Showing posts with label Julius Gopez. Show all posts
Showing posts with label Julius Gopez. Show all posts

Sunday, November 3, 2013

TEAM 7 #3


Team 7 is an elite special forces unit designed to combat metahuman threats.  In their first mission, they broke into a floating prison complex which had been taken over by a dark entity known as Eclipso... sort of.  We actually didn't see the real Eclipso, just his presence taken over inmates and doctors.


Team 7 #3: "Black Diamond Probability: Mission 1.3: Darkness Rising" was written by Justin Jordan, with art by Julius Gopez and Jimbo Salgado.  Colors are by Nathan Eyring.  The cover was done by Tyler Kirkham and Batt, and boasts the guest appearance of Essence from the pages of Red Hood and the Outlaws.  Since I don't read that book, this appearance means nothing to me yet.

So... this issue is still part of "Black Diamond Probability" which, I guess, is the first story arc featuring the threat of Eclipso.  And this is still part of the first mission, even though this seems like a completely different thing.

This issue is narrated by Slade Wilson, the man we know as Deathstroke, as part of his "war journal".  What, you thought The Punisher had a monopoly on that phrase?  He explains that Team 7 is making their difficult way to the mysterious Sentinel Island.  He explains that because of the strange electromagnetic effect of the island, the team must approach "low tech" via raft and climbing ropes instead of more traditional sci-fi stuff.  Slade doesn't explain, however, why they need to go to the island or what the mission is.

They arrive at a village only to discover that mercenaries have attacked and slaughtered the villagers.


Dinah Drake and her boyfriend Kurt Lance investigate one of the village huts, finding children murdered.


The team finds one lone survivor, who they don't understand because no one speaks the language, except for the writer or editor who translates the dying man's speak.  Oh, and Essence understands them, too.  She translates for Slade, who is the only member of the team able to see her.


I don't know who Essence is or what she does, other than she seems vaguely ghost-ish.  Slade sees her and starts shooting.  What's interesting is that the rest of his team don't see her, but start shooting because, hey, they have guns; why not use 'em?


Slade actually does the most level-headed and rational thing I've ever seen a character in comics do: he refuses to play by supernatural rules.  He flat out tells Essence if she doesn't reveal herself to his teammates, he'll walk away and ignore any warnings or pleas she tries.  So Essence shows herself to the rest of Team 7.  Slade's play is so clever that I think writer Justin Jordan probably thought of it first and then manufactured a situation where the others couldn't see Essence.  That's how it must have happened because nothing else makes sense.  There is no reason why she didn't show herself to all of them from the beginning.

There's also no reason why the old dying man's dialogue needed to be translated for we readers if Essence was going to do it on the next page.  It's redundant and bad writing/editing.

We cutaway from Team 7 and Essence to the surviving band of mercenaries who attacked the island.  The leader is forcing a man and his daughter to march through the jungle when ghost-like spirits attack the mercs, butchering them pretty easily.  The mercenary leader takes an amulet from the little girl and uses it to barter safe passage through the wilderness while the spirits carry the little girl away.


Since Slade's narration never explained what the mission was or what they're here to accomplish, I have no idea who the mercenaries are, who the villagers are, who the ghosts are, or what any of these people want to accomplish.  What's more, I don't think the characters do?  The merc leader seems surprised at what's happening, and takes the girl's amulet for protection as a desperate audible play.  If he didn't know what it would/could do, why did he have the old man and the girl in the first place?

Also, I don't know if I've mentioned it before, but Team 7's costumes are overly complicated and stupid-looking, but if that's how you're going to have your heroes dress, than the villains shouldn't wear costumes that look the exact same.  I swear, the first page of the mercenaries I thought I was reading Team 7 characters getting killed.

The unsuitability of their costumes is perfectly illustrated in the dialogue between Cole Cash and  James Bronson.


Cash comes up with an eye-rollingly forced explanation for why he wears a mask.  And when pressed why he chose a red mask, he simply chocks it up to "style".  The thing is--Bronson, who asks why Cash wears a red mask--is wearing a red combat suit.  The team's uniforms look more like superhero costumes than military fatigues, so this kind of dialogue either suggests a disconnect between the script and the art team, or a lack of understanding how visual irony works.

Essence explains to Team 7 what the art already showed us, and tells us a little of the What of Sentinel Island.  It's a prison housing some dark force, and the ghost spirits are protectors/jailers.  Still don't know why anybody is here or why they don't know why they're here.

Then we cut to Kaizen Gamorra, a bad guy, I believe, who is using naked telepaths in a bubble bath to spy on the events of the island.


After this, we arrive at the Heart of Hell, a part of the island in what looks like an open volcano crater.  Slade, Cash, Alex Fairchild, and maybe the rest of the team, though we don't see them, rush the mercenary defenders.  Slade is blown up, but he gets better enough to slice open the merc leader, who also gets better enough to reach for the glowing rock that seems to be important all of a sudden.


Then this happens:


The Characters

If you're a fan of any of the characters other than Slade, this issue wasn't really for you.


  • Dinah Drake finds the hut full of dead kids, and later she is still shaken up by it.  I guess this shows that she's sensitive and compassionate.  Good to know.
  • Kurt Lance doesn't do anything really noteworthy.
  • Slade Wilson is stubborn and rational.  He narrates the issue, though like issue #2, there's no strong reason for this story to be told through his eyes.  It could have been Lynch's after-action report or briefing, but whatever.  Slade, it appears, is now possessed by Eclipso.
  • Alex Fairchild doesn't do anything really noteworthy.
  • Cole Cash has some kind of funny dialogue.
  • James Bronson doesn't do anything really noteworthy.
  • Amanda Waller doesn't do anything really noteworthy.
  • Dean Higgins doesn't do anything really noteworthy.
  • John Lynch and Summer Ramos do not appear in this issue.

Impressions/Questions

The story depends on the reader just dismissing the lack of exposition and just rolling with the events happening.  If you ask any questions, however, your enjoyment of the story just plummets.

I like Gopez's art better than Ron Frenz and Jesus Merino on the previous issues, but only a little bit.  There is a strong lack of background details, and the last couple pages give you no sense of setting.

My initial fear that the cast was too large and unwieldy and underdeveloped to receive adequate attention every issue has proven true for two issues in a row now.  This issue only has enough time and space for three characters; the rest are given courtesy lines and maybe a background panel or two.

Grade: D+

Sunday, October 27, 2013

TEAM 7 #2


Team 7 was sent on a mission to a floating super-maximum security prison called--I'm not kidding--The Float.  The prison's communications went down, so the team didn't know what to expect when they arrived.  What they found was a whole prison full of zombified people apparently possessed by Eclipso.


Team 7 #2 is written by Justin Jordan.  Once again, Ron Frenz provides art breakdowns, but this time the pencils are done by Julius Gopez.  Scott Hanna is the only inker this time, though, so that's a plus.  Having so much artistic change in just the first three issues is rarely a good sign for a series, often suggesting a book that wasn't given enough time to gestate before hitting the shelves, and usually precluding an early cancellation.

Sounds right.

It's nice that Dinah Drake gets a spotlight on the cover.  I was more even more impressed to discover that Dinah narrates this issue in the form of her mission journal, taking over from last issue's narrator John Lynch.  Unfortunately, her narration is limited to telling us information about character relationships and explaining plot points already covered by dialogue and action.  Really, her narrative captions could have been taken out of this issue and it wouldn't have made a difference.


This issue picks up with a horde of Eclipso-ed zombie prisoners attacking Team 7, who effortlessly and emotionally mow them down with automatic weapons fire.  We also see the continuation of last issue's problem with the title.  This issue, I guess, is Team 7 #2: "The Black Diamond Probability: Mission 1.2: Lockdown".

Okay, I think "Black Diamond Probability" is the name of the first story arc... and so is "Mission 1".  Like instead of calling it a book or a chapter or a part, they're calling it a mission.  That makes a kind of sense.  But then I think the Mission 1 (or Mission 1.2 in this case) ought to be placed above "The Black Diamond Probability" part.  I shouldn't have to think so hard about the issue's title, which means somebody somewhere associated with the production of this comic is dumb.

Anyway, the Team makes repeated mention of the fact that they don't have enough ammunition to take down all of the zombified prisoners, which seems like horrible planning to me if you're assaulting a prison full of supercriminals.  Bad on you, Dean Higgins.

The team fights their way to the comm center where Dinah discovers video records of a scientist named Alex Montez experimenting on the terrorist that Amanda Waller captured back in issue #0.  Said terrorist is injected with some kind of formula that's supposed to make him docile and cooperative but instead turns him into an Eclipso monster.  That process somehow spreads to the rest of the prison, though there isn't footage of that process and we're never told how, so I'm thinking Justin Jordan forgot or couldn't think of a reason why that would happen.


Then, inexplicably, in the middle of the issue, there is this whole plot point about the main Eclipso-zombie terrorist guy being from the nation of Gamorra, which is on the United States' Bad Nations that Harbor Bad People and Do Bad Things List.  Well, the Float has been redirected to take Eclipso to Gamorra, where presumably the bad guys will get more powerful.  Dinah's narration doesn't make any sense in this section and I'm pretty sure there is a typo or missing words.

In truth, it doesn't really matter, because by the end of the issue we learn that The Float wasn't going to Gamorra, but another obscure location, so about two pages of dialogue in this issue are utterly pointless.

Before that, however, we have some action and destruction.




If you followed those pages, you'll note that the terrorist Eclipso guy was defeated by a special light.  But that's not the end of Eclipso in this book... I guess...?  He'll be back next issue... I guess...?

The Characters

  • Dinah Drake "narrates" this issue, but all we learn about her is that she knows Kurt Lance.
  • Kurt Lance, likewise, knows Dinah.
  • Slade Wilson knows Alex Fairchild.
  • Alex Fairchild knows Slade Wilson.  Fairchild is a smart-ass.  Also, if any member of Team 7 was going to be gay, according to Dinah, it's Fairchild.
  • Cole Cash is still on the team.
  • James Bronson enjoys his "heavy suit" even though he doesn't know how every part of it works.  That seems very irresponsible for a top tier military unit.
  • Amanda Waller is still skinny.
  • Dean Higgins is white.  Issue #0 really made it look like he was black.
  • John Lynch and Summer Ramos do not appear in this issue, though it sounds like Ramos is still alive.
Impressions/Questions

The plot of this issue is overly-complicated.  Nothing comes of the Gamorra connection; it feels more like Jordan wanted to show that he'd read Warren Ellis' Stormwatch, but too much time was spent dwelling on it to not do anything with it.

As with last issue, the attempts at humor are borrowed from movies and not that funny.  Almost every character is a sardonic wise-ass, which means nobody actually stands out or seems unique.  It's not easy giving equal characterization to a cast as large as this one every issue, but here we get none.

Also, something really bothers me.  The comic begins with a reference to the classic movie moment from The Warriors.



Changing the word "warriors" to "heroes" is clever.  Or it would be if it made sense, but it doesn't.  Throughout the issue, the Eclipso-ed zombie prisoners call Team 7 heroes.

But they're only heroes to us the reader, not within the comic.  They're a black ops military unit full of assassins.  This feels like Justin Jordan allowed the outside reality of the comic to impose on the story he was telling.  That's not meta.  That's bad storytelling.

Grade: D