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September 2008 (PDF) - Antigravity Magazine

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REVIEWSCOMICS<br />

GREGG HUR-<br />

WITZ, LAURENCE<br />

CAMPBELL<br />

PUNISHER #61<br />

(MARVEL MAX)<br />

was skeptical, I’ll admit<br />

I it. Anyone who wants to<br />

write Punisher so badly that<br />

he’ll turn Foolkiller into a<br />

third-rate Frank Castle just for<br />

the chance seemed like a guy<br />

who might border on fanficquality<br />

for the character. And<br />

following up Garth Ennis’s long run on the character, which<br />

has had a whole lot of high points? It’s a suicide mission.<br />

But I’ll be damned if Hurwitz and Campbell (ably assisted<br />

by ace colorist Lee Loughridge) didn’t deliver a hell of a<br />

crime thriller here. Un-investigated violence in Mexican<br />

border towns seems to be a comics meme of late (witness<br />

Blue Beetle, Manhunter, etc.), and that’s the central story<br />

here—girls are being abducted by a scary group of people<br />

for unspeakable reasons. Their town in trouble, one man<br />

heads north to find a hero in America who can help them.<br />

It’s the plot that launched a thousand and one westerns, and<br />

Hurwitz makes it interesting largely due to seeing inside<br />

Frank Castle’s head on the thirty-first anniversary of his<br />

family’s death but also because the moment-to-moment<br />

characterization and dialogue is believable and interesting.<br />

Hurwitz makes the reader care about the plight of these<br />

people, fleshing them out in the few pages he has so when the<br />

Punisher inevitably steps in, even at his most ultraviolent, he<br />

comes across not as an unhinged vigilante but a white knight<br />

whose brutal methods are nothing less than what the villains<br />

deserve. It doesn’t hurt that the ambiance in this issue is<br />

dark, moody but absolutely readable, as Campbell turns<br />

in craggy, textured work reminiscent of Michael Lark and<br />

Alex Maleev and frames the story with clear, perfect panelto-panel<br />

storytelling and snapshot moments. Loughridge<br />

serves up a dark world with occasional bright spots in the<br />

form of neon lights and burning cigarettes. It’s a palette built<br />

for crime stories and that’s what Hurwitz has going here, an<br />

intriguing little crime drama whose protagonist just happens<br />

to be the baddest vigilante comics ever created. I know the<br />

inclination for most was probably to bail on Punisher now<br />

that Ennis has had his final say, but if Hurwitz, Campbell<br />

and company can follow up as strongly as they open, that<br />

would be a big mistake. —Randy Lander<br />

G. WILLOW WIL-<br />

SON, M.K. PERKER<br />

AIR #1<br />

(DC/VERTIGO)<br />

Neil Gaiman’s cover quote<br />

for Air indicates that he’s<br />

read the first half-dozen issues<br />

and enjoyed them to no end. I,<br />

on the other hand, have only<br />

read the first issue, and while<br />

it’s not unpleasant I honestly<br />

have no idea what the book is<br />

about. There’s an acrophobic<br />

stewardess, a mysterious man of many aliases, a vigilante<br />

airplane patrol group with sinister leanings and plenty of<br />

fight sequences, but despite all these goings-on there are<br />

only hints about what the book is about, either thematically<br />

or in terms of plot. In addition, while the long game can<br />

work for a series if it’s interesting on a moment-to-moment<br />

basis, Blythe (our lead) takes everything in stride, and so<br />

the weirdness, the excitement and the suspense are nonexistent.<br />

The reader isn’t worried because the character<br />

isn’t worried, and so every event passes with as much<br />

passion and intensity as crossing items off a to-do list. On<br />

the upside, Perker’s artwork is very nice, with beautiful<br />

attention to detail and a style that blends realism effectively<br />

with a touch of stylization, similar to the kind of thing that<br />

Dave Gibbons does so well. And as I said upfront, there’s<br />

nothing particularly wrong with Air. But an unclear premise<br />

and a somewhat dry approach to the writing makes this<br />

another soft Vertigo launch when what they need is another<br />

barn-burner like Fables, Y The Last Man or Preacher, a first<br />

issue that grabs you by the throat and doesn’t let go. Air<br />

more kind of softly nudges you to try and get your attention.<br />

—Randy Lander<br />

There are two different<br />

takes on Venom. One is<br />

that his motivating force is the<br />

symbiote, and without it Eddie<br />

Brock is at best a mediocre<br />

human being. The other is<br />

that Eddie is a true scumbag,<br />

with or without the symbiote.<br />

Truthfully, I prefer the former. Venom: Dark Origin is all about<br />

the latter. We see Eddie doing the wrong thing at every turn,<br />

and he’s a class-A creep, just this side of sociopathic. It’s all<br />

a bit much, especially since writer Zeb Wells is a bit on the<br />

nose in showing that every single thing Brock experiences<br />

ties neatly into what he will become.<br />

Continued on Page 37...<br />

ZEB WELLS,<br />

ANGEL MEDIA<br />

VENOM: DARK<br />

ORIGIN #1<br />

(MARVEL)<br />

antigravitymagazine.com_29

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