How about a nice Hawaiian Punch?

“Sure!” WHAMMO!


The Brave and the Bold #7

The new storyline starts off with Wonder Woman and Power Girl fighting a horde of mummies. Once they’re dispatched, Power Girl accidentally reveals, while touching Wonder Woman’s magic lasso, that she’s heading for the Fortress of Solitude to kill Superman. Whuh?! Well, PG’s been hypnotized by someone — a short investigation leads the two heroines to the supposedly-destroyed-but-secretly-hidden Library of Alexandria. There, they run into the rotten Dr. Alchemy, an old Flash villain, who manages to transfer his mind into Power Girl’s. From there, Alchemy ambushes Superman at the Fortress and turns the whole place into Red Kryptonite, which brings about a thoroughly grody sequence where Supes mutates rapidly through a bunch of gross-and-drippy alien forms. Wondy ends up saving the day, but no one can figure out why a minor Flash villain like Dr. Alchemy would come up with a scheme to take out Big Blue.

Verdict: Thumbs up. Red Kryptonite is a darn fun plot device, though it’s been a while since we’ve seen it used as lightheartedly as it used to be in the Silver Age. The character interplay is pretty good, and George Perez’s artwork is as dandy as ever.


Powers #26

Quick recap: Former superhero Christian Walker lost his powers and became a cop, paired with Deena Pilgrim. They spent several years solving murders of super-people. Pilgrim accidentally got superpowers from a supervillain, and they burn her up unless she kills people. Walker, meanwhile, was chosen to become an intergalactic super-cop protecting Earth. In this issue, Pilgrim is on the run from the law, is apparently Patient Zero for the Powers Virus that’s been killing people all over the city, and she’s madder’n heck at Walker because she thinks he lied to her about his powers. Meanwhile, mysterious drug pushers (or powers-pushers? Can’t tell yet, but they’re muy mysterioso) are victimizing kids all over the city.

Verdict: Thumbs up. Whoa, Deena’s gotten way scary. I got a bad feeling this storyline isn’t gonna end well for her. And by gum, I think this is the first “Powers” issue in at least several years where no one got nekkid and no one got bloodily dismembered. There’s still swearing galore, so you know it’s still Bendis doing the writing.


Booster Gold #3

Some bad guy’s stolen the powerful Supernova costume from Booster’s 21st century ancestor, and they plan to use it to kill Superman! But Rip Hunter, Time Master, discovers that they have a very devious plan — they’re going to kill the doctor who delivered Jonathan Kent’s great-grandfather, leading to his death during childbirth. As a result, the Luthors find baby Kal-El and Lex ends up killing him as a teenager. So, Booster and Rip have to travel to the Wild West, where Booster gets drunk with psycho gunfighter Jonah Hex, and Skeets gets to ride a horse (not an easy thing for a hovering robot the size of a dinner plate). Booster saves the doctor, gets back to Rip Hunter’s time machine, and then crashes into a couple of guys on a Cosmic Treadmill.

Verdict: Another thumbs up. The art is fun, the story is fun, and this series hasn’t made any serious missteps yet.


Death of the New Gods #1

Actually, this is one comic I absolutely refused to buy. DC kills off a whole boatload of Gentleman Jack Kirby’s characters. Why did I skip this one?

Because DC Comics has spent the last couple of years wallowing in cheap deaths of good characters for nothing more than shock value, hoping for some “Death of Superman” media coverage and a short-term boost in sales.

Because none of these shock-value comics have been worth spit, and I don’t expect this one to be any different.

Because relying on nothing but shock value is a good way to get your readers completely bored with shock value.

Finally, and maybe most importantly — because the New Gods were created by Jack Kirby. You don’t use cheap shock value as an excuse to go mess with characters created by the King of Comics, and that’s all there is to it.

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