Mind MGMT #1 (Dark Horse): I’ve been sitting back, kind of
slowly cataloguing the slew of pop fiction that’s come out in our post-9/11
world specifically featuring airplane tragedies. I’m talking about stuff like
Lost, Flash Forward, Fringe, The Event, a couple other TV shows I’m forgetting,
some recent Avengers work, and now Matt Kindt’s Mind MGMT, which all open with
some sort of airplane disaster. Even a decade past the events of September 11,
2001, this scar in our psyche is so deep that it’s been manifesting itself in
fictional tales where uncertainty fills the skies. It’s like an airplane
crashing into a building, or some unexplainable phenomenon aboard a plane, is
now the absolute scariest thing we can imagine. That’s not meant to be a pejorative
slight against the originality of Matt Kindt’s work, just an observation that
it’s happening in a broad fashion. In this original series, there’s an “Amnesia Flight,” where all
the passengers, save one child, lose their memory, and all the passengers, save
one, are accounted for. One is mysteriously missing. This mystery is placed
against the backdrop of a secret government spy agency that utilizes agents
with mind control powers. I’ve been a fan of all of Matt Kindt’s projects to
date, but this seems like it’s the pinnacle of where he’s been heading for a few years.
There’s the fusion of historical elements with covert agencies and his
fascination with all things espionage-twinged. His ink washes and muted Earth
tones seem to bring warmth to everything as he uses modern techniques to
achieve a more classic pulp-inspired aesthetic. The other part of this book I
really love is that Kindt is offering bonus material that will be exclusive to
the floppies, much like Brian Wood’s plan on The Massive, also out from Dark
Horse next month. These guys are trying to resurrect the art of the floppy by incentivizing the purchase with "only here" material. Kindt overtly states that he’s a trade-waiter and he’s trying
to make a monthly comic book that would make him buy monthly comics again, so
he’s offering something of an interactive experience, with clues, puzzles,
cryptic messages that test your pattern recognition skills, that exclusive
content I mentioned (in the form of bonus strips that fill in the history of
the world he’s working in), and that’s all on top of a riveting mystery
rendered in his lush style. Anyway, I love that dedication and action aimed at the ailing floppy. It's really putting your money where your mouth is. This book is clearly a hit right out of the gate,
and I hope it sticks around for a while. Grade A+.
Prophet #25 (Image): Giannis Milonogiannis steps in for art
duties (even though Farel Dalrymple was billed in all of the solicitation copy,
grrrr) with a more blocky, slightly representational quality to his art that
felt downright Mignola-esque in isolated spots. It’s still a great contribution
to this sci-fi/fantasy series, but when you’re expecting Dalrymple, nothing
else will quite do. It felt like a bit of a rough jump cut from the interior
spaceship we left off at last issue, but I suppose the gaps between every issue
have been hyper-compressed and make the assumption that you’ll provide some closure
and fill in the gaps between issues. Brandon Graham is really pushing the
world-building extremely hard, throwing down layer upon layer of new
information without ever pausing to explain anything to you or bothering to have his characters exposit. I appreciate him
not insulting our intelligence, but it is very much a challenge to the reader
to stay in step with the constant stream of ideas pouring out. Now we see a
team of John Prophets, a “Six Prophet Arch,” but only three of the six seem to
remain. There’s an “Arch Mother,” which appears to be like a hologram of the
organic shipboard computer/person they use. The team is hunting a Nephilim on yet another world and
encounter all manner of organic artifacts along the way, as well as weapons
like the home-grown “Teuthidan Lance” which spits acid, and wet pinwheel
missiles which attack them. By the end, ruins are smote, familiar headgear is
found, and even though this is probably the greatest sci-fi adventure of this
period in comics, I’ve got to deduct a little for narrative clarity. I seem to
have lost track of our protagonist. Is he still on the ship? Was he one of the
three of the “Six Prophet Arch” we saw? Is he this new one being reborn? Is “ours”
even in this issue? I'm actually a little lost. Grade A-.
Batman Incorporated #1 (DC): Well, there should be no
arguing that visually this book is an absolute wonder. It’s like Chris Burnham
takes all the quirky spirit of Frank Quitely, but then improves the clarity of
the facial expressions, jams in more small-figure scale background detail, and
infuses the action with a greater sense of kineticism. I still prefer the Dick
Grayson Batman paired with Damian Wayne Robin, but this’ll do. My only real
complaint is exactly where I thought it would be, in that Grant Morrison’s
script just feels really uneven. I never feel as if I have a firm foothold on
what’s going on or why. It’s just, hey! Crazy action and crazy lines! Leviathan!
People wearing animal masks! Bat-Cow! Cannibalism! Something about Talia
Al-Ghul! Umm, ok. I guess I’ll play along for an issue or two because the art
is just so good, and there is some good wry wit toward the end thanks to the great characterization of Damian and his unyielding attitude, and I’ll admit
I am curious to see how Morrison will explain what happened at the end. Will he
carry it through? Will he back away from it? How soon will it connect to the
opening scene? Etc. So this clocks in with a very tentative mostly-for-the-art
Grade A-.
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