Spencer: Villains aren’t exactly known for their teamwork. Sure, they team up all the time, but it rarely lasts and never ends well; egos get wounded, agendas clash, and varying levels of morality get in the way. Just look at the Crime Syndicate over in Forever Evil proper; they’ve been keeping secrets and plotting against each other from the moment they reached our Earth, likely even longer. The only group of villains who have stuck it out for the long haul are the Rogues of Central City. What makes them different? Brian Buccellato and Scott Hepburn’s Forever Evil: Rogues Rebellion 6 implies that it may just be because the Rogues understand the way the world works better than most villains.
Patrick: Let’s talk a little bit about the need for, and the necessity of, spectacle in superhero comics. At first blush, it seems absolutely crucial, right? If our characters aren’t using their powers and punching each other in the face and teleporting and zapping each other with lightning, then like, what’s the point of making them superheroes in the first place? There’s something about the non-stop, out-of-the-frying-pan-into-the-fire pacing of Rogues’ Rebellion that feels like superhero comics stripped down past the concepts of good and evil and great responsibility all that stuff. It’s pure adrenaline-powered action, with only a modicum of scheming to slow things down. Perhaps it’s fitting, then, that these are Flash’s baddies — and that we even get some time with Johnny Quick — as the plot ramps up to a fever pitch heading to the conclusion. Continue reading
Today, Mikyzptlk and Patrick are discussing Forever Evil: Rogues Rebellion 4, originally released January 15th, 2014.
Mikyzptlk: While Batman and Spider-Man’s rogues are most likely considered to be the deadliest of them all, I’ve long found The Rogues to be the most interesting of the various superhero rogues galleries. As far as I know, they are the only villainous group who follow a code of honor. They are all about the take, and they go out of their way to refrain from hurting anyone unless they absolutely have to. Their code of honor is why this very miniseries exists. In a world run by villains, The Rogues don’t really look so bad, and they are now suffering for that fact. The intent behind this series seems to be to explore what makes The Rogues so different from all of the other villains of the world. In issue 4, Brian Buccellato continues his examination of The Rogues in a serviceable, if not entirely mind-blowing fashion. Continue reading
Today, Patrick and Scott are discussing The Flash 23.3: Rogues, originally released September 18th, 2013. This issue is part of DC’s Villain Month. Click here for our coverage of Villain Month.
Patrick: I wouldn’t say that Captain Cold is an alcoholic, but he does drink. Occasionally, he drinks to escape, but he also drinks to celebrate. It’s a dimension of who he his, but it doesn’t define him, which is so rare in comics. If someone’s a drinker, that’s probably some horrible vice that pigeonholes them into being abusive, inattentive or otherwise absent. Hell, Taylor and I just posted a piece of Casey Jones’ alcoholic father in Teenage Mutant Ninja Turtles yesterday. Beer is a consistent factor in this issue, it sees Cold through despair, it helps him unwind, and it’s even a sign of hospitality. Cold’s boozing habits are nuanced and resist simple definition, just like the man himself. Continue reading
Today, Drew and Patrick are discussing The Flash 23.2: Reverse Flash, originally released September 11th, 2013. This issue is part of DC’s Villain Month. Click here for our coverage of Villain Month.
Oh, if I had just lived right up to that moment… and not one second more. That would have been perfect.
Walter White, Breaking Bad
Drew: Regrets are the worst. We make hundreds of decisions every day, but our minds seem only to fixate on the mistakes and missed opportunities. We fetishize how things might have been different if only we had made that one small change, creating entire life paths that never have been, never could be, never will be walked. If the regrets are small enough (I wish I had ordered the fajitas), we usually forget about them and move on, but larger regrets can consume us, creating a vivid fantasy world of “if only.” In “Fly,” a brilliantly mediative episode from Breaking Bad‘s third season, Walt pinpoints the exact moment where his life should have ended, with every moment since steeped in regret that it didn’t. It’s a surprisingly unguarded moment for the character, revealing that, for all his machinations, he may suffer from the same uncertainties — and be driven by the same simple motivators — as the rest of us. Daniel West finds a similarly specific final moment of happiness in this issue, but of course, he locates it with the hope of going back and undoing everything that follows. Continue reading
Today, Spencer and Scott are discussing The Flash 23.1: Grodd, originally released September 4th, 2013. This issue is part of DC’s Villain Month. Click here for our coverage of Villain Month.
Spencer: Francis Manapul and Brian Buccellato have put a lot of work into remaking Gorilla Grodd over the past couple of years. They’ve recreated Gorilla City and tied its existence—as well as Grodd’s ambitions—into the same source that powers the Flash. They’ve amplified Grodd’s powers and savagery. In many ways it’s worked wonders—Gorilla City has always been a beloved part of the Flash mythos, but now it also feels like it belongs in this world more than it ever has before—but despite all that, Grodd still came across as a bit of an one-dimensional character, obsessed with ruling and power and not a lot else. In The Flash 23.1: Grodd (what a mouthful!) Buccellato aims to change that by giving us a look into Grodd’s psyche and determining whether it’s destiny, evolution, or something else entirely that drives the gorilla. It’s surprisingly compelling.