Showing posts with label Amadeus Cho. Show all posts
Showing posts with label Amadeus Cho. Show all posts

Thursday, August 3, 2017

Anger Across The Ages: Generations: Banner Hulk & Totally Awesome Hulk #1

The following is my review of Generations: Banner Hulk and Totally Awesome Hulk #1, which was posted on PopMatters.com.


There are few constants in the ever-evolving, constantly-retconning narrative that is the Marvel universe. Costumes may change. Marriages may be undone by deals with Mephisto. Characters may turn out to be from an alternate universe, a Skrull agent, or evil clones of characters that died years ago. The fact that anyone can accept that kind of convoluted continuity with a straight face is a miracle, in and of itself. That makes the constants that remain all the more important and few are as memorable or iconic as the Hulk's anger.

His enemies may not like it when he's angry, but the Hulk's destructive rage makes for some of the best entertainment that the Marvel universe can offer. That anger, as blinding as it can be sometimes, takes many forms over the course of the Hulk's illustrious life. The rage that begins under Stan Lee's legendary pen is not the same as the one that continues under Greg Pak. That's what makes the concept of mixing the past and present so intriguing. That's the premise behind the Marvel Generations series. That's how the rage of one Hulk meets the rage of another in Generations: Banner Hulk and Totally Awesome Hulk #1.

In terms of context, the differences between Bruce Banner and Amadeus Cho are considerable. While both carry the burden of the Hulk, the weight of that burden is different for both characters. The death of Bruce Banner in Civil War II and the emergence of Amadeus Cho in Totally Awesome Hulk puts both characters on a different path. Pak, with the skilled art of Matteo Buffagni, brings those paths together in a story of shared anger.

The premise of the story is somewhat unclear. The mechanism by which Cho ends up in the past, confronting the Hulk during one of his earliest clashes with General Ross, is not overtly explained. Cho is in the present one moment. Then, he's in the past. That's the extent of the explanation.

That's not to say it's wholly contrived. In a world routinely driven by reality-bending hardware like the Cosmic Cube, the Infinity Gauntlet, and editorial mandates, it's not that much of a stretch that Cho would find himself unexpectedly in the past. That sounds like the sort of thing that happens to anyone who hangs out with Cable too much.

The lack of a premise does little to undermine the gamma-powered action, though. Pak doesn't waste any time giving Hulks from two different eras to start smashing something. He understands that if there are going to be two hulks in a story, then there needs to be twice the smashing. Generations: Banner Hulk and Totally Awesome Hulk #1 does plenty to fill that quota. Buffagni also does plenty to give it the distinct visual elements that make a Hulk story stand out. There are open spaces, raging monsters, and hard-nosed old men trying to solve problems by blowing them up.

In terms of checking the boxes for a classic Hulk story, Generations: Banner Hulk and Totally Awesome Hulk #1 covers most of the basics. However, the boxes it doesn't check are arguably the most important and that represents the most significant flaw in a story that otherwise has ample entertainment value. It's not enough to just have two Hulks smashing things. That's all well and good, but smashing without any greater meaning or drama behind it is just empty smashing. Even with the Hulk, that kind of smashing only goes so far.

 
It's when Cho and Bruce Banner aren't bulky green behemoths where the story really stalls. There's some initial confusion, as is to be expected whenever someone not named Dr. Doom warps time and space. Then, they start interacting, but not much comes of it. They try to avoid General Ross. They attempt to conceal themselves in populated areas. They even talk about their respective struggles to control the Hulk and the rage that drives him.

However, not much really comes from those conversations. Cho and Banner don't tell each other anything that they don't already know about themselves or the Hulk. There's not much dramatic impact in anything they do. Cho barely references the Hulk's future death in Civil War II, nor does he show much emotion when interacting with Banner. Given their history and their various connections throughout the Hulk's mythos, it feels downright muted.

There's still an underlying theme. There's still a sense of connection between Amadeus Cho's version of the Hulk and Bruce Banner's version. Concepts of anger, burdens, and dealing with inner monsters are all there. There's just no melodrama behind it. It may as well be an unnecessary reminder. Anyone who reads a Hulk comic from any era will get that same message, albeit with different varieties of smashing.

There's nothing about the narrative in Generations: Banner Hulk and Totally Awesome Hulk #1 that's out of place in terms of characterization, plot, or style. Both Banner and Cho get a chance to be their own Hulk. Pak, whose Hulk pedigree is beyond dispute, handles both characters as well as he has in previous efforts. Buffagni's artwork helps supplement those efforts. That's what makes the utter lack of impact so glaring and for a character who specializes in smashing, that's saying a lot.

Mixing elements from the past and present creates opportunities to explore classic themes while expanding on the dramatic weight that has built up to such a massive extent over the years. Generations: Banner Hulk and Totally Awesome Hulk #1 feels like one of those opportunities that was only partially realized. It does enough to smash all the right things. It just doesn't add enough merit behind the smashing.

Final Score: 5 out of 10

Friday, June 23, 2017

A Familiar and Weaponized Narrative: Weapons of Mutant Destruction #1

The following is my review of Weapons of Mutant Destruction #1, which was posted on PopMatters.com.


There are some ideas that are just so wrought with failure that the mere act of entertaining them again is akin to giving Deadpool an unlimited supply of napalm. It's one thing to revamp and reconsider a failed idea. Sometimes, ideas are just too ahead of their time or not properly managed. Others, however, are akin to fixing a cracked windshield with a sledgehammer.

When it comes to ideas that fail in the most spectacularly destructive ways possible, the Weapon X program and the gamma experiments that made the Incredible Hulk are basically co-champions. These are experiments with simple, albeit devious goals. One seeks to create the ultimate living weapon. The other seeks to create an unstoppable monster that can be controlled and directed like a bomb that never stops going off.

They are weapons that anyone, be they the Avengers or Hydra, wouldn't mind having in their arsenal. When it comes to developing them, however, there sheer breadth of the failures are so staggering that even the most deranged James Bond villain wouldn't dare attempt them again. Even with the combined efforts of the Scarlet Witch and every good luck charm that ever existed, the odds just aren't in anyone's favor.

That's why the premise for Weapons of Mutant Destruction is akin to waiting for a demolition derby where every car is armed with a machine gun and a rocket launcher. Weapon X and all things gamma related have done enough damage to the Marvel universe to buy Hulkbuster armor for every man, woman, and child. Greg Pak and Mahmud Asrar believe there's still plenty of entertainment value in that level of destruction. Weapons of Mutant Destruction #1 shows that even if that value is there, making it compelling is a challenge that even heavy doses of gamma can't help.


The foundation of the story is built on ongoing stories unfolding in two of Pak's other books, Weapon X and Totally Awesome Hulk. From a structural standpoint, the transition is seamless. A narrative that begins in Weapon X #1 starts to culminate in Weapons of Mutant Destruction #1. The key, with respect to the actual substance of the story, is that the culmination only starts. It just doesn't go very far. It's akin to a drag racer that makes a lot of noise, but stalls just as the race commences.

That's not to say the ingredients are there. Pak makes it a point to give the conflict in Weapons of Mutant Destruction #1 larger implications that go beyond his own books. Mutant-killing living weapons, as overdone as they may be, still pose an existential threat to the rest of the X-men. The use of gamma power poses a similar threat to anyone still affiliated with the Hulk. Every character involved has a purpose and a clear motivation in the story. Nobody ever gets involved in a living weapons program for fun. Even Deadpool isn't that deranged.

As the story unfolds, though, there's a sense that it's trying to avoid the familiar tropes associated with conflicts built around living weapons. There's a lot of exposition, not all of which is necessary. There are some mystery elements, which are organic extensions of the events unfolding in Weapon X. However, the very fact they involve living weapons somewhat limits the mystery.

The obscenely poor and exceedingly violent track record of living weapons programs in Marvel Comics doesn't hint at any major twist. In an era where Skrull agents and Hydra agents are overused, twists like that are limited in terms of impact. There's never a sense that Weapons of Mutant Destruction is going to break new ground. It has mutant-killing cyborgs and gamma-powered monsters. For both the X-men and the Hulk, these kinds of stories are aren't exactly as rare as adamantium.

Even though the story has many familiar elements, Pak does manage to mix in some unique details along the way. Teaming Amadeus Cho up with the likes of Old Man Logan, Sabretooth, and Lady Deathstrike adds some much-needed novelty to the story. Unlike Bruce Banner, Cho is less experienced with smashing mutant-killing machines. At the very least, though, Pak gives him plenty of incentive to learn quickly and not hesitate.


At one point, Cho is a little disturbed at the brutality of living weapons programs. Considering how Lady Deathstrike and Old Man Logan barely bat an eye, that's pretty revealing in terms of how common these stories are and how inexperienced Cho still is as the Hulk. From his perspective, fighting mutant killing machines isn't something he does every other Monday like the X-men. His role creates some new dynamics that help make the story feel fresh to a limited extent.

That extent still isn't enough to make Weapons of Mutant Destruction more than the latest in a long line of living weapons programs that need to be smashed and/or stabbed with adamantium claws. The story's reliance on exposition, as well as its slow pace, isn't going to make anyone hulk out. With the way the events plays out, the story acts more as a teaser rather than a culmination. That kind of structure works when a story is breaking new ground. It doesn't work quite as well when it's relying on the kind of living weapons tropes that have played out any number of ways since the disco era.

The concept of Weapons of Mutant Destruction is still sound. The story is, by no means, bereft of value. By most measures, Pak's handling of the story is competent and concise. The characters are spot on and the plot never gets too convoluted. Asrar's artwork complements these efforts as well, creating the kinds of dark, sinister undertones that are to be expected with any story involving living weapons or anyone who has ever had to deal with Lady Deathstrike and Sabretooth.

There's something to be said about a story that's so familiar that nothing short of clowns and Cosmic Cubes can make it feel novel. The concept of living weapons in the Marvel Universe is still one that will make anyone who has ever had to clean up blood stains roll their eyes. It can still make for a fun story though. Like a cold beer for Wolverine, it's a familiar and comforting experience. There will always be a place for stories like that in Marvel.

Final Score: 5 out of 10

Thursday, March 2, 2017

Aspirations For Inspiration: Champions #6

The following is my review of Champions #6, which was posted on PopMatters.com.


Seeking to inspire others to do good is one of the most fundamental acts of heroism that any superhero can do. Superman inspires by embodying an ideal for humanity to aspire towards. Captain America inspires by embodying the patriotic spirit that emboldens and strengthens an entire nation. Deadpool inspires by embodying the power of tacos and machine guns. These are among the most basic traits of a hero and after Civil War II, the entire Marvel universe needs a refresher course.

That's what Mark Waid and Hamberto Ramos are doing with Champions, getting back to basic and showing the rest of Marvel's superhero community that there are better ways to do good and they don't require superhero civil wars. Ms. Marvel, Nova, Spider-Man, Cyclops, Hulk, and Viv Vision are all uniquely qualified to teach this lesson in that they're young, idealistic, and haven't been revealed as Skrulls or Hydra agents yet. Beyond being diverse, coming from many different backgrounds and even different time periods, they are essentially a disaffected generation that sees what's happening with established heroes and think there's room for improvement.

It's a common spirit that pervades inexperienced youth. They see the flaws of the older generation and think they can do better, but the cast of Champions accomplish much more than any hippie protest or online petition. They embody a spirit often gets muted by politics, bureaucracy, or one too many retcons. This eclectic cast of young heroes aren't quite that jaded just yet, if only because they haven't dealt with SHIELD or Maria Hill enough.

The first several issues of Champions show this diverse cast coming together and establishing a standard for how they conduct themselves as heroes. That standard proves quite effective, leading to some meaningful victories and a kiss involving the Hulk. However, as often happens with many efforts involving ambitious youth, they encounter a few challenges and Champions #6 establishes the scope of those challenges, complete with relevant social commentary.

Now it's debatable how important these undertones are to the underlying themes of the series. There are any number of rants, tirades, and bemoaning that can be levied against a series that unambiguously reflects a particular political affiliation. Any comic that risks being vocal about any relevant issue risks agitating a world that would turn Superman into a Nazi if he says the wrong thing in the wrong context. That's the power of hashtags, phony outrage, and too much free time.

Regardless of how anyone may feel about social commentary in a comic book, Champions #6 shows that a certain level of social appeal can go a long way. Waid and Ramos make it a point to show how the Champions have influenced the world as a whole. They demonstrate how the Champions have created an entire social movement for all the right reasons with all the right impacts.


The Champions aren't just saving the day from monsters, human traffickers, and internet trolls. They're inspiring others to get up, embrace the Champion's principles, and do something. Given how much it takes to drag people away from their cell phones and jobs, that's quite an accomplishment.

Given how detached other superhero teams have become from the people at large, such an impact carries a great deal of weight for the greater Marvel universe. If a bunch of teenagers, one of which is a robot and another of which is a time traveler, can have this kind of positive impact, then those with helicarriers and space stations have no excuse.

Beyond that impact, though, the story in Champions #6 is just as much about the unintended backlash to this new superhero team as it is their success. The team is still coming together and Waid gives them a chance to show that they're still teenagers in addition to being heroes. Having them train through a game of paintball makes for a fun, light-hearted tone that even those who whine about the book's social commentary can appreciate.

From the perspective of the larger narrative, this kind of team activity doesn't raise the stakes or heighten the drama. However, it does flesh out the various personalities on the team and shows how they interact. Despite the diversity, they function as well as any group of teenagers armed with superpowers and paintball guns. They're not necessarily a dysfunctional family, but they're not the Fantastic Four either.

Those more light-hearted elements get balanced out when Waid explores the first major backlash that the Champions inspire. Such a backlash is always bound to happen and most teenagers have to learn the hard way that no good deed goes unpunished in the real world. In this case, the punishment hardly fits the deed because the Champions have no way of knowing how those with greater authority than a bunch of teenagers opt to react to their impact.

This is where the Freelancers come in. They are, in essence, the counter-punch to the movement that Champions have inspired. Much of Champions #6 involves introducing this team and establishing how they're going to undermine everything the Champions have accomplished. Like the Champions, they're a bunch of jaded teenagers with superpowers. Unlike the Champions, however, they care less about social commentary and more about their bank statement.

Waid reveals this in a somewhat elaborate manner. At first, the Freelancers give the impression that they're just a bit less ethical than the Champions. By the end, though, they make clear that they'll gladly rub elbows with big oil companies, Hydra agents, and tobacco lobbyists to improve their living standards. They care less about being a hero and more about making the most money with the least amount of effort and/or ethical constraints.


In the context of the major themes surrounding Champions, the Freelancers are the perfect adversaries. Waid makes this abundantly clear in Champions #6. However, this clarity doesn't come with any larger plot developments. A paintball game of super-powered teenagers is fun, but does little to expand their story. The only ones who get any real progression are the Freelancers and while their mission is fairly clear, their respective personalities are under-developed and overly forgettable.

Champions #6 still accomplishes and important feat for the greater narrative. It establishes what the Champions are up against and how their new movement of less civil wars and more heroics is creating an impact. Waid and Ramos to mix that impact with the fun of a paintball game. While the entertainment value of paintball is beyond dispute, the larger implications of the Champions' story remains underdeveloped and unresolved.

Final Score: 6 out of 10

Tuesday, August 23, 2016

Requiem For The Green Goliath: Civil War II: The Fallen #1

The following is my review of Civil War II: The Fallen #1, which was posted on PopMatters.com.


What makes a defining moment so defining has little to do with the immediate impact it has on a story. That impact may be intense and memorable by every objective measure, but it's often just a prelude to the much larger conflicts that it inspires. Whether it's Doomsday killing Superman, the Joker crippling Barbara Gordon, or Tony Stark taking his first shot of tequila, these moments only become defining when that larger conflict takes shape.

Without question, the death of Bruce Banner is the defining moment for Civil War II. The impact of this moment creates the catalyst for the real meat of the story. After this moment, the lines are drawn, the divisions are set, and the hearts of Marvel's greatest heroes are pulled in opposite directions. It's the last straw for Tony Stark. It's that painful moment of clarity that only admitted alcoholics can appreciate.

There's no question that the death of the Hulk lit the match that ignited the powder keg that is Civil War II. However, in the midst of this raging inferno, it's easy to overlook the personal impact of the Hulk's death. Bruce Banner dies surrounded by friends and former teammates who knew him as more than just the oversized brute with anger-management issues.

That sentiment is understandably sidelined by the larger conflict in Civil War II, but Greg Pak and Mark Bagley attempt to explore that sentiment in Civil War II: The Fallen #1. That sentiment proves vital to delivering the dramatic impact of the Bruce Banner's death. It takes a step back from the legal, philosophical, and ethical debate surrounding proactive punishment and focuses solely on the emotions surrounding those closest to Hulk and Bruce Banner. There's nothing that'll overwhelm a message board here. There's just raw, genuine drama surrounding the death of a beloved friend.

There are no monster battles. There are no alien invasions. There are no homages to Bill Bixby walking solemnly down a highway. Civil War II: The Fallen #1 deals solely with the reactions among Bruce Banner's friends and family. Those reactions are not divorced from the larger context of Civil War II, but they are secondary. The primary focused here is the mixed legacy the Hulk leaves behind.


The bitter part of that mixture plays out at Bruce Banner's funeral. Whereas Bruce's friends and fellow heroes are on hand to honor his memory, there are plenty of protesters as well who still condemn the Hulk in death. This is an important context to include because it highlights the unique dimensions of the Hulk. It's a big part of what makes him unique among heroes. Plenty of heroes have green skin and big muscles. Few deal with the kinds of complications that the Hulk deals with, even when he isn't angry.

It's easy to forget that the Hulk's rampages can be pretty destructive. Given the enemies he deals with, his battles incur more collateral damage than most. In a world that includes shape-shifting aliens, uncontrollable mutant powers, and helicarrier that crash every other week, that's saying something. Unlike those destructive elements though, the Hulk is a singular face on which people can focus their blame. As any minority, real or fictional, can attest, it doesn't take much blame to inspire outrage.

Despite this outrage, Bruce Banner spends his life trying to make the Hulk a force for good. Those are the efforts that his friends and family honor. Throughout Civil War II: The Fallen #1, the darker parts of his legacy aren't ignored. Instead, they are seen in context, which isn't easy to do with a rampaging monster. It's a testament to Banner's efforts and it nicely highlights the sentiment of every character involved.

However, the funeral of Bruce Banner isn't what gives Civil War II: The Fallen #1 the bulk of its dramatic weight. It's the living will that Bruce shares with his friends and family after death that evoke the most emotion. It doesn't just involve his assets, his work, or his acknowledgement that his anger management skills had room for improvement. It involves creating a legacy that appropriately embodies the impact of the Hulk. Naturally, it has to do with anger.

It all comes back to anger and how to deal with it. For most people, including Hulk's own friends and family, dealing with anger doesn't result in the same consequences or collateral damage as him. As a result, he has to work harder than most. That means he has to master anger management techniques that cannot be found in self-help books or overpriced seminars. His efforts to share this mastery, as imperfect it may be, acts as his greatest legacy as the Hulk.

It's fitting in so many ways. How many problems in the real world and comic book world could be solved if people just managed their anger better? How many battles would that avoid? How many buildings would go un-smashed? It's the best legacy that Bruce Banner could've left. However, it resonates with some more than others.


As fitting and heartfelt as Bruce Banner's final testament may be, there are those who need more than better anger management skills. Amadeus Cho, who Pak is developing in Totally Awesome Hulk, does not take time to grieve like so many of Hulk's friends. For him, the sentiment in Civil War II: The Fallen #1 is hollow at best. He sees what happened to Bruce Banner as an injustice and that just makes him too angry.

Cho's reaction, as well as the reaction of others like General Ross, are somewhat muted at times. There are some inconsistencies in the narrative and with certain characterizations, but the underlying sentiment is spot on. The tone in Civil War II: The Fallen #1 is solemn, but appropriate. Pak and Bagley craft a fitting, heartfelt sendoff to the Green Goliath. For once, anger takes a back seat to a Hulk story and it works, creating far less collateral damage in the process.

Final Score: 8 out of 10

Thursday, April 18, 2013

Savage Wolverine #4 - Too Savage To Be Awesome


Disclaimer: Yes, I know I didn't review Savage Wolverine #3. Yes, I know this disrupts the flow of reviews. But don't blame me. Blame God for not dedicating a day for reviewing comics. If you're going to bitch about this, please note that I'll respond by deleting your bitching in all forms. That is all.

We like to pretend that discovering ancient secrets is as awesome and exciting as Harrison Ford led us to believe in every Indiana Jones movie. We think it’s all exploring hidden temples, surviving ancient traps, and killing a few Nazis in the process. The reality is probably a billion times more boring. I imagine real archeology is like watching a couple of dead flies decompose in slow motion. You dig through piles upon piles of dirt, fine jack shit 99 percent of the time, and are lucky to recover artifacts that aren’t completely decomposed. It’s right up there with Snooki’s gynecologist in terms of jobs I don’t want.

Wolverine isn’t an archeologist, but he has a way of attracting shit that wants to kill him and sometimes that leads to discovering ancient secrets. It doesn’t lead to it very often, but for a guy as old as Wolverine the law of averages has to catch up at some point. And it caught up with him in a very painful way in the pages of Savage Wolverine. He’s been fighting along-side Shanna the She-Devil, trying to escape an unforgiving island of savage cavemen that may or may not be racist by uncovering ancient technology on an island. It has been eventful and entertaining so far, even with the somewhat random appearance of Amadeus Cho. And while there are no Nazis, I’m sure Indiana Jones would be right at home in a setting like this.

Part of the charm of Savage Wolverine has been a return to basics. Wolverine is no headmaster of a school or leader of a team here. He’s just the lovable savage brute we know and love, surviving in a dangerous wilderness full of dinosaurs, cavemen, and death. There’s no bullshit about his past, no ninjas, and no piss poor love triangles. Throw in Shanna’s rack and there’s very little reason not to enjoy this book on the surface, but it’s been dragging a bit lately with this whole ancient artifact bullshit. Frank Cho has been building towards some answers for the past few issues and is this the issue we finally get them? Well, I’m here to get drunk and review comics last I checked and since I’m currently low on booze, that leaves me with one option!

In Savage Wolverine #4 we get a nice glimpse into a ritual that for once doesn’t involve human sacrifice to appease goat-headed gods with a thing for the blood of virgins. Instead, it involves actually saving a life. In this case, that life belongs to Shanna the She-Devil. In the previous issue, her rack was not powerful enough to save her if you can believe that. She sustained an injury that…well, killed her. But if that at all worries you or your penis, take comfort in the knowledge that Marvel never kills hot female characters not named Jean Grey and keeps them dead for long. But do to that, Cho convinced the chief of the savages to save her in a ritual that involves Man-Thing. Or at least it looks like Man-Thing. Cho is as confused as the readers. And seeing as how Cho himself also randomly appeared in this story without an explanation, I guess we shouldn’t be too surprised when we don’t get one. Yet still, an explanation would be a damn good thing to have at some point.


For now, an explanation takes a back-seat to bringing Shanna back to life. Marvel knows that it just can’t let a beautiful woman with a great rack just go to waste. But in order to bring her back to life, she has to bath in some strange green liquid that comes gushing out of that thing that looks like Man-Thing. There’s a joke about the healing properties of semen in there somewhere, but given all the inappropriate comments I’ve made about Shanna’s breasts I think I’ll hold off.

The important part is the ritual works. It revives Shanna so that she’s as good as new and back to being exceedingly bonerific. However, the whole resurrection-by-glowing-water ordeal comes off as both bland and a blatant rip-off of the Lazarus Pit from Batman. Only this comes off as much more disconcerting because it involves shit that oozes from something that looks like Man-Thing. Hell, for all we know that green stuff is his semen and Shanna just got the most twisted bukakke in history. While it’s nice to see Marvel avoid killing another character, it comes off as both bland and unoriginal.


Things get even less creative as Cho keeps Shanna from lashing out at the savages who killed her. They also have a long and somewhat unnecessary conversation where Cho explains how she ended up alive again. He also reminds readers of why calculus class sucked ass in school because he spends some time just surmising the output of the ancient machine that’s supposed to be the central focus of this whole damn arc. We don’t learn much about it other than it powered the dampening field that knocked out the SHIELD aircrafts and has the power of three H-bombs. That’s about it. Cho didn’t have to reinforce another Asian stereotype to prove it, but he did anyways and it still doesn’t tell us jack shit about this alien gizmo. I bet Indiana Jones would have probably figured this shit out by now.


Unfortunately, Wolverine is no Indiana Jones. As such, he probably hasn’t figured out how powerful the ancient machine is or that Shanna is still alive again. All he knows is that he’s pissed off that someone killed another hot chick before he had a chance to bone her and having already been tormented by his failure to taste Jean Grey’s pussy, he’s not going to let this stand. So still armed with some explosives and an intent to blow up the machine, he makes his way to the temple. He meets some armed savages along the way who attempt to slow him down. But this is a Wolverine who is pissed off and cock-blocked. They might as well try to keep an army of stoners away from a pool filled with Twinkees and cookie dough.


The savages may know this on some level because after all their best warriors are dead, they keep trying to stop him by attacking him with giant killer gorillas. It’s exactly as awesome as it sounds. In a land that is basically a glorified Jurassic Park, why not throw a little King Kong into the mix? The savages somehow have tamed these giant apes and they don’t much care for cock-blocked Canadians so they rip into Wolverine. Because if a bunch of determined savages aren’t enough to stop a pissed off Wolverine who just saw a hot chick die, shouldn’t a bunch of oversized apes be able to succeed?


The short answer is no. The long answer is something that PETA supporters will probably be disgusted by because Wolverine does to the giant apes what he did to the savages. Hey, at least you can’t claim he treats humans and animals differently. He shows them the same sort of savage brutality. He’s all for equality in that respect.

But what makes this sort of brutality all the more enjoyable is just how detailed and drawn out it is. While this issue may not have provided many answers about the machine and blatantly ripped off Batman, it does continue a general theme of putting Wolverine in battles that just allow him to be his badass self. It’s the kind of bloody brawls he just doesn’t fight as often anymore because he’s too busy rubbing elbows with the Avengers or running a school named after a woman he never got to bone. That sort of action is one of the best selling points in Savage Wolverine and this issue maintained that at the expense of apes and savage cavemen.


Once Wolverine is done ripping through angry natives and gorillas, he’s pretty roughed up. We even get some nice internal monologue that helps detail what happens when you’re attacked by three angry gorillas (might be handy information if you’re planning a trip to the zoo with a drunk). But he moves forward, driven by the anger over Shanna dying before he could see her naked. He reaches the temple and the strange alien machine, which he intends to blow up. Shanna, having learned from Cho why that is a shitty idea, manages to reach him just in time to stab him in the stomach to prevent him from detonating the device. That’s right. Wolverine gets stabbed again and this time by a hot woman. I don’t know why, but something about that is extra satisfying.


It seems like all is well. Wolverine didn’t blow up the alien machine (which looks like a fancy box mind you) and Shanna lets him know she’s still alive. The stab wound I guess is just extra reinforcement. But it seems as though this should be the end of it. Then the Hulk appears. No really, that’s what happens. The Hulk just fucking appears. I had to wait to sober up a bit to make sure I wasn’t reading this issue after taking too many hits of LSD. But apparently, this is how the comic ends. The Hulk appears out of nowhere, just like Amadeus Cho did a couple issues ago. We don’t get an explanation. We don’t even get a clue. We just know the Hulk is here and shit is likely to be smashed in the next issue.


I’ll need more than a few bong hits to make sense of this comic. I’ll probably also need a few to try and ignore the blatant parallels between the Lazarus Pit in Batman and whole resurrection bit with Shanna and Man-Thing blood. Since I’m low on weed, I’ll still do my best to break it down and it comes back to there being too many fucking blanks to fill in. This issue had some entertaining (and violent) moments that PETA supporters will bitch about, but in terms of overall plot it is still akin to that stoner buddy of yours who lays passed out on your couch and refuses to watch anything other than reruns of Scooby Doo. It just won’t move forward and even when it does, it comes off as something we’ve already seen before in one too many Batman comics.

But beyond the Batman parallels, this issue just threw too much shit into the pot without letting it cook. And I’m not just talking about the Hulk’s appearance at the end either. Man-Thing (or something that looks just like it) showing up early on raises more than a few eyebrows and not much of an effort was made at giving an explanation. The same can be said for the machine, which Cho tries to break down with his science-babble. And if you flunked 11th grade physics, it’s probably not going to make this machine that’s at the center of the whole damn plot any less mysterious. We still have no fucking clue what this machine is. We know it’s what caused the SHIELD ship to crash, but beyond that why the fuck is it such a big deal if it doesn’t even melt the faces of Nazis?

Despite these flaws, this issue still retains some of the elements that helps make Savage Wolverine a solid book. It’s still Wolverine at his most basic, kicking ass in the jungle and getting roughed up in ways that would paralyze anyone else not named Chuck Norris. The battle against the natives and the giant apes was classic Wolverine-style brutality. It was well-crafted and the internal narration definitely added something extra special to the bloodshed. If you only read those portions of the comic, it’s still worthwhile. But in terms of the overall story, it’ll have you both scratching your head and rolling your eyes in ways no amount of bong hits will help.

Savage Wolverine may be one of the few X-books right now where Wolverine isn’t an insufferable douche-bag. It has a lot of appeal, but it has a lot of fucking holes in it as well. Aside from reading a Wolverine you don’t hate and Shanna’s rack, this issue didn’t add much to that appeal. Savage Wolverine #4 fell short in way too many ways to be awesome. I can only give it a 2.5 out of 5. I’m okay with leaving some things to the imagination. A peep show in Amsterdam or my parents wedding night come to mind as good examples. But that shit just doesn’t work for a comic. For this series to be awesome, some of those blanks need to start getting filled in. There’s just only so much power that Shanna’s breasts have. Nuff said!