Mikyzptlk: Event comics are…strange. As Drew mentioned in his previous coverage of Trinity War, event comics like these can be hard to pin down. There’s usually a ton of damage and more colorfully clad heroes than you can shake a superpowered stick at. At the same time though, with so much going on, it can be hard to get to any meaningful characterization. It’s not impossible, but there’s just usually not that much of it. Another thing that event comics like Trinity War are known for is the idea that “Things Will Never Be The Same” after the events of said comics. In the end, what we normally get in event comics are shallow, action packed adventures that drastically change the playing field for our heroes. I’m not saying that’s a bad thing, in fact, I think it’s kind of necessary. The ever-changing playing field helps to keep these decades old characters fresh, and help to prime our heroes for those character-rich solo stories we all love so much. While Trinity War has given us some interesting moments, I can’t help but feel impatient for the drastic changes it will bring. The penultimate chapter of the tale helps to reinforce that feeling. Continue reading →
Patrick: Did any of you guys ever play Warhammer? If you’re not familiar with it, it’s a table top war game where you assemble an army from your race of choice and battle against your friends’ armies. It’s the least pick-up-and-play game you could ever imagine – understanding the basic rules means reading a 100+ page manual, and keeping a cheat sheet with charts and tables with you at all times. And then there’s understanding your own army, for which you need yet other book completely dedicated to that race. Then you need the little metal figures to represent the members of your army (sold separately), and if you’re really hardcore you can paint them. Then you need a surface large enough to play on – one time my friends and I took a door off its hinges and used that when we were denied the dining room table. Ideally, this surface will be populated with trees and terrain and stuff like that. Setting up the Trinity War has felt an awful lot like setting up a Warhammer game. Everyone’s been reading extra books they don’t really want to read just so they can play in the big game. Now the event is actually here and I can’t believe I’m surprised that all the characters feel like pieces in a game. Continue reading →
Taylor: The Flash has been living up to his abilities and making himself appear nearly everywhere with his insane speed. He popped up in Dial H a couple months ago and he’s currently enjoying a run (pun definitely intended) in Justice League Dark. The character has fit in remarkably well in both of these titles and in Justice League Dark, Barry even goes so far as to say he feels more comfortable working with the JLD than he does with his regular teammates. That Barry would say such a thing is interesting both for its narrative consequences and for what it means about his crossover events in general. It’s not always an easy thing to integrate a hero, with his or her own mythology and personality, into a different title that has its tone and voice. So what happens when you try to integrate not just one hero, but an entire league of them into a different title? Can that be done? Issue 22 of the Justice League, which marks the beginning of the Trinity War crossover event, makes it seem that such a thing is not only possible, but that it can done well too.
Today, Taylor and Shelby are discussing Justice League Dark 21, originally released June 26th, 2013.
Taylor: When you’re John Constantine, it’s always good to predict future as best you can. In order to escape the jaws of death time and again, John needs to predict what his enemies will do and how they will do it. Usually the man is pretty good at that sort of stuff and since he is often the focus of Justice League Dark it’s easy to forget that there are other ways of going about things. In fact, in Madame Xanadu the team has a colleague who can literally see the future and who doesn’t need to indulge herself in guesswork of any sort. But how useful is this power? More importantly, how does she choose to use this power and is it responsible? Issue 21 of Justice League Dark delves into these questions while also exploring a character that — up until this point — we have known very little about.
Today, Drew and Taylor are discussing Justice League Dark 20, originally released May 29th, 2013.
Drew: Comic books love team-ups, to the point that we rarely question their utility. Whether it’s random circumstance or a specific goal that brings the team together, once the team is formed, we kind of take it for granted that they will stick together. Who cares if Ocean’s 12 requires a ballistics expert (or whatever it is that Brad Pitt’s character does)? The team is the team — don’t question it. Unless, of course, you’re Jeff Lemire and Ray Fawkes, who devote Justice League Dark 20 to examining the utility of each team-up, from the random cameos to the team’s core members. The result is a fresh, surprisingly compelling argument for the team’s existence. Continue reading →
Today, Taylor and Shelby are discussing Justice League Dark 19, originally released April 24, 2013.
Taylor: There’s nothing like having a little time to yourself. This proves to be especially true after you’ve completed a large project or gone through an important life event that required a lot of your time or energy. Having just completed a stint as a student teacher, I understand how nice it is to regain a little bit of time for yourself. Suddenly, I have ample time to pursue my own interests, to take care of things I’ve been putting off for too long, and to generally dedicate myself to laziness and slobbery. Comic book writers and artists, along with the characters they give life to, similarly get to enjoy these moments of re-centering when they come to an end of a story arch. Without the obligations of having to progress a plot or defeat absolute evil, comic creators have the chance to spend a little more time on their characters and enjoy their company. Additionally, this is a chance for writers to reassess where they would like the focus of their series to fall and on whom. Justice League Dark, having wrapped up the Timothy Hunter arc, is enjoying one of these precious moments and in issue 19 it’s a pleasure to see what effect that has on the series.
Today, Patrick and Shelby are discussing Justice League Dark 17, originally released February 27th, 2013.
Patrick: Have you ever been introduced to a group of new people with a specific adjective? Someone says “this is my funny friend Patrick” or “you’ll be working with Patrick, he’s really smart.” Suddenly, it doesn’t matter how you view yourself, it becomes your singular goal to live up to that defining adjective. It’s stressful, but having your friends state their expectations of you right upfront increases that likelihood that you will be the thing they say you are. So what do you say about someone to turn them into your hero?
Today, Shelby and Taylor are discussing Justice League Dark 16, originally released January 30th, 2013.
Shelby: I loved magic when I was a kid. Stories about fairies, dragons, unicorns: I ate that shit up. I always wanted so badly for those sorts of things to be real. Even as an adult, I still wish for real magic in the world. Embarrassing confession time: I saw the first Chronicles of Narnia movie in the theater with my family. It came out in 2005, so I was 21 years old, and leaving the movie I was bummed out that I couldn’t actually go to Narnia. Nearly a real adult, and I just wanted to be whisked away to a dreamworld of magic. It’s really no surprise I like Justice League Dark as much as I do; Jeff Lemire and Ray Fawkes have crafted a world where that magic exists and is in danger of being eradicated. Obviously you know which side I’m rooting for. Continue reading →
Today, Drew and Taylor are discussing Justice League Dark 14, originally released November 28th, 2012.
Drew: Chekhov’s gun — the principle that a writer should not introduce a story element in the first act unless it comes into play by the third — is meant to keep stories simple and efficient. Details that don’t matter can clutter a story needlessly, making for a flabby, muddy narrative. On the other hand, when handled obviously, knowing that every element introduced must come into play can ruin an otherwise good surprise. In Justice League Dark 14, we find Jeff Lemire applying Chekhov’s principle to the House of Mysteries, delivering a kind of comedic interlude in the midst of Zatana and Tim Hunter’s disappearance. Continue reading →
Today, Taylor and Drew are discussing Justice League Dark Annual 1, originally released October 31st, 2012.
Taylor: Go big or go home. I don’t really know where this phrase came from or even what it really means. I suppose it probably means a person should come prepared to give everything they have to whatever situation they are about to encounter. I guess that’s “going big.” There is perhaps some virtue in that; I can admire anyone who can totally devote themselves to a cause or an idea. But with the election finally (finally) winding down, I also have to question if perhaps there is more merit in playing your cards close to the chest. I question how anyone can fully support one candidate or the other when eventually they will do something to piss you off, or almost certainly break a promise they blatantly made on the campaign trail. The ability to hold back, reserve judgment and always keep a little something extra for yourself, whether in politics or comic books, is a trait that should be applauded. John Constantine has this virtue (if he really can be said to have any such thing) and normally Justice League Dark does as well. But in the first annual edition of this title the creators do just the opposite, they go big and it pays off.