest #31? When it comes to fun, exciting, rousing superhero action comics, Waid is one of the best in the business. Waid nails the spirit of adventure simply by nailing the setup, which is a sad deficiency in too many comics from the Big 2 these days. What's not great about Batman/Superman: World's Finest #31? The setup and premise make perfect sense, but the execution feels a little rushed in spots. Rushed enough that Eclipso has to deliver a few words of exposition to fill in the gaps. It's not a big deal, but you'll notice it. How's the Art? Okay, let's get to the elephant in the room. Adrián Gutiérrez steps in for Dan Mora on Waid's final arc of the series, so the big question on everyone's mind is, "Is Adrián Gutiérrez as good as Dan Mora?" In truth, no, but few artists are. That said, Adrián Gutiérrez comes in as a semi-close second, so diehard Dan Mora fans will notice the difference, but the difference isn't big enough to detract from the title in a sizable way. Put another way, Adrián Gutiérrez did a great job living up to an impossibly high standard.


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 #31 kicks off the last arc in Mark Waid's run with an action-packed, thrilling return of Eclipso. Waid's core premise and creative setup are top-notch despite a few rushed moments in the execution, and Adrián Gutiérrez's turn on the title would make Dan Mora proud.

8.5/10



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Superman #18 Comic Review




  • Written by: Joshua Williamson

  • Art by: Jamal Campbell

  • Colors by: Jamal Campbell

  • Letters by: Ariana Maher

  • Cover art by: Jamal Campbell

  • Cover price: $4.99

  • Release date: September 18, 2024


Superman #18, by DC Comics on 9/18/24, sends Zatanna and Superman along the Dark Roads to reach the House of Heroes, where the secret to Amanda Waller's control of the multiverse awaits.



Is Superman #18 Good?

I want to like Superman #18, but I don't. When Joshua Williamson architects or participates in events, he has a tendency to get distracted and throw in all kinds of developments out of nowhere. Superman #18 gives you a mini demonstration of that lack of focus, and it comes across as messy.


When last we left the Man of Steel in Superman #17, Superman traveled with Zatanna through the Dark Roads of the Earth as a way to get from point A to point B outside of Amanda Waller's view. After a few unpleasant run-ins, their journey ended at the Oblivion Bar, where Neron was waiting to make a deal.


In Superman #18, Superman agrees to make a deal with Neron to acquire the map that will take our heroes along the Dark Roads. What's the deal? Superman has to tell a lie. Superman quickly agrees, but the deal may or may not be a nothing burger because Superman privately tells Zatanna that he lied to Neron about telling a lie, so he told a lie about agreeing to tell a lie. Ehh...


Why? Why bring in a heavy-hitter like Neron just to do away with his potential for a silly bit? Technically, Superman's solution is clever, but it's a waste of page space.


Elsewhere, Lois in her Lex power suit (without a helmet), Mercy, Jimmy, Siobhan, and amnesiac Lex head to the Fortress of Solitude to reunite with the heroes. Unfortunately, they arrive after the battle in Absolute Power #2 and find the place an abandoned wreck. After a brief strategy session, Lois and Mercy remain behind in case somebody returns while the rest head back to Metropolis to counteract Waller's disinformation campaign.


Lois's reaction to the trashed Fortress is in line with her character, but it's not clear why she and Mercy chose to stay behind if the place is abandoned. What did they hope to accomplish there? Why wouldn't they leave to keep searching? We'll see later that their presence works out for Superman, but Williamson doesn't set it up well.


Elsewhere, Zatanna feels the effects of the map since it feeds on magical power, but since she has none, the map feeds on her life energy. Superman supports Zatanna through her struggles until they land at the House of Heroes (last seen in the abysmal Dark Crisis on Infinite Earths event). The only hero remaining is Dr. Light, who is a little worse for wear, and the one being who is helping Amanda Waller block access to the multiverse - Konfusion.


"What's Konfusion?" you might ask. Well, he's the evil version of the Superman/Batman fusion created by Green Lantern's ring in World's Finest #4 from Earth-3. Now you see where this issue starts to get increasingly rough. Williamson pulls in Easter Eggs and references from events and other titles that took place years ago. It should be cool, but it hits so fast that it comes across as sloppy and desperate.

The issue ends with a fallen House, heroes emerging from the shadows, and a newfound appreciation for magic.


What's great about Superman #18? If nothing else, Superman's adventure has given him a chance to at least make peace with magic, which could be a storytelling opportunity for the character in the future.


What's not great about Superman #18? First, Superman and Zatanna's challenge in the House of Heroes comes off as a chaotic mess. It looks cool. It should be cool. But it comes off as messy and a cheap attempt at nostalgia bait.


Second, if you think about everything Superman went through with Zatanna to get the map, reach the House of Heroes, and enlist help from across the multiverse, they technically accomplished nothing. Once they had the map from Neron, everything afterward turned into a waste of time.


How's the Art? Jamal Campbell's art looks great. Campbell has a particularly strong grasp on light sources to create depth and contour to give each scene a more "solid" presentation. Plus, the bigger scenes that require a sense of scale look just as detailed and complex (in a good way) as the close-up panels.



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

Superman #18 concludes Superman's magical adventure with Zatanna and continues the fight for Absolute Power. Joshua Williamson does his darndest to pull out every trick and shiny spoon to make the issue look cool, but the story essentially ended after page five, so everything afterward is a chaotic waste of page space.

5.5/10



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