Thursday, March 6, 2025

JSA #5 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: March 5, 2025


JSA #5, by DC Comics on 3/5/25, fractures the team on multiple fronts when Hawkman finds a new ally in the Demon Dimension, Dr. Mid-Nite escapes the Injustice Society, and Jade finds out the team has a traitor.



Is JSA #5 Good?


Recap


When we last left the best team that's not the Justice League in JSA #4, Dr. Mid-Nite snuck through the underground catacombs of the Injustice Society to find out what they're up to. Her searching led to Obsidian, strapped to a machine that keeps his mind stuck in a virtual world. Meanwhile, Jakeem had his own of-the-mind troubles, but the story gets weird when Obsidian and Jakeem find each other.

Plot Synopsis


In JSA #5, the loose threads get picked back up. In the Demon Dimension, Hawkman gets help from a wandering ghost who seems to think she's the new Kid Eternity. The ghost frees Hawkman, who heads off to find his wings, weapons, and armor. When the two encounter a trio of demons with Hawkman's stuff, they find themselves outmatched. Thankfully, Kendra swoops by to save the day. The trio of Hawkman, Hawkgirl, and maybe "Kid Eternity" head back to the Tower of Fate.

On Earth, Beth, aka Dr. Mid-Nite, finds herself at the mercy of a surprise punch by Scandal Savage. Beth finds a small pebble and uses a well-aimed throw to shatter the only lamp in the room, giving her the darkness she needs to overwhelm Scandal and escape with Obsidian's unconscious body.

Meanwhile, the consciousness of Obsidian and Jakeem escape the hospital by busting through an outer wall. Unfortunately, they find the outside world to be nothing but a massive maze.

Elsewhere, the fake Obsidian, Johnny Sorrow in disguise, announces the JSA sensors have picked up Beth's communicator signal. He urges his teammates to take action now instead of waiting for the rest of the team or permission from Jade. Wildcat and Jesse Quick agree but Hourman chooses to stay behind because Obsidian's rash decisions don't feel right.

The issue ends with Sandman and Jade concluding they have a traitor in their midst, Grundy arriving in the Demon Dimension with Gentleman Ghost to claim Hawkman, and an army of demons assembling to lay siege to the Tower of Fate.

First Impressions


I like every piece of what's happening in JSA #5. I don't like that the pieces are all smushed together in a chaotic jumble. Jeff Lemire would serve this title a lot better if he pared back a couple of the subplots and told a more focused story.

How’s the Art?


Diego Olortegui is back to the closer form we saw when he drew last year's Jay Garrick mini-series. The figure work is sharper and cleaner, Olortegui's compositions are a little more dynamic, and Luis Guerrero's coloring choices are solid.

What’s great about JSA #5?


Again, the pieces in Jeff Lemire's multi-faceted story are each interesting in their own right. Gentleman Ghost and Grundy chasing the Hawks through Hell would have been an unheard-of dream just a few years ago. The ISA's master plan sounds like it could be a doozy, and the dramatic tension created by Johnny Sorrow's plan to undermine the JSA as a fake Obsidian is well done.

What’s not great about JSA #5?


Jeff Lemire's script is too scattered to enjoy because your attention is yanked this way and that every two or three pages. After the weirdly unnecessary flashback reversal of issues #1 and #2, you get the impression Lemire is experimenting with different plot structures as he goes, and it isn't working out well as a reading experience. Again, this title would be served much better by paring back the non-essential subplots to focus on what matters. Doing too much too soon, possibly to front-load the story, in case it doesn't continue past issue #12, gets 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


JSA #5 ramps up the tension and action on multiple fronts when the JSA is scattered by the ISA's master plan. Jeff Lemire's script moves the plot forward in a myriad of ways, and Diego Olortegui's art is solid. That said, Lemire's multi-plot tale does too much too fast, so it feels overstuffed.

6.5/10


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Wednesday, March 5, 2025

Secret Six #1 Review




  • Written by: Nicole Maines

  • Art by: Stephen Segovia

  • Colors by: Rain Beredo

  • Letters by: Steve Wands

  • Cover art by: Stephen Segovia (cover A)

  • Cover price: $3.99

  • Release date: March 5, 2025


Secret Six #1, by DC Comics on 3/5/25, finds Dreamer, Superman Jr., and Jay Nakamura having a tough time moving on from the events of Absolute Power when they learn Amanda Waller escaped.



Is Secret Six #1 Good?


Plot Synopsis


Secret Six #1 begins with a brief prologue depicting Jon Kent, aka Superman (Jr.), fighting against the cyborg-enhanced version of Bizarro who is currently trying to break loose from Belle Reve prison. Jon carries the guilt of his actions from when he was "possessed" by the Brainiac Queen in Absolute Power, so he uses his abilities to make up for it in any way he can.

Meanwhile, we catch up with Dreamer, who has a disturbing dream about an elective surgery gone horribly wrong when past associates attack her for information about Amanda Waller. She wakes up in a cold sweat and pukes, but not before she quickly rushes to look at a calendar, portending some scheduled events.

Elsewhere, Superman (Jr.) flies to the apartment he shares with his boyfriend, Jay Nakamura, and the two begin an in-depth conversation about the feelings they carry since Absolute Power. Jay is still angry over the death of his mother and the destruction of his home country, Gamorra, at the hands of Amanda Waller and everyone involved in her plan. Their talk is interrupted when Dreamer knocks on their door and tells them Waller is missing.

Later, Dreamer, Superman (Jr.), and Jay suit up and head to Belle Reve to investigate. Tensions run high as Dreamer has yet to apologize (why?) for her part in Jay's mother's death, and Superman (Jr.) tries to keep the peace, partly to keep the trio together and possibly because Jon has expressed feelings for Dreamer in the past (see the Absolute Power: Super Son #1 tie-on one-shot).

The trio does not receive a warm welcome at the prison gates, but Jay's Justice League Unlimited card grants him full access to the prison. The closer they get to Waller's cell, the more the trio bicker over the resentment between Dreamer and Jay. Suddenly, a voice from one of the nearby cells tells them she has the information about Waller they're looking for. It's Black Alice. The magical villain says she'll tell them everything if they free her. Suddenly (again), a squad of armed guards in tactical gear arrives and starts firing tranquilizer darts. Dreamer is hit, so Jay frees Black Alice, who teleports everyone away to a safe house in Vermont. There, they find Deadshot standing over the unconscious (or dead) body of Catman.

First Impressions


There's a seed of an idea in Secret Six #1 that could work, but writer Nicole Maines needed to put the script back in the oven for another ten minutes to let the story fully mature. The notion of Waller escaping prison is a big deal that should worry everyone, but the way it's discovered and how it's addressed doesn't quite work.

How’s the Art?


I've liked Stephen Segovia's artwork for a while, particularly when he earned a lot of cred for his work at Dynamite, so it's no surprise that Segovia's visual style elevates Maines's script considerably. The fight between cyber-Bizarro and Superman (Jr.) looks great, the figure work is dead solid perfect, and even the endless amount of bickering holds your visual attention with dramatic panel angles.

What’s great about Secret Six #1?


The highlight of the issue, above Segovia's fantastic art, is the idea of forming a team to hunt down Waller after the villain escapes from prison. In fairness, the concept execution is flawed (reasons below), but the idea has merit and could make for an interesting adventure.

What’s not great about Secret Six #1?


An idea isn't enough if you can't wrap it in a satisfying structure. Specifically...

Why isn't somebody as dangerous as Waller either in a higher security facility or at least covered with special security measures that alert the Justice League of a problem? The entire League decided to reform after the events of Absolute Power because threats to the world were going unchecked (and because the Titans weren't up to the challenge), so it's a fair bet that EVERYONE in the League would want to keep a close eye on Waller. Further, Maines never actually shows in this issue that Waller HAS escaped. The team simply goes along with Dreamer's ambiguous "dream." Further, for a problem this big, why wouldn't Dreamer take it straight to the Justice League?

Next, the dramatic impact of the issue falls on the hard feelings between Jay and Dreamer, which isn't very interesting. Dreamer has responsibility for her part in Absolute Power, and Jay is a (former?) terrorist, so nobody's hands are Superman-levels of clean. If I wanted to watch two overpowered and effeminate people endlessly whispering passive-aggressive snipes and loudly bickering at each other, I'd watch a WNBA post-game press conference.

Last but not least, there's a little too much happenstance happening to buy into the story. How is it that the JLU card gives Jay access to every prison system on Earth? How is it that the trio just happened to pass Black Alice's cell, and how did Black Alice happen to be the only prisoner who knows about Waller? How is it that the trio teleports out of prison to a Vermont safehouse at the exact moment Deadshot knocks out Catman? One or two unlikely coincidences can be dismissed, but this quantity comes off as forced.



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


Secret Six #1 has the making of a cool idea about a team coming together to hunt down an escaped supervillain. Nicole Maines's script has most of the right parts to tell a gripping story, and Stephen Segovia's work is awesome (naturally), but the script suffers from poor choices by the characters, lots of annoying bickering, and forced coincidences.

5/10


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Thursday, February 27, 2025

Detective Comics #1094 Review




  • Written by: Tom Taylor

  • Art by: Mikel Janín

  • Colors by: Mikel Janín

  • Letters by: Wes Abbott

  • Cover art by: Mikel Janín (cover A)

  • Cover price: $4.99

  • Release date: February 26, 2025


Detective Comics #1094, by DC Comics on 2/26/25, sends Robin undercover in a Juvenile Detention Center to find a connection between the murdered teens.



Is Detective Comics #1094 Good?


Recap


When we last left the Dark Knight in Detective Comics #1093, Batman and the Bat family rounded up a group of teens released from detention who were likely targets of an assassin. The killer, named Asema, drained the teens of their precious blood for some unknown reason. Answering a call for help from one of the teens, Batman came face-to-face with the masked killer, but the one-on-one fight was more than Batman could handle. The issue ended with another teen dead (maybe) and Batman incapacitated from a poison injection.

Plot Synopsis


Detective Comics #1094 picks up where issue #1093 left off. Batman uses remote voice commands to summon the Batmobile while he uses a gadget in his belt to inject himself with a counter agent to Asema's poison. The teen, Spencer, is alive but dying. Batman gets Spencer to a hospital to save his life, leaving the boy under constant guard by Harvey Bullock and the GCPD.

Later, Batman and Damian decide the only trail left to follow leads to the Juvenile Detention Center where the teens are housed, so Damian agrees to go undercover as a new inmate. Wearing a very durable disguise, Damian enters the Juvenile Detention Center where he meets Warden Slattery - an abusive man whose primary focus is the prison's profitability. As the issue progresses, Damian, Batman, Oracle, and even Bullock take note of the futility of prisons as a mechanism for reform.

Damian is given explicit instructions to obey authority. Damian manages to obey that order for less than a day when he intervenes in a fellow inmate's beating by a guard, which leads to a full prisoner revolt. Damian receives a message from Batman to end the revolt, so Damian surrenders himself to the Warden, who subjects Damian to a unique punishment involving the extraction of Damian's blood.

The issue ends with Bruce Wayne paying the Warden a visit with an offer to invest in the prison as an excuse to get access to the Warden's office and Batman paying the Detention Center a late-night visit to give Damian an early parole.

First Impressions


According to typical architectural standards, a soapbox is about six feet high. In his zeal to commandeer yet another DC property for his own agenda, Tom Taylor uses Detective Comics #1094 to construct a soapbox that's at least triple the normal height to tell everyone reading that prisons are bad. If you thought dismantling the prison and setting the prisoners free was heavy-handed in Taylor's Nightwing-related titles, you ain't seen anything yet.

How’s the Art?


All praise, no complaints. Mikel Janín's artwork looks fantastic, which is why he's regarded as one of the best DC artists around. The shadowy noir aesthetic permeates every page in a book that looks and feels like a detective story, so if nothing else, Mikel Janín elevates Taylor's story.

What’s great about Detective Comics #1094?


Despite the obligatory criticisms that you can expect in the next section, the heart of Tom Taylor's story is a reasonably well-constructed mystery. Asema is probably Scarlett Scott, but there's room for swerves and red herrings, which are paramount to making a mystery fun.

What’s not great about Detective Comics #1094?


Oof! The soapbox pontifications about the evils of the prison system are not only overdone, they don't make sense in every scene. Since when does Harvey Bullock, a morally grey cop on the best of days, get introspective about recidivism rates and the negative effects of prison? Taylor already made his speech(es) about the ills of prison in prior runs starring Nightwing. We get it. Message received. Move on.



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


Detective Comics #1094 has the makings of a rock-solid detective story when Damian goes undercover to find a connection between the murdered teens. However, Tom Taylor's nasty habit of overdoing his stances on social ills, such as the prison system, weighs the plot down and takes you out of the story more than once.

5.8/10


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Green Lantern #20 Review




  • Written by: Jeremy Adams

  • Art by: Jack Herbert

  • Colors by: Romulo Fajardo Jr.

  • Letters by: Dave Sharpe

  • Cover art by: Ariel Colon

  • Cover price: $4.99

  • Release date: February 26, 2025



Green Lantern #20, by DC Comics on 2/26/25, finds Hal stopping a new Rage Lantern from spiraling out of control. Meanwhile, Kyle and the team go on a scavenger hunt.



Is Green Lantern #20 Good?


Recap


When we last left Hal Jordan and the new Corps in Green Lantern #19, all was set right with OA when the Earth-based Green Power Battery was relocated to OA's center, Jessica Cruz accepted the role as Guardian Council leader, and Sinestro reassumed his role as a Green Lantern after the events of the Civil Corps War. The fresh start was interrupted when Sorrow Lantern invaded OA to steal an early version of the Book of OA, which contained the secret to creating Power Batteries.

Plot Synopsis


In Green Lantern #20, the wild chaos of an Emotional Spectrum gone awry continues. Hal Jordan receives an alert concerning a flare-up of Rage energy on Alteon-X. When Hal arrives, he finds a lowly, bullied and heartbroken blacksmith named Erastus, who was pushed to the breaking point by his abusive coworkers and loved ones. Erastus manifested Rage Lantern powers, using his smithing hammer to exact revenge on everyone who crossed him.

Elsewhere, Kyle Raynor, Conner Kent, and Odyssey the Thief arrive at a point at the Source Wall where one of the components Sorrow Lantern needs to construct a Central Power Battery is stored. They find a cave in the mouth of one of the statues and fly in to seek the treasure.

Odyssey has a convenient doohickey that maps the cave's booby traps. When she confirms none of the traps contain Kryptonite, Conner brute forces his way through the traps to get to the prize - a small orb containing Source energy. Kyle is thrilled to partake in an Indiana Jones-styled treasure hunt, so he puts his construct skills to good use when Conner snatches the orb, and the cave begins to collapse.

The issue concludes with Hal learning that uncontrolled emotional spectrum energy can be explosively dangerous, and Kyle's team learns who Sorrow Lantern reports to. 

First Impressions


Generally, I like where Green Lantern #20 is headed, but I can see how some readers may not be sold on how Jeremy Adams is getting there. Adams shows a strong desire to focus on a spirit of fun and adventure. The trick is in the execution, which is uneven in this issue.

How’s the Art?


Jack Herbert steps in to lend a hand on the art duties with a clean set of visuals to execute Adams's vision. We haven't reviewed a comic with Herbert since his work on the Superman 2023 Summer Annual, but it appears Herbert hasn't lost his touch. Herbert's figure work is solid, the ring-slinging action looks great, partly because we haven't seen many one-on-one construct fights in a long time, and the character gestures are on point. Even Romulo Fajardo Jr's colors hit their mark in all the right ways.

What’s great about Green Lantern #20?


Probably the most appealing aspects of this issue are two strong plots for the price of one. Hal's continuing mission to stop emotional spectrum flare-ups gives Adams an excuse to create a gripping fight every month until the broader chaos settles. On the other hand, Kyle's ragtag scavenger hunt is the stuff of high adventure that truly does read like an Indiana Jones story, which is a net positive in a typically dour and nihilistic Comics Industry.

What’s not great about Green Lantern #20?


Two great plots for the price of one would be considered a boon for Green Lantern fans, but readers may be put off by the jarring difference in tone. Hal's fight against Erastus is tight and dramatic. By showing the consequences of Hal's failure to get Erastus under control, the plot clarifies the potential damage and urgency if the Corps doesn't get the Emotional Spectrum under control. 

Conversely, Kyle's quest to get the source energy orb is the exact opposite of tight and dramatic. Kyle dons an Indiana Jones hat to underscore the fun he's having, but the team's cavalier attitude comes across as corny humor, which deflates the dramatic tension created by Hal's conflict. In other words, the issue has two good parts that fight against each other.



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 #20 is an entertaining issue that depicts the dire consequences of an Emotional Spectrum running amok while a scavenger hunt commences to stop the Sorrow Lantern's plans. It's clear Jeremy Adams's script was constructed with a focus on fun and adventure. Plus, Jack Herbert's artwork is rock solid.

7.8/10



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Wednesday, February 26, 2025

Superman #23 Review

 



  • Written by: Joshua Williamson

  • Art by: Dan Mora

  • Colors by: Alejandro Sánchez

  • Letters by: Ariana Maher

  • Cover art by: Dan Mora (cover A)

  • Cover price: $4.99

  • Release date: February 26, 2025


Superman #23, by DC Comics on 2/26/25, concludes the fight between Radiant, Doomsday, and Superman as Time Trapper makes his move to achieve godhood.



Is Superman #23 Good?


Recap


When we last left the Man of Steel in Superman #22, Superman and his allies moved Heaven and Earth to stop an alien force led by Radiant from claiming Doomsday, currently in a coma inside SuperCorp, for annihilation. If the Radiant succeeds, Doomsday will only be reborn stronger than ever. Unfortunately, Superman and his Super Friends couldn't stop Radiant from infiltrating SuperCorp and waking up Doomsday, but the longtime enemies found themselves fighting side-by-side against the invaders. The issue ended with time stopping as Time Trapper visited Lois Lane, aka Superwoman, to make an offer.

Plot Synopsis


Superman #23 picks up with Superwoman and Time Trapper speaking in a frozen moment. Time Trapper urges Superwoman to help him achieve godhood. Superwoman knew about Time Trapper's first conversation with Superman and refused. However, Superwoman also deduces that Time Trapper needs one or both heroes, so she doesn't fear his reprisals.

Time Trapper unfreezes Time, to allow the fight to play out. Radiant hits Superman and Doomsday with power blasts strong enough to destroy buildings. One of the shots is deflected, hitting Jimmy Olsen before Superwoman can block the blast.

Meanwhile, Lex Luthor formulates a plan to end the conflict. He assembles components into a ray gun and sends word for everyone to clear the area. With one shot, Luthor miniaturizes Radiant, his army, and Doomsday into a Kandorian-sized jar, where time is slowed down.

The issue ends with Silver Banshee blaming Superwoman for Jimmy Olsen's comatose condition, General Zod deciding to pay Earth a visit, and Time Trapper receiving a visit at the end of Time from Legionnaires wearing Omega symbols.

First Impressions


Superman #23 is pretty good, BUT some of those nasty Joshua Williamson habits are starting to creep in. Namely, Williamson tends to stray away from the story at hand and get distracted with new ideas without addressing the previous ideas. We're not quite to the point of convoluted chaos, but the number of new concepts introduced in this issue is starting to make the story messy.

How’s the Art?


Dan Mora is the artist, so of course, it's going to look spectacular. Mora's eye for cinematic visuals that represent the best of what every superhero comic should look like keeps your eyeballs glued to every page.

What’s great about Superman #23?


Joshua Williamson's energy, pacing, and clever twists make the battle for Metropolis a thrilling one. Plus, the myriad of seeds planted for new developments are each intriguing in their own right.

What’s not great about Superman #23?


As noted, Williamson's seeds are each interesting. Put together, the story is starting to lose focus. It would serve the title to finish one plot before starting any others, a chronic problem in Williamson's tenure at DC.



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 #23 brings the thrills and action for a relatively satisfying conclusion to the fight against Radiant. That said, Joshua Williamson's bad habit of getting distracted with too many new ideas results in an issue that starts strong but spirals toward the end. If nothing else, Dan Mora's art is always fantastic.

7.8/10



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