They
Came From The '80's:
reviews by Mish'al Samman
Only
one man on our staff has the courage to wade through this
wave of nostalgia. That man, of course, is Mish'al Samman.
Why
is he the one? Because he once lit his bike on fire in order
to play Battle of the Planets.
Once
a month, Mish'al breaks from his reverie to gather his thoughts
and share them with you.
Battle
of the Planets #6
After the destruction of the Terrapin, the skies over Central
West have grown red, and the largest rainstorm in its history
falls. Suddenly, smoke fills the air as people are rendered
unconscious and brainwashed by none other than Spectra.
Now G-Force sits in limbo land awaiting their fate at the
hands of the President. When the General gets a distressing
phone call, Anderson is assured by the President that G-Force
will be instated as a military branch with Mr. Anderson as
the chief.
As this
series moves along, it does extremely well with taking you
out of the cliché of the typical 80's series. It's
not the same people usually doing the same thing.
This one
is one of the better '80's revivals, as 7-Zark-7 is no where
to be found (Thank goodness), and its giving us a tad bit
of insight as the characters are slowly but surely developing.
Refreshingly
plot driven with many unknowns that are being fed to us bit-by-bit,
this particular issue doesn't see much action with the team
or anyone at all, basically it deals with more back story
for the upcoming plotline, which this series tends to do every
3 issues or so. Woohoo!-Yah!-Interesting-Woohoo!-Yah!-Interesting
No "Woohoo!"
here, folks, must be in the next issue.
Rating:
G.I.Joe
#13
The Joe
team have their injury list, but they're still kicking. Unfortunately,
so are the Dreadnoks and Cobra units.
This new
B.A.T. that Dr. Mindbender has created is turning out to be
more of a handful than expected, and is obviously getting
more aggressive. Mindbender is forced into the line of fire
when Cobra Commander says the right thing to scare him enough.
Mindbender of course now shares some vital information with
the Dreadnoks, but it's probably a little too late.
All the
while Firefly is atop watching the action below, and attempting
to run the Joes in circles trying to actually find the B.A.T.
Jinx catches up to him, and realizes he is a new variable
to the situation.
This book
has more interest in the Cobra characters than the Joe team,
which works. At the beginning of the series, Hawk saw one
Ninja, and made a point that he isn't going to recreate another
Ninja Force, but ironically, the series can't seem to shake
the need for that Asian art form to be a focal point. Firefly
supposedly has trained with the still hard to pronounce (or
maybe not with the Manga craze these days) Arashikaji Ninja
clan, and Jinx and he have a history that presumably will
be explained later.
A big
plot twist is virtually demanded at this point, since we've
been chasing this B.A.T for 2 or 3 issues already. The climax
is unfortunately confusing and frustrating at first. While
it takes you back to Washington, you'd have to read it a couple
of times, and really look at the panels several times, to
see who is who before you can come up with a idea of what
just happened. It should be straightforward, but something
must have gotten mixed up on the drawing board.
Rating:
G.I.
Joe Frontline #3
The Joes
are starting this one off with a bang. In an operation to
infiltrate Cobra Castle, Wild Bill flies chopper in the dead
of the night with his signature shades still on, and Scarlet
and Snake-Eyes are in an awestriker, ready for the signal.
Cobra Commander, Dr. Mindbender, and Destro seem to be losing
control of the situation so they have to get Billy, Baroness,
and Storm Shadow out of the Mind Machine to help, but does
it?
In this
issue, you have to hand it to the creative team. This is what
the old Marvel comics did at their best. Unbelievable story,
unbelievable events, but one still finishes the issue with
feelings of satisfaction that this was fun packed and eventful.
The classic
Snake Eyes Storm Shadow Ninja techniques still pack that humor
in the fact that someone has to explain to Cobra what he is
doing
Again! Also, the coolness of Destro, and level-headedness
in battle is classic, as he is the strategist. As for the
Joes, they know the drill.
Now if
only they can do away with the Mind-Thingie-Machine-Dohicky,
#4 should be interesting.
Rating:
Masters
of the Universe #2
When
we left off last issue Orko had gained a crystal that allowed
him to wield magnificent power, and in doing so brings curiosity
to Man-at-arms and He-Man. They go to Castle Grayskull to
seek the Sorceress' wisdom. There she gives the answer she
always gives: it is very dangerous and He-Man must go on a
quest to resolve the matter.
In Snake
Mountain, Evil-Lyn still plots for power, and hires on Trapjaw
and Tri-Klops to help dethrone Skeletor.
It's a
little disappointing that they rush some aspects of the plot.
As this Shard of Darkness makes its bearer get angry, and
say things he doesn't mean, it might as well be a ring attached
to a chain.
Taking
the shard from Orko is all too easy, but when He-Man gets
it, he doesn't gain power. Instead, he develops an occasional
attitude problem towards his friends.
One would
imagine Orko would have put up a fight giving up so much magic
when he was just sulking about not being as powerful as before
only one issue earlier. It's more interesting watching the
bad guys in this issue, especially dialogue Tri-Klops makes
with both Lyn and Trapjaw. Otherwise, it's going somewhere
all too quickly.
Rating:
Robotech #2
We are
in 2005, and Rick is flying in the circus. During his performance
Roy steals the show after he has come out of active duty,
and the two brothers are reunited once again. But not for
long.
Admiral
Hayes approaches Roy for a special project, and they go at
it with Roy's reasons for not going back into service. The
Admiral finally get to him (as we should all know) and Roy
has to break his promise to Rick. His love for flying lands
Roy a test pilot job for a classified project, and Rick is
not too happy about it.
It is
sometimes hard to enjoy stories when you know what is going
to happen next, but as a fan of Robotech, you really get more
of a sense of how everyone you have come to know in the Macross
series really fits in the grand scheme of things. One guess
as to the secret project is
and one guess where he is
going for this project. Interestingly woven into our current
continuity, this series lacks nothing but a soundtrack album.
Rating:
Thundercats
#5 (of 5?)
Mumm-ra
has resurrected yet another foe from the past: Grune, the
Thundercat that would be king...if he defeats Lion-o. Jaga
must leave Lion-o in the same fashion as Obi-Wan had to leave
Luke. Before his faded blue glow dissipates completely, he
warns the young ruler of Thundara that danger lies ahead with
Grune, and that he must defend the throne.
A simple
story really, that has more of a twist in the last two pages
than it does in the rest. So far Lion-o is fighting short
and easy battles that really go nowhere in the scheme of things
until this issue. Once again an 80's phenomenon that was once
a cartoon should probably have stayed as a cartoon.
As a final
issue of a mini-series, this book throws you off even more,
because it really doesn't play like a conclusion to anything
except for Lion-o's final journey to become king, which it
really isn't. This feels more like part one of two.
Rating:
Transformers
Armada #6
The book
begins and ends with a statement you may also say when done:
More More More! Unfortunately, it's not the greatness that's
urging you to say it; it's that more can be done, but someone
is holding back.
Megatron
wants more power from the Mini-cons, and Leader-One is maxing
out what Mini-con power he has for his master. The kids are
being abandoned by the Autobots for their own safety, and
more Mini-cons are being found by Megatron. While these Mini-cons
send an emergency distress call out for help, Long Arm, Jolt,
and Sparkplug head out for the rescue mission.
If the
Mini-cons have a special emergency frequency, why haven't
they used this before? Even ignoring that flaw, the series
still doesn't do much in terms of excitement. This issue in
particular is more focused on the Mini-cons than anything
else. Megatron, Prime, and the others still hold the backstage,
and the completely revamped looks for everyone except Prime
is not settling in too much.
Rating:
Transformers:
The War Within #4
Megatron
and Prime have fallen from a bridge somewhere in the center
of Cybertron, and Prime appears to either have acid leakage,
or just hearing voices talk to him. Is it possible to have
a schizo robot?
The fight
continues when Megatron re-enters the scene, and only one
thing is on Megatron's mind
The Matrix.
Were finally
getting the gist of what really is the Matrix, and what the
power it holds is. Still impressing is the plot of this storyline,
it's capturing so many aspects of Transformers that a fan
can wish for: the struggle, the deception, the questions,
and the imagination of how this war started out to be.
Flipping
through the pages you will find not only great art, but some
characters and concepts of designs that complement this great
read, and the cliffhanger isn't all that shabby either. Once
you get ahold of the Matrix, does it send you into a new reality
or just fantasy?
Rating:
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