The Kingdom of Gog


Justice Society of America #14

The JSA starts working to hunt down Gog. Sand tracks him to the jungle, while the rest of the Society (there’s a great little scene showing how much they’ve outgrown their iconic meeting table) plans out their attack. Unfortunately, Gog surprises everyone by bringing the fight directly into the JSA’s brownstone. And he’s a lot more than they can handle.

Verdict: Thumbs up. There are lots of nice little moments. Like I said before, the scene with everyone sitting around the meeting table in lawn chairs and stools and recliners is actually pretty funny and gives a good sense of how large the team has grown. Sand gets his first lines in a year or more, and he has a great little scene all of his own. Gog makes a nice, dramatic entrance, and the fight against him is suitably knock-down-drag-out. It ain’t over by the end of the issue either, and the “Next Issue” blurb promises worse stuff to come. Can’t wait for the next issue.


Groo: Hell on Earth #4

Groo the Wanderer, promoted to Groo the General of an entire army, finally tracks down a war he can fight in. Oh boy, fighting! Of course, he has no strategy and cuts down as many of his own men as he does the enemy, but what’s important is he finally gets to fight! Meanwhile, the Sage continues to wander, trying to find some way to stave off multiple environmental disasters. Is there a way to stop the pointless war and to start mending the land?

Verdict: Thumbs up. The allegory is about as subtle as Groo’s fighting style, but the jokes are funny — often very funny — and the solutions to the problems of the war and the environment are elegant and smart.

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