Wednesday, May 7, 2014

SPOILERS: Batman/Superman #10

Something is wrong with Batman, and Superman need's SHADE's help, more specifically, needs SHADE scientist Ray Palmer's help. After traveling to the floating Ant Farm to retrieve Palmer, Superman brings the scientist to the Fortress of Solitude where there's a comatose Batman, and what looks to be a dead microscopic superhero in his blood... So, time to go inside Batman's brain, and figure out what's wrong.

Turns out after an adventure into space to fix a satellite, a microscopic space ship, with a whole kingdom inside it, found its way into Batman's blood, and is resting in his brain. Shit's gone bad on the ship, as some villains of the alien race have taken over, and obviously start fighting Superman and the soon-to-be-called Atom.

One of the alien grabs on to Superman's shrink belt, mistakenly believing it to be the source of his power, enlarges himself, and ends up outside Batman's body at full size. While Superman and Palmer are still inside Batman's brain, they manage to defeat the other bad guy, and begin to dislodge the ship, allowing Batman to wake up, and kick the other guy's ass, despite having a serious headache.

When all is said and done, Palmer puts the ship into a portable Ant Farm that he'll bring back to SHADE, and he along with Superman exit Batman's body, of course, not to Batman's liking. Batman isn't exactly sure about having SHADE inside of him so to speak, but Superman seems to trust Ray, and Ray seems to be a trustworthy guy.

When Ray leaves to go back to SHADE, Batman and Superman talk about SHADE and the possibilities of the Atom, referring back to Atomica of the Crime Syndicate. While they're right to trust Ray, Batman was right not to trust SHADE, as unbeknownst to Ray, Father Time, SHADE's leader, dispersed micro tracking technology in both Batman and Superman's bodies... UH OH.


The Good:

Like Catwoman's recent inventory issue, Batman/Superman #10 definitely makes the most out of it's one and done nature and provides a really fun and entertaining story. The reintroduction to Ray Palmer was pretty cool and he seems like a likable enough guy... with no crazy ass wife... yet. Then you had the art, which was split between Karl Kerschl and Scott Hepburn, who handled outside Batman and inside Batman respectively. If you're going to have two artists on a book (even if they do blend well together) best do it like this, and split it up by scenes, instead of having each other switch between pages. I feel like DC's generally been better about multiple/fill-in art lately, so that's nice to see. I really do like Kerschl's work too, it's really nice and clean, would like to see him on a regular title somewhere.

The Bad:

Like other inventory issues, it's really hard to determine if this story is going to "matter." It certainly ends on a "cliffhanger," but it's hard to tell if anything is going to actually come from that twist at the end or not... Because, I mean, it wouldn't take a lot for SHADE to figure out whats what with all the time Batman spends at Wayne Manor... just saying.

The Bottom Line:

Despite if it "matters" or not, what Batman/Superman does well is provide a really fun and entertaining story, as well as properly reintroducing an old fan-favorite character to their previous status quo, never before seen in the New 52. Jeff Lemire, Karl Kerschl and Scott Hepburn provide plenty of fun, plenty of wit, and plenty of action in what ultimately was a very satisfying one and done story.


1 comment :

  1. I liked this issue. SHADE is a fun organization, the new aliens were really enjoyably wacky, and Batman kicked more ass in this one issue than he has in most of the main run.