Wednesday, April 2, 2025

JSA #6 Review




  • Written by: Jeff Lemire

  • Art by: Diego Olortegui, Joey Vazquez

  • Colors by: Luis Guerrero

  • Letters by: Steve Wands

  • Cover art by: Cully Hamner

  • Cover price: $3.99

  • Release date: April 2, 2025


JSA #6, by DC Comics on 4/2/25, finds the JSA waging war on two fronts when the Earth-bound team races to find Dr. Mid-Nite, and the Demon Dimension-bound team fights to defend against a demon army.



Is JSA #6 Good?


Recap


When we last left the fractured team in JSA #5, Sandman and Jade concluded they had a traitor in their midst. Grundy arrived in the Demon Dimension with Gentleman Ghost to claim Hawkman, and an army of demons assembled to lay siege to the Tower of Fate.

Plot Synopsis


In JSA #6, the battle wages on two fronts, incurring devastating losses. 

On Earth, JSA members, led by Obsidian, arrive at the location of Dr. Mid-Nite's communicator signal, but their search runs afoul of KOBRA foot soldiers. Our heroes beat the soldiers easily, but Yolanda gets aggressive with one of the soldiers when she demands information. Jade, Hourman, and Sand arrive on the scene to reel their teammates in and aid in the search. They eventually find Dr. Mid-Nite's gear and a lot of blood, but no Dr. Mid-Nite. The implication sends Yolanda into a rage, and she kills one of the KOBRA soldiers.

In the demon dimension, Khalid, aka Dr. Fate, struggles to hold back the demon army attacking the Tower of Fate. Outside, Alan Scott and Jay Garrick engage the demons. Inside, Ted Grant leaps into action when the Injustice Society arrives to get the Helm of Fate. Unfortunately, the odds are not in the JSA's favor. The Tower of Fate is destroyed by a Kaiju-sized demon, Ted Grant is skewered through his chest by a sword from Shiv, and Wotan takes the Helm of Fate from Khalid.

The issue ends with the JSA together again, but it's not a happy reunion.

First Impressions


Overall, Jeff Lemire's JSA #6 is cleaner, tighter, and more straightforward than the previous issues. To accomplish the impactful narrative, Lemire had to put a few subplots aside, but the net effect is a far better reading experience.

How’s the Art?


Diego Olortegui sends the script into overdrive with plenty of fast-paced action and drama. The characters all have a moment to express a range of emotions, from fear to rage and everything in between. And the hard-hitting moments when characters die (yes, there are at least two meaningful deaths) hit like a hammer.

What’s great about JSA #6?


Lemire tightens up the script considerably, compared to the previous issue, and delivers a chapter that accomplishes meaningful plot developments and fights with significant consequences, drama, and action. If Lemire had started the series with this much focus and attention from the beginning, we'd have a higher opinion of the series overall.

What’s not great about JSA #6?


Jeff Lemire's ending hits hard, but there's an element about it that doesn't ring true. The Injustice Society is the perennial enemy of the JSA, but we're supposed to believe that as soon as the villains get their hands on the Helm of Fate, they let everyone go. The JSA is at its lowest point, so to accept that the Injustice Society wouldn't take advantage of the situation to wipe out their mortal enemy seems like a hand-waving shortcut.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

Follow @ComicalOpinions on YouTube, Facebook, Instagram, and Twitter



Final Thoughts


JSA #6 pauses several subplots and focuses on the bigger problems at hand for a cleaner and more impactful chapter. Jeff Lemire considerably tightens up the focus and the consequences to give his arc weight, and the art from Diego Olortegui looks pretty darn good.

8/10


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Secret Six #2 Review




  • Written by: Nicole Maines

  • Art by: Stephen Segovia

  • Colors by: Rain Beredo

  • Letters by: Steve Wands

  • Cover art by: Stephen Segovia, Rain Beredo (cover A)

  • Cover price: $3.99

  • Release date: April 2, 2025


Secret Six #2, by DC Comics on 4/2/25, gathers the team (sort of) to explain who did what and settle on the path ahead to stop or kill Amanda Waller.



Is Secret Six #2 Good?


Recap


When we last left the not-yet-formed team in Secret Six #1, Dreamer led Jon Kent and Jay Nakamura to Belle Reve prison, where Amanda Waller, believing the villain had escaped. Their interpersonal conflicts, lingering from the Absolute Power event, put the allies at odds. When they entered the prison, Dreamer and her allies were confronted by armed guards. Black Alice, held in a nearby cell, helped the trio escape capture by teleporting everyone to a safehouse miles away - right in the middle of a fight between Deadshot and Catman...maybe.

Plot Synopsis


In Secret Six #2, the bickering continues. We begin with a brief prologue that shows a team of scientists working on Amanda Waller's body. After a brief flash, Waller wakes up, declaring her memory has been restored.

In the House of Secrets, the assembled (sort of) team of heroes and villains comes to blows over the sudden forcing together. It turns out Deadshot was disguised as one of the Belle Reve prison guards and was pulled into the teleportation spell, but nobody knows why Catman is bloody and unconscious on the floor.

Jon Kent is enraged when he believes Deadshot injected Dreamer with something to knock her out. Jay Nakamura, aka Gossamer, is enraged when Black Alice makes a tasteless "your mom" joke (because Jay's mother is dead. Rage quickly turns into fights.

Jon knocks Deadshot through a wall, and the assassin counters by breaking open a gas pellet with artificial Kryptonite dust. Jay uses his phasing abilities to backhand Black Alice. Black Alice counters by using magic to throw several appliances at Jay from multiple directions to distract his focus. Suddenly, Catman wakes up and joins the fight to settle an old grudge against Deadshot.

Eventually, everyone calms down enough to talk. Deadshot explains Waller was freed by the reconstituted Checkmate, and he needs to get to Waller for intel before Checkmate gets it. Meanwhile, Dreamer privately tells Jay she wants to kill Waller before her memories are restored.

First Impressions


If you pick up this issue cold, your natural reaction will be, "Huh? When did that happen? Wait, what? How did that happen? Uhh...I don't get it. How do those two (or three) know each other, and what does that mean?" Stopping Amanda Waller is a big deal idea, but Nicole Maines's clunky, disjointed script is making a mess of it.

How’s the Art?


Stephen Segovia's art ranges from good to great, especially during Catman's dramatic entrance, for an issue with visual quality well exceeds the writing. The fights are gritty, the costumes look great (again, Catman is the standout), and the dramatic panel compositions are on point.

What’s great about Secret Six #2?


We often point out that it's never a good idea to form a team where everyone gets along. Interpersonal conflict keeps the teamwork interesting, so hats off to Nicole Maines for "forming" a team that not only doesn't get along but would rather kill each other if given the chance. Plus, as noted, Stephen Segovia's art is great.

What’s not great about Secret Six #2?


Interpersonal conflicts keep the teamwork interesting, but the constant bickering between D-List and lower characters quickly turns the drama into a chore. Very few people care about Dreamer as a character. Even fewer people care about Jay Nakamura. And absolutely nobody cares about Jay's deceased mother. Maines made a creative and strategic blunder to make the central conflict between three D-List to Z-list characters nobody cares about, especially one who worked for Waller, one who is a semi-retired terrorist, and a deceased mother who led her country to ruin.

Further, the flaw that created the first impression above comes from so many plot developments and elements that happened off-panel or happened in the past during storylines nobody remembers and aren't given a proper editor's note. This issue feels more cobbled together than written, and it's very far from entertaining.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

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Final Thoughts


Secret Six #2 clears up some of the confusion from the first issue and establishes the stakes for what's to come, sort of. Nicole Maines's clunky, cobbled-together script is more irritating than entertaining, but Stephen Segovia's art surprisingly makes even Catman look good.

5/10


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Absolute Superman #6 Review




  • Written by: Jason Aaron

  • Art by: Carmine Di Giandomenico

  • Colors by: Ulises Arreola

  • Letters by: Becca Carey

  • Cover art by: Rafa Sandoval, Ulises Arreola (cover A)

  • Cover price: $4.99

  • Release date: April 2, 2025


Absolute Superman #6, by DC Comics on 4/2/25, recounts Kal-El's harrowing journey from Krypton to Earth and his first contact with a kindly couple he met when his ship crashed in a lonely field.



Is Absolute Superman #6 Good?


Recap


When we last left young Kal-El in Absolute Superman #5, Krypton came to a violent end when over-mining and lack of ecological care caused the planet to fall apart. The El family planned to take a number of friends and neighbors with them aboard a ship designed to escape, but the ship was catastrophically damaged during the takeoff. Only Kal-El managed to escape Krypton's destruction...as far as we know.

Plot Synopsis


In Absolute Superman #6, the series graduates from the last days of Krypton to the first days on Earth. After Kal-El was cast into the void of space to avoid Krypton's destruction, Kal-El suffered through moths of uncertain isolation. Sol, the ship's A.I., supplied the Kryptonian with information and guidance, but the hunt for a habitable planet stretched into an uncertain future. 

After eighteen months, the mental weight of isolation drove Kal-El to consider ending his journey prematurely and permanently. When Kal-El reached his lowest point, Sol found a planet that met all the criteria for habitation, but the planet's yellow Sun seared Kal-El's body with intense pain. Lower on power, the ship crashed in a farm field owned by an older couple named Kent.

The Kent Farm was on the verge of financial ruin due to a lack of rain and healthy crops. Martha Kent was certain that their unwillingness to sell their land to the Lazarus Corporation resulted in a lack of rain from the Lazarus weather pacification network. Pa Kent wasn't convinced about the extent of Lazarus Corp's power, but he agreed that rain always seemed to pass their farm by.

When the ship crashed, the Kents witnessed a teenager stumble from the wreckage, but the ship disappeared as if it was absorbed into the teenager's body. Martha spent weeks nursing the teenager back to health, avoiding sudden outbursts of deadly power that neither the Kents nor the teen understood. Eventually, Sol's cells recharged enough to fully activate Kal-El's suit and provide language translation. The Kents finally make a connection with a teenager they don't fully understand, but the moment of happiness is interrupted when Lazarus Peacemakers arrive to take Kal-El into custody.

Elsewhere, we learn the mastermind behind the Lazarus Corporation and Brainiac is the eternal Ra's Al Ghul.

First Impressions


Absolute Superman #6 is probably the first issue in the series that gives the older Kal-El a personality and a sense of purpose. Now that the rehash of Krypton's fate is over, Aaron has circled around to bring focus to what matters. On the whole, this is the strongest issue so far.

How’s the Art?


It seems odd that the start of a new arc, the arc that finally defines this alternate take on Superman and drives the story forward, would be kicked off by a guest artist, but here we are. That said, Carmine Di Giandomenico does a fantastic job with dramatic framing, powerful action, and strong emotional beats. Carmine Di Giandomenico has a different style than regular artist Rafa Sandoval, but the level of quality is just as good, which is all you could ask for a guest artist.

What’s great about Absolute Superman #6?


The two big complaints of Jason Aaron's take on the Man of Steel have been the slow pace and the over-focus on Krypton. Thankfully, this new arc addresses both problems by picking up the pace and focusing on Kal-El's journey after Krypton. Kal's brief relationship with the Kents explains their role as Kal's would-be adoptive parents and Kal's first unpleasant interaction with Lazarus Corporation explains his motivation to work against the organization in the first issues. Aaron establishes quite a bit of character development and motivation, which has been sorely lacking.

What’s not great about Absolute Superman #6?


Now that we're at the pivotal moment where Kal-El crashes to Earth and meets the Kents, besides Kal's age and the special suit, the story still looks and feels like the traditional origin story. In other words, Jason Aaron spent six issues (and thirty dollars of your money) to rehash an old story with minor tweaks. Therefore, the big downside of this issue, and the series as a whole, is a genuine lack of imagination in making Absolute Superman truly distinctive.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

Follow @ComicalOpinions on YouTube, Facebook, Instagram, and Twitter



Final Thoughts


Absolute Superman #6 picks up the pace and re-centers focus on Kal-El when he first arrives on Earth. Jason Aaron's script reinvigorates the series by building out Kal's character and explaining why he thinks and feels the way he does about Earth and Lazarus Corporation. Sadly, the five-issue building up to this point leads you to the classic Superman origin story with just a few tweaks, underlying a lack of imagination or surprise in Aaron's concept.

7/10


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Thursday, March 27, 2025

Green Lantern #21 Review




  • Written by: Jeremy Adams

  • Art by: Jack Herbert

  • Colors by: Romulo Fajardo Jr.

  • Letters by: Dave Sharpe

  • Cover art by: Xermanico (cover A)

  • Cover price: $4.99

  • Release date: March 26, 2025


Green Lantern #21, by DC Comics on 3/26/25, sends Kyle's team to collect the components needed to build more Power Batteries while Hal returns to Earth for a surprise visit.



Is Green Lantern #21 Good?


Recap


When we last left Hal Jordan in Green Lantern #20, Hal flew off to investigate a blacksmith on a lonely planet whose life of getting picked on and disrespected erupted into rage lantern powers. Despite his best efforts, Hal was unable to get the blacksmith to calm down, leading to an explosive ending. Meanwhile, Kyle and his team of treasure-hunting misfits found a booby-trapped cavern on the surface of the Source Wall where an orb containing Source energy was kept. Kyle's team recovered the treasure, but they met the mastermind behind Sorrow Lantern's quest - Starbreaker - before they could get away.

Plot Synopsis


In Green Lantern #21, the challenge to restore balance to the Force... er, the Emotional Spectrum continues.

Kyle, Kon-El, and Odyssey battle Starbreaker for possession of the orb containing Source energy. The teams are evenly matched until Hal Jordan shows up to tip the scales. Sadly (*heh*), Sorrow Lantern gets the orb away from Odyssey and escapes with Starbreaker.

Later, all parties meet on OA to update everyone that Starbreaker is in play and decide a course of action. What's the plan? The Corps has to rebuild all the Power Batteries destroyed by the United Federation and stabilize the Spectrum before Starbreaker and Sorrow Lantern build their own. What's the next stop? Kyle and the scavenger team head into Reach territory to find Nth metal.

On Earth, Hal returns to catch up with Carol Ferris. They briefly team up to stop a mental crook called Mind-Bomber while Hal tells Carol about the rebuilding of the batteries. He hopes Carol will join him in the quest because she should be present when the Violet Battery comes online. When Mind-Bomber is captured, officers from the Department of Extranormal Operations show up to take Mind-Bomber into custody. Hal and Carol are shocked to learn longtime GL villain Hector Hammond is working for the DEO as a form of rehabilitation.

Later, Carol enlists Dove to help infiltrate the DEO and find out if Hammond's rehabilitation is on the up-and-up or if he's secretly up to no good. The issue ends with Kyle's team finding more than Nth metal at an abandoned Reach outpost and Dove confirming Hammond is up to no good.

First Impressions


I like everything that's happening in this issue, but I don't like everything that's happening in this issue crammed together. Jeremy Adams is writing his heart out, giving readers a sense of time, distance, and scale by creating multiple conflicts at once, but the focus feels scattered.

How’s the Art?


Jack Herbert steps in for regular artist Xermanico for a galaxy-hopping adventure with ring-slinging, powerful figure work, excellent character acting, and plenty of dramatic moments. It's unclear if Herbert is on this issue as a one-off or if he'll be handling art duties for a few issues, but this series is in good hands with Herbert.

What’s great about Green Lantern #21?


Again, I like the individual pieces Adams is crafting to ensure the plot doesn't feel thin or lacking in meat. Kyle's scavenger team has an important mission, Starbreaker quickly proves to be a formidable threat to the newer members of the team, and the reappearance of Hector Hammond immediately turns into bad news. It's all good stuff.

What’s not great about Green Lantern #21?


The downside is Adams's lack of focus. Starbreaker teamed up with Sorror Lantern is a galaxy-wide threat, which should require all hands on deck now that there's a race against the clock. Why is Hal spending time on Earth stopping petty crimes? Why are Hal and Carol teaming up to investigate the DEO when there are more pressing problems? Who thought putting Hector Hammond on a government team without strong oversight was a good idea?

In other words, Adams gives you a list of interesting conflicts, but they're too many and none of them are getting the proper attention their urgency level deserves. It reads as if Adams is combatting the lulls in the main story with multiple, smaller conflicts, and it's getting messy.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

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Final Thoughts


Green Lantern #21 scatters the Corps throughout the galaxy to scavenge components, stop bank robbers, and investigate supposedly reformed villains. Jeremy Adams's script gives you plenty of cool plot developments to hold your interest, but the plot feels scattered and lacking in focus. On the plus side, guest artist Jack Herbert's visuals look great. 

7/10


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Batman #158 Review




  • Written by: Jeph Loeb

  • Art by: Jim Lee, Scott Williams

  • Colors by: Alex Sinclair

  • Letters by: Richard Starkings

  • Cover art by: Jim Lee, Scott Williams (cover A)

  • Cover price: $4.99

  • Release date: March 26, 2025


Batman #158, by DC Comics on 3/26/25, returns to basics when Batman interrupts the latest Joker caper, only to discover that the Joker has his hands full with the return of Hush.



Is Batman #158 Good?


Recap


When we last left the Caped Crusader in Batman #157, Batman pulled off godlike feats of aerial acrobatics to blow the wings off a crashing plane in time to stop KGBeast from setting off a socialist-fueled riot in Gotham City. The issue ended with confirmation that the man posing as Bruce Wayne's long-lost brother turned out not to be his brother, but that didn't stop the man from lecturing Bruce Wayne for being an awful rich person.

Plot Synopsis


Batman #158 joins the Cape Crusader as he swoops down onto a familiar crime in progress. A clown-masked goon is about to unload a sanitation truck loaded with jokerized piranha into the Gotham City Reservoir. Batman recalls the similarities to his first encounter with the Joker many years ago, but it's unlike Joker to repeat a crime. Batman knocks out the thug, but he's taken by surprise when Joker attacks him from the shadows with a crowbar. Joker knocks Batman into the reservoir and into the middle of the school of piranha. When the piranha starts nibbling away, they expose and damage the circuitry of Batman's suit, sending out an electrical shock to stun the fish.

The short circuit cuts off all signals and communication to Oracle. Talia al Ghul swoops in on a helicopter to rescue the unconscious Batman before jetting away again. Meanwhile, a massive man named Silence grabs Joker, stuns him with a massive voice amplifier that ruptures Joker's eardrums, and drags the Clown Prince of Crime away.

Later, Batman recovers and returns to his cave to change into an undamaged costume. He suspects Talia found him due to a compromise in his suit's circuitry. When Oracle re-establishes contact, he warns everyone to shut down all systems to deal with the potential compromise. Cut off from the rest of his family (for now), Batman examines Joker's shoe that he found left behind and surmises the Joker is hiding out at a nearby abandoned carnival.

Joker heads to the carnival and finds the Joker alive but tortured. From the video images displayed on nearby screens and the plethora of scalpels lying around, Batman concludes Hush has returned.

First Impressions


Batman #158, the hotly anticipated return of Jeph Loeb and Jim Lee, is a weirdly stiff and clunky first issue in a new arc. All the hallmarks of a classic Batman adventure are here, but the issue suffers from "And Then" syndrome, which is very far from smooth or engaging.

How’s the Art?


Jim Lee is a legend, so it's no surprise that his return to internal pencils on a Batman story comes with super high expectations. Lee does not disappoint. Everything from Batman's physical presence to the panel compositions to the focus on visual drama hits the high bar for the best DC has to offer. Every Batman comic should look this good.

What’s great about Batman #158?


After the last year and change suffering through Chip Zdarsky's tenure on the title, Jeph Loeb's script is a welcome palate cleanser that puts a classic Batman in a classic scenario using Bat-gadgets and Bat-detecting to catch a classic villain. The story won't blow you away, but it's refreshing to get back to basics.

What’s not great about Batman #158?


The awkward clunkiness of Loeb's script comes down to the "And Then" syndrome. That's when you have a chain sequence of events that move the plot forward but happen for no particular rhyme or reason other than it needs to happen to move the story forward. Joker repeats the first crime caper wherein he first encountered Batman just because. Talia al Ghul shows up in the right place and time just because. Batman somehow concludes his circuitry is compromised just because.

When you pile up the sequence of random events and are asked to describe what happened, the answer sounds like, "This happened, and then that happened, and then this happened, and then that happened." There's no cause and effect, no interconnectedness, and no cohesion. In short, it's a checklist plot, which isn't very engaging.



About The Reviewer: Gabriel Hernandez is the Publisher & EIC of ComicalOpinions.com, a comics review site dedicated to indie, small, and mid-sized publishers.

Follow @ComicalOpinions on YouTube, Facebook, Instagram, and Twitter



Final Thoughts


Batman #158 is a back-to-basic Batman tale with stupendous art but a lackluster story. Jeph Loeb's script has all the right pieces, but it reads more like a clunky checklist than an engaging narrative. However, Jim Lee's Batman art can't be topped, so pull it for the visuals, but adjust your expectations for the story.

6.5/10


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