Wednesday, December 4, 2024

JSA #2 Review




  • Written by: Jeff Lemire

  • Art by: Diego Olortegui

  • Colors by: Luis Guerrero

  • Letters by: Steve Wands

  • Cover art by: Cully Hamner

  • Cover price: $3.99

  • Release date: December 4, 2024


JSA #2, by DC Comics on 12/4/24, recounts how Kobra and the Injustice Society unleashed a series of attacks on the JSA, leading to the displacement of the Tower of Fate.



Is JSA #2 Good?


First Impressions


File this one under "the flashback issue that explains the first issue." Writer Jeff Lemire uses the sophomore issue in the series to show that the Tower of Fate's displacement in a demon dimension had nothing to do with Absolute Power or anything else readers would have guessed. Still, readers get plenty of JSA action, surprise twists, and a skull-crunching cliffhanger, even if there doesn't appear to be a reason for telling the story out of order.

Recap


When last we left the world's first and greatest super team in JSA #1, practically every member of the team was at each other's throats over the lack of coordination and direction for the team's mission statement. Part of the angst stems from the frustration that part of the team disappeared recently without a clue to their whereabouts. We learn that the missing team members have taken refuge in the Tower of Fate, which is trapped in a demon dimension. The issue ended with the reveal that Obsidian is really Johnny Sorrow in disguise.

Plot Synopsis


In JSA #2, the story begins with a flashback to one week before issue #1. Jade, Dr. Mid-Nite, and Sand arrive at a benefit dinner where all the attendees are trapped in a suspended state, hovering above the ballroom floor. The attendees suddenly get unstuck and fall to the ground, rescued by the heroes present from smashing to the floor.

Elsewhere, the other JSA members signal Jade to inform her that Kobra broke into Ted Knight's (the original Starman) old observatory, where he kept mementos and gadgets. It's unclear what, if anything, was taken, but this latest attack is another in a string of attacks meant to taunt the JSA.

Obsidian, who we know is Johnny Sorrow in disguise, pretends to be outraged at the attacks and demands to form a strike team to go after Kobra. Obsidian's over-the-top outrage creates friction with Wild Cat.

Suddenly, the Injustice Society breaks through the Brownstone wall and all JSA defenses to attack. Elsewhere in the brownstone, Kalid and Jakeem are hanging out when Gentleman Ghost, Johnny Sorrow, and Wotan ambush them. The villains successfully keep Jakeem from summoning Thunderbolt, but Khalid manages to get free long enough to reach the Helmet of Fate and transport everyone to the Tower of Fate out of instinct. Somehow, Jakeem and Obsidian were left behind.

The issue concludes with a replay of the demon fights from the last issue, Jay Garrick finding the one door in the Tower that leads back to the brownstone, an unwelcome group of guests waiting on the other side of the door, and Carter Hall encountering the pointy end of a demon's sword.

What’s great about JSA #2?


If you're a JSA fan (guilty as charged), you get all the characters in their glory fighting side by side against attacks on multiple fronts. Not every character gets a satisfying moment to shine, but a moment or two is better than nothing.

As a bonus, the Injustice Society hits fast and hard to remind you of just how dangerous they can be.

What’s not great about JSA #2?


Jeff Lemire's creative choice to tell the first and second issues out of order seems ill-advised. If he had started with the attack and then transitioned the team into escalating bouts of bickering and frustration, readers would have felt a natural rise in tension. Instead, the narrative flow feels clunky and disjointed.

Further, it's not clear from the flashback how and why the Tower of Fate wound up in a demon dimension. If the Tower's location was some side effect of Absolute Power, that outcome must have been a blink-and-you-miss-it development. 

In short, Lemire is creating avoidable problems.

How’s the Art?


I liked Diego Olortegui's art in last year's Jay Garrick miniseries, but it doesn't look as good here. It's unclear if the difference has to do with Olortegui's inks or the bolder coloring application from Luis Guerrero, who also worked on the Jay Garrick miniseries.  It's okay art, but some of the visual charm is missing.



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


JSA #2 puts the question after the answer with a flashback-heavy issue that sets up most of the fallout from issue #1. It's unclear why Jeff Lemire chose to put the cart before the horse in terms of plot, but the issue compensates with big action and plenty of twists to hold your attention. Plus, the art team's output is decent enough, but the same team produced better visuals in last year's Jay Garrick miniseries.

6.5/10



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Batgirl #2 Review




  • Written by: Tate Brombal

  • Art by: Takeshi Miyazawa

  • Colors by: Mike Spicer

  • Letters by: Tom Napolitano

  • Cover art by: David Talaski

  • Cover price: $3.99

  • Release date: December 4, 2024


Batgirl #2, by DC Comics on 12/4/24, sends Cassandra Cain and Lady Shiva into a refuge under the caring watch of Bā Bao. The respite gives Lady Shiva a chance to give Cass a history lesson.



Is Batgirl #2 Good?


First Impressions


Writer Tate Brombal continues Cassandra Cain's solo adventure with a sophomore issue that builds out the background of the conflict, strong character moments, and a fair bit of action. Readers who were positive about the first issue will get the same and more in Batgirl #2.

Recap


When last we left Cassandra Cain in Batgirl #1, Lady Shiva arrived in town to warn her daughter that an ancient sect of ninjas called the Unburied had emerged from hiding, and they were determined to kill Lady Shiva. What followed was a series of cat-and-mouse battles that ended with mother and daughter sighting side-by-side.

Plot Synopsis


In Batgirl #2, the push and pull between mother and daughter continues as the pair of fighters desperately try to stay alive. The two fight their way through a group of low-level ninjas and escape into the alleys and side streets of Gotham City. Cass decides to contact Batman and the family for help, but Lady Shiva convinces her to hold off for one night because anyone else involved is in mortal danger.

Cass leads her mother to the kitchen of Bā Bao for rest and medical attention away from prying eyes. Cass uses the respite to train Bā Bao's children in martial arts while Bā Bao stitches up Lady Shiva's wound. During the stitching, Bā Bao gives Lady Shiva motherly advice on how to get through to Cass with honey instead of vinegar.

Lady Shiva takes Bā Bao's advice and sits with Cass to explain the history of the Unseen, an ancient sect of ninjas who gained enhanced strength, speed, and sight by ingesting a special blue flower only they possess. The ninjas they defeated earlier are nothing compared to what's coming.

Suddenly, a new batch of ninjas explode into the kitchen, led by their blind leader, Kalden the Unseen. The attack is swift and brutal. Cass finds her ability to read body language and subtle gestures useless against Kalden's enhanced body. The issue ends with Cass and Lady Shiva forced to flee, leaving Bā Bao and her family behind.

What’s great about Batgirl #2?


Tate Brombal takes everything that worked about the first issue (a good sense of Cass's personality, copious action, and a straightforward plot) and gives you more of the same with extra icing on top.

Cass's interaction with Bā Bao is endearing. The mother-to-mother chat between Bā Bao and Lady Shiva is unexpectedly mature. And the history lesson about the Unseen paints a formidable picture of the antagonist.

What’s not great about Batgirl #2?


The outstanding question remains unanswered, which is a sore point of frustration. Why, exactly, are the Unseen after Lady Shiva? The longer Brombal refuses to answer that question, the more the "mystery" becomes a distraction that undoes the journey and stakes. The goal of "staying alive" works in Slasher movies, but not here.

How’s the Art?


Takeshi Miyazawa's artwork is an excellent choice for the mix of fighting and family taking place in Brombal's script. Miyazawa's inks are sharp and precise when they need to be in the subtle glances but rough and hectic during the kinetic action scenes. Overall, the art 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


Batgirl #2 is a super-solid entry in the miniseries that takes everything that worked about the first issue and builds on it. Tate Brombal's script is a pleasant mix of fighting and heart, and Takeshi Miyazawa's art style suits the story beautifully. That said, Brombal's lack of clarity about the nature of the conflict is a sore spot.

8/10



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Batman #155 Review




  • Written by: Chip Zdarsky

  • Art by: Jorge Fornés

  • Colors by: Tomeu Morey

  • Letters by: Clayton Cowles

  • Cover art by: Jorge Jimenez, Tomeu Morey

  • Cover price: $4.99

  • Release date: December 4, 2024


Batman #155, by DC Comics on 12/4/24, sends Batman on a mission to prove Jim Gordon's innocence in the murder of Mayor Nakano.



Is Batman #155 Good?


First Impressions


What an ugly, ugly story. As writer Chip Zdarsky's tenure dwindles on an abysmal run, he seems intent on tearing down characters and going out on a depressing note. Even with a predictable bait-and-switch, nobody comes out of this arc looking good.

Recap


When last we left the Caped Crusader in Batman #154, we learned the mysterious "brother" trying to take over Wayne Enterprises is the secret love child of Thomas Wayne and a nurse. Meanwhile, the investigation into Mayor Nakano's murder uncovered a secret affair between Mrs. Nakano and Jim Gordon.

Plot Synopsis


In Batman #155, we witness the downfall of Jim Gordon, beginning with a series of flashbacks that started thirteen weeks ago. Jim Gordon and Harvey Bullock tackle seedy cases in their small-time detective agency. One day, Gordon is asked for by name by an anonymous client who believes her husband is cheating on her. That client was Koyuki Nakano.

Three weeks later, Gordon delivers the news that he can find no evidence that Mayor Nakano is cheating on his wife. The news hits Mrs. Nakano harder than if her suspicions were true because the lack of an affair means her husband's coldness toward her is a sign of falling out of love. Gordon begins to comfort her.

Two weeks later, Gordon and Mrs. Nakano are accosted by kidnappers as they walk together in the park. Gordon thwarts the attempt and saves Koyuki's life. Let the smooching begin.

On the night of the murder, Gordon arrived at the Nakano residence to take Koyuki with him to Metropolis to start over in a new life. Mayor Nakano is waiting for him. The Mayor knew about the affair, and he told Gordon it was over. After an argument that gets physical, Gordon pulls his gun.

Now, Bullock tells Batman he has enough evidence for an arrest, but Batman can't accept that Gordon is a killer. 

Meanwhile, Bruce Wayne attempts to meet his half-brother, but he's stonewalled by Leonid Kull (current head of the Court of Owls). Kull's security gets rough with Bruce, but when he's on the ground taking his punishment, Bruce awkwardly places a tracker on Kull's shoe. 

Elsewhere, Edward Nygma informs Wayne Industries' chief counsel, Rowan Birkemoe, that he intends to buy out Wayne Enterprises and take NygmaTech global.

The issue ends with Batman discovering that Jim Gordon is a killer thanks to a cleverly placed application of Mad Hatter tech through NygmaTech resources.

What’s great about Batman #155 ?


Chip Zdarsky gives Jim Gordon an out for the murder of Mayor Nakano, which is better than nothing. Batman makes the final discovery while trapped in a GCPD interrogation room, which puts the Caped Crusader in an inescapable spot to up the ante and dramatic tension in his investigation.

What’s not great about Batman #155 ?


The fundamental premise is just plain ugly. Jim Gordon has been around the block enough times to know that having an affair with a woman married to a powerful man never ends well. Gordon has years of experience witnessing how seedy decisions made with other organs besides the brain always lead to trouble. You could argue Gordon entered into the affair via mind control, but the timing isn't clear. The best you could offer is that Gordon killed Nakano under mind control duress, but everything that led to the murder is due to a series of really bad choices by somebody who should know better.

Further, the subplots are just as ugly, narratively speaking. 

Gotham's latest vigilante, Commander Star, pops in and out for no reason.

Readers are once again reminded about Thomas Wayne's secret love child by a disturbing dream that besmirches the father's character.

Bruce's ploy to attach a tracker on Kull's shoe looks so ridiculous that you'll wonder how Kull didn't see what was happening.

How’s the Art?


Jorge Fornés's art style is just okay, presenting a visual aesthetic that reminds one of David Mazzucchelli's work on Batman: Year One. That said, the devil's in the details. The scene where Bruce puts a tracker on Kull is just plain silly. The kidnapping scene is awkwardly choreographed, as is the fight between Mayor Nakano and Gordon. Fornés has a strong eye for layouts, but the character movement leaves a lot to be desired.



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 #155 delivers an ugly next chapter in Chip Zdarsky's last run. Zdarsky's quest to tear down all the family figures in Batman's life is depressing, and Jim Gordon's character makes a series of foolishly bad choices. Further, the art is a step down from the previous issue.

4.5/10



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If you're interested in this creator’s works, remember to let your Local Comic Shop know to find more of their work for you. They would appreciate the call, and so would we.

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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.