Thursday, April 3, 2025

Absolute Green Lantern #1 Review




  • Written by: Al Ewing

  • Art by: Jahnoy Lindsay

  • Colors by: Jahnoy Lindsay

  • Letters by: Lucas Gattoni

  • Cover art by: Jahnoy Lindsay (cover A)

  • Cover price: $4.99

  • Release date: April 2, 2025


Absolute Green Lantern #1, by DC Comics on 4/2/25, imagines what would happen to the town of Evergreen if four friends were confronted by an arriving alien and maelstrom of energies.



Is Absolute Green Lantern #1 Good?


Recap


When Darkseid discovered that he could maximize his power potential by absorbing the power from all Darkseids throughout the multiverse, he waged a campaign of destruction against himself. The last Darkseid remaining attacked Earth Prime but was destroyed by the Justice League. Darkseid's death unleashed a flood of energy that created a new universe formed from Darkseid's energy. This is one of his stories.

Plot Synopsis


In Absolute Green Lantern #1, we begin with a distraught man walking along a desert highway when a police cruiser pulls up for an inquiry. The man, Hal Jordan, seems agitated and refuses to take his left hand out of his pocket. When the police officer orders Hal to comply, Hal unveils a hand seething with black energy that incinerates the policeman.

Later, Hal enters a diner for water. The basketball game playing on the wall-mounted television is interrupted by a special report about a giant green lantern symbol dropped in the center of the town of Evergreen. Hal foolishly mentions he's from Evergreen, setting the cook and diner staff on edge. When Hal tries to leave, a man grabs his arm, still tucked in his jacket pocket, to see what he's holding. The black hand incinerates the man. A Waitress pulls a gun from behind the counter and opens fire, causing the black energy to explode throughout the diner.

In a flashback from five days ago, we see Hal, John Stewart, and Jo Mullein chatting during lunch in an Evergreen diner. Their lunch is mildly interrupted by a stream of bikers driving too fast and loudly through the town's center. Suddenly, one of the bikers slams into a glowing energy wall at full speed. Hal and his friends rush out to help, but the biker is past saving. Hal probes the energy wall with his hands and concludes it's part of some energy dome or force field. When Hal and his friends look up in the sky, they see a four-armed alien standing on top of a levitating Green Lantern symbol.

The issue ends with Hal and his black hand confronted by the arrival of Jo Mullein, who glows with green energy.

First Impressions


Writer Al Ewing's contribution to the Absolute Universe takes a violent, horror-centric turn in Absolute Green Lantern #1. Ewing appears to have understood the assignment to create an original take on the ring-slingers by crafting a tale that feels closer to Jupiter's Legacy than anything out of DC's Golden or Silver Age. However, this first issue feels more like teases and curiosities than a fully-formed story that will grab you.

How’s the Art?


Jahnoy Lindsay's moody, expressive art works well to capture the expressions of fear and desperation emanating from Hal as he tries to escape his problems but causes destruction he can't control. The projections of dark energy are impressively intimidating, and the character acting is excellent. If Al Ewing was going for an alien horror vibe, Lindsay nailed it. 

What’s great about Absolute Green Lantern #1?


If the goal was to create a new kind of Green Lantern mythology that doesn't look or feel like the original, Al Ewing accomplished his mission. The concept of familiar characters becoming versions of known characters such as Green Lantern and Black Hand through a type of "infection" due to an alien invader is truly interesting. We're used to Lanterns coming to power through an intergalactic police system, so this take gives readers a mix of the familiar and the new.

What’s not great about Absolute Green Lantern #1?


When starting a new story from square one, we always go back to the basics, how well the creative team established those basics, and how conceptually creative the idea lands to get readers onboard quickly. So, does Al Ewing nail the basics and put a delicious icing of creative goodness on top? Not quite.

Who is the focal character? You could surmise from the cover and the last page that it's Jo Mullein, but the entire issue is spent with Hal Jordan. If you don't know who is the focal character, you don't know whose journey is most important and should hold your attention.

What is the goal of the focal character? If it's Jo, we don't know because she's only in the comic for two to three pages. If it's Hal, the best we could surmise is that he wants to be free of the black infection on his left hand, but we don't know how he got the infection or what it does.

What are the stakes? We don't know. We can tell that Hal's "black hand" obliterates anything that threatens him, but if the goal is to stop hurting people, wouldn't Hal accomplish his goal by gathering supplies and getting away from people? Why would he go into a crowded diner?

Who or what is standing in the focal character's way? We have no idea. Presumably, Abin Sur's arrival isn't totally peaceful because the one view we get of him shows him with a frowny face, but that's not much to go on. We don't know if Abin Sur gave Hal and Jo their powers. If he did, we don't know if it was intentional or an accident. We don't know anything about the conflict, presuming there is one beyond Hal getting rid of his black hand.

Therein lies the problem. Al Ewing falls well short of establishing the basics, instead relying on curiosity, teases, and half-baked mystery. That's not nothing, but it's not enough to hook the average reader.



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 Green Lantern #1 is a decent start to a reimagined type of Green Lantern mythology. Al Ewing's twist on humans granted energy power feels like something out of a sci-fi horror story, and Jahnoy Lindsay's art captures the spirit of fear and mystery perfectly. That said, Al Ewing's script skips the basics of setting up a story and relies on curiosity and teasing to hook the reader. For some readers, that may be enough. For many other readers, it's not.

6.5/10


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Wednesday, April 2, 2025

JSA #6 Review




  • Written by: Jeff Lemire

  • Art by: Diego Olortegui, Joey Vazquez

  • Colors by: Luis Guerrero

  • Letters by: Steve Wands

  • Cover art by: Cully Hamner

  • Cover price: $3.99

  • Release date: April 2, 2025


JSA #6, by DC Comics on 4/2/25, finds the JSA waging war on two fronts when the Earth-bound team races to find Dr. Mid-Nite, and the Demon Dimension-bound team fights to defend against a demon army.



Is JSA #6 Good?


Recap


When we last left the fractured team in JSA #5, Sandman and Jade concluded they had a traitor in their midst. Grundy arrived in the Demon Dimension with Gentleman Ghost to claim Hawkman, and an army of demons assembled to lay siege to the Tower of Fate.

Plot Synopsis


In JSA #6, the battle wages on two fronts, incurring devastating losses. 

On Earth, JSA members, led by Obsidian, arrive at the location of Dr. Mid-Nite's communicator signal, but their search runs afoul of KOBRA foot soldiers. Our heroes beat the soldiers easily, but Yolanda gets aggressive with one of the soldiers when she demands information. Jade, Hourman, and Sand arrive on the scene to reel their teammates in and aid in the search. They eventually find Dr. Mid-Nite's gear and a lot of blood, but no Dr. Mid-Nite. The implication sends Yolanda into a rage, and she kills one of the KOBRA soldiers.

In the demon dimension, Khalid, aka Dr. Fate, struggles to hold back the demon army attacking the Tower of Fate. Outside, Alan Scott and Jay Garrick engage the demons. Inside, Ted Grant leaps into action when the Injustice Society arrives to get the Helm of Fate. Unfortunately, the odds are not in the JSA's favor. The Tower of Fate is destroyed by a Kaiju-sized demon, Ted Grant is skewered through his chest by a sword from Shiv, and Wotan takes the Helm of Fate from Khalid.

The issue ends with the JSA together again, but it's not a happy reunion.

First Impressions


Overall, Jeff Lemire's JSA #6 is cleaner, tighter, and more straightforward than the previous issues. To accomplish the impactful narrative, Lemire had to put a few subplots aside, but the net effect is a far better reading experience.

How’s the Art?


Diego Olortegui sends the script into overdrive with plenty of fast-paced action and drama. The characters all have a moment to express a range of emotions, from fear to rage and everything in between. And the hard-hitting moments when characters die (yes, there are at least two meaningful deaths) hit like a hammer.

What’s great about JSA #6?


Lemire tightens up the script considerably, compared to the previous issue, and delivers a chapter that accomplishes meaningful plot developments and fights with significant consequences, drama, and action. If Lemire had started the series with this much focus and attention from the beginning, we'd have a higher opinion of the series overall.

What’s not great about JSA #6?


Jeff Lemire's ending hits hard, but there's an element about it that doesn't ring true. The Injustice Society is the perennial enemy of the JSA, but we're supposed to believe that as soon as the villains get their hands on the Helm of Fate, they let everyone go. The JSA is at its lowest point, so to accept that the Injustice Society wouldn't take advantage of the situation to wipe out their mortal enemy seems like a hand-waving shortcut.



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 #6 pauses several subplots and focuses on the bigger problems at hand for a cleaner and more impactful chapter. Jeff Lemire considerably tightens up the focus and the consequences to give his arc weight, and the art from Diego Olortegui looks pretty darn good.

8/10


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Secret Six #2 Review




  • Written by: Nicole Maines

  • Art by: Stephen Segovia

  • Colors by: Rain Beredo

  • Letters by: Steve Wands

  • Cover art by: Stephen Segovia, Rain Beredo (cover A)

  • Cover price: $3.99

  • Release date: April 2, 2025


Secret Six #2, by DC Comics on 4/2/25, gathers the team (sort of) to explain who did what and settle on the path ahead to stop or kill Amanda Waller.



Is Secret Six #2 Good?


Recap


When we last left the not-yet-formed team in Secret Six #1, Dreamer led Jon Kent and Jay Nakamura to Belle Reve prison, where Amanda Waller, believing the villain had escaped. Their interpersonal conflicts, lingering from the Absolute Power event, put the allies at odds. When they entered the prison, Dreamer and her allies were confronted by armed guards. Black Alice, held in a nearby cell, helped the trio escape capture by teleporting everyone to a safehouse miles away - right in the middle of a fight between Deadshot and Catman...maybe.

Plot Synopsis


In Secret Six #2, the bickering continues. We begin with a brief prologue that shows a team of scientists working on Amanda Waller's body. After a brief flash, Waller wakes up, declaring her memory has been restored.

In the House of Secrets, the assembled (sort of) team of heroes and villains comes to blows over the sudden forcing together. It turns out Deadshot was disguised as one of the Belle Reve prison guards and was pulled into the teleportation spell, but nobody knows why Catman is bloody and unconscious on the floor.

Jon Kent is enraged when he believes Deadshot injected Dreamer with something to knock her out. Jay Nakamura, aka Gossamer, is enraged when Black Alice makes a tasteless "your mom" joke (because Jay's mother is dead. Rage quickly turns into fights.

Jon knocks Deadshot through a wall, and the assassin counters by breaking open a gas pellet with artificial Kryptonite dust. Jay uses his phasing abilities to backhand Black Alice. Black Alice counters by using magic to throw several appliances at Jay from multiple directions to distract his focus. Suddenly, Catman wakes up and joins the fight to settle an old grudge against Deadshot.

Eventually, everyone calms down enough to talk. Deadshot explains Waller was freed by the reconstituted Checkmate, and he needs to get to Waller for intel before Checkmate gets it. Meanwhile, Dreamer privately tells Jay she wants to kill Waller before her memories are restored.

First Impressions


If you pick up this issue cold, your natural reaction will be, "Huh? When did that happen? Wait, what? How did that happen? Uhh...I don't get it. How do those two (or three) know each other, and what does that mean?" Stopping Amanda Waller is a big deal idea, but Nicole Maines's clunky, disjointed script is making a mess of it.

How’s the Art?


Stephen Segovia's art ranges from good to great, especially during Catman's dramatic entrance, for an issue with visual quality well exceeds the writing. The fights are gritty, the costumes look great (again, Catman is the standout), and the dramatic panel compositions are on point.

What’s great about Secret Six #2?


We often point out that it's never a good idea to form a team where everyone gets along. Interpersonal conflict keeps the teamwork interesting, so hats off to Nicole Maines for "forming" a team that not only doesn't get along but would rather kill each other if given the chance. Plus, as noted, Stephen Segovia's art is great.

What’s not great about Secret Six #2?


Interpersonal conflicts keep the teamwork interesting, but the constant bickering between D-List and lower characters quickly turns the drama into a chore. Very few people care about Dreamer as a character. Even fewer people care about Jay Nakamura. And absolutely nobody cares about Jay's deceased mother. Maines made a creative and strategic blunder to make the central conflict between three D-List to Z-list characters nobody cares about, especially one who worked for Waller, one who is a semi-retired terrorist, and a deceased mother who led her country to ruin.

Further, the flaw that created the first impression above comes from so many plot developments and elements that happened off-panel or happened in the past during storylines nobody remembers and aren't given a proper editor's note. This issue feels more cobbled together than written, and it's very far from entertaining.



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


Secret Six #2 clears up some of the confusion from the first issue and establishes the stakes for what's to come, sort of. Nicole Maines's clunky, cobbled-together script is more irritating than entertaining, but Stephen Segovia's art surprisingly makes even Catman look good.

5/10


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Absolute Superman #6 Review




  • Written by: Jason Aaron

  • Art by: Carmine Di Giandomenico

  • Colors by: Ulises Arreola

  • Letters by: Becca Carey

  • Cover art by: Rafa Sandoval, Ulises Arreola (cover A)

  • Cover price: $4.99

  • Release date: April 2, 2025


Absolute Superman #6, by DC Comics on 4/2/25, recounts Kal-El's harrowing journey from Krypton to Earth and his first contact with a kindly couple he met when his ship crashed in a lonely field.



Is Absolute Superman #6 Good?


Recap


When we last left young Kal-El in Absolute Superman #5, Krypton came to a violent end when over-mining and lack of ecological care caused the planet to fall apart. The El family planned to take a number of friends and neighbors with them aboard a ship designed to escape, but the ship was catastrophically damaged during the takeoff. Only Kal-El managed to escape Krypton's destruction...as far as we know.

Plot Synopsis


In Absolute Superman #6, the series graduates from the last days of Krypton to the first days on Earth. After Kal-El was cast into the void of space to avoid Krypton's destruction, Kal-El suffered through moths of uncertain isolation. Sol, the ship's A.I., supplied the Kryptonian with information and guidance, but the hunt for a habitable planet stretched into an uncertain future. 

After eighteen months, the mental weight of isolation drove Kal-El to consider ending his journey prematurely and permanently. When Kal-El reached his lowest point, Sol found a planet that met all the criteria for habitation, but the planet's yellow Sun seared Kal-El's body with intense pain. Lower on power, the ship crashed in a farm field owned by an older couple named Kent.

The Kent Farm was on the verge of financial ruin due to a lack of rain and healthy crops. Martha Kent was certain that their unwillingness to sell their land to the Lazarus Corporation resulted in a lack of rain from the Lazarus weather pacification network. Pa Kent wasn't convinced about the extent of Lazarus Corp's power, but he agreed that rain always seemed to pass their farm by.

When the ship crashed, the Kents witnessed a teenager stumble from the wreckage, but the ship disappeared as if it was absorbed into the teenager's body. Martha spent weeks nursing the teenager back to health, avoiding sudden outbursts of deadly power that neither the Kents nor the teen understood. Eventually, Sol's cells recharged enough to fully activate Kal-El's suit and provide language translation. The Kents finally make a connection with a teenager they don't fully understand, but the moment of happiness is interrupted when Lazarus Peacemakers arrive to take Kal-El into custody.

Elsewhere, we learn the mastermind behind the Lazarus Corporation and Brainiac is the eternal Ra's Al Ghul.

First Impressions


Absolute Superman #6 is probably the first issue in the series that gives the older Kal-El a personality and a sense of purpose. Now that the rehash of Krypton's fate is over, Aaron has circled around to bring focus to what matters. On the whole, this is the strongest issue so far.

How’s the Art?


It seems odd that the start of a new arc, the arc that finally defines this alternate take on Superman and drives the story forward, would be kicked off by a guest artist, but here we are. That said, Carmine Di Giandomenico does a fantastic job with dramatic framing, powerful action, and strong emotional beats. Carmine Di Giandomenico has a different style than regular artist Rafa Sandoval, but the level of quality is just as good, which is all you could ask for a guest artist.

What’s great about Absolute Superman #6?


The two big complaints of Jason Aaron's take on the Man of Steel have been the slow pace and the over-focus on Krypton. Thankfully, this new arc addresses both problems by picking up the pace and focusing on Kal-El's journey after Krypton. Kal's brief relationship with the Kents explains their role as Kal's would-be adoptive parents and Kal's first unpleasant interaction with Lazarus Corporation explains his motivation to work against the organization in the first issues. Aaron establishes quite a bit of character development and motivation, which has been sorely lacking.

What’s not great about Absolute Superman #6?


Now that we're at the pivotal moment where Kal-El crashes to Earth and meets the Kents, besides Kal's age and the special suit, the story still looks and feels like the traditional origin story. In other words, Jason Aaron spent six issues (and thirty dollars of your money) to rehash an old story with minor tweaks. Therefore, the big downside of this issue, and the series as a whole, is a genuine lack of imagination in making Absolute Superman truly distinctive.



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 Superman #6 picks up the pace and re-centers focus on Kal-El when he first arrives on Earth. Jason Aaron's script reinvigorates the series by building out Kal's character and explaining why he thinks and feels the way he does about Earth and Lazarus Corporation. Sadly, the five-issue building up to this point leads you to the classic Superman origin story with just a few tweaks, underlying a lack of imagination or surprise in Aaron's concept.

7/10


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Thursday, March 27, 2025

Green Lantern #21 Review




  • Written by: Jeremy Adams

  • Art by: Jack Herbert

  • Colors by: Romulo Fajardo Jr.

  • Letters by: Dave Sharpe

  • Cover art by: Xermanico (cover A)

  • Cover price: $4.99

  • Release date: March 26, 2025


Green Lantern #21, by DC Comics on 3/26/25, sends Kyle's team to collect the components needed to build more Power Batteries while Hal returns to Earth for a surprise visit.



Is Green Lantern #21 Good?


Recap


When we last left Hal Jordan in Green Lantern #20, Hal flew off to investigate a blacksmith on a lonely planet whose life of getting picked on and disrespected erupted into rage lantern powers. Despite his best efforts, Hal was unable to get the blacksmith to calm down, leading to an explosive ending. Meanwhile, Kyle and his team of treasure-hunting misfits found a booby-trapped cavern on the surface of the Source Wall where an orb containing Source energy was kept. Kyle's team recovered the treasure, but they met the mastermind behind Sorrow Lantern's quest - Starbreaker - before they could get away.

Plot Synopsis


In Green Lantern #21, the challenge to restore balance to the Force... er, the Emotional Spectrum continues.

Kyle, Kon-El, and Odyssey battle Starbreaker for possession of the orb containing Source energy. The teams are evenly matched until Hal Jordan shows up to tip the scales. Sadly (*heh*), Sorrow Lantern gets the orb away from Odyssey and escapes with Starbreaker.

Later, all parties meet on OA to update everyone that Starbreaker is in play and decide a course of action. What's the plan? The Corps has to rebuild all the Power Batteries destroyed by the United Federation and stabilize the Spectrum before Starbreaker and Sorrow Lantern build their own. What's the next stop? Kyle and the scavenger team head into Reach territory to find Nth metal.

On Earth, Hal returns to catch up with Carol Ferris. They briefly team up to stop a mental crook called Mind-Bomber while Hal tells Carol about the rebuilding of the batteries. He hopes Carol will join him in the quest because she should be present when the Violet Battery comes online. When Mind-Bomber is captured, officers from the Department of Extranormal Operations show up to take Mind-Bomber into custody. Hal and Carol are shocked to learn longtime GL villain Hector Hammond is working for the DEO as a form of rehabilitation.

Later, Carol enlists Dove to help infiltrate the DEO and find out if Hammond's rehabilitation is on the up-and-up or if he's secretly up to no good. The issue ends with Kyle's team finding more than Nth metal at an abandoned Reach outpost and Dove confirming Hammond is up to no good.

First Impressions


I like everything that's happening in this issue, but I don't like everything that's happening in this issue crammed together. Jeremy Adams is writing his heart out, giving readers a sense of time, distance, and scale by creating multiple conflicts at once, but the focus feels scattered.

How’s the Art?


Jack Herbert steps in for regular artist Xermanico for a galaxy-hopping adventure with ring-slinging, powerful figure work, excellent character acting, and plenty of dramatic moments. It's unclear if Herbert is on this issue as a one-off or if he'll be handling art duties for a few issues, but this series is in good hands with Herbert.

What’s great about Green Lantern #21?


Again, I like the individual pieces Adams is crafting to ensure the plot doesn't feel thin or lacking in meat. Kyle's scavenger team has an important mission, Starbreaker quickly proves to be a formidable threat to the newer members of the team, and the reappearance of Hector Hammond immediately turns into bad news. It's all good stuff.

What’s not great about Green Lantern #21?


The downside is Adams's lack of focus. Starbreaker teamed up with Sorror Lantern is a galaxy-wide threat, which should require all hands on deck now that there's a race against the clock. Why is Hal spending time on Earth stopping petty crimes? Why are Hal and Carol teaming up to investigate the DEO when there are more pressing problems? Who thought putting Hector Hammond on a government team without strong oversight was a good idea?

In other words, Adams gives you a list of interesting conflicts, but they're too many and none of them are getting the proper attention their urgency level deserves. It reads as if Adams is combatting the lulls in the main story with multiple, smaller conflicts, and it's getting messy.



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


Green Lantern #21 scatters the Corps throughout the galaxy to scavenge components, stop bank robbers, and investigate supposedly reformed villains. Jeremy Adams's script gives you plenty of cool plot developments to hold your interest, but the plot feels scattered and lacking in focus. On the plus side, guest artist Jack Herbert's visuals look great. 

7/10


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