BOUGHT:
Batman and Robin: Year One (DC Comics) I think my only real problem with this book is it's "Year One" subtitle. That particular phrase of course entered DC's lexicon with Frank Miller and David Mazzucchelli's 1987 Batman story arc, offering a new and updated origin for the Dark Knight and chronicling the first year of his career. It has since become a commonplace sub-title for various DC origin stories.When this 12-issue maxi-series was first announced, I was a little taken aback, as the title suggests it will be the story of Batman and Robin's first year together. Of course, that particular year has already been covered in 1989 Batman arc "Batman: Year Three", 1995's Robin Annual #4 (the theme for that year's annuals was "Year One" origin stories) and 2000's Robin: Year One. (Dick Grayson's first year with Bruce Wayne was also part of 1999's quasi-canonical Batman: Dark Victory, although Dick doesn't actually become Robin until the end of that series, and I'm sure there are other comics that have told this story that I haven't personally read, like 2022's Robin & Batman).
That said, of course, you'll notice that those comics specifically devoted to Robin's fist year are all at least 25 years old now, and there have been a handful of continuity reboots since then, so perhaps enough time has elapsed that it is worth retelling such an oft told story (On the other hand, thanks to the longevity of collections, most of those comics are still readily available for readers interested in that story, so I don't know).
The "Year One" is really just branding here though, which makes me wish DC would have simply come up with a different title for the book (World's Finest: Batman and Robin seems like the obvious one, huh? Maybe something with "Dynamic Duo" in the title?). Unlike Miller and Mazzucchelli's "Batman: Year One", this doesn't seem to cover an entire year, although some significant amount of time does pass, the plot of the book apparently occurring between other early Batman and Robin adventures, some of which are alluded to in montage.
Still, it's branding that would have led to me skipping the book entirely or at least borrowing it from the library rather than buying it, were it not for the presence of Chris Samnee. I mean, I obviously like the work of writer Mark Waid, as I have read and continue to read a lot of it, but art by Samnee sealed the deal. He's a fantastic artist, adept at every aspect of comic book art, and the perfect choice for a story like this, which involves equal amounts of superhero action, character work and drama featuring the leads out of costume, as well as plenty of non-costumed characters.
Simply put, visually, this is probably the best superhero comic I've read in recent memory, and one of the best-drawn Batman comics I've ever read.
So, we've talked a little bit about what the book isn't, so what is it...?
Well, Waid doesn't cover the events that past writers like Marv Wolfman ("Year Three") or Chuck Dixon (Robin Annual #4, Robin: Year One with co-writer Scott Beatty) did, so this can be read as somewhat as a companion to previous Robin origins than a replacement for them. So, we don't see Dick's parents fall to their deaths in front of Dick, we don't see his meeting with Bruce, we don't see how Dick learns Bruce's secret and we don't see Dick becoming Robin for the first time and working with Batman to catch the man responsible for his parents' murder (Although these events are alluded to in dialogue and the occasional flashback panel.) (One thing that originally felt off and wrong to me was the fact that Batman was wearing black rather than blue here, something Waid surely would have known wasn't historically accurate—he is writing an ongoing series set in the late 1970s wherein Batman is still in blue, after all—but that was, as I would find, an intentional choice, and the eventual change in cape colors is addressed over the course of the story.)
Instead, the plot involves a new criminal in town, a former general turned mob boss usually just referred to as "The General" (and yeah, there is already a Batman villain by that name, although I doubt anyone would confuse the two) who is attempting to take over the Gotham underworld by setting the ruling "Five Families" against one another.
While he's not a super-villain, he does have one in his employ, and his ultimate plot is a somewhat sci-fi sounding one, which I won't spoil here. He also seems to be dabbling in mad science, perhaps working with an unnamed Hugo Strange (who is clearly visible in at least one panel) to make "monster men", a term that will sound familiar to plenty of Batman readers (These appeared in 1940's Batman #1, and Matt Wagner later extrapolated that short story into his miniseries Batman and The Monster Men).
And Two-Face, who is sometimes the General's ally and sometimes his enemy, is also rather prominently featured.
That's the superhero business, though. While the new Dynamic Duo are trying to figure out what exactly is going on and bring down the General, Waid and Samnee also spend a lot of time on Bruce and Dick's home life, and dramatize Batman's difficulty in taking on the role of mentor and partner, while Bruce struggles with becoming a good father (Alfred, of course, helps quite a bit in that regard).
Mostly what Waid seems to change in the basic, essential Batman and Robin story is a degree of emphasis. For one thing, he repeatedly underscores the fact that while Dick Grayson might still be a little kid, and thus seemingly far, far too young for crime fighting—as multiple characters, including James Gordon, point out—his unique circus acrobat background means he has been doing serious, almost super-human training ever since he was able to walk. He might not have trained quite as long as Batman had before he donned a cape and mask, but he's quite experienced when it comes to some of the stuff Robin does every night, and far more so than most grown men. (That said, I wish Waid wouldn't have assigned Dick a particular age here—he's said to be 10-years-old—and just left that more vague.)
Waid also, somewhat interestingly, addresses the traditional "ward" vs. adopted son issue. I don't know the original rationale for making Dick Bruce's ward rather than son, nor do I know enough about such legal matters to know if wards are still a thing in real life some 80 years after Robin was introduced, but here it seems that Bruce was in the process of applying to adopt Dick when some of the villain-induced difficulties affected him, and Dick was temporarily taken away. When he is later returned, it seems to be a sort of special case, the court not yet willing to let Bruce officially adopt him.
I do have one nitpick, which is more of a something-that-nagged-at-me-personally-while-reading thing, than an actual problem with the narrative. The super-villain in The General's employ that I mentioned above? It is—spoiler warning!—Clayface II, Matt Hagen.
A reader could probably guess that when The General starts employing his master of disguise to sow distrust and stoke a gang war, as there's a very early scene where the mysterious figure changes "costume", and it's an instantaneous change, one that also changes his clothes. Further, the cover for issue #5 features Clayface as he appeared in Batman: The Animated Series and, unfortunately, appears in this collection before the master of disguise is revealed to be Clayface, so, in that regard, the comic spoils itself.
Now, Samnee has a great design for Clayface, giving him an extremely creepy featureless mask he wears when he's not impersonating someone else, and the in-comic reveal of his identity is both something of a surprise—as much as it can be, after seeing that cover, anyway—and an effective bit of horror, as Batman accidentally cuts him nearly in half on a cable during their fight, and then is nearly suffocated as Clayface pours himself into Batman's face.
This might actually be the best Matt Hagen comic I've ever read...although it feels wrong to me that he's in it. That's simply because Hagen was introduced in 1961, while Robin was introduced in 1940. In other words, Dick had been Robin for a long, long time before he and Batman encountered Hagen, and while obviously Robin's 80-year career needs to be hyper-compressed in-universe, it feels a bit off to have events so far apart overlap.
Of course, as I said earlier, there have been plenty of canon-altering crises since Hagen's original debut, so perhaps I shouldn't get stuck on Waid's use of the character here; perhaps he's just changing up Hagen's origin and introduction.
All in all then, a really great Batman comic, and one I enjoyed immensely.
(Oh, and as I noted on Bluesky while reading, it's an elegant reminder how much better Batman comics are when Alfred is alive and well and them and not, you know, dead, as he apparently still is in the comics set in the current DC Universe.)
BORROWED:
Disney Epic Mickey: The Comics Collection (Fantagraphics Books) You've probably heard the story of Oswald The Lucky Rabbit, the cartoon character created in 1927 by Ub Iwerks and Walt Disney for Universal Studios. The character now seems like a sort of first draft for Mickey Mouse—the original iterations of both characters looked remarkably similar—and, when Universal exerted its control of the character, Disney went on to create his mouse in 1928 (And, apparently, vowed never to work for anyone else ever again). Though Oswald kept appearing in Golden Age cartoons for a while, Mickey quickly eclipsed him and went on to become one of the most iconic characters in pop culture over the last century.In 2010, Oswald finally met Mickey in a story heavily reliant on their meta-fictional relationship, the "Lucky" rabbit naturally envious and embittered about essentially being forgotten after a brief stint in the spotlight, while his younger brother went on to unparalleled fame.
For reasons beyond me, this epic meeting and potent story, with over 80 years of history behind it, occurred not in the medium Disney is best known for, animation, or that which they are probably secondarily known for around the world, comics, but in a video game—2010's Epic Mickey.
You might not recognize the name Yen Sid, but you will likely recognize his face. He's the sorcerer that Mickey was the apprentice to in Fantastia's "Sorcerer's Apprentice" passage. In Epic Mickey, he has created a place called Wasteland with magical paint on his table top, a place modeled as a sshadow version of Disney Land, and peopled by forgotten cartoon characters like Horace Horsecollar, Clarabelle Cow, The Mad Doctor (from a 1933 Mickey short), Gus and the Gremlins (from a never-made film that later appeared in a Roald Dahl picture book and some Disney comics) and several different versions of Peg Leg Pete/Black Pete. (You'll probably notice that some of these characters have subsequently become un-forgotten, and you may actually be pretty familiar with some of them, especially if you've been reading old Mickey comics like those Fanta has published in their Floyd Gottfredson Library.) And, of course, Oswald himself, and his love interest, a cat who is here given Ortensia name, as she lacked a consistent one in her various cartoon short appearances.
After Mickey travels to the other side of a mirror, ala his Golden Age short "Thru the Mirror", the mischievous mouse finds himself in the wizard's workshop, and fools around with the paints, accidentally unleashing a paint monster in Wasteland. Sometime—perhaps years?—later, Mickey is captured by that paint monster, referred to as a Blot, a name with some resonance in Mickey adventures, and pulled into the Wasteland.
There, he battles the Blot and its minions using a magic paintbrush that can emit both paint and thinner, potent weapons in a world of cartoons, he engages in a quest to gather pieces of a rocket ship from various locales (which, I assume, accounts for the game's gameplay and objective) and, of course, he meets Oswald, a character he knows nothing of, but who has resentfully followed Mickey's career for decades.
That's all interesting enough, I suppose, but as someone who hasn't played a video game since the NES became obsolete, Epic Mickey wasn't on my radar until Fantagraphics released Disney Epic Mickey: The Comics Collection, a complete, hardcover collecting all of the comics associated with the game, most of which were being published on paper and in the U.S. for the first time here, despite the fact that they were all written by a pretty famous and well-liked American comics writer, the late Peter David.
I have no idea how someone familiar with the video game—or games, I guess I should say, as Epic Mickey was followed in 2012 by Epic Mickey 2: The Power of 2, and it too has a graphic novel adaptation in here—might approach this book. Like other comics based on video games I never played, like some Batman: Arkham comics, the Injustice series and some Kingdom Hearts manga, these comics seem to expand on the story of the games and elide the gameplay, making them something akin to extrapolations rather than straight adaptations.
For someone in my shoes then, a comics reader encountering the Epic Mickey world and story for the first time here, I would recommend approaching this as a curated collection rather than a complete story, as the most dramatic encounter in here—that between Oswald and Mickey atop a mountain of Mickey memorabilia—is of course somewhat blunted and spoiled by the "Tales of Wasteland" short comics that precede it in the collection.
The book also includes a lot of welcome prose features interspersed between the comics, providing context for where the game came from, who the relatively minor and/or forgotten characters in the games are and where they came from and how the comics fit into the story of the game. These features include a foreword by editor David Gerstein, an introduction by game director Warren Spector (and, later, an interview with Spector) and "The Disney Epic Mickey Cast" features by Luc Boschi.
As for the comics, they include three distinct sections.
First, there's the "Tales from Wasteland" prequels, a half-dozen eight-pagers by David and artist Claudio Sciarrone starring Oswald and featuring appearances by Horace, Clarabelle, Pete and Ortensia...and what look like cyborg versions of Goofy and Donald Duck, which they kinda are (In actuality, these are animatronic versions of Mickey's friends, which Oswald built himself in order to imitate Mickey's adventures, I guess; while they appear to be in a state of disrepair and are somewhat scary-looking, seeming to thus suggest the characters I've seen in Five Nights at Freddy's books and games and such, they act just like the real Goofy and Donald).
These stories recall older Disney shorts, as Oswald and his Donald and Goofy attempt to, say, clean a huge clock or act as kinda sorta ghostbusters. I didn't find any of them to be particularly strong comics narratives, and they all look and read slightly off. I think it has something to do with the lettering, as the dialogue balloons have weirdly-shaped tails that seem sort of amateurish, and they don't always line-up and interact with one another quite right. I assume this has something to do with the fact that these comics were all originally produced for digital rather than paper release.
I think the strongest gag that occurs in these is a visual one, from "Oswald The Lucky Duck", in which the Mad Doctor presents our hero with a new invention, a movie camera that can "remake" him for the Silver Screen. At one point, Oswald says how the few people who remember him at all do so as "an out-of-date version of, you know...him."
In the next panel, we see Oswald as Ortensia does at that moment. Standing directly in front of the camera, his long ears laying down and the two big film reels appearing on either side of his head he does indeed resemble...you know...him.
(Do note the dialogue balloon that I cut off in that image, and how close it is to the dialogue balloon associated with that image.)
That's followed by Epic Mickey: The Graphic Novel, a 64-page story drawn by Fabio Celoni and Massimo Rocca. If I had to guess, I would assume that much of this involves a re-telling of the "story" parts of the game, as it involves Mickey coming to Wasteland, becoming a captive of the Mad Doctor, meeting Gus the Gremlin and learning to use the paint brush as a weapon and then finally meeting Oswald—who had been shadowing him through the earlier scenes—atop the mountain where they have their heart to heart.
Mickey's mission to find the missing rocket parts is discussed, but mostly happens off-panel, and, ultimately, Oswald, Gus and Mickey use the rocket to take on the world-threatening Blot and there's a pretty intense scene involving the final temptation of Oswald.
The story concludes with the pair becoming, "friends, and perhaps more...Perhaps even... ....brothers."
The art in this comic is much deeper, richer and more detailed than in the "Wasteland" shorts, and the word balloons look and read far better here than they did in the prequel stories.
Finally, there's Epic Mickey 2: The Power of Two: The Graphic Novel, drawn by Fabrizio Petrossi (who drew the recent-ish Scrooge McDuck: The Dragon of Glasgow) and is based by David on the videogame script which is credited to a Brian Freyermuth and a name familiar to most comics readers, Marv Wolfman.
Here, Mickey is summoned back to Wasteland by his new friend/brother Oswald, and the two are now staunchly allies, which admittedly takes a lot of the drama away from their pairing. In this 48-page story, our co-leads and Gus must deal with a gremlin gone bad and the machinations of the Mad Doctor, who has seemingly also gone bad as a result of too many animatronic parts (And, for some reason, all of his dialogue is now presented in song, which seems random; is this how Etrigan fans felt when the demon started rhyming in the '80s?).
I'm not sure what the gameplay in The Power of Two might have entailed, nor the specifics of the quest, but Mickey is again armed with a big paint brush and Oswald wields a remote control that seems to impact various robot/animatronic enemies they face off with in various locales. Gus again plays a big role, and there are several different Petes presented as foes.
In fact, on the last page, after the narrator concludes that everything is safe once again, and that Mickey and Oswald could deal with any future challenges that might arise, a handful of Petes gather at the statue of Walt Disney and Oswald on Mean Street and seem to threaten to become a threat in the future.
"Don't listen to that know-it-all narrator," one Pete says. "By the time we're done..." another starts, while a third finishes the thought, "They ain't never gonna know what hit 'em."
I don't know that I would consider any of these great comics or anything, but, for a certain kind of person, the historic meeting of Mickey and Oswald is a pretty big deal, and I'm thankful that Disney saw fit to present it in comics as well as video games, so those of us who don't play videogames could see some version of it for ourselves.
I do think this book is another testament to just what a consummate writer Peter David was. While you and I likely know him best from the hundreds of issues of comic books he wrote during his career, as Spector notes in his introduction, in addition to writing "all the big books" of the comics world, David also did a bunch of Star Trek novels and comics, worked on Babylon 5 and wrote original novels.
"I loved his work," Spector wrote, "but didn't know how he'd fare with funny animals."
Spector, of course, said he fared quite well, being funny as hell, very fast, and receptive to feedback...even feedback coming from a guy like him, "with no comics experience whatsoever."
Spector is biased, though, so you might be tempted not to take his word for it. But you can take mine; David does a fine job with the characters, and, in the adaptations at least, translating a story meant for one very particular medium into something that still makes sense and is even occasionally compelling when presented in an entirely different medium.
If you're a fan of David's writing, I can't say this is the most representative of his work, but you can definitely hear David in the dialogue, particularly in the jokes which, like a lot of David's, can be somewhat strained groaners, dad jokes delivered here by characters who are older than your grandfathers.
Here's one I did like though, from a "Tales of Wasteland" short:
Animatronic Donald: No exit! You know what this means?!
Animatronic Goofy: The architect was Jean-Paul Sarte?
Oswald: Woah. That's a pretty intellectual joke, Goofy.
Animatronic Goofy: Well, just 'cause I'm goofy, don't mean I'm ignant.
Animatronic Donald: Ignorant.
Animatronic Goofy: Not that neither. A-hyuck!
Masters of the Universe/Teenage Mutant Ninja Turtles: Turtles of Grayskull (Dark Horse Books) My grandmother bought me my first Masters of the Universe action figures for Christmas in 1982, the first Christmas I can remember. For the next few years, I would play with the toys, read the comics that came packaged with them, watch the cartoon, be baffled by the live-action film and even sleep in a bed with sheets and pillowcases depicting He-Man.
In 2024, after I had spent over 30 years of reading comics (and about as many writing about comics), the two multi-media franchises had a comic book crossover.
This comic seems to be rather different though, even if it has the same characters and designs. (I kind of wish Dark Horse would have included the mini-comics stories in the back of this trade though, if only because I'm curious how the stories might compare and contrast, and I'm sure as hell not going to be buying any action figures just to get my hands on some comics.)
Still, like most MOTU characters, you can get a pretty good idea of his whole deal by his name alone and, if that doesn't do it, a glance at the character should. He's a ninja, basically. Here, he uses a newfound ability to travel through time and space—more on that in a bit—to travel to Japan and study ninjitsu with Foot Clan founders Oroku Saki and Hamato Yoshi before their falling out.
As to how the two franchises might mix, Seeley makes heavy use of apprentice time mistress Renet Tilley, a Mirage era character who was created for Kevin Eastman, Peter Laird and company's 1986 TMNT #8 (the Cerebus crossover issue), and appeared off and on throughout "Volume 1". She would later appear in a couple of the 21st century cartoons and IDW's "Volume 5".
After this and the first of the Michelangelo-with-a-He-Man-wig jokes (Not entirely Seeley's fault, I guess, as the action figure appears to have that hair), we get a sequence of the redesigned Turtles teaming up with the MOTU good guys to battle Skeletor, Krang and the mutated Evil Warriors, a sequence that ultimately ends with a big, purple, Hulk-like He-Man joining the fray. Apparently mutated by the Skeletor-magic infused mutagen, he's a berserker behemoth, and kills everyone in a rage.
This proves challenging though, as they seem destined to meet. At one point, she tries to solve the problem by sending the Turtles to Eternia, where they team-up with Man-At-Arms and Teela to infiltrate Snake Mountain, and He-Man to Earth, where he studies ninjitsu with Splinter and then teams with him, Casey Jones and April to take on Shredder and company.
Will our heroes suffer the same fate they did in the first issue, or will they be able to restore He-Man to normal, defeat Ninjor and get everyone back to their home world...? You probably don't need to read the comic book to know the answer to that, although there are certainly pleasures to be had in doing so.
The sequence was, obviously, a lot of fun for me personally, as I could pull my yellowed, crumbling copy of 1990's The Collected Teenage Mutant Ninja Turtles Vol. 1 off the shelf and spend a bit comparing and contrasting, but it certainly confused the issue of which Turtles are supposed to be participating in the crossover (And this wasn't just an extended homage, as its explicitly stated that this is a rematch between the Turtles and the All-Stars—even though I was pretty sure Leonardo killed one of 'em during their first match).
We've literally traveled to the past and the future and across the universe. Like, multiple times! In multiple universes!I know the world around them is fluid and thin. It's permeable to high strangeness. They cross over other paths all the time.
Perhaps disappointingly given Segura's background as a writer of mysteries, this book doesn't really function as a mystery. That is, despite Renee saying that the clues were there in front of her the whole time, it's not something that, say, a reader might be able to solve themselves before the reveal (Which I fully intend to spoil in a bit, so fair warning).
And who is this villain?
The Question is, somewhat unfortunately for a reader like me, rather continuity heavy. Segura does a fine job handling the main character and presenting her new life, but I couldn't tell you with 100% certainty the last time I saw either Cyborg Superman or The Eradicator—it would have been at least two reboots ago in the case of the former—nor did I have any idea where they might have been left before Segura picked them up to use here.
I was pretty shocked to see the original Question, Vic Sage, show up in the fifth issue of the mini-series/chapter of the trade, as, last I knew, he was dead...which was the whole reason Renee was The Question now at all (I looked it up to see how Sage came back to life, and, at least according to Wikipedia, he just appeared hale and hearty in the pages of 2019's Event Leviathan—which I did read, and reviewed in this column, but I apparently I forgot about his appearance there...? The two Questions both appeared in an issue of Rucka's Lois Lane limited series; maybe his resurrection was explained there?)
Where did she get a Green Lantern ring, and why does it look so...off? (Rather than the regular GL symbol composed of a circle between two horizontal lines, it bears an image of a lantern, akin to that on Alan Scott's chest, and in which shape his ring was made.) The ring is mentioned in passing earlier on in the story—Chekov's power ring?—when The Eradicator asks Bulleteer for "the ring once belonging to the fool Malvolio."
A few other nitpicks:
•Related, why didn't Cyborg Superman also just take over Montoya's mind...? I mean, we obviously wouldn't have a story if he did, but the question nagged at me because, as the series progresses, he seems to take over everyone but Montoya.
As for that overarching plot, it is this. Uncle Scrooge is in danger of losing Flaunt It magazine's annual prize for the country's top earner to his rival rich duck, John D. Rockerduck. In order to put himself over the top, Scrooge decides to start charging his nephew Donald Duck rent and if he can't, well, Scrooge will just have to kick him out.
This would in itself be a big problem in most Donald Duck narratives, but here there's an additional wrinkle, as in this storyline Donald is also the Duck Avenger, and his Avenger Lair headquarters full of all his gadgets, weapons and crime-fighting whatnot is beneath his house. If Scrooge repossesses his house, then his secret identity will no longer be secret, and his career as a superhero over.
The only way to save himself is to get a job. Now, Donald getting new jobs seems to be a pretty evergreen Donald Duck story, based on how many times I've seen comics about just that in Fantas' other Donald Duck comics, so the superhero angle here doesn't seem entirely necessary, although I suppose it gives it a bit more urgency. (If Donald's superhero career is new to you, don't worry; the inside front cover presents "The Duck Avenger Backstory" in six panels and accompanying sentences explaining it.)
In the first chapter, Donald fails at a series of jobs, until he decides to confront Rockerduck as the Duck Avenger and convince him to make a donation to a "charity" that is actually Scrooge, saving his uncle's Flaunt It prize. Unfortunately, Scrooge has decided he likes the idea of rent, and so Donald has to keep looking for work for the rest of the book.
In the second chapter, Donald, wearing his Duck Avenger costume and pretending to just be Donald Duck-in-a-borrowed-Duck Avenger-costume and not the real Duck Avenger whose secret identity is Donald Duck, competes in a weird butter delivery challenge in order to get a job with a butter company.
In the third, he gets a job as a night watchman at an art museum, only to have to don his costume when the Beagle Boys break-in.
And, in the fourth and final (and weirdest) issue, there's a heat wave in Duckburg and a strain of frozen zombies on the street, which seems to have something to do with an unlikely alliance between Scrooge and Rockerduck...but things aren't exactly what they seem. On the last page, Donald finally lands a day job he's quite well-suited for.
Still, I was a bit curious where the creators might have been going with this, so I decided to stick around for at least one more volume. I'm glad I did, as this second volume breaks the pattern of the first immediately, and never falls back into it; I guess that was just to establish a cast of supporting characters for Yu.











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