Category Archives: Reviews

Review: The Flash #8 – “Reverse-Flash: Rebirth”

Comic-book futures are constantly changing. We’ve seen four* major versions of the Legion of Super-Heroes, many different “true” versions of the near future, and a half-dozen variations on the eras that brought us villains like Abra Kadabra and the Reverse-Flash. Given the latter’s newfound obsession with changing history in Flash: Rebirth, it seems highly appropriate that his origin tale rewrites itself repeatedly over the course of the issue. It’s fascinating to watch the twists and turns as his life starts down one path, then stops, backs up, and takes another.

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Quick Review: Velocity #3 — “Decoys” Continued

One of the things I’ve liked about the Ron Marz/Kenneth Rocafort Velocity miniseries is the tone: despite dealing with serious issues like viruses, murder, and human experimentation, there’s a sense of playfulness to it all. This holds through issue #3, in which Velocity goes up against hordes of robots as she tries to rescue her deathly ill Cyberforce teammates in the minutes left before the techno-virus kills them.

While the first issue was mostly setup, and the second issue dealt with a lot of problem-solving, this one is basically two long battle sequences with the speedster battling robots first in the wilderness, then in the crowded streets of Venice. It finishes up with a particularly nasty cliffhanger for the final issue…but as a long-term comic book reader (and sci-fi watcher) I came up with several ways to resolve it in the first few minutes after I finished reading.

I’m developing mixed feelings about the art, though. On one hand, I love the style, the detail, the expressions, and the creative panel designs. The pages often have a fragmented look that makes the story feel more hurried. On the other, some panels are sexualized enough that they distract from the story. Yeah, it’s Top Cow…but sexiness should serve the story, not detract from it, right?

(On a side note, I found it interesting that the issue shipping this week should have a text feature called “5 Things You Never Knew About Velocity.”)

Overall, the book maintains the energy of the first two installments. If you’re out for super-speed action, this is the place to be.

Velocity #3
Written by Ron Marz
Art by Kenneth Rocafort
Preview
Velocity #1 (full issue)

Review: Velocity #1
Review: Velocity #2
Review: Velocity #4

A digital review copy was provided by the publisher.

Quick Review: THUNDER Agents #2 Runs a Speedster Ragged

I haven’t read the first issue of the new T.H.U.N.D.E.R. Agents series, but when I read that issue #2 was going to feature the origin of their speedster, Lightning, I decided to take a look. The concept: An international team of covert operatives use suits that give them super-powers…knowing that the powers will kill them.

Despite being the middle of a bigger story, the issue reads quite well. It’s structured with a framing sequence in which the team is on its first mission. It’s not entirely clear what they’re doing, except they need Lightning to get inside the perimeter. To do so, he’ll need to run faster than he has ever run in training…and he’ll learn the true cost of super-speed.

This is wrapped around the story of Kenyan athlete Henry Cosgei, two-time Olympic winner and three-time world champion, a man who loves life, but most of all loves running…and the brutal way in which T.H.U.N.D.E.R. manipulates him into joining the team. By the end of the issue, he sees all too well what he’s given up in order to regain what he’d previously lost.

There’s good character work, not only with Lightning himself, but with the two handlers. There’s some depth here beyond the mindless slugfests, continuity strip-mining, and roster shuffling (though there is a bit of the latter here, since it’s an origin story) that seems to make up so much of the super-hero landscape these days.

T.H.U.N.D.E.R. Agents #2: “Live Fast, Die Young”
Writer: Nick Spencer
Penciller (main sequence): Cafu
Inker (main sequence): Bit
Artist (Lightning sequence): ChrisCross

Review: Flash #7 – “What Goes Around, Comes Around”

Those unfamiliar with the Rogue Profiles from Geoff Johns’ previous Flash run might dismiss a whole issue focusing on Captain Boomerang as filler. And while it’s true that this issue and the next were added to the schedule to get the main story back on time, it feels like an integral part of the mythos (if a bit more related to Brightest Day than to the story building to Flashpoint), and leads directly into next week’s issue’s profile of Professor Zoom.

Like the earlier profiles, this issue follows the featured villain as he goes about his business and thinks back about what made him the criminal he is today. It serves both as an origin story for new readers and a way for the writer to explore just what makes him tick. In this case, it doesn’t add anything really new to his background, but rather collects and crystallizes the key elements that have been established over time: a troubled family life (what Rogue didn’t have that?), coming to the States as a toy mascot, and then embarking on his life of crime.

I’ve raved before about how well Scott Kolins’ art is suited to the ruggedness of the Flash’s Rogues Gallery, and that remains true here. Yet his art is transformed by Brian Buccellato’s painted-looking colors, making it blend perfectly with Francis Manapul’s work and revealing just how much of the look of this series is due to his contribution.

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Retro Review: The Flash #268

Today’s guest post is by KC Flash.

For my first EVER comic review, I wanted to start with the comic that began my love for Flash comics so many years ago. What was it in my first comic that made me want to follow the Flash for over thirty years? Would it still “hold up,” so to speak?

The first Flash comic I remember purchasing was Flash #268. If you just look at the cover, you will discover three characters fighting over a Golden Age comic, Flash Comics #26. The cover blurbs state that this is “the comic book that holds the world’s greatest secret!” In the bottom left corner, the cover asks the question, “What amazing secret does a golden age comic hold that causes three heroes to fight for its possession?”

At first, you may be thinking that since this was a December release, that the heroes were still fighting over a “Black Friday” sale at their local comic book store. ☺ However, as you read the story you discover that “The Riddle of the Runaway Comic” is actually a crime mystery story. The story involves Barney Sands, who is a twelve-year-old comic book collector, the Flash and a gang of criminals.

A gang of criminals has “obtained” a secret spray, Formula XCV. This formula, after being sprayed on an object, allows the object to reappear at a different location. The criminals obviously want the formula for devious reasons. As the story states, “Just imagine how this formula could revolutionize crime! Squirt the invisible spray over a priceless painting or jewelry exhibit while no one’s looking and then retreat to your hideout—concentrate—and the priceless item materializes in your hands!” Yes, friends, XCV takes all the risks out of stealing!” The only problem is that the original scientist, the “late” Professor Phillip Denton was able to only effectively use the spray on one object, his son’s copy of Flash #26. Whenever someone concentrates on the book, the book magically appears. Enter our criminals dressed as Wildcat and the Golden Age Green Lantern, Alan Scott.

Without going into further details, I must say it was quite a treat to go back and reexamine this book. My interest in the history of the Golden Age began in this book. By reading this book, you will also get to see Barry Allen’s comic book collection. As Barry Allen states after finding Barney Sands’ comic book in his own collection, “Its one of the few Flashes that have eluded me –even when I managed to get rarer ones.” Just think about how much fun it would be to go over to Mr. Allen’s to share collecting tips.

Now that I think about it, Golden Age Flash Archives ends at Flash #24. So, yes, I am still searching for a reader copy of Flash #26 after 30 years. Hmm…Maybe, just maybe, if I think about it hard enough?

KCFLASH

Covers c/o the Grand Comics Database.

Review: Justice League Heroes: The Flash

Today’s guest post is by liquidcross of The Indigo Tribe.

Let’s take a look back (a flashback, if you will) at a video game that fell under many fans’ radar: a sidescrolling beat-’em-up for the Game Boy Advance starring the Flash. Designed as a side story to the 2006 Justice League Heroes console game, the aptly-named Justice League Heroes: The Flash features the scarlet speedster zipping around the globe as he takes down the forces of evil. Unlike many licensed games, the end result is pretty damned good, so let’s examine why JLH:F is a hidden gem.

At its core, JLH:F is a 2D brawler reminiscent of the Streets of Rage series. You’ve got the usual punches and kicks to dispatch your foes, but since you’re the friggin’ Flash, you’ve also got his superspeed. (Note: It’s never explicitly stated within the game which Flash this is, as everyone just refers to him as "Flash." However, the developers at WayForward Technologies have stated that it’s the Wally West incarnation). The use of superspeed in the game actually works quite well; the "A" button will dash you to the closest enemy, allowing you get in some swift combo attacks ("B" is your attack button). The "R" trigger will kick you into Flash Speed mode, and everything will appear to slow down…except for you. This is what life is like from the Flash’s perspective, and you can use it to thrash opponents before they even have a chance to react! To keep things fair, though, you’ve got a Speed Force meter right below your lifebar; when it’s depleted, you can’t use Flash Speed mode until it recharges. (Fighting enemies and finding certain powerups will recharge the Speed Force meter.) Finally, if you’re in a real pinch, you can call in other Justice League members to help clear the screen: Superman, Wonder Woman, the Martian Manhunter, Black Canary, or Green Arrow will jump in if you hit the "L" trigger. Their assistance can only be called upon a limited number of times, but you can find powerups that’ll let you summon your fellow Leaguers more often.

As you progress through the game, you’ll earn new moves (like a whirlwind attack), explore new areas, and face the inevitable bosses. Most of them are classic Justice League villains like Circe, but there’s a few Flash-centric baddies in there such as Gorilla Grodd and my personal favorite, Zoom. Another Flash "villain" appears in JLH:F, but not as a stage boss. Want to find out who? Trying using Flash Speed mode right after you lose your last life.

While JLH:F is a portable game, the graphics are top-notch. WayForward have mastered the art of high quality 2D graphics, and their other games like Shantae, Contra 4, and Batman: The Brave and the Bold are shining examples of their craft. JLH:F is no different; the sprites may be tiny, but they’re filled with detail and fluidly animated. Last but not least, let’s take a look at the game’s audio and extras. The background music’s pretty good, and the sound effects are standard beat-’em-up fare. JLH:F is peppered with voice clips, and that really makes it feel like you’re playing an arcade title. Some of the clips might get annoying after a while, but still, it adds to the overall charm of the game. As far as extras are concerned, you can unlock the game’s cutscenes, background information, preproduction art, and more.

Overall, JLH:F is a very good game, but there are two minor flaws. One is the aforementioned focus on Justice League villains. For a Flash game, it would’ve been nice to see a game filled with the hero’s infamous Rogues. Where the hell are Captain Cold and Mirror Master?! The other downpoint is the poor quality cutscene art. I understand that WayForward probably didn’t want to hire a professional comic book artist just to do a few tiny panels here and there, but the art they did use is subpar. Even worse are some of the coloring errors, like the one seen below:

I don’t recall Wonder Woman sporting a bare midriff in the comics; this ain’t an early 1990s Image book. That’s supposed to be armor plate! I know it seems like a minor concern, but it’s a rather glaring (and annoying) error.

Fortunately, these flaws have no effect on the gameplay, and that’s all that really matters. The game engine is rock-solid, and the Flash plays just like he should, dashing around dealing out ass-kickings at superspeed. JLH:F is a great street-brawlin’ game that’ll bring back fond arcade memories for anyone who sank tons of quarters into Final Fight and its brethren. The Game Boy Advance may have been rapidly swept away by the Nintendo DS, but games like JLH:F prove that the GBA still had some life left in it towards the end. For Flash and beat-’em-up fans alike, Justice League Heroes: The Flash belongs in your library. Start diggin’ around on eBay…