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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Batman #158 Review




  • Written by: Jeph Loeb

  • Art by: Jim Lee, Scott Williams

  • Colors by: Alex Sinclair

  • Letters by: Richard Starkings

  • Cover art by: Jim Lee, Scott Williams (cover A)

  • Cover price: $4.99

  • Release date: March 26, 2025


Batman #158, by DC Comics on 3/26/25, returns to basics when Batman interrupts the latest Joker caper, only to discover that the Joker has his hands full with the return of Hush.



Is Batman #158 Good?


Recap


When we last left the Caped Crusader in Batman #157, Batman pulled off godlike feats of aerial acrobatics to blow the wings off a crashing plane in time to stop KGBeast from setting off a socialist-fueled riot in Gotham City. The issue ended with confirmation that the man posing as Bruce Wayne's long-lost brother turned out not to be his brother, but that didn't stop the man from lecturing Bruce Wayne for being an awful rich person.

Plot Synopsis


Batman #158 joins the Cape Crusader as he swoops down onto a familiar crime in progress. A clown-masked goon is about to unload a sanitation truck loaded with jokerized piranha into the Gotham City Reservoir. Batman recalls the similarities to his first encounter with the Joker many years ago, but it's unlike Joker to repeat a crime. Batman knocks out the thug, but he's taken by surprise when Joker attacks him from the shadows with a crowbar. Joker knocks Batman into the reservoir and into the middle of the school of piranha. When the piranha starts nibbling away, they expose and damage the circuitry of Batman's suit, sending out an electrical shock to stun the fish.

The short circuit cuts off all signals and communication to Oracle. Talia al Ghul swoops in on a helicopter to rescue the unconscious Batman before jetting away again. Meanwhile, a massive man named Silence grabs Joker, stuns him with a massive voice amplifier that ruptures Joker's eardrums, and drags the Clown Prince of Crime away.

Later, Batman recovers and returns to his cave to change into an undamaged costume. He suspects Talia found him due to a compromise in his suit's circuitry. When Oracle re-establishes contact, he warns everyone to shut down all systems to deal with the potential compromise. Cut off from the rest of his family (for now), Batman examines Joker's shoe that he found left behind and surmises the Joker is hiding out at a nearby abandoned carnival.

Joker heads to the carnival and finds the Joker alive but tortured. From the video images displayed on nearby screens and the plethora of scalpels lying around, Batman concludes Hush has returned.

First Impressions


Batman #158, the hotly anticipated return of Jeph Loeb and Jim Lee, is a weirdly stiff and clunky first issue in a new arc. All the hallmarks of a classic Batman adventure are here, but the issue suffers from "And Then" syndrome, which is very far from smooth or engaging.

How’s the Art?


Jim Lee is a legend, so it's no surprise that his return to internal pencils on a Batman story comes with super high expectations. Lee does not disappoint. Everything from Batman's physical presence to the panel compositions to the focus on visual drama hits the high bar for the best DC has to offer. Every Batman comic should look this good.

What’s great about Batman #158?


After the last year and change suffering through Chip Zdarsky's tenure on the title, Jeph Loeb's script is a welcome palate cleanser that puts a classic Batman in a classic scenario using Bat-gadgets and Bat-detecting to catch a classic villain. The story won't blow you away, but it's refreshing to get back to basics.

What’s not great about Batman #158?


The awkward clunkiness of Loeb's script comes down to the "And Then" syndrome. That's when you have a chain sequence of events that move the plot forward but happen for no particular rhyme or reason other than it needs to happen to move the story forward. Joker repeats the first crime caper wherein he first encountered Batman just because. Talia al Ghul shows up in the right place and time just because. Batman somehow concludes his circuitry is compromised just because.

When you pile up the sequence of random events and are asked to describe what happened, the answer sounds like, "This happened, and then that happened, and then this happened, and then that happened." There's no cause and effect, no interconnectedness, and no cohesion. In short, it's a checklist plot, which isn't very engaging.



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 #158 is a back-to-basic Batman tale with stupendous art but a lackluster story. Jeph Loeb's script has all the right pieces, but it reads more like a clunky checklist than an engaging narrative. However, Jim Lee's Batman art can't be topped, so pull it for the visuals, but adjust your expectations for the story.

6.5/10


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Wednesday, March 26, 2025

Absolute Martian Manhunter #1 Review




  • Written by: Deniz Camp

  • Art by: Javier Rodriguez

  • Colors by: Javier Rodriguez

  • Letters by: Hassan Otsmane-Elhaou

  • Cover art by: Javier Rodriguez (cover A)

  • Cover price: $4.99

  • Release date: march 26, 2025


Absolute Martian Manhunter #1, by DC Comics on 3/26/25, follows Agent John jones as he recovers from an explosion that should have killed him, but his recovery is filled with smoke that isn't natural.



Is Absolute Martian Manhunter #1 Good?


Recap


Darkseid learned that he hadn't yet reached the full power of his potential when he learned the version of him spread throughout the multiverse diluted his energy. When Darkseid destroyed all versions of himself and consolidated his power into an ultimate form, he allowed himself to be destroyed by the Justice League, knowing his destruction would create an Absolute universe composed of Darkseid energy. This is one of his stories.

Plot Synopsis


Absolute Martian Manhunter #1 begins with FBI Agent John Jones as he dazedly begins to recover and get his life back to normal after he's nearly killed in a coffee shop explosion. The blast was created by a suicide bomber named Mike Miller, but Miller's motives are as yet unknown.

Agent Jones's wife, Bridget, encourages him to take time off and rest from his caseload. Agent Jones's superiors feel the same and urge him to stay away from the Mike Miller Investigation. As Agent Jones wanders through his recovery and secretly follows up on the Miller Investigation, he's plagued by visions of multi-colored smoke that appear everywhere. The smoke somehow relays thoughts of the people Agent Jones interacts with, but he can't tell if it's real.

While the issue progresses, Agent Jones grows concerned about his grip on reality. Somewhere in the chaos, a "green" voice tells him it saved him from the explosion.

First Impressions


It's hard to say exactly what, if anything, I was expecting from Absolute Martian Manhunter #1, but if I had to sum it up in a single word, that word is "boring." Writer Deniz Camp blessedly stays away from his social commentary and political hot takes and instead opts for vague esotericism and mind-bending trippiness. The net result is a fever dream of uncertainty that does little more than say "Look at how weird I am."

How’s the Art?


Javier Rodriguez's art style is not going to be everyone's cup of tea, and maybe that's okay. Rodriguez leans heavily on silhouettes and high contrast to give every panel a mid-century, noir aesthetic that emphasizes the trippy vibe of Deniz Camp's script. Some readers will like the art because "it's different," but different doesn't always mean better. Your mileage may vary.

What’s great about Absolute Martian Manhunter #1?


It's different. Absolute Martian Manhunter #1 is different than any incarnation of Martian Manhunter you've ever experienced, and different from any other Absolute title. If you're on the hunt for something different, this first issue is as good as it gets.

What’s not great about Absolute Martian Manhunter #1?


Different for the sake of being different is inadequate for a story to hook you. It always comes back to the basics, and that's where Deniz Camp's script falls short.

Who is the focal character? It's fair to say the focal character is Agent John Jones, but is Jones the Martian Manhunter, is the Martian Manhunter a separate entity who takes the lead later, or is everything a delusion inside Agent Jones's head? 

If we presume the focal character is Agent Jones, what is his goal, and what motivates him to go after it? Is he trying to understand what's happening to him? Is he trying to find out why Mike Miller blew himself up? Is the act of understanding his primary motivation? If the Martian is a co-character in this story, where did he come from, what does he want, and why does he want it?

How will Agent Jones reach his goal? Since we don't know exactly which goal is the most urgent for him, it's not clear how he'll get there. Likewise, how will the Martian achieve its goal (if it's even real)?

Lastly, what's the challenge? Everyone around Agent Jones is wholly accommodating and encourages him to take time to rest and recover. The only obstacle to Agent Jones appears to be his confusion, so how is he supposed to overcome it?

In effect, Deniz Camp sets up mood and atmosphere but gives the reader almost nothing in terms of establishing the basic foundation of a story that will hook you. It's different for the sake of being different and trippy for the sake of being trippy, but different and trippy are not a story, and that's not good enough to earn a reader's attention.



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 Martian Manhunter #1 goes way out of its way to create a trippy, esoteric scenario about an FBI agent looking for answers. Deniz Camp's script is long on weird imagery and uncertainty but falls well short on the basic foundation of a story that will hook you. Pick it up for the novelty of the art and atmosphere, but most readers will get bored with the novelty quickly.


5.5/10


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Absolute Wonder Woman #6 Review




  • Written by: Kelly Thompson

  • Art by: Mattia De Iulis

  • Colors by: Mattia De Iulis

  • Letters by: Becca Carey

  • Cover art by: Hayden Sherman, Jordie Bellaire (cover A)

  • Cover price: $4.99

  • Release date: March 26, 2025


Absolute Wonder Woman #6, by DC Comics on 3/26/25, finds Diana brought low before the throne of Hades to explain the source of her miraculous weapons.



Is Absolute Wonder Woman #6 Good?


Recap


When we last left Diana in Absolute Wonder Woman #5, the battle against the Tetracide closed. Diana used the magic lasso granted to her by her mother, Circe, to transform herself into a Medusa and turn the giant beast into stone. When Diana reverted to normal and met her allies on the beach, a giant hand reached up from a large hole in the ground and pulled her into the Underworld.

Plot Synopsis


In Absolute Wonder Woman #6, Diana stands before Hades on his throne to give an account of her recent rebellious activities. Diana begins by removing all her armor and weaponry for inspection. When Hades orders one of his minions to bring him the red lasso, the minion is instantly shocked by its touch.

Hades orders Diana to explain how she and her mother created the Nemesis lasso. What follows is a lengthy flashback where Diana details how she scaled Mt. Prometheus and temporarily freed the legendary figure in exchange for a vial of blood. Grateful for the temporary rest, Prometheus offers the tip of his finger, a vial of blood, and a burst of fire magic to bring forth Pegasus to aid Diana on her journey.

Hades recognizes there's more to Nemesis than Prometheus's blood. Diana explains she visited the liar of the last Basilisk. The giant serpent can kill with a look and has a keen sense of smell, so Diana magically blinded herself and stifled her nose so she could avoid the snake's sight and launch an attack with a horrid stench bomb before chopping its head off.

Hades is impressed with Diana's feats but not satisfied with her disrespectful attitude. The issue ends with Hades showing he knows the power of exploiting weaknesses by unveiling he has Circe in chains.

First Impressions


Absolute Wonder Woman #6 is a sudden departure for the series with a guest artist you have to see to believe and a script by Kelly Thompson that focuses on answers rather than creating more questions. It's almost as if you're reading a completely different series.

How’s the Art?


Mattia De Iulis's art delivery is nothing short of jaw-dropping, which presents a problem for the series going forward. Regular artist Hayden Sherman's style falls well short of the gloriously rich visuals presented in this issue, so how do you go back to Sherman's indie style and not pine for what De Iulis has created here?

What’s great about Absolute Wonder Woman #6?


Kelly Thompson heavily leverages classic Greek mythology to answer the open questions from the first issue. Namely, how did Diana get those miraculous weapons, and how did she get out of Hell? The first arc put the cart before the horse, but now that we see the horse in action, the concepts are interesting.

What’s not great about Absolute Wonder Woman #6?


Mattia De Iulis's glorious art goes a long way toward covering for a slow, ponderously worded script from Kelly Thompson. The connections to classic mythology are interesting at a high level, but the dialog is way too overwritten, which slows down an issue that's effectively two flashbacks that didn't need more than three pages each to communicate their ideas.



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 Wonder Woman #6 begins the long story of explaining how Diana obtained her special weapons and escaped Hell when Hades calls her to account. Kelly Thompson's script has the right concept and ideas, but the overwritten, ponderous dialog slows the issue to a crawl. Conversely, Mattia De Iulis's exquisite art makes this series look ten times better.

6.5/10


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