Thursday, February 12, 2026

The Saturday Night Ghost Club - Craig Davidson

Jake doesn't have a lot of friends. If he hangs out with anyone, it's his uncle, who runs a shop dedicated to the occult on what passes for the main drag of 1980s Niagara Falls. When Billy enters the shop, looking for a way to communicate with his recently deceased grandmother and make sure she's alright, dying so far from where she lived most of her life, Calvin offers to help. By sneaking Billy into the local mortuary. And Jake comes along.

For the remainder of the summer the tale spans, the three of them gather at places Calvin says have reports of ghosts. Sometimes Calvin's friend Les comes along, and sometimes Billy's sister, Dove, is around. But there's more going on with these locations and stories than Jake is aware of.

Davidson writes the book from Jake's perspective, looking back on that summer many years after the fact. Jake goes on to study medicine, and becomes a doctor who operates on the brain. So there are chapters that detail things he's seen or experienced in his work, mostly focused on what we don't understand about the connection between the brain as a physical object, and all the information contained inside it. A girl with an inoperable tumor that makes her sleep most of the time, lost in a fantasy world with a robot and druid as protectors. She can no longer recognize anyone in the real world, but when she draws how the robot and druid appear, they're her parents.

So in looking back, Jake views the summer of the ghost club is written as a transformational experience. In one sense, he starts to move past the point where he can believe in stories of haunted rail tunnels or stone angels that crush anyone who spends a night beside the grave. He starts to draw a line under what he believes is possible. But he also makes a couple of friends and, in being willing to stand with them, learns to stand up for himself, begins to become the person he'll grow up to be.

At the same time, Jake sees all the things he didn't understand about people back then - about Dove's shifts in moods, the struggle in his father between a respectable provider and the hellraiser he was, Uncle Calvin's fixations - with more awareness. As a kid, if your mother is cautious with money, or your dad can stand and talk on the doorstep with strangers for hours, you don't really think about why they might be like that. Whether it's childhood experience, or brain chemistry, or some cocktail/battle of the two. You have no frame of reference. That's just, how they are.

If Jake still doesn't, as an adult, understand exactly what's driving the people he cares about, he at least looks back with the knowledge those things were always there.

'Looking back, I wish I'd relished those final instants of childish fear: that saccharine-sweet taste of terror curdling like sour milk in my mouth.' 

Tuesday, February 10, 2026

The Wrecking Crew (2026)

James (Dave Bautista) is a Navy SEAL in Hawaii with a wife and two kids. His half-brother Jonny (Jason Momoa) is a reservation cop in Oklahoma, whose girlfriend (Morena Baccarin) just broke up with him because of things like lack of communication and forgetting her birthday.

Neither is all that concerned when their private investigator dad is killed in what we see as a pretty obvious intentional hit-and-run, but is being treated as just an accident by the investigating officer (Stephen Root.) But a bunch of Yakuza attack Jonny while he was in the bathroom, looking for some package they think his dad sent? Now Jonny is interested in returning to Hawaii for the first time in 20 years. Mostly so he can beat the shit out of people, and maybe also irritate his big brother.

Momoa plays Jonny as sort of an arrested development, perpetual asshole. He's always looking for a beer, never lets any petty argument drop. When Valentina shows up, Jonny can't help constantly trying to impress her, or get his brother to agree she's hot. (This is not difficult, James is perfectly impressed with her, especially her driving.) Spends a lot of time insulting people by calling them names. One of the Yakuza guys gets called "Naruto" and "Zuko" (because part of his face looks burnt) within a minute, and one the main bad guy's chief goons gets tagged as "Fat John Cena."

Bautista gets the slightly deeper role as the older sibling who can't admit he worries about his younger sibling, so he expresses it through disappointment. Until all the insults Jonny hurls back punctures the "responsible" air and James starts going for the throat. You can even see it in their actual fight. Jonny's swinging and trying to do damage, while James keeps going for holds and grapples. It's either at the point Jonny bites him, or the kick to the nuts, that James starts fighting back for real.

(They fight in the police station parking lot immediately after Jonny gets bailed out for barging into the main bad guy's house and getting tased three times. I envision the cops standing at the windows, just watching and shaking their heads like, "Do we arrest them?")

The fistfight leads to obligatory sharing of feelings, and then to Jonny getting the chance to make things right with Valentina, then an action sequence that makes me think somebody really liked the initial attack on Ajax's convoy from Deadpool. Then big final battle. It's a little odd, because they switch between James' fight with the main Yakuza guy, where James is doing pretty well throughout, and Jonny's fight with the main bad guy, Man Bun McGee (not his true name), where Jonny is mostly getting his ass kicked.

Which is not so weird by itself, except the moments at which they switch feel like there's a thematic significance to it. Like, there's a similarity between the moment where Jonny gets a gaff hook jammed in his shoulder and James has the Yakuza's sword arm in a lock where he could clearly do a lot of damage, but he hasn't yet? I don't know, maybe that James has been denying any emotional fallout from his father's death (and various poor life choices prior to that), and trying to stay under control, disciplined, all that. But really, he's angry too, angry enough to make that arm bend a direction it shouldn't and bury the sword in the guy's face.

Not sure exactly how that maps to Jonny's situation, where his anger doesn't seem to be doing him much good. So maybe it's that James cares about his brother and senses he's in trouble, so there's no more time for restraint.

Monday, February 09, 2026

Grappling with a Host of Issues

Probably not what anyone wants to hear. 

Total Suplex of the Heart is focused on Georgie, a young woman writing for a web site that gets an idea to do an article on a local hardcore wrestling promotion. But once hired, to act as a valet, or less charitably, eye candy, Georgie finds she really loves wrestling. The storytelling and the characters as much or more than the physicality.

For the remainder of the story, Georgie is around or involved in wrestling to some extent, but writer Joanne Starer tends to focus on how those things intersect with various issues Georgie has (which are drawn from Starer's own life, including starting her own women's wrestling promotion in the early-2000s.) Georgie has body image issues and anorexia, neither of which is helped by her valet character often being dressed up in skimpy outfits designed to titillate the male audience.

So there's a scene where a friend she's made through wrestling is trying to help her find new clothes for her costume, and artist Ornella Greco draws two panels side-by-side: one is how Georgie actually looks in the outfit, and the other is what Georgie sees in the mirror, with a more noticeable belly, and some hair on her legs, bags under her eyes. Basically that she's fixating, or imagining, on perceived imperfections. Or Georgie narrates her cycle of binging, and justifies it by assuring that she tries to eat healthy foods. Except binging on raisin bran has negative consequences.

There's also her tendency to gravitate towards guys for affirmation, and those guys are often completely self-absorbed. Even the guy who seems "nice", is really trying to have the relationship entirely on his terms. They're working together on a show for the wrestling school Georgie helped him start and run, but it's all for him. Everything is on his schedule, according to his needs. The guy who points this out, seems to be doing so more to convince Georgie to sleep with him, than out of any real concern for her.

Greco draws most of those guys as physical specimens, though I'm not sure if that's meant to be how they really look, or how Georgie perceives them. Meaning as an the inverse of her self-image. That she sees them as these perfect guys, and she's lucky they like her (because she sees herself as such a mess), so she needs to make sure they keep liking her. By being the fun one, or the supportive one, or the flirty one.

 
But amid all that, Starer does emphasize that Georgie makes a lot of friends through wrestling. Actual friends, who not only support her or encourage her to figure out what she wants, but also will call her on her self-destructive behavior. Starer ends the story on an up note, one she admits in the afterword doesn't mirror the reality of her situation at that time in her life. She's likely right that it's important to note toxic relationships or body issues don't just magically fix themselves, but I appreciate she let the comic end on a more positive trend. I often found myself occasionally groaning at Georgie's latest bad decision, so having her step away from that was fairly carthartic. Though Starer usually has Georgie groaning at herself along with us, per her narration boxes. But it's an illustration of the cycles people get caught in, making the same mistakes over and over, even knowing they're doing it.

Sunday, February 08, 2026

Sunday Splash Page #413

"Pipe Organ from Hell," in Power Girl (vol. 2) #3, by Justin Gray and Jimmy Palmiotti (writers), Amanda Conner (artist), Paul Mounts (colorist), John J. Hill (letterer)

Power Girl had a 4-issue mini-series in the late-80s, then bounced between team books - not to mention origins and powersets - for almost 20 years. Infinite Crisis bringing back the multiverse meant it was OK for her to be a Kryptonian from a different, now-deceased, universe, which at least settled the origin and powerset. Still, now that her past was concrete - as concrete as anything gets in a Big 2 superhero universe - what to do with her present?

Amanda Conner, Justin Gray and Jimmy Palmiotti started with trying to get her a civilian life again. In the arc in JSA Classified that led into Infinite Crisis, Geoff Johns established that while Power Girl had an apartment, she was hardly ever there. Dust on everything, she couldn't keep track of where her key was (Conner drew a pile of doorknobs just inside the apartment from Peej breaking them to get in each time she actually came by.) Not even bothering with a disguise or secret identity, just walking to the door in her costume.

So, get her an apartment. Have her try to maintain, with limited success, a secret identity as Karen Starr. Get her a cat, which allows Conner to draw all sorts of interesting or funny stuff in the background when Power Girl's at home. Continue building the friendship with the current Terra (as started in the Terra mini-series from this creative team the year before), but make sure they interact outside superheroics. Doing stuff like going to the movies together. Get Peej back in charge of her old company, Starrware (I don't know how many reboots of the character ago that was), with a focus on technological solutions for environmental and ecological problems. That provides the opportunity for supporting cast members who aren't costumed adventurers, while also offering a setting which can provide both conflicts and solutions to conflicts that don't strictly involve a Kryptonian punching stuff (fun as that can be to read.)

Then throw her up against a wide variety of foes. The arch-villain of this creative team's run was the Ultra-Humanite, himself a refuge from Earth-2 like Power Girl, though I'm unclear how he's still around. U-H has a superiority complex related to his intellect, and a chip on his shoulder because his body let him down, resulting in his brain being implanted in an albino gorilla. He initially plans to move his brain into her body, which is an inversion of the typical focus on Power Girl's appearance. Where often it's the male gaze about her physical appearance, for U-H, it's about the power inside that body, and what he thinks he could do with it, rather than the usual lust motivation. He's still reducing her to a body for him to use, but in a different way. Not that it ends any better for him.

And there's plenty of the other kind of reduction dealt with in the book. Lots of brief scenes of people talking down to Power Girl or otherwise behaving inappropriately, which she then shuts down in some way. An egotistical scientist interviews for a position at her company and dismisses her concerns about his plans to bio-engineer psychological change into people to match what he thinks is "healthy"? That dude is shown the door. Some bum tries to flash Power Girl? Freeze breath on his junk. The 2-part story where Vartox shows up, having decided Power Girl is the ideal woman to help kickstart a population boom on his planet, is one long exercise in her dealing with an annoying dickhead with no respect for her (or boundaries.) There's a lot of yelling, followed by punching.

I'd like to solve more of my problems with yelling followed by punching. Maybe skip straight to the punching.

Beyond that, there's a teenage girl who tries to use a magic book to destroy aspects of industrialization in an effort to protect the planet, and a trio of wild alien ladies looking for a planet to have a party. And there's Satanna, looking for revenge after Power Girl's initial defeat of the Ultra-Humanite. Except this was at the same time the Humanite had gotten his brain transferred into Terra, so that played out strangely. Satanna went to the trouble of getting weapons from Dr. Sivana to kill Power Girl, only for the Humanite, in Terra's body, to destroy the weapons. Satanna helped with the brain transfer, so why are they working at cross-purposes?

Conner fills the pages with all sorts of background details and foreground action. Wherever Power Girl goes, in costume or civilian clothes, we see people passing by take notice. (Sometimes she comments, sometimes she doesn't.) Two people may be talking while one of Karen's employees is chasing her cat in the background. Colorist Phil Mounts uses vivid colors, nothing muddy or restrained. The Ultra-Humanite's weapons fire bright-green beams, Satanna's armor she got from Sivana has a gaudy leopard-print design. The subterranean land Terra comes from has clothing that changes into dayglo colors in response to the wearer's emotions. Even if things get ugly at times, these are still bright, exciting adventures for the most part. Weird science stuff, magic, aliens! Satanna's chief henchman is an angry badger scientist, a detail I really loved.

Conner makes Power Girl a big presence. Taller than most of the guys at her company, so she often has a noticeable height advantage in the profile shots of two characters conversing. She shifts easily from amusement to exasperation to anger as the situation changes. Not that she can't play diplomatic, but this is not a character who is going to bite their tongue and play nice to avoid stepping on some jerk's feelings, or worry about being called a bitch for it. They play up the "power" in her name, too. She swings cars like she's waving a paper fan. A panel full of Bioshock-looking machines is followed by a panel full of shattered junk. Or she survives an explosion that vaporizes an alien spaceship with nothing more than some scorch marks on her skin and mild disorientation.

Unfortunately, the creative team left after 12 issues, replaced by Judd Winick and Sami Basri. Winick proceeded to tear down Starrware and embroil Power Girl in Justice League: Generation Lost-related plots, and Basri's Power Girl seemed like a much more reserved and remote character than Conner's. A lot of narrowed eyes and harsh glares. I gave that 5 issues and then bailed out hard.

Saturday, February 07, 2026

Saturday Splash Page #215

"Roadkilled," in Resurrection Man #8, by Dan Abnett and Andy Lanning (writers), Butch Guice (artist), Carla Feeny (colorist), Ken Lopez (letterer)

Mitch Shelly has been homeless and wandering for a while. He doesn't know much about himself, not even that his last name is "Shelly." One day, during a drive-by, he learns he can fly. And gets shot. Sees flashes of a life that might have been his, then dies.

And then he's alive again, with a different superpower. He doesn't know the "why," isn't even entirely sure about the "who." But he's got a few leads to start chasing.

Except there are also lots of people chasing him. People who intended for Mitch to stay dead. People certain he was never dead to begin with. People interested in why he doesn't stay dead. People who think they know why, because they think they know who he really is.

In that sense, Resurrection Man's 27-issue run (plus a DC One Million tie-in issue) is one big continuum of chases and pursuits. Mitch pursuing answers about himself. Insurance investigator Kim Rebecki pursuing Mitch, who she suspects of faking his death. The bounty hunting pin-up model duo Body Doubles pursuing Mitch for their employer. A walking corpse that consumes parts of people to keep going and will not shut up, that wants what Mitch's got. The Forgotten Heroes - a version of them, anyway - show up late in the series wanting Mitch's help dealing with Vandal Savage.

Some of it works better than others. While it makes perfect sense Mitch would want to learn who he was and try to regain what he'd lost, it never interested me much. Abnett and Lanning have Mitch's past involve being a scummy lawyer, but by the time we figure that out, we've seen him die multiple times protecting innocent people. Unless you're going to really delve into what makes a person who they are in terms of why Mitch changed before and after his first death (or you're going to tease him reverting over time), the guy he was before doesn't make much difference.

I was more interested in the deal with his powers, even if I had no idea who this "Immortal Man" was the Forgotten Heroes and Phantom Stranger each assumed him to be. Especially the cat-and-mouse game with the Body Doubles, where Mitch sometimes had the upper hand, but sometimes got caught flat-footed or unprepared. He's running a lot early, but as he gets a better handle on his powers (and lands a potent power thanks to some help from a two-issue guest appearance by Hitman, who Abnett and Lanning do an excellent job using in a tone that matches Ennis'), he can turn the tables.

Guice drew the entire series (minus a couple of fill-ins.) There's a strong Joe Kubert influence to his work in the scratchy lines and Mitch's wiry frame and ragged look. Even when Mitch tries shaving and trimming his hair, he still looks like a guy who's been living rough for a while and shows it. It gives Mitch an everyday appearance, rather than that of some costumed hero. Mitch will act to saves lives he sees in danger, but most of the time he's focused on own problems. He eventually recognizes there's a greater threat to be confronted, but initially agrees to work with the Forgotten Heroes because Vandal Savage was involved in the experiments Mitch was subjected to.

(In DC One Million, Mitch has embraced being a hero, as something like the senior tactician of that time's Justice League, what with all the experience he's got. Guice draws him in a more superheroic outfit, and gives him a more bulked-up physique, reflecting the change in perspective.)

Mitch survives the big conflict at the end of his series, but doesn't seem inclined to embrace being a hero. Instead he returns to his home town and Kim Rebecki, since the two had started something of a relationship amid all the different people killing Mitch. Which might be why nobody much used him after the series ended, although he seems like the Hero Dial in that he would be an opportunity to play around with weird powers.

Abnett and Lanning took another crack at the character in the initial New 52. Of the 3 books I tried at the start, it was the one that held out the longest, until it was canceled around 10 months in. But I was probably buying it from inertia as much as anything. They again spent more time digging into Mitch's past than I would have liked. I wasn't exactly disappointed when the book ended.

Friday, February 06, 2026

What I Bought 2/5/2026

I spent 4 days last week looking after Alex's cat. I took his advice and set his TV to some Youtube "cat tv" station full of birds and squirrels when I had to leave for a while, but the cat seemed equally interested in the NBA player podcasts I'd watch sometimes.

Batgirl #16, by Tate Brombal (writer), Takeshi Miyazawa (artist), Juan Castro (inker), Mike Spicer (colorist), Tom Napolitano (letterer) - Does Batgirl think she's learned to cut fire? Maybe.

Let's wrap this war up. Nyssa was unconcerned that the Unburied were infiltrating Samsara, because she wants them there to kill via machine gun towers, under the logic that the blue poppies grew from the corpses of the Unburied's ancestors, so that will definitely happen a second time if she can produce the corpses. And the Unburied wrecked her Lazarus Pit, so she's trying to avoid death.

Jaya takes out the towers, and apparently is not on Nyssa or the Unburied's side, but some third motive. Oy. Batgirl seems busier fighting her ghosts than anything else, but pulls it together enough to choose against vengeance. Rather than fight Kalden to the death for killing Shiva, she figures out the pressure point thing Jaya uses to make Nyssa able to feel stuff again. Which leaves Nyssa unable to continue fighting. And Batgirl freed Tenji, who was chained up for. . . reasons.

Was Nyssa thinking he'd work as bait for the Unburied? Was it supposed to distract Batgirl, or make her fight harder against the Unburied? I have absolutely no idea what Nyssa's end goal was there.

But Batgirl chose against vengeance, the Unburied get their home back, so I'm sure they'll just be all peace and love now, and definitely won't opt to hunt down Nyssa and anyone they think might strike against them. And Batgirl is maybe returning to Gotham with her half-brother and Jaya.

I assume Batgirl's able to use Jaya's pressure point stuff to heal Nyssa - though it's not like it does anything for her aging and dying problem - because she chose freeing Tenji over attacking Kalden, and this represents healing her past emotional wounds. It doesn't really feel like that significant of a choice - Cassandra Cain has chosen saving someone over beating someone else up plenty of times - and it also doesn't feel like it would resolve any of her issues with her mother, but here we are. 

Nova: Centurion #4, by Jed MacKay (writer), Matteo Della Fonte (artist), Mattia Iacono (color artist), Cory Petit (letterer) - OK, I understand Nova's presence, and the former Nova turned wannabe Han Solo behind him. What's with the two red circles? Are they suns?

Nova's trying to get a recharge, but the technician is giving him a lot of static about how disrespectful it is for an Earther to be wearing a Nova Corps uniform, now that the Corps is gone. So, did the Corps get rebuilt and then destroyed again some time between the end of Thanos Imperative and now? I generally understood Rich was still the only Nova all throughout the Krakoa era, so how has word of that still not gotten around?

But he gets his recharge, and his being able to handle that much juice convinces the guy he really is a Nova. Meanwhile, some doofus named Eden Rixlo steals Nova's ship while Rich is buying groceries. What a fucking terrible name, what idiot came up with "Eden Rixlo"? Really? Gerry Duggan? I would have put money this guy was created by Jeph Loeb in his Sam Alexander Nova book. Good thing I don't gamble.

Cammi and Aalbort are on-board at the time of the theft, which is weird since Eden was apparently eyeing the ship the same time Nova was trying to get his recharge, which Cammi and the combat accountant were present for. Why wait? He could steal the ship, but not break in? Either way, there presence means this is a bad idea even if Nova didn't manage to get right on Rixlo's tail, including using the mines Rixlo drops as speed boosts (which was very cool) all the way to his destination.

But Nova did stay on his tail, and Cammi and Aalbort are in position to slit Eden's throat, as they arrive at some space station where Star-Lord is waiting. At least, the guy introduces himself as Star-Lord. 

Between the dumb hair and dumber mustache, and the stupid outfit that has what looks like backpack straps growing from the shoulders, it looks more like, I dunno, Andy Richter playing a cruise line captain. And he'd speak in some goofy accent. Something Scandinavian by way of Swedish Chef, maybe. At least the shoulder straps should make it easy for Nova to throw the Cruise-Lord into the airless vacuum.

Thursday, February 05, 2026

Parental Supervision Declined

In Loco Parentis, you play as a young woman who's just moved into a new apartment. An apartment smaller than any of my dorm rooms. I don't think the room is even wide enough to have a bed, and lengthwise, all the wall space is taken up by desks and cabinets. If she's paying more than $100 a month for this play, she's being robbed. The hallways are dark, there's garbage bags and boards and desks and old refrigerators just sitting in the halls or on the landings between floors.

Oh, and there's a little girl that's calls for help as she's dragged into an apartment by an old woman. An old woman indifferent to the revolver you find to try and threaten her into releasing the kid. Which, to be fair, could simply be her being so old death holds no terror for her.

But there are also the spirits, or whatever you'd call them. Floating, translucent things with squid mouth that will float towards you if they see you. You can push them back with the flashlight you find, provided you don't run out of batteries, and bullets do disperse them. But you need the bullets for the old woman, too, and they're scarce.

If you dispatch the "crone", you then have to deal with the handyman, who the little girl also doesn't like. He made too much noise while she was trying to watch TV. I didn't get far in this game, but it seems pretty clear helping this kid is a bad idea. Which means I don't feel bad I didn't get very far in the game.

As far as I got, the levels seem to boil down to simple tasks. First, destroy or remove something the person cared about. You have to run between different floors - up or down doesn't seem to matter - chucking tools down the garbage chute or whatever. Then shoot something else. The shooting has to be completed within a certain amount of time, or you die. Which was where I got stuck, because I only had two bullets, which apparently wasn't enough, and couldn't find more before I was killed.

And the game feels very inconsistent about what you're supposed to do. The handyman occupies random objects, which you can tell because you see bugs crawling around them or hear snoring. Don't touch those objects. Until the game changes it's mind and wants you to shoot something. Except sometimes I can see the handyman as an actual person, messing with a floor's circuit breaker, and other times I can't. So am I supposed to shoot him, or the objects?

The controls are obnoxious. You can't readily open doors or drawers if you're carrying something,s o if you want to chuck something down the garbage chute, you have to drop it first, then open the door, then pick it back up. It feels like the cursor has to be in just the right spot for you have the option to interaction with something. The game relies a lot on jump scares, where you turn around and someone's swinging at hatchet at you, then they disappear.

Some games, if I get stymied, I'll go online to figure out what I'm doing wrong. Loco Parentis isn't worth the time that would waste.