Sunday, August 16, 2026

Another bookshelf interlude

Just to the right of the last set of bookshelves we discussed is a stack of books that I probably would have put on one of its shelves, if only there was room to do so. So instead, they are just kind of piled up alongside it, waiting for a day when I might actually get enough shelves to accommodate all my books and go about organizing the in a less haphazard fashion.

Given the size of the stack, which is almost enough to fill a shelf, I figured I would feature that this week.

As with last week's shelf, this one is quite a hodgepodge, with publishers Archaia and NBM well represented...as well as other smaller and/or literature-focused publishers, like Fantagraphics, Top Shelf and AdHouse (Although I just now noticed there are a pair of Vertigo books in there, Mat Johnson and Simon Gane's Dark Rain: A New Orleans Story and third volume of an Unknown Soldier reboot, plus a WildDtorm book, John Arcudi and Peter Snejberg's A God Somewhere; these are pretty out of place, as I have shelves for Vertigo and WildStorm books that still have plenty of room on them).

There's some quite notable work from a lot of great artists here, including Kathryn and Stuart Immonen's Moving Pictures, Matt Howarth's The Downsized, Johnny Ryan's Prison Pit, Jim Rugg and Brian Maruca's Afrodisiac, George Chieffet and Stephen DeStefano's Lucky in Love, Rick Geary's The Axe-Man of New Orleans and Rick Veitch's Brat Pack, the last of which is one of those relatively rare books that should probably be on everyone's shelves. 

I also just now noticed there's a Gerard Jones book in there, and I sort of involuntarily flinched when I saw it, as I wasn't expecting to see his name on a spine in this particular stack of comics. I have no memory at all of this book—which, to be fair, is common with a lot of the books on these shelves, given how long ago I read many of them—but I was surprised to see it because it's not a DC superhero book, like the other Jones books I have in my possession. This one is called Networked: Carabella on The Run, it was drawn by the great Mark Badger and it was published by NBM in 2010.

There is but one more set of bookshelves in my house, which means there will be only four more installments of this series. The end is now in sight...! And then I guess I'll just go back to updating my blog two times a week rather than three...

Thursday, August 13, 2026

Not comics: Skeletor Has No Friends

Regardless of the quality of this summer's new Masters of the Universe movie, it definitely ushered in a flood of related merchandise. And given that the film is based on a toy line, one suspects that doing so was likely always a part of the point of producing the film in the first place. While I have long since grown out of the demographic to play with or collect the toys, I did find this one tie-in of interest: Writer Robb Pearlman and artist Andrew Kolb's picture book Masters of the Universe: Skeletor Has No Friends (Mattel Press; 2026), with its intriguing title and its cover image of the franchise's villain rendered in such a way that he is at once abstracted while some of his attributes are exploded.

What grown-up fan of the 1980s toy line-turned-cartoon could resist finding out what sort of story might lie beneath a cover like this?

As it turns out, Pearlman and Kolb present He-Man's archenemy and would-be tyrannical world-ruler Skeletor not so much as a villain or even a bad boss, but more of a bad friend, in a story which filters the familiar characters and settings of Eternia through Kolb's highly simplified and stylized art style.

Pearlman's word choice continually couches this actually gentle story about the virtues of being nice in the language of villainy, so that the narration, and Skeletor himself, both sort of insist on their overall badness, in a humorously defensive, "thou doth protest too much" kind of way.

"One gloriously gloomy day on Snake Mountain," the book begins, "the Evil Warriors were passing the time in between their evil schemes by playing a relaxing—yet evil—game of UNO."

Do note the reference to Skeletor and his allies as "Evil Warriors", with capital letters, just as they were traditionally denoted on the back of the packaging the action figures originally came in...and on the backs of the little storybooks and comic books that were boxed with them. 

Also, it was on this first spread, with its first-page mention of UNO and second-page image of Skeletor and his warriors all sitting around a stone table with UNO cards in their hands (below), that I flipped back to the title page to see if UNO, like Masters of the Universe, was owned by Mattel. It is.

Those warriors, by the way, are Beast Man, Evil-Lyn, Trap Jaw and Mer-Man...and Panthor, Skeletor's purple panther mount (the plastic toy of which was coated in fuzz), is seen napping in the corner). The designs, as you can see, are all great. 

While the toy line gave all the characters one of two basic body shapes (one for the male characters, another for the few female characters), Kolb's designs here are all quite different from one another, from a Beast Man who is pretty all torso and arms, with a tiny little head set in the middle of what looks like a spiked carpet draped over his shoulders and teensy tiny little legs, to a big-headed, skinny Mer-Man (I'm actually kind of surprised to see Mer-Man in here, as he wasn't in the movie, like the rest of the Evil Warriors here. Oh, and speaking of Mer-Man, note that in the image above, all of the characters have empty glasses in front of them...and Mer-Man has five, one imagines due to his aquatic nature. That's a nice, subtle detail). 

Skeletor has but one card left in his hand and is thus on the cusp of victory. He has only to wait for Beast Man, who is spending an inordinate amount of time thinking about which of his many cards to play. Beast Man eventually lays down a "Draw Bajillion" card. (I assume this isn't a real card, as I don't think "bajillion" is actually a real number. But then, I haven't played UNO since high school.) 

"This is an outrage!" Skeletor shouts, using his Havoc Staff to flip the table, blast everyone out of their chairs and send the cards flying. "How dare you keep me from my triumph!"

Evil-Lyn argues with sore loser Skeletor—"You can't keep expecting us to play with you, or follow you into battle, if you're mean to us," she says—before eventually leaving with Beast Man. There's a page with a three-image sequence in which Skeletor asks Mer-Man and Trap Jaw if they are leaving too, and they take turns telling him off. (Kolb subtly changes the expression on Skeletor's...let's say "face"...in the sequence, as he goes from confidently angry to somewhat surprised, even hurt.)

This leads to a passage in which Skeletor is forced to realize what it's like not to have any friends/henchmen, as he tries (and fails) to right the heavy stone table by himself, tries (and fails) to make "a deliciously evil grilled cheese!" and so on. He even has a plan to use a "Destructive Device" to "unleash chaos on Eternia", but is unable to activate it, as it requires pushing two launch buttons on two different computer consoles on other sides of the room. 

He then magically remembers "happy memories of him and his friends" which, amusingly, are a series of memories of times in which he ran away, leaving his "friends" in peril. Here's that spread, which, like the image of the UNO game above, I swiped from Amazon:

Due to some further magical shenanigans, the others see him admit that he's sad without them. "I like being evil," he says. "But I don't like being evil alone. I...I wonder if they'd come back if I promised to be a little nicer?"

They decide to give him another chance, and he struggles for several pages to be a bit nicer and more welcoming, even catching himself from calling them "fools," changing it to "fine folks" in mid-sentence. 

Once all is (temporarily...?) forgiven, Skeletor asks, "Now, would you all like to go capture He-Man...together?"

And thus we get a great double-page splash ending (this is from Kolb's website, and is thus missing the words that appear on it in the book proper):

Skeletor and his Evil Warriors are depicted charging from the right page at He-Man and his allies—Man-At-Arms, Teela, Orko, Ram Man and Battlecat—charging from the left. This is the only appearances from the good guys, but Kolb's versions of them are also quite fun. He even, and I am shocked to be typing these words, manages to make Orko look genuinely cool. 

The final words impart the moral: "That day, Skeletor learned the only thing better than being evil, was being evil with others by his side."

So yeah, no matter how bad a bad guy you are, it pays to be nice. 

Two of my nieces and my nephew are now too old for this book, and my other niece is still too young for it, so I don't have any little kids to run it by. But it sure seems to be a perfect example of that double-address one finds in all of the best all-ages works, with the basic story directed at younger readers, but with irony and meta-jokes there for the adults who will be reading the book to their kids (Perhaps, if their kids like it well enough, every night for months). 

I certainly enjoyed seeing Kolb's inspired, storybook take on the characters. 

And I hope whoever makes the next Masters of the Universe cartoon or feature film sees his long, lithe, creepy Orko, and uses that for inspiration...

*******************

You can see a few more pages from the book here at Simon & Schuster's website.

Or, better yet, here at Kolb's website. Do take some time to click around his site, as he draws a lot of comic, cartoon and video game characters. And if his name sounds familiar (or his art looks familiar), well, he drew a couple picture book tie-ins to past Spider-Man movies. I wrote about Spider-Man Swings Though Europe here and Spider-Man's Very Strange Day! in this post.

Monday, August 10, 2026

G.I. Joe, A Real American Hero Pt. 8

G.I. Joe, A Real American Hero #34
(1985)
Art by Rod Whigham and Andy Mushynsky

This is a very strong issue, and a good candidate for any "best of" G.I. Joe collection, at least among the issues I've read so far. It's a done-in-one story, with no real connection to the various ongoing storylines...in fact, were it not credited to the regular creative team, I would suspect it might have been a fill-in issue. Perhaps writer Larry Hama just wanted to give readers something of a "breather" issue after the bigger goings on of the last few issues...and what's to come in the near future.

At McGuire Air Force Base in New Jersey, G.I. Joe pilot Ace is going up in the team's fighter jet, the Skystriker, to test some newly installed equipment. Lady Jaye (still spelled "Lady J" here), is going with him. Meanwhile, at Springfield Municipal Airport, Wild Weasel is taking the Cobra Rattler up to test some of its new modifications, and The Baroness is riding along with him. That's some coincidence, huh? The entirety of the comic is devoted to the two enemy pilots encountering one another and then engaging in a prolonged duel in the skies, one that will bring all their various talents and the attributes of their planes to bear.

As for the ladies? They seem to mainly be there to give each pilot to talk to, explaining to them what is going on and what they are doing, so Hama doesn't have to resort to endless text boxes of narration, or having Ace and Wild Weasel think to themselves in thought clouds for 20 pages. 

The aerial action is quite well rendered by the artists, and Hama does a great job of balancing the military talk with clear explanations of what's going on and why. In the end, the two pilots batter one another's planes badly, and expend all of their ammo, from their various missiles down to the last bullets in their guns, giving them apparently no choice but to call it quits and return to their corners.

As you can see here, though, they do so with a mutual sign of respect for one another's flying skills..."mutual respect" being something we haven't seen much of between the two opposing armies in this war comic thus far, given that, perhaps Storm Shadow aside, the bad guys aren't generally portrayed as being particularly noble. 

The above page is the penultimate one of the book. The last page features three panels, one a long shot of the two smoking planes flying away in opposite directions, followed by two more panels which are each parallel to one another, the ladies in the back seats asking their respective pilots why they are disengaging, while the pilots seem to stare stoically into the horizon, not answering. 

G.I. Joe, A Real American Hero #35
(1985)
Art by Rod Whigham, Mark Bright, Bob Camp, Larry Hama, Andy Mushynsky and Mike Esposito

I wonder how popular the Dreadnoks were with G.I. Joe fans...? This is their third cover appearance so far, and all three of those covers came within the last six issues. 

I also wonder what went on behind the scenes with this particular issue, as there are four pencil artists (including Hama himself, who is third credited) and two different inkers. Perhaps remarkably given all the artists involved, the book holds together quite well visually, and if you skipped the credits box, you might not realize it took the work of six different men to draw the 22 pages of G.I. Joe that hit the stands this particular month in 1985.

This issue's story seems pretty straightforward, with three of the bad guys taking to the highway on a joyride, simultaneous to three of the good guys starting out on a road trip. Obviously, the two plotlines will eventually intersect violently, as the parallel testing of the planes did in the previous issue.

The bad guys are The Dreadnoks. They discover Zartan's shiny new motorcycle in a subbasement beneath Springfield, and while the others fret, Buzzer sits on it, demonstrates the holographic gadgets that allows it to disguise itself as other vehicles and ultimately decides to take it out for a spin, with Ripper and Torch following on their bikes.

And the good guys? Well, Rock 'n Roll is headed home to Malibu, and he is taking Breaker and Clutch with him for some surfing. They are traveling in style, riding in Rock 'n Roll's fancy car, which a stunned gas station attendant tells us is a 1956 Bel Air Nomad. 

Interestingly, when the kid at the gas station overhears the Joe's talking about working in the motor pool (their cover story) and expresses an interest in joining the army himself, Rock 'n Roll isn't exactly encouraging: 

The joyriding Dreadnoks and the road-tripping Joes have their violent intersection on page five, in a panel of Rock n' Roll looking out his side window, where all we can see are speedlines and two big, red sound effects, "VRRROOOM!!" and "RRRRIIIIPP!!" Apparently, Ripper used the huge, weird bayonet on his gun to gouge the whole side of Rock 'n Roll's car, the start of a vehicular rampage.

Note that the Dreadnoks didn't know the car contained Joes, only that the guys inside were "squares."

The Joes chase them into a tunnel and then see this strange sight coming careening out of the tunnel, which is shocking enough to send them skidding into a crash (Note the license plate on the semi with the skulls and chains all over its grill). 

It's a bad crash, too, as the car flips over and bursts into flames. The Dreadnoks hang around to taunt the injured squares for a little bit before taking off. (And if you're worried about the Joes, don't be; emergency services arrive in time to get them out of the wreck, douse the flames and get them bandaged up and loaded into the back of an ambulance).

Meanwhile, another strange vehicle is on the road, a bus emblazoned with a skull and crossbones, and with a familiar looking license plate. Curiously enough, it stops to pick up a passenger. I suppose you can guess who this is, right...? 

The Dreadnoks next use Zartan's special bike's camouflage abilities to make them look like a general's car accompanied by two motorcycle officers (by extending the field a little, Buzzer can also disguise the other two if they are close enough) to sneak onto an air force base and start cutting, burning and chopping up the planes there, just like they did in G.I. Joe #30 ("Us Dreadnoks do love to bash planes!" Cutter exclaims). 

When one explodes, summoning base security, Buzzer is able to disguise them again and they take off unnoticed. One thing that doesn't ever seem to change when the appearance of the bike does, however, is the license plate number. And so even as they speed away disguised to look like an Air Force security team in a Jeep and on a pair of motorcycles, Rock 'n Roll notices the "ZTN-123" plate on the Jeep and commandeers the ambulance to give chase. 

When he eventually catches up, he hurls an oxygen tank at Buzzer, blowing up the special motorcycle. 

As for Torch and Ripper, they find the mysterious buzz speeding towards the...but, at the last minute, it turns into a large transport helicopter, the front of which is open to scoop them up. The copter takes off with the two Dreadnoks—and the little old lady—aboard.

When Zartan, who is of course who it was disguised as the bus driver, tells them to arrange an accident for the old lady, they find that she has somehow disappeared, a feat, Zartan says, "worthy of a ninja master!" 

But which of the three ninja masters in the book, Snake-Eyes, Storm Shadow or The Soft Master...?

So, when Clutch took leave to visit his hometown in #20, he discovered a top-secret Cobra plot to build an experimental jet pack and ended up nearly dying repeatedly. When Snake-Eyes went to visit his mountain cabin on his leave in #31, Cobra attacked him and ended up blowing up his cabin. And now when Rock 'n Roll, Clutch and Breaker try to take their leave, the end up running into the Dreadnoks and nearly burning to death in a terrible car accident.

I don't know, if I were a member of the G.I. Joe team, I think I would just maybe not ever try to take any time off...? Doing so seems to be at least as dangerous as fighting terrorists all the time. 


G.I. Joe, A Real American Hero #36
(1985)
Art by Rod Whigham, Mark Bright, Larry Hama, Bob Camp, Andy Mushynsky and Mike Espositio

I think it was upon the first mention of Yo-Jo Cola in this series (in issue #29, where it "cola" was spelled with a "k") that I noted Hama's seeming aversion to having the adult heroes indulge in adult beverages, presumably because, no matter how sophisticated the storytelling might be and how mature the content, it is still essentially a comic meant to sell toys to little boys. (Smoking seems to be okay, though; I mean, I can't think of any of the Joes or Cobra agents doing so, but certainly other characters have done so throughout). Here's another example. 

While the Joes discuss their mission, providing support for the WHALE as it investigates Cobra activity on an island in the South Atlantic, Doc offers Deep-Six not coffee, but hot chocolate. His response? "Never touch the stuff," as if he had just been offered coffee...or whiskey. (I wonder, could Hama have written "coffee" into the script, only for the editors to suggest he change it...?) I don't know; maybe Deep-Six is concerned about his sugar intake.

The rest of the issue is mostly devoted to a couple of sea battles, as both the G.I. Jane freighter, which Deep-Six and company are on, and the WHALE, 20 miles away containing Torpedo and Snow-Job (wearing his usual white fur-trimmed coat, despite the warm weather), come under fire at the same time. There's a third plotline, which involves more action on a different boat far away, but we'll get to that in a moment.

The Jane is being attacked by "Sea-Rattlers," the standard Rattlers with pontoons attached (these were not different toys sold by Hasbro but seem specific to the comics). The Joe crew, which also includes Trip-Wire, put up a decent fight, but the ship is ultimately set afire and sunk, our heroes escaping on a rubber life raft.

Meanwhile the WHALE, which is investigating a tiny little island that seems to consist almost entirely of Cobra ASP (Assault Systems Pod) artillery units, draws their fire, and in short order, the attention of a Cobra hyrdofoil. This seems like it might be different than The Moray, the Cobra hydrofoil vehicle released as part of the 1985 toy line...or perhaps Marvel just miscolored it, as the one in the comic is the standard Cobra blue, whereas the Moray is red.

Both battles are well-written and exciting, despite the relatively low stakes (That is, by this point in the comic it's a pretty safe bet that no character with a toy based on them is terribly likely to get killed in action). 

The WHALE fight is the more light-hearted of the two, as Torpedo constantly frustrates the expectations of Cobra officer commanding the action, making full use of the hovercraft's ability to switch back and forth between being a land vehicle and a sea vehicle. They also prove more successful in their battle than the guys on the Jane did. 

Meanwhile, there's a more intense fight on the Staten Island Ferry in New York Harbor, which Scarlett and Snake-Eyes are taking back to base. Scarlett is wearing a long coat, as is Snake-Eyes; his ensemble also includes what looks like a military cap and opaque sunglasses. Again, he looks remarkably un-disfigured, as he did while at this cabin. We can even see his blonde hair under his hat.

They are spotted by Fred II and a couple of other plainclothes Crimson Guardsmen; they recognize Scarlett, but not Snake-Eyes, and when they approach her with guns drawn, a fight breaks out, with Snake-Eyes throwing hot coffees in the face of one Guardsmen at lots of shooting back and forth.

Near the end, Snake-Eyes has the better of Fred, who is dangling just over the surface of the water. That's when we finally learn why Snake-Eyes has looked so "normal" in these last few appearances: He was wearing some sort of apparently very convincing rubber mask over his own ruined face, which is scary-looking enough to elicit screams from Fred and see him recoil into the water. 

The issue ends with an in-comics appearance by the ultimate G.I. Joe toy: Aircraft Carrier the U.S.S. Flagg. (Cutter doesn't name it here, but you can see its name faintly on the side in that last panel). The Flagg, first released in 1985, was seven feet long, with a surface big enough to park multiple Skystrikers on. I never saw one in real life, but The Toy Collectors Guide I've been referring to in order to see which figures and vehicles were released in which year, calls it "the largest playset ever created for any action figure line" and, later, "arguably the coolest action figure playset ever created." 

It came with the action figure Keel-Haul, an admiral and the ship's commander. He never made it onto the original cartoon, and isn't seen during this panels featuring the Flagg, either. 

I guess we'll see if he appears later in the series. As an admirable, he would be one of the highest ranked members of the Joe team. 

Sunday, August 09, 2026

Bookshelf #41

This week's bookshelf is an awful lot like last week's, in that it is a) mostly small press and b) a real mess, with no real logic as to what is on it. One thing that seems apparent is that I seem to have stuck a whole bunch of very thin books on this shelf, books that are more "prestige format" (that is, regular comics with spines) than trade paperbacks, collections or graphic novels. The sorts of comics that I could just as easily bag, board and stick in a long box as put on a shelf like this.

Considering the spines now, it seems that Archaia and NBM are probably the best represented publishers here. From the former, we have three volumes of David Petersen's Mouse Guard, zombie comic The Awakening Vol. 1, Alex Sheikman's "steampunk samurai" comic Robotika and mpMann and A. David Lewis' Some New Kind of Slaughter, which was wider than it was tall, and is thus turned sideways on the shelf so you can't see its spine. From the latter, there's the first seven volumes of The Smurfs (and another one laying across the top of the other books on the shelf).

There's also a half dozen The Best of Twisted Toy Fare collections and a half dozen or so books from Radical Comics, whom I believe used to send me review copies, which is probably why I have so many of them here. 

Of special interest? 

Well, there's Wonderland, a comics sequel of sorts to Disney's Alice in Wonderland movie by Tommy Kovac and Sonny Liew (from the unlikely publishing team of Disney and Slave Labor Graphics); a Gumby collection, featuring Bob Burden and Rick Geary's take on the character; an I Dream of Jeannie comic (I wasn't a fan of the show, but the highly cartoony interior art was nice; checking the credits, I see that two of the four stories within were written by Franco Aureliani, one story was dawn by Art Baltazar—though you wouldn't recognize it as his, given how different the style is from his more recent work—and another story is penciled by Dan DeCarlo!); Jill Thompson's Scary Godmother: Wild About Harry; Mike Migonla and Troy Nixey's Jenny Finn comics, which began as an Oni Comics mini-series around the turn of the century and are here published by Atomeka and Boom; Rafael Grampa's Mesmo Delivery, my first introduction to the artist who would go on to produce Batman: Gargoyle of Gotham , the collection of which is set for release next month; Walt Disney's Donald Duck: The Case of the Missing Mummy, which I'm pretty sure is the only Gemstone-published Disney comic I own, and The Bomb by Steve Mannion, an artist whose work I adore (and whom I can't believe isn't more popular than he is at this point; here, check out his Instagram page, if you're not familiar with him). 

Oh, and I also found this weird-ass Presidential Material Flipbook that I completely forgot existed. One side had a biography comic about Barack Obama, and, if you turned it over and flipped it upside down, you would find a biography comic of John McCain (scripted, oddly enough, by Andy Helfer). There were two covers, both drawn by J. Scott Campbell. The comics themselves look pretty dreadful, with good-enough realistic art and lots of text, but I confess it's fun to see Campbell's Obaman and McCain and, at the very least, it's an interesting artifact of its time. 

Thursday, August 06, 2026

A Month of Wednesdays: July 2026

BOUGHT: 

Now That We Draw Vol. 5 (Seven Seas Entertainment) The previous volume ended with a pretty big cliffhanger, with high schooler and aspiring manga artist Uehara Yuu overhearing the other two points of the series' emerging love triangle discussing him in the hot spring next to the one he was soaking in. His cute childhood friend turned sensei (and successful manga artist) Love-chan asks his classmate, crush and manga muse Miyamoto point blank: "How do you feel... ...about Yuu-kun?"

Overcome with emotion, and not wanting to hear her answer, he plunges his head beneath the water. And stays there. For four minutes! 

He needn't have bothered, as her answer was far from conclusive. "I don't know," she said, and then went on to explain that in elementary school, there was a boy that all the girls liked, but her reaction at the time was simply, "What's so great about him? Manga characters are way cooler." That didn't change much as he grew up, and, despite Uehara's virtues, he couldn't be farther away from the "super-sadistic arrogant jerks" of doujinshi that turn her on...although she doesn't share that last bit with Love-chan.

Holding one's breath under hot water for four minutes is, it turns out, not great for one's health, and so Uehara passes out, waking up sometime later with his head on Miyamoto's lap...and with one of her breasts in his face. (When he realizes where he is, he jumps up...but bounces his head off of Miyamoto's big and, apparently, bouncy breast).

Uehara and Miyamoto's research trip with their respective senseis thus comes to an end in the first chapter of this volume, and they return to their normal-ish lives of high school and trying to break into the manga industry. Here, Uehara has the opportunity to get an eight-page fill-in published in a widely-read manga magazine...if he could only find the inspiration to tell a compelling story (Once again, Miyamoto inadvertently acts as his muse, a simple moment between them inspiring such feelings in Uehara that he is able to capture and covey it in a story good enough to make the cut for the magazine.)

As for Miayamoto, she gives herself a practically impossible deadline for an entry into a contests, driving herself to the absolute brink as she tries to make it...and ultimately only does so with the encouragement (and help on backgrounds) of Uehara. 

This volume mostly focuses on the pair of them, with Ren-chan barely appearing, and this volume's plots and reactions revolve around the pair as comics creators, which of course gives the series more punch for those of us interested in the art form and the industry, punch that it would lack if the characters were trying to break into basically any other industry.

It can be a bit difficult for me to remember exactly how some things felt as a teenager, but I am consistently amused by what seems like Uehara's shyness and prudery when teased by often scantily clad Miyamoto (a trait he shares with other manga characters I can think of, like Don't Toy With Me, Miss Nagatoro's Hachiouji Naoto). I'm not sure if it's embarrassment or overcorrecting efforts to not appear like a pervert, but he recoils from Miyamoto in sometimes amusing ways. 

There's a particularly over-the-top example here. When he calls her to share an amazing development about his budding manga career, she receives his call as a video call, even though she's in the bath ("Don't worry! I'll only show my face!", she says, and then slowly tilts the phone a bit lower. "Unless... ...was there more you wanted to see?  You know. Like thiiis?🩷")

When he later drops the bombshell about the fill-in, she's so excited she jumps out of the bath, her dialogue balloon and a sound effect covering her nipples, so that she's temporarily exposed to Uehara (But not, of course, the readers).


And how does he react? 

His eyes go wide, his face turns red and he...throws his phone away as if it were a grenade about to go off:

As with the first few volumes, this was a lot of fun and, like the previous volume, it ends with a hell of a dramatic cliffhanger. 


Skip and Loafer Vol. 12 (Seven Seas) A couple months back, the co-worker who had recommended Haikyu!! to me mentioned that she was reading this series and really liked it. I had never picked it up myself before because I disliked the title so much (And, having now read it, I see that title has nothing to do with the content at all; Skip and Loafer is the best comic with the worst title I've ever read). But given how much I ended up liking Haikyu!!, I trusted her tastes and gave the first volume a try. 

It didn't take long to fly through the first ten volumes of the series that our library system had, and, when I saw that volume 11 was still listed as "on order" in the catalog, despite the fact that it was released last September of 2025 (and volume 12 was due in the next month or so!), I bought volume 11. 

So, this twelfth volume is the first one I bought brand new, which is why I'm including it in my monthly "Month of Wednesdays" column. (And this is the precise reason that the manga series on those bookshelves I've been showing you once a week are always so incomplete; in this case, the first volume I bought was the eleventh, so when my nieces and nephews have to deal with my comics collection after my death, they will find the first ten volumes of this series missing.)

If you haven't read Skip and Loafer at all, but are someone who enjoys teen drama, I would highly recommend the series. For a manga that makes it to North American shelves, the premise seems remarkably simple and ordinary: Mitsumi, an ambitious girl from a tiny seaside town, gets accepted into a high school in Tokyo, and must navigate a big, new school full of strangers for the first time in her life.

And that's pretty much it, really. In the first few volumes, manga-ka Misaki Takamatsu introduces us to new characters, and a co-ed friend group quickly coalesces around Mitsumi. The slice-of-life manga mostly concerns itself with fairly typical school stuff: Hangouts, crushes, dates, school festivals, student council, tests, college ambitions and so forth.

The other main character is Sousuke, the shaggy haired blond guy on the cover with Mitsumi. Good-looking and popular, he is the first person Mitsumi meets at in Tokyo, and the two form an almost instant and curiously strong bond. Initially, there doesn't seem to be a romantic component to their relationship at all: He thinks of her as a baby duck in need of his help, while she thinks of him as a big, friendly dog...in large part because his hairstyle reminds him of her family dog back home. 

Their friendship quickly evolves into a sort of attraction or crush, maybe even love, although, by this point, the pair don't seem to have figured out exactly what they mean to one another, nor how a relationship between them might work (This, despite admitting to themselves that they love one another, and even briefly attempting to date and then breaking up when they realized they were happier when they were friends). 

Interestingly, they seem to be soulmates to us readers, but struggle with their feelings and the expression of those feelings. This is, perhaps in large part, due to Sousuke's troubled inner life. He's a former child star who survived a media scandal before giving up professional acting, and he has a strained relationship with his mother. As nice a guy as he is in all respects, he holds almost everyone at arm's length, and doesn't seem to know what he thinks or what he wants. These sequences offer the occasional patch of darkness in an otherwise bight and sunny school romance/comedy.

That it is all so engaging is thanks to the strong characters Takamatsu has created. They are all easy to like and root for; even those that seem to act in negative ways in the early volumes are quickly painted in a more sympathetic light, and we come to see why they acted the way they did. 

Takamatsu also spends a great deal of time on the fact that everyone has problems—even the best-looking, most popular characters find themselves burdened socially by these virtues—and plenty of panel-space with the characters discussing matters of love and relationships that make for interesting meditations (Not as much panel-space as Blue Flag, though, where such conversations can go on for tens of pages at a time). 

More than once I caught myself pondering what the characters were saying about relationships and how it might apply to my own life...only to remember that these are fictional teenagers in a manga series, while I am a real adult man in his forties. 

As for this particular volume, Sosuke and Mitsumi have a kinda sorta date at the end of their class trip, we learn the specifics of the media scandal involving Sosuke and his friend Ririka when they were kids, Mitsumi's family comes to Tokyo to visit and to attend her last second-year school festival and Sosuke plays the monster in a school stage adaptation of Frankenstein and there's an awfully dramatic cliffhanger ending. 


TMNT: Journeys Vol. 1 (IDW Publishing) This is a comic book collection I absolutely did not need to buy. Mirage launched the fourth volume of Teenage Mutant Ninja Turtles title 2001, reclaiming the book after Image Comics' 1996-1999 stewardship (that was the third volume, of course, which IDW later branded in its collections as Urban Legends) and with co-creator Peter Laird and longtime artist Jim Lawson at the helm. 

I started buying the series and read it for a while back then, but gradually lost track of it within the first ten issues or so. I would later go back and buy most of it—and much of its sister series, the 2004-launched Tales of the TMNT—from Mirage's website, which was then selling a bunch of its backstock. Still, I didn't get all of this volume of the series.

So, I was pretty excited to hear that IDW was getting around to collecting it—adding the Journeys sub-title to distinguish it from their ongoing series, I guess—so that I could finally read the whole thing in order. But, like I said, I didn't need this particular volume, which collects the first five issues of the series, as I know I definitely have those issues in singles. Still, if there are comics I don't mind having multiple versions of, it's Mirage's TMNT comic, and if I was going to avail myself of the future collections in the series, I figured I might as well have the first volume for my shelf, too.

Now, there are a few noteworthy aspects of this particular Turtles series. 

First, it is very much a Mirage book. I knew that Laird had written it and Lawson had drawn it, but I guess I had forgotten the specifics of what each did, and the involvement of other creators. In addition to writing, Laird also inked and toned Lawson's pencils and handled the lettering. Lawson is credited as both penciller and layout artist here (I guess that means he and Laird worked "Marvel method," right?). Eric Talbot took over inking on issues #3-5. And Michael Dooney finished (painted?) the covers, the first issue over Laird's pencil art (note how much the Turtles on this cover look like the "real" Turtles), and then over Lawson's on later issues. And while all of these guys would return to do future Turtles work later—even Laird doing a rare cover here or there—this era was the last time we would see them all doing Turtles work of such significant size and working together.

Second, this isn't any sort of reboot along the lines of IDW's TMNT or a discrete continuity like the old Archie Comics Adventures comics, this is a continuation of the story of the Turtles, from Mirage's first issue in 1984 through the conclusion of volume 2, taking into account the continuity and characters that they met along the way (but ignoring the Image Comics volume, which did follow previous TMNT continuity, but went off in its own weird directions that aren't at all reference here). 

And third, something I don't think I quite appreciated 25 years ago, but the Turtles here have apparently been aging in something close to real time...or, at the very least, a lot closer to real time than the heroes of most long-lived comic books (Actually, doing the math, there might be a bit of a fast-forward involved here, as Casey and April's adopted daughter Shadow, who was a baby 1992-1993's "City At War" storyline is here a teenager). 

That is presumably why this book is entitled TMNT rather than Teenage Mutant Ninja Turtles (Although there is a scene in issue #1, echoing the original TMNT #1, where we get a double-page spread of the Turtles retaliating against a street gang who have backed them into a corner, where the words "Teenage Mutant Ninja Turtles" appears along the bottom fourth of the image).

After their first round against this gang (named "The Madhattan Maulitia"), the guys take a breather, and Michelangelo (spelled without the "a" here...for the first time...?) braces himself against a wall and says, "Is it just me... Or was this a lot easier 15 years ago...?). The implication seems to be that this is set 15 years after their first appearance, battling the Purple Dragons...that, or, perhaps, since we last saw them in a Mirage comic, as baby Shadow is now a teenager herself. 

So, the Teenage Mutant Ninja Turtles are no longer teenagers, but somewhere in their late twenties or early thirties. 

Long before The Last Ronin, then, Laird began a story about the Turtles as adults, grown-up enough to start dealing with conflicts particular to adulthood that will be unfurled in later issues, but here, at least, we see the guys talking about being uncles to Shadow, and their human friends Casey and April are struggling to have a child of their own. While "Adult Mutant Ninja Turtles" obviously doesn't have the same magical marketing ring to it, that's where we are with the characters in this particular series, and I think that makes it particularly interesting, even special, given that all of the other comics and mass media adaptations have featured the guys as teenagers (In fact, the latest movie, 2023's animated Mutant Mayhem really leaned into the teenage aspect of the characters in a way I don't think any other iterations had previously). 

The first of the 32-page issues establishes the current status quo. The Turtles live in their sewer lair, fighting crime in New York City. Casey and April are together in the city as well, and as mentioned, trying to have a baby. Shadow lives in the North Hampton farmhouse with Splinter, where she trains with her "grandfather"...and friends like Metalhead from the superhero team Justice Force (Introduced in Laird and Lawson's 1988 TMNT #15; several Justice Force characters pop up in this volume, in which the Turtles co-exist with various superheroes; they also name drop Radical, from Lawson and Ryan Browne's Tales of the Teenage Mutant Ninja Turtles #5, also from 1988). She moved there for safety's sake after an incident involving werewolves (I think that story eventually gets told in Tales...maybe in #7, which, at the very least, has Shadow and werewolves on the cover...?)

Meanwhile, something weird is happening on the moon, something involving a huge robot and the Utrom aliens, a storyline that will play out in the background for a bit before coming to the foreground in the final issues of this collection, presenting a world-altering event that will change the old status quo for the Turtles and push the premise of the franchise into new, unique territory. 

As this volume proceeds, the characters get various side stories, perhaps the most interesting of which involves an injured Michelangelo being taken to a secret super-hospital for superhero types, The Kurtzburg Memorial Hospital (Named for its founder, a man who a member of Justice Force tells Michelangelo was "a great visionary...some of the super-types call him 'The Father of Us All'").

Eventually we find out what the Utroms and their robot friend are up to. In scenes that echo the then-fresh memories of 9/11 to an extent, with relatives frantically calling one another and the whole world seemingly glued to their television sets, alien ships openly arrive on Earth, establish a base in the Atlantic offshore of New York City and then openly establish contact with the world. 

The Utroms are, they say, not here as invaders but as visitors, and they have come to welcome Earth to the universe of worlds inhabited by intelligent life and share their amazing technology. Because they realize their presence will prove controversial, they will give the world one year to either accept or reject them.

This is then followed by a time jump of a few months, during which the Turtles, welcomed to the Utrom island base by their old friend Fugitoid, are now able to walk the world openly, as now that aliens of various types are known to be real and are now a regular, if not common, presence in New York City, everyone just assume the Turtles are themselves aliens. 

It's a pretty good place to close the volume too, with our heroes finding themselves in the middle of a radically changing new world.

The comics are black-and-white, as they should be, and first Laird and then Talbot do so much work inking and toning Lawson's art that it feels rich and textured, giving the book the same famously "gritty" work of the original Mirage volumes. 

Laird fills the book with bizarre visuals for Lawson to draw, including during a mysterious scene set in the jungle where a cryptozoological expedition encounters a Kirby-esque alien with Kirby-esque technology among the superheroes, aliens, robots, spaceships, advanced technology and, near the end, even The Foot Clan, who end up involved as the Utrom wants a security force that doesn't need to rely on weapons of any kind. The artist handles it all with aplomb, his style providing connective tissues between this then-new work and the TMNT story that it is building off of. 

I didn't find it as engaging 25 years ago as I do now, which I think has a lot to do with originally reading it in the drips and drabs of chapters every month or so (or longer, if there are delays), while now read in a big chunk of almost 200 pages, the text feels denser and more cohesive. As Laird was writing a consistent story here, rather than the sort of sometimes serial, sometimes standalone stories of he and Kevin Eastman's original series, this feels like a graphic novel in a way those comics didn't and is thus better read in trade, I think. 

This volume includes the original covers, but, because IDW is apparently republishing it as single issues too, there are also plenty of new variant covers. There are new coves by Lawson (which are interesting, as they provide a contrast with his 2001 art, and one can see how much more stylized it has become over the years), a couple by Talbot (whose art is great and so distinct I really wish IDW would hire him to do his own one-shot at some point instead of just the occasional cover), one by Eastman (which seems somehow wrong, as this series originally came out during a time when he wasn't involved with the Turtles at all) and a rather weird one by Laird and A.C. Farley (which looks rather old, based on the Turtles' over-bite, and they are drawn wearing their space wrestling costumes from Archie's 1989 TMNT Adventures #7; also, it's hard to see any Farley in the image, and he has a pretty distinct take on the Turtles). Steve Lavigne, Ken Mitchroney, Josh C. Lyman and Khary Randolph and Emilio Lopez provide covers as well.

So, what happens next...? 

Well, the back cover says that TMNT: Journeys "will collect all 32 currently available issues in six total volumes," which is somewhat odd phrasing. I am curious what, if anything, IDW plans to do with the companion Tales of The TMNT series (and some other comics tied to volume 4, like the miniseries Raphael: Bad Moon Rising). 

While Tales was very much an anthology series, with different creative teams tackling stories from throughout TMNT history, if I recall correctly, quite a lot of them were rather closely tied to the ongoing storyline of Laird and Lawson's main series, and, in fact, Lawson did a lot of these, too. I don't know if these issues are necessary to what I guess we can now call the Journeys storyline, but I think they are at least significant (Also? Many of them are damn good). Clicking around covers on the Grand Comics Database, it seems like some of these have already been collected by IDW in Tales collections, though, so I'm not sure if the publisher will follow Journeys with some Journeys specific collection of Tales or not.

Anyway, at the very least, I am excited about the next five volumes of Journeys and, as I've said many times before, I wish IDW would commission some new TMNT comics from Lawson, Talbot, Dooney and the like, comics in which they let them do pretty much whatever they want, in whatever continuity they like...


BORROWED:

Zom 100: Bucket List of the Dead Vol. 20 (Viz Media) Given that Akira and his friends just recently had a short adventure in outer space a few volumes ago, it seems strange to say that this volume stretches credulity, but, um, this volume stretches credulity.

That is in large part because of Akira's determined self-assuredness and bravery when facing an impossible task which, given how big the task is and how unlikely it is that he and the gang can actually achieve it, feels like delusional recklessness.

The plan for a while has been that, once their scientist friend creates a successful vaccine for the zombie plague sweeping the world, they would take it to the military base in zombie-free Okinawa for distribution.

Unfortunately, it seems that Okinawa is now being overrun by zombies and is in danger of falling; if that happens, all hope for getting the vaccine around the world seems to be lost. And so, Akira resolves to save the still-living holdouts there. How? Well, um, I'll let him explain: "How about we have Mr. Kosaka fly us there... ...and come up with a plan to save everyone on the base along the way?"

When he's questioned, he simply smiles and poses, along with all of his friends, who seem similarly confident, and gives a little speech: 

I don't care about a zombie army.

I won't let that... 

...stand in the way of me reaching my goal...

In fact, I'd rather be eaten by a zombie than give up!

Now, Harao Aso and Kotaro Takata's zombie apocalypse comedy has never been realistic, and volume 20 is no place to start, but it has always been believable, or at least suspension-of-belief-able, so this passage struck me as a little odd. It wouldn't have been hard for writer Aso to come up with a slightly more palpable way to sell their mission, like, for example, having Akira and company going to scout the situation out, rather than declaring their intention to save the day while completely winging it.

As to how they are planning to get to Okinawa, well, Akira meets a couple of friends from the past, one of whom was a retired pilot. Inspired by Akira, they have made a list of their own—"100 Places We Want to Visit Before Becoming Zombies"—and have been traveling in their little plane. They offer to fly our heroes there.

Unfortunately (or, perhaps, fortunately), with abandoned airplanes scattered willy-nilly all over the air strips and abandoned cars filling the roads, there's nowhere to attempt a landing, so our heroes will have to either give up or parachute into town. And what do you know, skydiving happens to be one of the relatively few items left on the bucket list...! (This is what they are doing on the pretty great cover for this volume.)

During their dive, the boys and girls get separated by a strong wind, presumably because the girls are lighter than the boys. This means the girls land in the city, which they find eerily abandoned. But, after doing some shopping for new bathing suits, they meet a new character, who is apparently the last surviving person there, and then quickly find out where all the zombies are...they've gathered into one massive horde that seems to go on forever (During a tense scene where the girls hide from the zombies, Aso and Takata spend a series of three consecutive double-page splashes to depict the horde passing them by.

That new character is Yui Yonamine, a bespectacled young woman who seems to have a superpower: The ability to predict where a zombie might next appear to attack.

I love this.

Yui's "power" is actually just that she has always suffered from extreme anxiety and has thus has always expected the absolute worst to happen in each and every situation. During a zombie apocalypse, of course, there's a lot more to be anxious about, and the chances are good that the absolute worst actually will happen.

So, for example, when she and the girls are running from part of the horde, Izu suggests they escape into the alleys, but Yui responds, "But there could be... ...zombies in the alley!" Two panels later, the alley is filled with zombies. Shizuka suggest they duck into the sewers, Yui says there could be zombies there, and then the manhole goes flying as a quartet of zombie try to squeeze their way up and out of it. 

With her anxiety disorder-turned-zombie radar, Yui has managed to find a way to survive, coming into the city for supplies and retreating to a nearby island in a clever way (that checks off another item on the bucket list, at least for the girls). She keeps going in hopes of finding her long lost friend.

Coincidentally, the boys, who land on the beach and end up trapped atop a hotel, meet a guy who I suppose is supposed to be Yui's friend. The two parallel stories become explicitly so by the split-panel ending, as Akira and Shizuka, who by this point thinks a lot like her boyfriend, inspire the two survivors with the exact same language: "We've got to find each other again... ...and no zombie can stand in the way of that goal!"

One of the many fun aspects of this series has been seeing Aso and Takata address interesting aspects of a zombie-plagued world and I for one am happy to see someone finally address what a person suffering from anxiety might be like in these circumstances. The results are fun and funny, although after so many months of finding her worst-case scenarios constantly coming true, it's probably going to take a lot more than the standard meds and cognitive behavior therapy for poor Yui to deal with her anxiety going forward. Of course, this is fiction, and Akira and friends have always been able to inspire the people they meet to succeed, so I'm sure she'll be okay...


REVIEWED: 

Aurora and the Orc (First Second) This new book from Lewis Trondheim is a weird one. At the beginning, it reads like a gag strip with an interesting premise (and some seemingly arbitrary rules governing aspects of it), but it rather gradually evolves into a continuity strip, and then something of a graphic novel. This makes the reading a bit challenging, as the gags can be a bit hit or miss, and I was tempted to give up early, but I'm glad I hung in there. Beyond the interesting format and approach to the storytelling, there's an (unfortunately) always relevant, evergreen moral...and, of course, plenty of jokes about Tolkien-esque fantasy settings and stories. More here


Offside (Graphix Scholastic) By complete coincidence, I read this graphic novel about young soccer players learning to work together as a team the same week I read the first volume of Blue Lock, which is also about young soccer players, but, um, the complete opposite...? This is well made, but I don't know that it has much to offer older readers like you guys. More here


Orion (DC Comics) Well, after reviewing Ngozi Ukazu's second original graphic novel based on Jack Kirby's New Gods characters and concepts for Good Comics for Kids and then sharing my favorite parts in this blog post, I'm not sure I have much more to say about it today. 


Spider-Man: Mighty Mayhem! (Abrams Fanfare) In Mike Maihack's fourth "Mighty Marvel Team-Up" graphic novel, the cartoonist has Spidey, Thor-in-the-shape-of-a-frog, Heimdall-in-the-shape-of-a-key-fob and two pigeons travel the Nine Realms searching for Asgardian characters and artifacts transformed by the magic of The Enchantress. 

Yes, that's right. I said Nine Realms. Nine. After all, that is how many realms there are in Norse mythology, that's how many realms there were in Marvel's version of the various Thor comics mythology and that's how many worlds emanate from "YGGDRASIL, the world tree" in Valkyrie's explanation on page 56 of this graphic novel

As for the tenth realm Heven, introduced in 2014 as the realm occupied by Neil Gaiman and Todd McFarlane's old Spawn character Angela, well, I assumed Maihack would just ignore that, in part because these books seem to be inspired as much by the Marvel Cinematic Universe as the comic book one (Here, for example, both Valkyrie and Heimdall have dark skin, as in the movies rather than the pale skin of their original comics appearances) and, in part, because reminding people of the name "Neil Gaiman" while they are trying to enjoy a comic book now is fairly fraught. (We certainly don't want anyone from this comic's target audience learning more about this Neil Gaiman person, do we?)

But I was wrong. 

In a sort of comic book "after credits sequence," a three-panel page that follows both the last page of the comic and an "About the Creator" page featuring a headshot and bio of Maihack, we see Loki-in-the-form-of-a-crocodile laying atop a sign that reads "Welcome to Heven". In the first panel, Loki says, "Brother? Hello? Tenth realm, remember?"

When I got to that point, I went back to page 56, on which Maihack drew Yggdrasil and the nine realms...and notice that he also included the tenth realm Heven there, although it's much smaller than the other nine, and semi-hidden in the upper boughs of the tree, a branch cutting across the cloud it seems to consists of and obscuring part of the "N" in "Heven."

That's odd, I thought, as the three panels focusing on the "Welcome to Heven" sign also obscure the name "Heven"; in fact, you can only see the very tops of the letters that make up the word "Heven", so that if you didn't already know that it was the name of the tenth realm (and/or notice Heven on page 56 and match it to this image), you wouldn't know what it was meant to say.

So that made me curious: Did Maihack, Marvel and/or Abrams Fanfare not want to make the fact that there was a place named Heven populated with angel-like beings in Marvel's cosmology explicit, even while telling a joke referring to the existence of the tenth realm? And was this a religious consideration, made so as not to offend some Christians...?

Anyway, here's a review of Mighty Mayhem! (Although, given that this is Maihack's fourth Spider-Man book, you should probably already know that it is good.)

Wednesday, August 05, 2026

A couple of thoughts and questions I had about Spider-Man: Brand New Day (Spoilers, obviously)

There's been a lot of talk about superhero fatigue, and that Marvel Cinematic Universe having become less and less of a selling point in and of itself (and I agree the cross-movie mega-story has been completely unmoored and ponderous compared to the early days; the producers never bothered to replace the original hook of building The Avengers team and then building towards the Thanos conflict with the Infinity gems/stones, so there hasn't really been any narrative momentum since Endgame). Regardless, I think this particular film did a rather remarkable job of being a Spider-Man story while also being so firmly set within the/a Marvel Universe that it could pull characters and concepts from all over the publisher's works without too much strain.

I mean, in addition to all the expected Spider-Man supporting characters and some Spider-Man villains (whose roles vary from considerable, like that of The Scorpion, to barely-there, like Tombstone, Boomerang and The Tarantula), the film also makes substantial use of The Punisher (although, given his origins, maybe we could consider him a Spider-Man character too...?), The Hulk, The Avengers via Black Widow, Daredevil's The Hand, Damage Control (in a very different incarnation than that of the comics) and even a character from The X-Men. 

It's impossible to imagine a Spider-Man film with that much...Marvel Comics on the screen even a few years ago, you know...?

I liked that I had no idea who the villain was and what their goal was through so much of the film. That's so unusual for a big superhero film like this, where the casting and marketing inevitably spoil that aspect and, even if it somehow doesn't, a passing familiarity with the comics or the franchise's previous iterations usually means you can guess such things pretty quickly while sitting in the theater. Instead, I found myself wondering if Spider-Man had any villains capable of mind-control or bodily possession as the character began to contend with an unusual threat that could hop from one person to the next and coming up empty.

I probably should have guessed who the main antagonist was a bit earlier, of course, knowing that Sadie Sink was cast in the film, the role she was playing was being kept secret and there are only so many redheads in Marvel Comics she could be playing (And it wasn't likely she would be playing Spider-Man's Amazing Friend Firestar).

So, um, what do we think Peter Parker did for a living here...? Like, how did he make rent...let alone afford all of those computers and gadgets...? Where did he get his flower money...?

Did anyone call Frank "The Punisher" at any point in the movie...?

I wish they would have given Scorpion a mask or cowl or headgear of some kind; he looked a little naked to me without it.

Based on the trailer, I thought MJ's boyfriend, who is in one scene and has about as many lines as Tombstone, was meant to be a grown up, more dreamy Flash Thompson. I'm glad I was wrong about that (Tony Revolori's Flash appears only briefly, via a goofy photo on Ned's Spider-Man board, as a suspect for who Ned thinks it might be under the mask).

I was kind of surprised to find that, given the involvement of a powerful telepath in the plot, the filmmakers didn't just use that character to "fix" Ned and MJ, restoring the memories of Peter Parker in their pasts that Doctor Strange's spell had erased in the previous film. (Although the ending was fairly cryptic and seemed to suggest that their memories of Peter still existed on some subconscious level...at least in the case of Ned, who had a sort of automatic, physical response to a memory related to Peter when he was prompted, even though MJ didn't seem to have a similar reaction at any point.)

I suppose Marvel doesn't quite have all their shit together in terms of introducing the next generation of X-Men, but I was also a little surprised the end credit scene didn't involve even the suggestion of this universe's Charles Xavier or one of his agents reaching out to Jean, which would both give a future X-Men franchise a pretty big film for a launching point and tease a happy resolution to the character's lack of friends and family.  

The end credits scene we got was actually quite lame and I regretted sitting so long in the theater waiting for it. I'm not clear if it was meant to refer to Avengers: Doomsday (Is Spidey even in that? He wasn't in the trailer at all), or to something in a fifth Spider-Man movie. Hell, maybe the next one will involve astronaut John Jameson/Man-Wolf/Stargod. Go on Marvel Studios; give us a space-set Spider-Man movie involving an alien symbiote and Jameson/Man-Wolf/Stargod...I dare you...