Monday, July 13, 2026

The Team Needs an Exorcism

Another example of "you're not the boss of me," ending badly. 

The Case of the Team Spirit is the first collection of John Allison's Bad Machinery, released through Oni Press. The core cast - Shauna, Charlotte, Mildred, Sonny, Linton and Jack - are all starting the upper level of public school. There's a helpful glossary in the back, provided by Charlotte (which makes the accuracy questionable, but I won't know any better), that explains to a dastardly rebel descendant such as myself that UK schools are 4 through 11 and 11 through 16 (or 18), so I assume this is the latter.

This means new teachers, new uniforms - man am I glad my schools never had uniforms, so that I was only constrained by my mother's insistence I wear shirts with buttons to junior and high school, rather than t-shirts* - and new problems. Charlotte's tendency to chatter gets Shauna in trouble. Jack and Sonny find themselves hoodwinked in a football card swaps by the devious Bobby Swaps. As always, never engage in an activity with a person whose last name is a word for said activity.

While Linton, and to a lesser extent Jack and Sonny, try to figure out why the Russian oligarch who now owns the local football club seems to be having so much bad luck, Shauna and Charlotte, with the eventual assist from Mildred, try to help an elderly Russian woman who refuses to leave her home so the aforementioned oligarch can level a neighborhood and build a new stadium.

Wait, he's going to pay for the stadium himself, rather than demanding the local government fork over hundreds of millions in taxpayer dollars? We need more Russian oligarchs owning sports teams here in the U.S., pronto.

It takes about a third of the book for anything truly supernatural or paranormal - which I gather are regular occurrences for this bunch - to show up. Then it shifts to Linton and the other boys trying in their half-assed way to investigate curses, while the girls are more focused on helping Shauna retrieve her nice birthday jacket from a bully from her old neighborhood. Which does result in Mildred more fully entering the fold as the third girl in the crew.

I'm guessing the competition between the boys and the girls to solve these mysteries - which Jack and Shauna appear to be keeping record of in secret - is a holdover from some earlier series of Allison's. I got that feeling a lot, that these characters have mucho past history I'm only dimly aware of, and not just the boys repeated mentions of their case involving Mad Terry, which they were not supposed to speak of.

Which makes sense. Charlotte mentions their history teacher dated her older sister in uni, which, since said older sister was friends with Esther de Groot, means said dating would have taken place concurrent with events in Giant Days. And Charlotte dragged Esther along to steal holy water from a church in that book, so she's clearly been at this sort of thing for a while.

Where were we? Allison jumps the focus between the characters, letting one or the other drive events at different times. So it's Shauna's friendship with Mrs. Biscuits, and Linton's diehard Tackleford FC fandom that start things off, Shauna gets isolated for a time as Charlotte's burgeoning friendship with Mildred gets Shauna in trouble and leads to the jacket theft. Meanwhile, Jack's the one getting roped into potential crimes so a friend of his older sister's will get the boys a tour of the stadium, so they can search for hints of curses.

I feel pretty bad for Jack, who is a neurotic mess even by the standards of teenage boys. He seems very popular with his sister's friends, but clearly has no idea what to do with that or how to respond. So his mind spirals off into flights of fancy (such as his misunderstanding of what a "military-industrial complex" is) or increasing panic (see above.) 

Much of the humor is one kid saying something unexpected or bizarre. Or hurtful. Allison's pretty good at remembering teenagers will go for the jugular if the opportunity presents itself. Some of the insults in here, I wouldn't have come out of my room for a year. There's also a lot of good timing. Near the end, Shauna asks the oligarch an obviously rhetorical question, and in the next two panels, as Charlotte and Shauna debate whether Charlotte is, in fact, 'reversing his psychology,' you see Mildred thinking about something. And then in the third panel, she answers the rhetorical question, to everyone's annoyance, and my amusement.

That said, I laughed hardest at the parts involving the Russians, both Mrs. Biscuits and the oligarch. Because I read their dialogue aloud in my best Boris Badenov accent? Or maybe because a man describing, in a real effort at inspiration, how he started his fortune mining lithium with his bare hands, then upgraded to a spoon, and would just eat a little lithium whenever he felt sad, is simply hilarious to me.

* This, not coincidentally, is why I hate polo shirts and have not worn one in over two decades. I had lots of fun t-shirts, and wasn't allowed to wear a single one to school. I was never going to be cool, but dressing like a preppy dweeb when my actual approach to school was clearly apathetic slacker didn't help.

Sunday, July 12, 2026

Sunday Splash Page #435

"Norse God of Annihilation," in Ant-Man (2022) #3, by Al Ewing (writer), Tom Reilly (artist), Jordie Bellaire (colorist), Cory Petit (letterer)

Released in 2022, this 4-issue mini-series centered around a mysterious future Ant-Man, who kept traveling back in time and briefly interacting with the previous holders of that title. His purpose, other than it has something to do with the ants they control, is kept a mystery until the final issue. By which time there are really much bigger problems to worry about (see above.)

Pym's story is set either prior to the formation of the Avengers, or very close to it, and involves him being targeted by a group of enemies from his solo book. No, the Scarlet Beetle wasn't invited. It also involves Pym and Jan's date at the movies being interrupted by a young Eric O'Grady, who throws popcorn at Pym. So Pym follows him into the lobby and sets ants on him. When Pym is captured, the Wasp finds him because Scott Lang is trying to break into the apartment and opens the soundproof window, letting out Pym's agonized screams.

Lang's presence is apparently to set up Jan letting him use Hank's old Manhattan lab whenever he wants as a favor, though Scott has no idea what she's talking about. How, exactly, he forgot meeting a diminutive flying woman while trying to break into an apartment, the occurrence of which apparently convinced him to move back to Florida, I don't know, but it certainly makes the whole thing feel needlessly convoluted.

Reilly and Bellaire try to modify their styles or approaches to mimic the eras the stories are set in. In this case, Bellaire uses mostly solid, basic colors, what would be bright colors, but the shades give the impression of being a little faded, or maybe yellowed? Reilly, meanwhile, has a sort of stiff, solid line to his figures - although his O'Grady has a wicked smirk straight out of Ditko's style - and straightforward layouts of 5-6 panels per page.

O'Grady gets the second issue, shortly after he stole the experimental suit, as he doesn't know it can generate Pym Particles (thanks to Skrull tech Skrull-Pym built into it), so he tries digging up Scott Lang's Avengers Disassembled-corpse. Because he's an idiot. Lang's is set in roughly the present day, and involves he and his daughter trying to shrink Ultron (at this point partially Hank Pym) into the Microverse inside some Asgardian-rune inscribed Vibranium coffin.

In the second issue, Reilly and Bellaire try to mimic Irredeemable Ant-Man. Reilly does a pretty good Phil Hester impression, with more heavy blacks and a stronger, more squared-off look to the characters. Some occasional pages of characters just sitting in one place for a bunch of panels in the same position, thinking over things. Bellaire uses a lot of a muddy orange-red that I definitely feel I saw regularly in Marvel comics of the mid-2000s. It's giving me New Avengers flashbacks, and I don't like it!

Third issue is closer to what I think of as Reilly's art style, at least based on Walter Mosley's The Thing mini-series. Much lighter line than Hester, busier than the Pym story, and Bellaire uses more variety in the shading here than the prior two issues. Softer shades if Cassie is a little embarrassed by her dad, or bright, sharp shades for explosions or lightning. The layouts are more dynamic and varied in panel count, there are more elements that jump across the page or through panels.

This is still the era of Lang being regarded a joke by most other heroes, so Stark and Thor are pretty disrespectful. No surprise from Stark, but I'm disappointed with Thor. Where's your humility, hammer-boy? Did you trade it to get back your arm? At least Cassie tells her dad to stop sucking up to them, and references Scott saving the world in World Hive, though he shares credit with her. Because he's a good dad.

They get interrupted by Black Ant (the robot duplicate of O'Grady from Remender's Secret Avengers) and the coffin gets flung somewhere in time. Ewing ties things into Age of Ultron, which I could do without remembering exists, but I can't tell what parts of the explanation were actually from that, and what are things Ewing bolts on for his own purposes. Either way, the four Ant-Men deal with an Ultron hopped up on Odin-sauce, and that's that.

This time around, Bellaire's color work really dominates. It's a lot of solid blocks of color, bright blocks, and Reilly's lines almost vanish under it. Which might be something about the mythic nature the heroes of the past have achieved in the future, that leaves them blurrily defined because there's so much that got lost over the centuries. (Future Ant-Man definitely wasn't expecting O'Grady to be like he was.) 

But what, exactly is Ewing driving at? There's a bit at the end, as they get ready to try their plan to stop Ultron, where Pym says all the World's Smallest Hero can do is 'think big.' The Ant-Man of 2549 found his "nano-swarm" couldn't fix an ecologically devastated Earth, so he cloned a bunch of extinct ant species. They lacked any natural instincts. So he fucked around in the timestream to measure how past Ant-Men controlled insects as part of some plan to install the instincts. His time traveling provided a guide for Ultron to find his way back into the timestream. Big plan, big fuck-up, big problem. Pym's own examples of overreaching are well-known, but after that, it feels stretched.

O'Grady is just trying to stay alive, and going about it in the dumbest way possible. Maybe the over-reaching is that the suit exists. Skrull Pym internal monologues that it was only Pym's need to prove himself that made the Skrull build such a suit (which contains Skrull technology that might give him away) in the first place. Lang, though, is trying to be careful. The Avengers don't like that he's bringing the coffin to New York, but he argues it's got the most precise equipment, and this is the sort of thing - shrinking a hybrid of a genocidal artificial intelligence and its creator into a micro-universe - you want to be precise about. As it turns out, Ultron-Pym figured out how to communicate on the ant-helmet's frequency and was subtly guiding Scott there, but it still doesn't feel like taking unjustifiable risks for uncertain gain.

So is it the inferiority complex thing? Pym, well, again, the history of his attempts to prove himself that end disastrously are well-established. I don't feel like Ewing accounts for '60s Pym meeting both an endpoint of an artificial intelligence he created and seeing what happened to himself. Although maybe '60s Pym's bold statement that if he ever does create and AI, it'll be a lot better, is the over-reaching thing again. Lang is constantly scrabbling for respect and to try and look cool so his daughter will look up to him. Zayn Asghar apparently wasn't content with a "nano-swarm" that could at least rebuild homes and stuff. No, he has to bring back ants to fix the planet's ecosystem, by himself.

But then there's O'Grady. A petty, selfish, small-minded, dim-witted putz. He's entirely realistic about just how likely he is to survive if he can't shrink to escape danger. It's not an inferiority complex if you are, in fact, inferior. He doesn't care enough about anyone but himself to bother trying to do something big to prove himself. There's Black Ant, who is planning on being a henchman for Ultron, and really wants to do a good job on this escape attempt, but still kind of half-asses it. He's boasting Lang won't be able to call ants for help because he bribed them with really good sugar, for Pete's sake. This is not a serious person.

Saturday, July 11, 2026

Saturday Splash Page #237

"Truant Officers," in The Web #5, by Len Strazewski (writer), Tom Artis (penciler), Bill Wray (inker), Eric Kachelhofer (colorist), Vickie Williams (letterer)

The Web was a bit of a rarity in the Impact Comics line as an ensemble book (Black Hood had a revolving cast, in a sense, which we'll get to when Sunday Splash Page gets there.) Where the other books revolved around solo heroes, "The Web" was an entire government organization. It had existed since the late '60s, with a broad mandate to investigate the unusual, but seemingly really created to investigate the disappearance of that generation's superheroes, the American Crusaders. Without success.

There were multiple agents, with different areas of operation, varying levels of public visibility, and different approaches. They eventually got powered armor, although the power was transmitted from some central station, and required authorization to use, even before Web fell on hard times as the years passed and budgets shrank. Eventually they were roaming swamps in business suits, chasing reports of UFOs.

With the emergence of new superheroes they're back in business. More money (but also more oversight), and more staff. That's where Strazewski makes his mistake, the cast is simply too large. From top-down, you've got Powell Jennings, who is some dipshit prep-school goober appointed as head of the agency. Of the field staff that are holdovers from the earlier years, there's Bill O'Grady, in charge on-site (that's him in the flak jacket), "Big Daddy" Rothco (the bearded guy), the Sunshine Kid (a spiritualist/hippie type), St. James who gets brought in to run tactics, "Jump" Kennedy, a pilot whose girlfriend was abducted by aliens a decade ago, and Gunny Beaupre. There's another guy, who calls himself "Troy" but is referred to by others as "Brew", who shows up in another issue.

Among the new generation, there's "Win" Winfield, whose older brother is part of the same prep-school dipshits as Jennings, Rad Stiles, the aggressive dickhead of the cast, Buster Thomas, the scientist who devised the updated version of the armor, where the power boost circuitry is actually wired under their skin, and Saleh/Silver, a former DEA agent and St. James' estranged daughter. Plus, the three kids up there (from left to right, Jamal, Alyce and Kevin, although Jamal is sometimes white and sometimes black, depending on the issue), who found an old Web base when Big Daddy used it after stopping a theft in the first issue.

That's too many characters! Especially when we're told, in issue #2, only one of them was intended to be the actual "Web" that was out in the field, in public. Double-especially when they're crossing over with the other titles, or devoting pages to guest-stars. Buster teams up with The Fly in issue 5, the (3rd) Shield guest-stars in issue 12, and The Fly, the Comet, and a third hero get suckered into attacking Web in issue 9. Plus, the last two issues are written by Paul Kupperberg, listed as "guest writer," so he brought in yet another old agent (up to then unmentioned) for his own story.

As a result, the book feels overstuffed and directionless. Plots or character arcs make little progress. Some characters get basically nothing. Issue 8 implies Winfield's desperate to prove himself after being compared unfavorably to his brother all these years. That doesn't jibe with his behavior up to then, where he seemed content to stand back and let others lead. Nothing's ever done with the tension between Silver and her father, beyond the initial argument that shows it exists. "Jump" has one run-in with a UFO, this time with working armor, but it ends inconclusively and he doesn't tell anyone about it or try to get any help. I couldn't tell you a thing about Rad or Gunny. Not likes, dislikes, motivations. Nothing.

The kids - who insist on being called "the Posse" - get one back-up story where Big Daddy tries to teach them how to drive some vehicles. While they don't crash, they're reckless enough he yells at them to stop after two pages. Also, O'Grady talks about maybe using them for undercover or intelligence gathering, but putting them in bright yellow armor on loud vehicles, while likely to increase their life expectancy (at least the armor part) doesn't seem great for that purpose. At least the kids negotiated themselves $25/month in pay, which is $25 more than they were initially being offered.

Generally, the focus is on O'Grady, Sunshine, Big Daddy, and Buster. O'Grady struggling with an administrative role and chomping at the bit to do fieldwork instead. He never really sorts that out, never gets better at handling Jennings' particularly irritating brand of making unreasonable demands, then blaming O'Grady when they backfire. Sunshine spends a lot of time making remarks that are supposed to be sage or clever and pretending to kind of be above the fray, but it's Kupperberg who comes closest to addressing the flaws in that, as the laidback attitude lets a former agent who built his rep on a lie get put in charge of peoples' lives. There could have been something for Big Daddy, training the kids, but again, that got almost no page time. Thomas is a scientist by trade, who submitted to the procedure she developed after early attempts went badly. She isn't supposed to feel very confident using the armor, but that only crops up intermittently.

Maybe the plan was always for the "1 agent" bit to get thrown out by circumstances, but that could have been something to make better use of such a bloated cast. Have a real sense the characters are competing with each other to be that "1 agent", and the negative impact that has. Maybe Buster shifts towards tech support, coming up with new gadgets for the armor, or Sunshine sticks strictly with training. Some characters wash out, or maybe "Jump" vanishes pursuing his vendetta against the aliens.

Tom Artis draws the first six issues, then guest pencilers for three issues, then Hoang Nguyen for three issues, and Barry Horne draws Kupperberg's two-parter. I'm not sure Artis' art was suited to such a crowded book. His art looks alright in the larger panels, but once he has to cram more characters in, or the panel space shrinks, things get messy and disorganized. His art always looks very busy to me, a lot of small lines and hatch marks on faces and clothes, though I guess that could be Wray's inks. With room to operate, like a full-page splash, it's fine. In the 5th panel of a 6-panel page, with 4 characters involved, not so much. The coloring also overwhelms the linework at times, rendering characters indistinct blobs.

Nguyen fares better, at least once Mike DeCarlo starts inking in issue 11. The previous issue, the linework alternates between almost disappearing and giving characters oddly exaggerated mouths. DeCarlo seems to use a thinner line, but it's a stronger one. The characters are solid, distinct. The action is clear and easy to follow. Just in general, it's less busy-looking, but it's also an issue that focuses heavily on just Silver and how she ended up with Web, so there's not as many people in mass-produced armor running around at one time.

The book's also plagued by miscommunication between writer and art team. Panels that don't show what the dialogue implies is there. In several of those cases, it's like there's a one-panel delay between dialogue and art, the latter running behind the former. It's worst in the guest penciler issues from 7 through 9, so maybe it was a time crunch thing. There's a page of a fight in issue 8, a 9-panel grid, that's a complete mess of dialogue that doesn't seem to match the action. There's no flow to anything, to the point I'm not sure if you're supposed to read down the columns or across the rows, because it doesn't really work either way.

Taken as a whole, it's by far the weakest of the core six titles.

Friday, July 10, 2026

Random Back Issues #172 - The Spectre #57

This is the 8th issue of The Spectre to appear in Random Back Issues. God's loaded my dice.

Or maybe not, as the issue begins with Spectre finding the Pearly Gates busted open, and nothing behind them! No angels, no souls, no God. The Spectre and Jim Corrigan have been having their differences recently, but they both want to get to the bottom of this.

Corrigan suggests pounding the pavement, question some suspects. First to Limbo, where an extremely skeletal Deadman is hanging around, watching a bunch of shadows traverse a foggy canyon. Spectre explains God's missing, and Deadman busts a gut, to Spectre's displeasure. Deadman says his god, Rama Kushna, is still around, and he doesn't know the Spectre's God 'from spit,' but it ain't here.

Next stop, Hell. Two angels, Remiel and Duma, are running things, because Lucifer abdicated. Remiel is trying to reform Hell, make it a place souls are redeemed through torment. It's not going great. 'Whip them with love,' apparently being a difficult concept to get across. Duma is zoned out, ignoring Remiel to the point the latter considers murdering the former. 

Spectre kicks in the doors, wishing to speak with the Lord of Hell. Duma, finally showing some life, kneels before him and offers the Key to Hell. The Spectre barely resists, claiming he's no creature of Hell, which Remiel thinks is crazy talk. The Spectre can freely enter Hell, but not Heaven. Michael forced his compliance, and Spectre was given a Sisyphean task to complete, walk the Earth until evil is no more. Well, when you put it that way. . . God sounds like kind of a dick. Maybe it's good he's missing.

Or maybe not. When Spectre delivers the news, the demons go into a frenzy, calling him a liar and attacking him. Which does not go well, and makes the Spectre suspect Hell is behind it, until Remiel points out the demons are afraid. They exist in opposition to God, so if God's gone, will they cease to be? Oblivion terrifies even a demon. I guess Remiel never talked to Jason Lee's character in Dogma, since that guy preferred non-existence to Hell.

At a dead end, the Spectre departs, leaving Duma to cry over Michael's disappearance (I guess Duma loved Michael?), the demons to sulk back to their various fiery pits, and Remiel to remark that for the first time, he feels like he's truly in Hell.

Lucifer's enjoying retirement on a beach in Australia, watching the sunset. Must be nice to have a job that offered retirement benefits. He's unperturbed at Spectre's claim of God's absence, so Spectre sets out to question the pantheons of "lesser" gods. This will involve him barging into places he's not welcome and throwing his weight around like an asshole. Which could either be representative of Corrigan's style of police investigation, or the behavior of Christians throughout human history. Meanwhile, Lucifer sits on the beach, remarking the Spectre should have stayed and watched the sunset. 

{10th longbox, 70th comic. The Spectre #57, by John Ostrander (writer), Tom Mandrake (artist), Carla Feeny and Digital Chamelon (color artists), Todd Klein (letterer)}

Thursday, July 09, 2026

False Flags - Stephen Robinson

Robinson's focused on Germany's "auxiliary cruisers," merchant ships or freighters that were re-fitted to be combat capable, then sent out under the colors and flags of other nations to prey on shipping. Robinson notes early in the book that, according to the Hague Convention, this was entirely aboveboard, so long as the ships raised the Kriegsmarine flag and removed all false insignia before they started firing. They could have the guns ready to fire before then, but as long as they didn't pull the trigger, it was totally cool.

There are four vessels Robinson focuses on: Orion, Pinguin, Komet (which reached the Pacific through Arctic Sea with help from a Soviet icebreaker) and the Kormoran. They operated in this role only through 1941, primarily in the Pacific and Indian Oceans, though some of the ships saw action in the South Atlantic and around the Antarctic. The Pinguin captured basically an entire fleet of Norwegian whaling vessels in the span of a couple of months. Great for the whales, probably not so great for Norway.

Although Robinson emphasizes that the goal of the raiders was not simply to sink or capture as many ships as possible. Rather, the point was to make it too hazardous for freighters and other merchant ships to travel alone, and to restrict the routes they could take. A convoy can only travel at the speed of its slowest member, so forcing more shipping into convoys, along more circuitous routes that hug friendly coastlines, reduces the amount of shipping that reaches Britain.

Which doesn't mean the raider ships don't want to do direct damage. Robinson tends to move chronologically, shifting between ships in each chapter. He uses remarks from the various captains' logs and memoirs, or articles and letters of the crews, as well as the comments of some of the prisoners from captured ships. Generally speaking, the raiders seem to have treated prisoners fairly well. Better than the blockade runners the prisoners were sometimes transferred to for transport back to Germany.

The comments also provide a sense of the captains' personalities and expectations. The captains of the Orion and Pinguin both clearly expected this to be like the raider activity in the First World War, where they could raise their flag and command a ship to stop engines and not transmit a warning, and everything would be orderly. Instead they find that a lot of these ships try to escape, broadcasting warnings about raiders and firing back (inaccurately) with whatever guns they were loaded with. (Norwegian and Greek ships seem to still, on the whole, surrender quietly, while British ships, unsurprisingly, do not.)

In contrast, Komet's Captain Eyssen didn't waste any time with that sort of "gentlemanly warfare." He raises his flag and fires some shots and tells the ship to surrender or it'll be sunk. If it doesn't surrender, it gets sunk. Period. Of course, Eyssen comes off as generally over-agressive and high on his own supply, usually at the wrong time. He gets it in his head to not only sink all the Dutch supply ships picking up phosphate at Nauru (OK), but, since the island has no defense, to shell the factory and the port as well, basically trashing the place. Except he disguised his ship as a Japanese vessel, and Japan got a lot of phosphate from Nauru, so he kind of pissed off one of Germany's allies. Later, he decided to sink some ships near the Galapagos Islands, which were within the "Pan-American Neutrality Zone", which pissed off the U.S. at a time when we were still not "officially" at war with Germany.

Robinson includes a lot of maps showing the route a given ship traveled over a certain period of time, with markers indicating places where they captured or sank a particular ship, or laid out a minefield. There are several times where ships lay mines, mostly around Australia or New Zealand, and while they don't sink many ships, once their presence is known, those countries' navies have devote some of their limited warships to dealing with that, rather than protecting convoys from U-boats and battleships. Which doesn't go so well for a couple of the raiders when they run into cruisers, but that's the risk of trying to draw your enemy's attention. Sometimes you get actually do get their attention.

'Wehyer had to first rendezvous with the Regensburg in the Marshall Islands to refueled before heading to the Carolines. After passing Santa Cruz, Wehyer decided to disguise the Orion as the Japanese freighter Maebasi Maru and the crew painted characters on the hull copied from a Kodak advertisement produced in Yokohama.'

Tuesday, July 07, 2026

The Set-Up (1949)

Robert Ryan plays a boxer. Not a great one, not a title holder. A small-timer, who fights once a week in a cramped gym, with a ring so small it sometimes looks as though a fighter could stand in one corner and connect with their jab when their opponent was in the opposite corner. His wife (Audrey Trotter) wants him to stop, but he won't. Not yet. But tonight he's facing an up-and-coming boxer, Tiger Nelson (Hal Baylor), and Ryan's manager and trainer each took money for him to lose in the 3rd round.

We missed the first 30 minutes finishing up Something Big. With this movie coming in at 73 minutes, that's a considerable chunk. By that point, Ryan's in the tiny locker room the collective group of challengers for the night are sharing, and his wife is roaming the neighborhood with a ticket to the fight, silently debating what to do.

The film switches between those two threads as each of the other fighters heads to the ring. We don't see their fights, just the aftermath. One fighter comes back bruised and with a swollen eye, shaken and being harped on by one of the trainers or medics. Another is carried in unable to remember who he is. Through it all, Ryan's sitting and watching and trying to prepare himself. Telling the trainer needling the loser to knock it off, nodding along with the fighter who is sure he can win, because all it takes is one chance. 

Meanwhile, Trotter is moving, seeking a distraction but finding reminders of what she's avoiding everywhere. She doesn't talk much, just walks, and wrings her hands, and the longer she walks, the fewer people are around. Until she's alone on a bridge, watching trolleys pass by on their way someplace else. Does she stick with a guy who keeps going out to get his brains pulped, or leave? Ultimately she's got to make that choice.

The fight is a wild thing. Ryan ignores his trainer's advice to stay and at a distant and wades in, throwing (and taking) punches like Rocky Balboa. It doesn't look good. The kid is landing a lot more punches, though my dad noted that when Ryan lands a hit, it always staggers the kid. But the ref is either bought, or just uninterested in enforcing the rules. Ryan takes at least two low blows, with no reaction. The kid rakes at his ears at one point, and later, when he's sent Ryan to his knees, doesn't retreat to a neutral corner. Instead he hovers, and throws another punch as Ryan starts to stand.

Sometimes when Ryan's knocked down, the camera maintains its position outside the ropes, but at least one time when he's flat on his back, it switches to looking down at his face, like it's the ref counting him out. Although the shot I really liked was right before the start of either Round 2 or 3. His trainer and manager have stepped back, but Ryan's still on the stool, leaned against the corner post, solid black background. He's all alone, more than he knows, and the only way out is forward. The view switches to looking over his shoulder at his opponent, already up on his feet, hands raised, corner full of people that have his back.

During the fighting, the camera also keeps showing us certain members of the crowd. A blind man who has someone describe the action, and at one point is cheering for the kid to closer Ryan's other eye. A middle-aged woman shouting for someone to "kill him!" She doesn't care who gets killed, as long as she sees it. A younger guy that gets really into it, throwing jabs and flinching like he got punched. A heavyset guy who is eating something different each time we see him. Early on, most of them are scornful of Ryan - we hear someone in the crowd call him "grandpa" - but they're ultimately just as happy to see him lay out the kid.

(I joked with my dad the middle-aged woman was really yelling at the vendor, telling him to keep feeding that guy until he popped.)

And there's the gambler, with his irritating lady who makes big bets because she knows the fix is in. Too bad for her nobody told Ryan until the fight was already going. Too bad for Ryan, the gambler won't accept that explanation. It's a quick shift, Ryan back in the locker room, getting congratulated by the medical staff, all weary smiles as he wonders where his guys are. And then the gambler walks in, the medic leaves, not in a hurry, but he won't meet Ryan's eyes.

Which is when it all starts to hit Ryan how bad this is going to go. He was ready to walk into the ring and face a boxer who was supposed to be younger, faster, stronger, better than him, but he's not ready for this. Now he tries to run, but just like in the ring, there are no other exits. He's got to walk forward into another fight he's not going to win.

Monday, July 06, 2026

What I Bought 7/2/2026

I decided July is "fish or cut bait" month for several books. Maybe not the best time for it; there are already two mini-series ending this month. But there were a couple of new books I picked up I intended to decide whether to stick with them, and a couple of others that I think have gotten a fair shot, but need to really sell me on them. So we'll see how that goes.

The Deadman #2, by W. Maxwell Prince (writer), Martin Morazzo (artist), Chris O'Halloran (colorist), Good Old Neon (letterer) - Boston Brand unwittingly dissolved the blood doorway that would lead those souls back to their proper realm.

Deadman needs to know what that demon was, but the only book that would tell him was destroyed. Fortunately, not until after it was read by a guy with a perfect photographic memory, who Deadman and Batman once arrested. For breaking into a museum to read rare books, the man was sentenced to Blackgate Prison. That seems not at all insane.

Deadman tries to possess Batman to get into the prison, but Bats apparently trained his mind to resist such things. Of course he did. Plastic Man was helping Bats with some case involving drug-smuggling mummies, so Deadman takes him instead. As he's getting info, an inmate takes his meds which cause him to turn into a giant plant guy, who deals Plastic Man a mortal blow. Good work, Deadman! OK, fine, he keeps Plas' soul from moving on, and the Bibliophile tells him the creature he saw is from Hell. 

If "The Bloom" is someone I'm expected to know, I don't. Morazzo's got a little Frank Quietly in his art. Mostly I guess the texture of his characters, their faces. Sort of rough, pebbly effect to their skin and wrinkles and whatnot. His Batman definitely tends towards the broad and bulky end of the spectrum. No nimble acrobat here!

The theme of the issue might be "change." The first page is Rama Kushna explaining how souls go through cycles of rebirth, and in each life accumulate good and bad in their karmic ledgers. And Deadman keeps making assumptions about people. He assumes Plastic Man just became a hero on a whim, a flip of the coin, but learns different when he possess him. Gets caught flat-footed by Batman's efforts to not only resist possession, but develop tools to let him communicate with Deadman's spiritual form. He seems to expect the Bibliophile to be some monster, but decides just by looking at him in prison that he's no bad guy. Duh. He broke into a museum just to have new books to read.

(There's also this thing, it was in the first issue as well, that presents people as equations. "Lorna - 3 Nights Sleep = 1/2 Lorna" And in both cases, the person who has been reduced to "1/2" tries something to help, something from their past, and it doesn't work. The equation still comes out to "1/2 Lorna." So you can't fix anything going back? Well, I'm completely screwed.)

So is Deadman changing? If he keeps making assumptions about people, keeps thinking they can't or won't really change? Still hanging on to attachments from a life he can't have? 

Batgirl #21, by Tate Brombal (writer), Stephen Segovia (artist), Rain Beredo (colorist), Tom Napolitano (letterer) -  That's definitely a very cool cover by David Talaski, with the falling flowers and the eyehole as a prison window.

While her friends try to escape the cops - who are called "TUCOs", and I'm offended on behalf of Eli Wallach's character - Cass is stuck inside some mental trigger thing. Dr. Forget-Me-Not wants Batgirl to solve the murder of the little girl, using only what she can glean from her own memories. Which she now has access to all of, even when she was a baby.

Except she (and we) see all the memories from the third person perspective. She's watching herself fight the little blonde girl, who was Forget-Me-Not's attempt to create an ultimate weapon by making a person you can program with whatever identity or thoughts you need.

Forget-Me-Not and David Cain argued about something, which Napolitano (I'm assuming) renders as unintelligible squiggles because Cass didn't understand words at that point in her life. I can't decide if that makes sense, ignoring the question of whether I should be worrying about something like that in a plot like this. I don't understand what birds are saying when they sing, but I still remember what the song sounds like. Cass as she is now could probably piece some of it together from the sounds.

Whatever. She knows the girl was killed with a large knife. She knows she had the knife at one point during a spar with Bronze Tiger, but it disappeared. She knows Cain and the doctor left her and the other girl alone at some point because of the argument. The girl tried to hug her and Cass didn't understand what that was. And so Cass comes to the conclusion she's the killer. 

I'm assuming there's some kind of bait-and-switch there. Not that Cass couldn't have killed someone else before she learned to read body language. More I don't see what it adds to her as a character. She gets to feel bad about killing someone who was victimized at the hands of the person who should have protected her, like Cass was? Plus, Segovia's consistently drawn the killing wound as the big slash the goes diagonally across the entire torso. Would a kid roughly the same size as the victim make a wound like that?