Showing posts with label Gail Simone. Show all posts
Showing posts with label Gail Simone. Show all posts

Saturday, April 14, 2018

Luck Be A Lady (and Then Some): Domino #1

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


Some heroes get all sorts of lucky breaks while others make their own luck in the crowded superhero market. As such, Neena "Domino" Thurman is unique in that she's able to do a little of both and not just because it's part of her mutant powers. Her superhuman lucky streak is on a bigger roll than usual. Between her upcoming role in Deadpool 2, the prospect of future roles in an X-Force movie, and a major presence in the X-men comics, these are good times for Domino.

That makes the idea of her getting a solo series, written by one of comics' most respected female writers in Gail Simone, all the more appropriate. Domino isn't just a colorful character with edge, grit, and attitude. She's the kind of character that requires a challenging story. She's not some hapless heroine whose only development comes through tragedy or loss. Her superhuman luck literally doesn't allow it. To make her mark, Domino's story requires a kind of nuance that Simone is in a unique position to pursue.

Like Red Sonja, another battle-hardened female character that Simone has written, Domino is fiercely independent. Since luck is always on her side, she's willing to take chances, be reckless, and explore uncharted territory. While that helps her survive the various rigors and frustrations that inherently come with the superhero genre, it rarely gives her time to pursue her own story. Domino #1 gives her the opportunity to really push the full extent of her luck. With Simone writing and David Baldeon providing art, she has even more going for her than usual.

Even with those advantages, Domino's story is a difficult one to tell. How does anyone go about making it interesting when luck is on her side in the most literal sense possible? Unlike the infamous Parker luck that plagues Spider-Man, Domino can usually count on the best case scenario. That means the particulars of a narrative have to be stronger than usual. Unlike Domino herself, Simone and Bladeon can't just throw this character into a series of action scenes and expect to get lucky.

That's exactly what makes the approach to Domino #1 so engaging because it doesn't rely on any one element of Neena Thurman's persona. She gets a chance to shoot things, as only she can. She gets a chance to self-reflect on who she is and where she's come from. She even gets a chance to show her softer side, but not in a way that feels forced or melodramatic. The plot doesn't rely on any one thing to flesh out Domino, but they all find a way to contribute. The fact a cute dog is somehow worked into the mix is just a nice bonus.

There specifics of the plot are somewhat chaotic. It starts with a cute dog, but builds itself primarily around some of Domino's most familiar traits. She's not a self-proclaimed superhero who sticks up for the little guy and hangs around adorable dogs. She's a mercenary who often works with other mercenaries to do gigs, make money, and shoot people who deserve shooting. It's not overly heroic, but it's hardly villainous either. It's not unreasonable to say that from a purely economic perspective, Domino maximized the value of her skills and powers more than any other Marvel character.

The business side of the story, though, is only a small part of a much larger narrative. She takes part in a gig that involves shooting people and teaming up with an old friend, Outlaw. There are guns, monsters, and even a fastball special. It's messy and violent, but not overly brutal. There's no Wolverine ripping out peoples' guts or Deadpool making R-rated jokes. For someone as inherently fortunate as Domino, those sorts of tactics aren't necessary.

To prove that she can still carry her own series without such tactics, though, Domino needs to show her more personal side. As a character who often finds herself in a supporting role to those with teams or movie franchises, she rarely gets an opportunity to reveal her thoughts, feelings, and insecurities. Outlaw ends up putting her in the best possible position when she drags to a surprise birthday party that ends up revealing more about Neena Thurman than any mercenary gig.

It doesn't end up being the craziest party that the X-men or a superhero team have thrown, but it plays out in a way that shows that Domino is capable of contributing more than quality marksmanship to a story. The surprise party doesn't just reveal that Domino is not that fond of celebrating her birthday or getting too close to anyone. It also reveals some of her insecurities, some of which are less obvious than others.

It helps give Domino #1 the kind of moment that demonstrates there is something to this character that's worth exploring. Domino may carry herself as a happy-go-lucky mutant mercenary who doesn't mind teaming up with the Deadpools of the world, but there are parts of her life and her personality that reflect deep scars. Simone doesn't probe too deeply, but does show the effects as Domino interacts with familiar X-men characters. Even when she encounters a cute dog, these insecurities show themselves.

It's a bit too subtle at times, but lays the foundation for more development. It also throws in a few larger conflicts that don't involve mercenary work or tolerating Deadpool's sense of humor. Those conflicts aren't as fleshed out as other elements of the story, so much so that the end is somewhat confusing, even if it is pretty jarring. Even so, Simone still leaves herself with plenty to work with in developing Domino's character.

Overall, Domino #1 offers a fairly diverse story that provides both basics and advanced refinements to a character on the rise. There's action, violence, and gunshots, as is often the case in any story involving Domino. There are also personal insights and unresolved issues that finally get to be part of a larger story for this character. She may not be Wonder Woman, Red Sonja, or Princess Leia, but Domino still finds a way to hold her own and she doesn't need to rely solely on luck.

Final Score: 8 out of 10

Wednesday, June 25, 2014

Excessively Bad Days and Bad Moods: Batgirl #32

The following is my review of Batgirl #32, which was posted on PopMatters.com.


We’ve all had bad days that have put us in bad moods. It doesn’t how rich someone is, how attractive they are, or how much power they wield. Sooner or later, they’re going to have a day where it feels like the universe is conspiring against them. On those days, we are all in our own Jason Bourne movie and the CIA is way more competent. We’re constantly on the brink of tearing our hair out and punching the nearest brick wall. From high school to retirement, these are the kinds of days where we wish we could crawl back into our mother’s womb and get away from it all. In that respect, we can all relate to the day Barbara Gordon is having in Batgirl #32.

Since regaining the use of her legs and becoming Batgirl again, Barbara Gordon’s have has been in flux. She has had her share of good days and bad days. She became close friends with her roommate, Alysia. She reconnected with her mother. She even found time to turn a former car thief into a boyfriend in Ricky Gutierrez. But lately, the bad days have been outnumbering the good by an increasingly wide margin. Between her brother dying, her father going to jail, and her boyfriend suing her father, she’s on a bit of a losing streak to say the least. Short of losing her cell phone, Batgirl is on the brink and Batgirl #32 promises to give her a violent shove.

She deals with many sources of frustration, as is to be expected of anyone in the Batman family, but the most pressing comes from Knightfall. By most standards, it’s a standard crime syndicate. By Gotham City standards, it’s the most dangerous kind of crime syndicate in that they’re more competent than those that rely on freeze rays, poisonous plants, and laughing gas. Their competence has allowed them to evade Batgirl, staying a step ahead of her no matter what she does. It’s like running a race where every other runner has a head start. Needless to say, this leaves Batgirl pretty frustrated.

But beyond her work as Batgirl, she also has some very different kinds of frustration adding to that violent shove. In addition to her father being in jail, her boyfriend, Ricky, is suing him for shooting him in a horribly mismanaged raid that occurred several issues ago. Any kind of frustration is difficult to deal with, but it can always be made worse when lawyers are involved. It’s an effective one-two punch for Batgirl, her personal life and her professional life working against her in ways that no amount of spa trips could hope to alleviate.

These are some big, heart-wrenching issues that are attacking Barbara Gordon on all fronts. Yet it doesn’t stop there. Even the little things are adding to her frustration. She comes home hoping to unwind, or at least get away from anymore brick walls to punch, only to walk in on her roommate getting intimate with her girlfriend. On any ordinary day, it would be one of those things that she could probably laugh off. But on a bad day like this, it might as well be an extra punch to the jaw after she has already lost a few teeth.

At this point, Batgirl’s life is more than just a string of unfortunate events. Bad luck only goes so far. Even casino owners understand that. But it starts to get a little excessive when one of Barbara’s old friends, Munira Khairuddin, tracks her down while she’s out for a morning jog to clear her head. She’s not looking to catch up over a cappuccino and a beagle either. She actually drugs Barbara, abducts her, and tries to recruit her into some elite counter-terrorism squad that requires that she sever all ties to her family and become a ghost. It’s like someone having their identity stolen and being forced to work for the identity thieves.


Munira claims she wants to enlist Barbara because she’s they were college friends who respected each other’s skills. She also warns her that Knightfall is about to launch some massive attack on Gotham that would be on par of Pablo Escobar taking hostages at the White House. Her sales pitch is pretty lousy. She basically asks Barbara to join a version of the NSA with guns and even less accountability. She even warns her that refusing this offer has consequences, which gives the impression it’s not much of an offer. Maybe Barbara would have actually considered it if she weren’t having such a lousy day. To be fair, Munira has no idea how rotten her luck has been lately. But the damage is done.

At this point, the plot has gone beyond Batgirl just having a string of bad days to piling on. She’s having a rough time. There’s no need to reinforce it anymore. It’s expected that superheroes have more bad days than most people and some of their worst days make for great stories. This issue did a nice job building on Batgirl’s recent hardships, but the level of torment inflicted upon her just becomes excessive, so much so that it loses its impact. People can only relate so much to bad days that involve abductions, lawsuits, and promiscuous roommates. Like football team that gets blown out for nine straight games, it eventually loses its impact.

To Batgirl’s credit, she deals with this uninterrupted string of bad luck better than most people could ever hope to manage. That’s why she’s part of the Batman family. Dealing with bad days isn’t just part of the job. It’s as useful as any grappling hook. She eventually enlists help from other female heroines, including Black Canary and Huntress. Most people in bad moods are content punching more walls rather than seeking help from friends. It offers at least some hope that Batgirl’s string of bad days will end at some point.

Batgirl #32 succeeded in taking Barbara Gordon to as low a point as she could have without another visit from the Joker. It added both personal and professional struggles, sometimes excessively. While the impact of those struggles became muted at times, it still strikes all the right chords. Now anyone who has a bad day has much less reason to complain. If Barbara Gordon can get through this issue without punching any brick walls, then nobody has any excuses.

Final Score: 8 out of 10