Wednesday, April 24, 2013
Quick Hits: 9 Newish Comics for Wednesday, April 24 including Jupiter's Legacy, Adventure Time, Batwoman, FF and More
when I voted in this year's Eisner Awards, I didn't vote for Adventure Time despite its many nominations (I did vote for Meredith Gran's Marceline, however). As I've said before, Adventure Time isn't bad at all, it's just that the several serialized stories, while entertaining, have been too long and don't quite hold up over several issues. But Adventure Time 15 is a self-contained one-shot, and it's also the best issue of the series so far. In the issue, Magic Man shows up and ruins Princess Bubblegum's Princess Tea Party, and naturally Fin & Jake save the collected princesses from his evildo. Unfortunately, they're blasted with a magic ray that removes their ability to speak - EXCEPT they can talk in pictograms that appear over their head in word balloons, word balloons the other characters can see and try to interpret. This is a wonderfully ingenious use of the language of comics within the very story and word balloons themselves. In a story where the Princesses are the ones saving the day, there are plenty of laugh-out-load moments throughout including priceless Lumpy Space Princessisms. This feels like a solid episode of Pendleton Ward's astonishing television series, full of energy, fun little character moments and snappy dialogue, except it exists so solidly within the language of comics that it can only exist on the comic page. Adventure Time 15 is inventive, clever, and a hell of a lot of fun - it almost made me regret snubbing it at the Eisners, but if North, Paroline & Lamb keep giving us issues like this they'll get my vote next year.
1 - is that by knowing the position and intention of every living thing around him he can process the direction of reality and even bend it to his whim by subtle manipulation. Lyme and Meru need Duncan and the power he wields, and the second half focuses on the central question of how to get to someone, how to surprise someone as powerful as Duncan. The first half is a layered and detailed examination of character and intention, the thoughts and feelings swimming around Duncan throughout as an effective and integral part of the milieu as Kindt's beautiful watercolors. From the telepaths of the Marvel Universe to indy works like Bodyworld, explorations of telepathy in comics are frankly nothing new, but here Kindt's presentation of Duncan's powers and Lyme & Meru's attempts at confronting him utilize Kindt's unique visual style in breathtaking and effective ways. Kindt is consistently upping the creative ante with every issue of this phenomenal series, and you can even read issue ten as a stand-alone tale. (If you've been meaning to read MIND MGMT, pick this issue up or get issue one as part of Dark Horse's One for $1 reprint series, or read my review of the first volume here.) And as for this week's aforementioned issue of Brain Wood's The Massive (also from Dark Horse), Declan Shalvey's art is a decided disservice to the tale, not that Wood's absurd story is much better. Hopefully this is just a hiccup in an otherwise interesting and well-produced series, but if the downturn continues one could easily see issue 11 as the point where the book figuratively - and quite absurdly enough, literally - jumps the shark.