Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the early 1990s and explore a part of the Marvel Comics shared universe through a tale of the Spider-Man monthly series.
Having reviewed the first three issues of the Spider-Man monthly series written and drawn by Todd McFarlane (click here, here and here), I can say that the 5-part Torment storyline has a daring concept, adulterated imagery and clunky storytelling. Issues #2 and #3 saw Spider-Man in violent battles with the Lizard who is clearly not himself but under the control of the Haitian witch Calypso. It is inevitable Spider-Man, who has been in a long-lasting disadvantage so far, will somehow meet Calypso face to face.
With those details laid down, here is a look back at Spider-Man #4, published in 1990 by Marvel Comics with a story written and drawn by Todd McFarlane. This is the 4th chapter of the Torment storyline.
The cover.
Early story
The story begins in a dirty alley deep within New York City. An exhausted and disoriented Spider-Man is shocked to see a grotesque looking Kraven with the vicious Lizard beside him. The moment made him remember what happened as a result of his previous with Kraven (note: refer to the Kraven’s Last Hunt storyline) which includes him getting buried temporarily with a grave designated to him.
Eventually Spider-Man sees through the illusion and realizes that Kraven is not in front of him but Calypso with the Lizard still under her full control. With an unspoken command from Calypso, the Lizard moves towards the weakened Spidey and carries him bodily…
Quality
This portrayal of Mary Jane having a good time again in the city without her husband is clearly filler and it did not add anything to the plot.
As anticipated, the webslinger finally met the Haitian witch who had been controlling the Lizard all along. With a mostly slow pace, the story has Spider-Man being helpless in the presence of two powerful enemies and McFarlane stylishly dramatizes moments from Calypso’s past showing her acceptance of evil ways (witchcraft), her personal connection with Kraven and her desire to have a new sacrifice done.
With Spider-Man restrained a lot for most of the story, it was not surprising to see Calypso have a good share of the spotlight to herself and the Lizard is clearly portrayed as her enforcer and assistant contrasting what was presented in the first 3 issues.
Unsurprisingly, the storytelling feels choppy although the slow pace allows readers to grasp Calypso’s intentions and her main purpose in the entire storyline. The lack of spectacle allowed McFarlane to implement long segments of suspense mixed with horror. With Spider-Man doing not so much, he’s technically a supporting character symbolizing the reader’s curiosity.
Conclusion
There is nothing like waking up in the presence of two evil figures while being restrained.
Compared with the previous, Spider-Man #4 (1990) does not have much to show and has even less entertainment value. Unless you are a die-hard fan of Calypso (so twisted and demonic under McFarlane’s handling), this particular story won’t mean much to Spider-Man faithful. The webslinger is still helpless but this is all part of the build-up for the fifth and final chapter.
In fairness, what was shown here might inspire fans to revisit Kraven’s Last Hunt and read past Spider-Man comic books showing Calypso’s connection with Kraven (note: Spider-Man and Calypso were present in Amazing Spider-Man #209). In my view, this comic book is not terrible but it does not have much entertainment value nor does it have anything engaging to show. I don’t feel so motivated to proceed with issue #5.
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the early 1990s and explore a part of the Marvel Comics shared universe through a tale of the Spider-Man monthly series.
I previously reviewed issues #1 (click here) and #2 (click here) which were also the first two chapters of the Todd McFarlane-led Torment storyline. McFarlane had this grand vision of a dark and more violent concept of telling a Spider-Man story and it involved another rematch with the Lizard (Dr. Connors) and some connections with the Kraven’s Last Hunt saga of 1987 (read my retro reviews by clicking here and here). McFarlane’s vision was daring but his writing style and the sub-par quality of his storytelling really brought down the overall quality of Spider-Man #1 and #2.
With those details laid down, here is a look back at Spider-Man #3, published in 1990 by Marvel Comics with a story written and drawn by Todd McFarlane. This is the 3rd chapter of the Torment storyline.
The cover.
Early story
The story begins at the rooftop of a building in New York City. Up there, the Lizard relentlessly attacks Spider-Man causing some damage on the building. Having recovered previously, Spider-Man manages to hold his ground and punches a solid structure that hit the Lizard hard.
Meanwhile at another part of the city, the evil Haitian Voodoo priestess Calypso communicates with the Lizard telling him to take the fight against Spider-Man easy, avoid killing him and make him suffer first. Calypso is obsessed with making the webslinger an example to the world.
The fight between Spider-Man and the Lizard continues causing even more damage. Spider-Man, who has been poisoned, is having trouble concentrating as the Lizard keeps attacking him violently. Spider-Man wonders why the Dr. Connors’ (the Lizard) blood lust is so consuming…
Quality
Todd McFarlane’s way of visualizing Spider-Man’s origin.
To get straight to the point, this comic book is simply a natural progression of the hard-hitting conflict between Spider-Man and the Lizard that started in the previous issue. In fact, this comic book shows the resumption of the battle (after a pause happened in the late stage of issue #2 showing the fight temporarily halting which gave Spider-Man some minutes to rest).
At this stage, Spider-Man has gotten even more vulnerable and damaged. Apart from struggling with the very violent attacks of the Lizard, his own spider sense becomes a major hindrance on his mind (he could not concentrate) as the sounds of “doom-doom-doom” caused by Calypso’s sorcery becomes very unbearable. Like the previous issue, Spider-Man gets close to death and if there is anything new here it is showing the iconic superhero messed up in the garbage.
Along the way, this comic book sheds some spotlight on Mary Jane Parker (Spider-Man’s wife) who has been spending time in the city dealing with the absence of her husband. The Mary Jane scenes felt more like filler to the script by McFarlane.
Conclusion
This comic book shows the resumption of the violent battle between the Lizard and Spidey.
Apart from continuing the story, Spider-Man #3 (1990) does not have much to show. Todd McFarlane’s visuals are great and consistently remained high (and even gory) on details, but his weak writing made this one a chore to read through. Being the 3rd chapter of the Torment storyline, this one is predictable and the pay-off is minimum. At this stage, it is clear that something huge is coming up on the last two chapters of the storyline.
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero enthusiasts, 20th century pop culture enthusiasts and comic book collectors! Today we go back to the mid-1990s to take a close look at the launch issue of the comic book series that was an adaptation of the WildC.A.T.S: Covert Action Teams animated series.
To put things into perspective, Jim Lee and several creators left Marvel Comics to establish Image Comics. In 1992, Lee launched his creator-owned project WildC.A.T.s: Covert Action Teams #1 which also was a part of the creative foundation of the WildStorm universe. Just a little over two years later, an animated series of WildC.A.T.S. was launched on TV. Similar to what Marvel Comics did in relation to adapting stories of the X-Men animated series, Image Comics launched a comic book series based on the WildC.A.T.S. animated series.
With those details laid down, here is a look back at WildC.A.T.s Adventures #1, published in 1994 by Image Comics with a story written by Jeff Mariotte (adapting the animated story by David Wise) and drawn by Ty Templeton.
The cover.
Early story
The story begins one night inside an office where Reno Bryce (Warblade) works obsessively on a circuit board. He is surrounded by the technology he knows and loves. As he works, three armed men wearing coats and hats enter his office and ask him for his identity. One of the men grabs a circuit board and destroys it, which triggers Reno to react with violence.
Knowing he is outnumbered, he quickly runs out of the office for safety. He heard one of the men referred to him as a crossbreed whelp. As soon as he finally leaves the building, Reno sees the WildCATS team composed of Grifter, Spartan, Zealot, Voodoo and Maul. Thinking that the WildCATS are out to kill him like the armed men, Reno keeps on running away.
Suddenly, a group of people are rushing towards the WildCATs. Powered with the Sight, Voodoo realizes that the mob is composed of Daemonites disguised as humans. The WildCATs and the mob engage in battle.
From high above, Reno see the battle happening. Suddenly, the three armed men appeared behind him telling him that he has no escape from them…
Quality
Reno Bryce still adjusting to his new form as Warblade.
Having seen the first episode myself, I can say that this comic book is actually a faithful adaptation and the creative team did their jobs well.
As an alternate introductory story of the WildCATs, this one obviously has the violence and visceral essence of the comic book series toned down due to the fact that the animated series was made with a younger audience in mind. There is still plenty of action here and the creative team’s focus on telling the story was consistently strong.
Within one story, the creative teams of both the animated episode and this comic book succeeded in gradually emphasizing the lore of WildCATS which had strong sci-fi elements (example: the long conflict between the Kherubim and the Daemonites), introducing the characters and the super villain, showcase the capabilities of the characters, emphasizing the purposes of each side, and having Reno Bryce as the newcomer who is about to discover his real role in the conflict (which reminds me of Jubilee in the opening episode of the X-Men animated series).
Conclusion
Ty Templeton’s art is nice to look at and he captured the essence of the animated episode. The WildCATS themselves are easily recognizable.
Like its animated source, WildC.A.T.s Adventures #1 (1994) is enjoyable and the creators did a very good job translating the story and essence from animation into literary format. Having read the Jim Lee-drawn issue #1 of 1992, this one worked well as an alternate introduction of the WildCATS and their conflict with the Daemonites. Like the animated TV episode, the presentation was done in a wholesome manner without ever becoming childish. I can say that there is still enough good stuff of WildCATS to enjoy here, and the characters are recognizable (both in looks and portrayals). Right now, I’m looking forward to reading the next issue.
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the year 1995 to take a close look at one of the many tales of the original WildStorm universe through one of the comic books of the Backlash series.
For the newcomers reading this, Backlash is one of the major characters of the WildStorm universe which started in the early 1990s when the famous Jim Lee was one of the founding fathers of Image Comics. Backlash, Deathblow, Wetworks, Gen13 and WildCATS: Covert Action Teams were all connected with each other and many of the major characters were linked together in the Team 7 series of prequel stories.
With those details laid down, here is a look back at Backlash #6, published in 1995 by Image Comics with a story written by Brett Booth, Jeff Mariotte and Sean Ruffner. Booth and Dan Norton were the illustrators.
The cover.
Early story
The story begins inside the Wildlife Organization Research institute in northern Montana. After Dane and Grail (the Filipino soldier Salvador Joel Alonday) of Wetworks easily took out two guards, a third one suddenly tried to attack them only to be killed by Backlash. While the three of them are on a stealth mission, Backlash tells Dane that it’s not too late for Wetworks to pull out as it is not their fight. Dane dismisses the remark and insists on pursuing their objective.
Over at a medical institute in Detroit, Taboo and Cyberjack are operating on their own mission which is directly linked with that of Backlash and Wetworks.
Quality
Backlash and the WildC.A.T.S. at the team’s headquarters.
As the sixth issue of its series, this tale has a lot at stake and the writers took their time to balance the build-up with pay-offs and twists. Without spoiling the plot, I can say that a lot is at stake for Backlash as there is something really personal about the missions and the final scene. I can also say that this is a well-crafted comic book that was clearly made with Backlash fans in mind even as the creative team did their parts in expanding the lore of the original WildStorm universe using a clever mix of science fiction and paramilitary action.
I really enjoy reading this comic book and it also has some fine moments that defined Backlash’s personality. The added crossovers with WildC.A.T.S. and Wetworks added not only to the spectacle but also to the depth of the plot. This Backlash comic book is clearly not another adventure but an actual turning point for the former Team 7 member and the series as a whole. That being said, I am looking forward to reading the next issue.
Conclusion
Backlash with Dane and Grail of Wetworks during the mission.
Backlash #6 (1995) is a very solid read. Not only was it an improvement over the previous issue, it raised the stakes high and managed to live up to the expectations. The build-up is really powerful and the way the story ended justified it. I can say that anyone who managed to start reading each of the first five issues of Backlash will experience the power of the ending of this comic book. That being said, you better read all the previous issues before reading this one.
Overall, Backlash #6 (1995) is highly recommended.
Welcome back readers, fellow geeks and electronic gaming fans!
In this edition of the Retro Gaming Ads Blast (RGAB) series, we will take a look at another batch of retro gaming print ads – including arcade flyers – from the 1980s and 1990s.
For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers, posters and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s and 1990s were more trusting of print media for information and images about electronic games and related products.
With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…
1. River Raid print ad
This River Raid print ad appeared on comic books and magazines long ago.
Decades before it became an industry giant with the best-selling Call of Duty games, Activision became a standout publisher in the early 1980s with River Raid on the Atari 2600. Designed by Carol Shaw, River Raid was a huge success ending up as the 2nd best-seller on the Atari 2600 as well as Activision’s best-selling game for the year 1983. Apart from showing one screenshot and the box cover of the game, the print ad of River Raid had this mesmerizing 3D image that caught many gamers’ attention and helped them feel like they will pilot on dangerous missions. The 3D image was futuristic in its own style became forward-moving 3D sequences in video games became reality many years later.
2. Galaga North American arcade flyer
The front of the flyer showing three Galaga machines that arcade operators can choose from.
Key details about Galaga were nicely presented on the rear of the flyer.
In the history of gaming, Namco’s Galaga was played by countless millions of gamers and it is still highly regarded as an arcade classic as well as one of the most enjoyable arcade games ever made. In preparation for the North American launch (October 1981), Midway prepared the arcade flyer showing the three types of machine on the front that arcade operators can choose from. On the rear is the really neat approach of explaining the details of the game, what kind of gameplay is to be expected, and how to play. Whether you are an individual player or the manager of an arcade joint, this flyer suits your needs.
3. Area 51 arcade flyer and conversion kit flyer
The front of this Area 51 flyer had an enticing message for arcade operators as well as other business owners/managers who are interested in having a machine to add value to their business joints. Atari was already in deep money problems by the time they started making this game.
The Area 51 arcade conversion kit is a cheaper alternative for businesses who want the game.
Moving on to the 1990s, Atari was already struggling financially and desperately needed a hit to lift them up fast. A light gun shooter project was approved as arcade shooters were in good demand and after overcoming serious hurdles during production internally, Atari hired independent team Mesa Logic to take charge of development. After being granted extra time and more creative freedom, the project under Mesa Logic’s handling became a sci-fi shooter titled Area 51. The game became a huge hit in the arcades for Atari resulting in sales of more than 20,000 arcade cabinets as well as a major financial boost for the company (note: Atari still exists today). Atari went on to release Atari 51 versions for PlayStation, Sega Saturn and PC in America in 1996. The Atari 51 flyers you see here are still captivating to look at and were crucial in generating buzz among arcade operators, business joints that had space for arcade cabinets and gamers.
4. Panasonic 3DO print ad
The makers of this print ad forgot to mention the 3DO is also a game machine.
Back in 1993, the 3DO Interactive Multiplayer console manufactured by Panasonic (a licensee of the 3DO Company) was launched with a CD-ROM drive, multimedia features and gaming capabilities (with a 3-button control pad). This print ad strongly emphasized the 3DO’s ability to play high-quality sound and full-motion videos using the Sea of Cortez software which functioned as an interactive movie. Obviously, this did not resonate well with people who loved to play games and by the time the 3DO Company and its partners started marketing games, they could not save the 3DO console from fading to obscurity. The console shown in the ad is specifically model Panasonic FZ-1 R·E·A·L 3DO Interactive Multiplayer. Panasonic was one of five companies that were licensed by the 3DO Company.
5. MechWarrior 3050 SNES print ad
If you were unaware of the 1994 game BattleTech, then this ad would have fooled you into thinking it is promoting a brand new game.
In 1995, the popular BattleTech entertainment franchise arrived on the Super Nintendo Entertainment (SNES) system with MechWarrior 3050 and its print ad had a really blazing artwork of an armed mech in fire which gave readers the illusion of a new and original game. In reality, MechWarrior 3050 was actually a port of BattleTech which was released on the Sega Genesis in 1994. The Genesis game was published by Extreme Entertainment Group while the SNES game was published by the more famous Activision. If you look closely at the MechWarrior print ad, you can tell how hard they tried to sell the game like it was brand new and all-original.
6. Cliffhanger video game print ad
This print ad had Sylvester Stallone hanging on a cliff to be relevant with the title of both the film and the game. They could not show images of Stallone in hard action scenes.
For fans of Sylvester Stallone, 1993 was a big and exciting year as the Hollywood icon appeared in two major action films – Cliffhanger and Demolition Man. Cliffhanger was released first and there were video game adaptations of it released on game consoles, handhelds and computers. This print ad of the Cliffhanger video game had an image of Stallone hanging on a cliff to emphasize the title. The ad makers cleverly posted selected gameplay screenshots and quoted GamePro and Electronic Gaming Monthly (EGM) to make the game look credible and worthy of purchasing. The marketing led to nowhere as the game received mostly negative reviews from critics and it faded to obscurity. Lastly, the Cliffhanger game ad had a noticeable amount of space wasted. They could have made the screenshots and text look somewhat bigger to sell the game.
7. Ballz: The Director’s Cut print ad
I never got to play this game on the 3DO.
Here is another ad of the video game released on the failed 3DO console. As its title made obvious, Ballz: The Director’s Cut is an enhanced version of the original Ballz game of 1994 that was released on other consoles. The print ad had an eye-catching piece of artwork and posted beside it were selected shots of the gameplay. Strangely enough, the creative writing on the lower part of the ad does not make any sense and did nothing to convince gamers to play the game. As Ballz: The Director’s Cut was released in 1995, this ad shows the revised 3DO console from Panasonic (model: Panasonic FZ-10 R·E·A·L 3DO Interactive Multiplayer).
8. NFL GameDay 2000 print ad
Did you find this ad funny to look at in 1999?
To promote the PlayStation-exclusive NFL GameDay 2000, Sony publisher 989 Sports and the ad makers decided to implement a humorous look at football TV coverage by having two sportscasters wearing shorts in front of a TV camera that was only showing their heads and upper bodies. The TV sets on the side show screenshots from the game to emphasize the sports gaming experience. Ultimately the game scored mostly positive review from the critics.
9. WildC.A.T.S: Covert Action Teams print ad
WildC.A.T.S. art by Jim Lee was used to promote the SNES video game.
When Image Comics launched in 1992, WildC.A.T.S: Covert Action Teams was Jim Lee’s creator-owned comic book franchise and its launch issue was a big seller. Years later, WildC.A.T.S. grew in popularity with comic book fans and the franchise achieved multi-media status by venturing into TV (with an animated series) and video games. This print ad promoting the video game adaptation had no screenshots to show which kept fans and gamers guessing how the game will turn out in terms of gameplay and game design. It was obvious that the people who made this print ad had to rely on the best WildC.A.T.S. artwork they could find drawn by Jim Lee. This ad made me laugh back in the old days because if you did not look closely, it might fool you into thinking it was more about comic books than the game on the SNES.
10. Cutthroat Island print ad
Exciting imagery without Geena Davis and Matthew Modine was used to promote the video game adaptation.
I never saw the Hollywood mega-flop Cutthroat Island nor have I ever played any of its multiple video game adaptations (released on SNES, Sega Genesis, Sega Game Gear and Game Boy). The video game print ad, however, caught my attention back in 1995 because the ad makers cleverly used a photograph from one the many expensive movie sequences filmed and the hard, physical work by the filmmakers was clearly visible. Then the ad makers had four screenshots placed on the lower-left part and inserted descriptive text that sounded exciting. Lastly, the ad mentioned a sweepstakes promo.
Without using any images of stars Geena Davis and Matthew Modine, this ad was a strong attempt to get gamers excited for the video game adaptation. Like the movie itself, this game flopped and has faded away to the land of the forgotten.
11. AH-3 Thunderstrike print ad
Captivating artwork, vibrant colors and orderly text descriptions made this an effective ad.
AH-3 Thunderstrike is one of the better games that was released on the Sega CD add-on (requires the Sega Genesis console) in 1993. Similar with MechWarrior 3050, the game was actually a port of Thunderhawk which itself was released on the Amiga and MS-DOS PC in 1992. The print ad showcased a captivating artwork (which was also used on the game’s box cover), a few screenshots and strategically placed text descriptions to sell the game. This ad still looks good.
12. James Bond 007 print ad
This print ad appeared in many comic books in 1984.
This is a print ad I saw many times while reading comic books in 1984. James Bond 007 for Atari 2600 was an ambitious licensed video game as it featured levels that were inspired by missions in the James Bond movies Diamonds are Forever, The Spy Who Loved Me, Moonraker and For Your Eyes Only. Keep in mind that programmers back then had to deal with memory limitations and primitive tools to make games.
To promote the game, original art of Agent 007 was used which did not resemble the James Bond star of the time – Roger Moore. Strangely enough, the illustrated James Bond slightly resembled Timothy Dalton whose debut as 007 happened in 1987. Adding further zest to the add was the use of fictionalized quotes pointing to fantasized critics as sources (example: Vincent Can’tbe is a reference to real life critic Vincent Canby). The use of a pink background made this catchy ad look really odd.
13. Choplifter III: Rescue Survive print ad
A captivating print ad that brought gamers’ attention to the Choplifter series again.
This print ad of Choplifter III: Rescue Survive has a striking look showing a military officer who needs your help as he has been stranded behind enemy lines. The presentation reflects the long-time tradition of the Choplifter game franchise which has been about piloting an armed helicopter to the opposition’s territory, shooting at bad guys and then rescuing the hostages or prisoners-of-war (POWs). The game eventually gathered mostly positive feedback from video game critics.
14. Defender of the Crown print ad
Cinemaware took a gamble with the visual concept of this print ad.
Released in 1986 for home computers, Defender of the Crown was made with a high level of quality backed with solid artistry. To capture gamers’ attention, Cinemaware came up with this print ad showcasing a pretty model looking somewhat seductive which reflects what happens in the game when players rescue a damsel in distress. The selected screenshots showed what the game looked like on different platforms, and the lower part of the ad made the game feel like it was a historical epic waiting to be discovered. Defender of the Crown eventually became a big hit with computer gamers.
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero enthusiasts, 1990s culture enthusiasts and comic book collectors! Today we go back to the early 1990s and explore a part of the Marvel Comics shared universe through a tale of the Spider-Man monthly series.
Back in the late 1980s, Todd McFarlane proved to be a highly talented artist who helped Marvel sell a lot of issues of the Amazing Spider-Man series. McFarlane was also highly involved with the creation of Venom which not only became Spider-Man’s deadliest foe but also an icon of Marvel’s. In the year 1990, a brand new monthly series of Spider-Man was launched and it had Todd McFarlane writing and illustrating the tales.
With those details laid down, here is a look back at Spider-Man #1, published in 1990 by Marvel Comics with a story written and drawn by Todd McFarlane. This marks the beginning of the Torment storyline.
The cover.
Early story
The story begins in New York City where countless people walk to their respective destinations not realizing that the local hero Spider-Man was swinging above them. In a dirty alley, Spider-Man prevents an armed thug from harming a woman and leaves him hanging covered with a lot of web.
Elsewhere in the city, a sinister figure conducts a ritual, prays to evil forces and begins using magic.
In yet another location, a hideous creature emerges from the water. It’s the Lizard…
Quality
This page is an example of Todd McFarlane creating a travel sequence that allowed him to draw something great. It’s a classic example of moving back into the comfort zone.
To make things very clear here, this comic book is pretty shallow and hollow mainly due to its storytelling as this was the writing of a very young Todd McFarlane. There is no denying that his art here is great to look at from start to finish. In fact, this was one of McFarlane’s finest visual works ever with Marvel.
But if you look beyond the great visuals, the writing is very weak all throughout the issue. At best, this comic book is a grand-looking yet shallow set-up for the conflict of the Torment storyline complete with shared emphasis on the iconic web-slinger, the Lizard (looking more menacing than before) and Calypso (the one behind the magic and rituals).
In fairness to McFarlane, he added his own touch on emphasizing the personalities of Peter Parker and wife Mary Jane simultaneously as a couple. If you were used to seeing in-depth character development and witty dialogue about the two major characters as portrayed in the Amazing Spider-Man, Web of Spider-Man and Spectacular Spider-Man series of 1990, you won’t find them in this comic book. Under McFarlane’s writing, Spider-Man in this issue showed signs of sarcasm and cockiness in the first scene, and with Mary Jane he (as Peter Parker) expressed himself philosophically. To say the least, the portrayal of Spider-Man here is noticeably different under McFarlane.
The Lizard, a long-time rival of Spider-Man’s, was presented to be very violent and murderous in this issue. This was clearly McFarlane’s approach on emphasizing the force of opposition that awaits the iconic web-slinger and he obviously went for a more adulterated approach with the visuals. That being said, the violent content in this comic book is very unique and clearly stood out from the rest of the Spider-Man-related comics published by Marvel in 1990. Lastly, I should say that McFarlane’s visual take on the Lizard is the best I have seen.
Going back to the visuals, McFarlane implemented strong elements of horror, darkness and grittiness which went along well with the adulterated approach to violence. These mixed elements, as they turned out in reality, became part of McFarlane’s future works past Spider-Man.
Conclusion
McFarlane’s vicious and horrifying approach on visualizing the Lizard can’t be ignored. This Lizard makes the cinematic Lizard of the 2012 movie The Amazing Spider-Man look cartoony.
Spider-Man #1 (1990) is a very mixed bag when it comes to literary enjoyment. It clearly has great artwork by McFarlane whose adulterated approach on expression and spectacle made it very unique. The writing by McFarlane (who was very young at the time of production) is clearly the big letdown although his own approach on portraying Spider-Man, MJ and the Lizard are very notable. Take note that this was Todd McFarlane starting with writing while doing the art (his true strength), and at this point in comic book history his talent on telling compelling stories would not be realized until a few years later (particularly with Spawn and Image Comics). Notably, his use of visual horror and darkness predates his work in Spawn which makes his Spider-Man take very distinct. Ultimately, this comic book served as a build-up for things to come in the Torment storyline. Don’t expect too much when acquiring this comic book.
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero enthusiasts, 1990s arts and culture enthusiasts, Marvel Comics fans and comic book collectors! Today we go back to the mid-1990s to explore another notable chapter of Jim Lee’s WildC.A.T.S.: Covert Action Teams during the creator’s time with Image Comics.
For any fan, witnessing a change of creative direction can either be alienating or engaging to follow. As clearly done in the WildC.A.T.S.-Huntsman storyline done by Chris Claremont and Lee, there was a serious change of direction of the team as it involved in-depth redevelopment of Zealot, the introduction of Claremont’s creation (Huntsman), the introduction of new characters and moving certain WildC.A.T.S. members into the background. Read my retro reviews by clicking here, here, here and here.
After the publication of Erik Larsen’s creative handling of WildC.A.T.S.: Covert Action Teams with issue #14, a new creative team came into the picture with several new stories and the further redevelopment of the titular team in mind.
With those details laid down, here is a look back at WildC.A.T.S.: Covert Action Teams #15, published in 1994 by Image Comics with a story written by James Robinson and drawn by Travis Charest.
The cover.
Early story
The story begins at Jacob Marlowe’s high-end place in Aspen, Colorado. In presence of Spartan, Grifter, Void, Zealot, Voodoo, Maul and Warblade, Marlowe tells them he has important matters to attend to as he, along with other heads of corporations, has been asked by the new government to run an energy commission. The said commission is part of the government’s plan to repair the damage that was done by the possessed US Vice President Dan Quayle.
Suddenly a heavily armed helicopter arrives out of nowhere and fires at them causing a lot of damage. During the attack, Voodoo gets hit and suffers a serious injury. Grifter fires a barrage of bullets at the helicopter which causes it to explode and crash. With Voodoo out of commission, the team just lost its advantage to spot Daemonites.
The next day at the headquarters of IO (International Operations), the team Black Razors hold a meeting as their member Ben Santini has been elevated as their new leader. He leads the briefing and informs the members of the assassination attempts on the members of the commission…
Quality
Meet Ben Santini (left), the new leader of the Black Razors. At right are the members.
When I first read this story way back in 1994, I was alienated a bit by the creative team’s approach to emphasize the Black Razors at the expense of the titular team. And yet, I was pleasantly surprised by the Robinson-Charest creative direction as the Black Razors turned out to be a sensible and strong parallel team to the WildC.A.T.S. without becoming another force of evil. While it is clear that the Daemonite threat is strong with several of the aliens hidden among members of human populations, there clearly had to be another force of opposition for the titular team to face-off with and the Black Razors (which serve IO) clearly fit in well with the concept.
Any dedicated fan of this franchise will realize that the Black Razors first appeared in the original 1992 mini-series but it was only in this issue when Ben Santini (who was shot on the knee by Jacob Marlowe) was realized as a character.
Ben Santini’s introduction here was engaging and his motivations to lead the team were made clear while other Black Razor members had their own small slices of the spotlight. Santini is not exactly evil but he has a clearly defined goal in serving his superiors at IO. This means he intends to make an impact as he struggles with the responsibilities of leading the team even as the other members are not so trusting towards him.
While the paramilitary influence within the WildC.A.T.S. series has often been present, it was noticeably revived strongly by the Robinson-Charest duo in this comic book. The story also served as a creative update of IO for readers to absorb complete with elements of espionage and geo-political developments. In some ways, this comic book made the series more grounded with reality while still maintaining some fantasy concepts to keep readers entertained.
Conclusion
Grifter successfully defeated the armed helicopter but Voodoo remained seriously injured from the attack.
I can say out loud that WildC.A.T.S.: Covert Action Teams #15 (1994) is still great to read and the debut of James Robinson and Travis Charest as handlers of the comic book series remains rock solid in terms of quality and creativity. While the titular team and fan-favorite characters had a very limited presence in this comic book, the introduction of Ben Santini and the stronger emphasis on the Black Razors as a group of trained members (as opposed to being faceless during their appearance in the mini-series) more than made up for it. In fact, the build-up of the Black Razors has a lot of variety and nice quality work by Robinson and Charest. Ultimately, I was entertained with this comic book and it proved effective to make me look forward to the next issue.
Overall, WildC.A.T.S.: Covert Action Teams #15 (1994)is highly recommended!
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero fans, 1990s arts and culture enthusiasts and comic book collectors! Today we continue revisiting Jim Lee’s flagship title under the Image Comics label – WildC.A.T.S: Covert Action Teams!
For the newcomers reading this, I’ve been doing retro reviews of WildC.A.T.S that had Chris Claremont and Jim Lee collaborating together during the early Image Comics years following their previous works together on X-Men comic books while they were at Marvel. Issue #10 of WildC.A.T.S saw the debut of Claremont’s very own Huntsman while Zealot became the major character among her teammates (note: Voodoo had the 2nd most amount of page presence while the rest made very short appearances). In issue #11, the stakes were raised as most of the WildC.A.T.S got captured by the new super villainess Tapestry and Voodoo remained possessed, leaving Zealot as the only free team member who – out of fear – had to reach out for reinforcements (note: brand new characters who happened to have history with Zealot). In issue #12, Zealot and Huntsman really struggled clashing with the Troika while the reinforcements were on their way. What happened saw new revelations about Zealot and the plot expectedly built up the anticipation of the next big conflict.
The issue I am about to review is the conclusion of the current storyline Claremont wrote and Lee illustrated which, so far, expanded the lore of the WildC.A.T.S within the WildStorm universe of the time. So far, I’ve been enjoying re-reading WildC.A.T.S issues #10 to #12, seeing what kind of creative stuff Claremont and Lee could make while being free from the restrictions and limitations of Marvel Comics.
With those details laid down, here is a look back at WildC.A.T.S: Covert Action Teams #13, published by Image Comics in 1994 with a story written by Chris Claremont and drawn by Jim Lee.
The cover.
Early story
The story begins with the possessed Voodoo – now looking frail and ugly as a result of Raksha’s hunger for flesh – attacking Jacob Marlowe’s two trusted assistants who arrived to help her. Deep inside her body struggling with Raksha’s possession, Pris manages to stop her attack – Voodoo’s face restored to normal – and warns Jules and Stansfield that Jacob and her teammates have been turned into evil by Tapestry and that Zealot may still be free.
Meanwhile, Grifter, Hunstman, Zealot, Savant, Soldier and Mr. Majestic fight the mind-controlled WildC.A.T.S – Spartan, Maul, Jacob Marlowe and Warblade – and Alabaster Wu who are acting under Tapestry’s evil. As Grifter shoots Maul and kicks Jacob Marlowe’s head, Huntsman reveals to him that Tapestry and Zealot have a history together while Alabaster Wu was trying to save his people…
Quality
Chris Claremont’s Huntsman contributes solidly into the story even though he is not protagonist.
As expected, this storyline-concluding issue delivers the natural progression of what started in issue #10 laced with lots of solidly fun action, key character interactions and more notably the further development of Zealot supported by Huntsman. To put it short, if you enjoyed the previous works of the Claremont-Lee creative team and you enjoy the early, bombastic ways of WildC.A.T.S, then this comic book should delight you.
Without spoiling the entire plot, this comic book concludes the storyline that started in issue #10 and it also marked the end of Claremont-Lee’s collaboration on this particular volume of the WildC.A.T.S comic book series. What is very notable in my view is the way Claremont emphasized the evolution of Zealot not only as a WildC.A.T.S member but also her very own personality as well as her very own spot within the WildStorm universe.
It is in this storyline where you will see Zealot being much more than just a fearless, hard-fighting warrior who lives by the strict standards of the Coda. In this particular comic book, her greater purpose is realized (and you will realize that in a particular scene with Savant late in the story) and the interactions she has with the Huntsman, her sister Savant and others really brought out more of her personality. This is clearly Zealot redefined just as Claremont expanded the lore of the WildC.A.T.S.
Fans of Grifter should be happy to learn that their favorite character (who returned at the end of issue #11) joined the big battle and Claremont’s prepared dialogue of him made him more livelier than his usual portrayal in this comic book series. Huntsman, meanwhile, is his usual honorable self but gets to define his place among the WildC.A.T.S through action. His companion Miranda (now wearing armor thanks to Zealot) plays a short yet notable key role in the story.
The reinforcements composed of Mr. Majestic, Savant and Soldier each have a stronger presence in this story which is expected and they don’t just talk and do some action…they also contributed to the plot and what Savant knew emphasized the essence of the conflict between Zealot and Tapestry.
As for the super villainess herself, Tapestry is very convincingly evil and this comic book shows exactly why the fearless Zealot deeply fears her and why she is a danger to everyone. While she has a very sinister agenda, Tapestry’s confirmation of her origin (in the form of dialogue) and what her place is between the Daemonites and Kherubim will intrigue readers, most especially WildC.A.T.S fans. As for her conflict with Zealot, this comic book will show you how they are connected with each other and what elements connect them together. Their spectacle-filled duel here is a must-see and you will enjoy it a lot when you pay attention to the details (read Savant’s expository dialogue) as the action happens.
When it comes to artwork, fans of Jim Lee should know that this comic book has some of very best pieces of art the famed creator ever made during his time with Image Comics. Very clearly, Lee took his time designing the shots and when to really go out with great visual detail as the story went on.
Conclusion
In the heat of a battle against the other WildC.A.T.S, Grifter and Huntsman still managed to talk.
I can say that WildC.A.T.S: Covert Action Teams #13 (1994) is still a great comic book as it solidly and satisfyingly concluded the 4-part storyline that Chris Claremont came up with in this collaboration with Jim Lee. More on the storyline itself, Claremont took a really daring approach on presenting the titular team by having Zealot in the lead (with his creation Huntsman as the 2nd major player) and then putting most of the other team members on the background which effectively emphasizes the presence of the very wicked Tapestry (truly the definitive parallel to Zealot) along with the Troika (note: this is their best and most action-packed portrayal).
While this WildStorm universe-building story concept could put off some Claremont-Lee team fans who expected to see a WildC.A.T.S story fashioned like what was seen in the creators’ past X-Men works, this particular storyline for me is still a great read and its concept is commendable.
I should also state that the themes of omnipotence, legacy and destiny are all well defined in this comic book which made the 4-part storyline make more sense to read and analyze. More on Zealot, the way Claremont developed her will make you think deeply about how you should perceive her, how you think her place within the WildC.A.T.S will affect her teammates, etc. This comic book and its three immediate predecessors all have very solid writing by Claremont!
Overall, WildC.A.T.S: Covert Action Teams #13 (1994) is highly recommended!
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero fans, 1990s arts and culture enthusiasts and comic book collectors! Today we continue revisiting Jim Lee’s flagship title under the Image Comics label – WildC.A.T.S: Covert Action Teams!
Previously, I reviewed WildC.A.T.S #11 which served as a build-up issue with the titular team and their place within the WildStorm universe in mind. Considering how much the narrative in issue #10 was driven through Zealot’s struggles and her meeting the Huntsman (his debut), issue #11 was alienating as the two mentioned characters had significantly lesser exposure. Of course, it is noted that issue #11 saw the rather heavy entry of Tapestry, an eroticized and highly manipulative villainess who not only encountered the fearless Zealot ages prior but also scared her deep inside. Out of fear and desperation, Zealot summoned her long-time ally Savant who in turn reached out to Soldier (who also knew Zealot) and Mr. Majestic (only mentioned by name). Issue #11 also saw the rise of the Troika (Attica, Slag and H.A.R.M.) in terms of exposure and even character development.
At this stage, it was clear that franchise creator Jim Lee literally gave author Chris Claremont the driver’s seat to develop the WildC.A.T.S franchise significantly and lead it to a new, bold direction. It was clearly the most unconventional WildC.A.T.S story published at the time!
With those details laid down, here is a look back WildC.A.T.S: Covert Action Teams #12, published by Image Comics in 1994 with a story written by Chris Claremont and drawn by Jim Lee.
The cover.
Early story
The story begins with the Huntsman driving the high-tech motorcycle with Miranda and an ailing Zealot seated in the side-car. They are being chased and attacked by the Troika from above (Attica and Slag riding on H.A.R.M. in its aircraft form) firing several rockets at them. While the rockets caused huge explosions on the city street, Attica states he will consider the attack on their targets successful only he sees their dead bodies.
Meanwhile inside a facility, Tapestry continues to deeply manipulate the mind of Warblade among the captured WildC.A.T.S members. Already Jacob Marlowe and even the cybernetic Spartan have been manipulated to do her bidding. As Tapestry continues working on Warblade in the presence of Soma and the others, the Raksha-possessed Voodoo hungers for new meat.
Moments later, as Voodoo goes out agonizing over the craving, a vehicle – with Jacob Marlowe’s loyal assistants Jules and Stansfield – arrive. Deep inside Voodoo, a conflict between her and the Raksha occupying her body begins…
Quality
Mr. Majestic is the WildStorm universe’s parallel to DC Comics’ Superman!
Like issue #11, this comic book continues to build-up the WildC.A.T.S lore but with notable differences. For one thing, the story moved forward more while also having the intensity build up constantly leading to the set-up of the upcoming conflict between Tapestry’s troops (along with the manipulated WildC.A.T.S) and Zealot with Hunstman (and the incoming reinforcements). To put it short, the exposition in this story was less and the plot noticeably progressed more.
When it comes to the significance of the characters, this time the narrative’s spotlight shifted back more on Zealot and Huntsman which was the right move pulled off by the creators as Tapestry was already established as the new force of evil for the good guys to deal with. As for the new characters introduced in the previous issue, Tapestry has a smaller share of the spotlight while Savant and Soldier are present again but only after much of the action had passed. It is also in this issue that Mr. Majestic appears at last marking the start of his involvement in the conflict.
As for Zealot and the Huntsman, their alliance in this story has progressed more as well. Under Chris Claremont, the fearless Zealot was portrayed to be struggling very hard as she became more vulnerable than ever! This is Zealot that has to be seen! As for Huntsman, he truly is an effective fighter. So much so, he sure can fit into the WildC.A.T.S and keep up with their action. Still, Huntsman is indeed an honorable man as he still dedicates himself in protecting Miranda (who is a lot more than she appears) while making his moves to help Zealot at her most vulnerable time.
When it comes to the visuals, this is one Jim Lee-drawn comic book that I found unusually alienating to look at. His penciled art are still here but in certain pages, they looked odd as they were inked by other people. The ink work done on page 17 really stood out with a very high contrast look.
Conclusion
By this point of the storyline, Zealot and Huntsman are clearly the major characters.
While it is essentially a build-up issue, the entertainment value in WildC.A.T.S: Covert Action Teams #12 (1994) went up as the story progressed more, the spotlight shifted more on Zealot and Huntsman (clearly the two major characters for this storyline) and the exposition and explanations were lessened. The ironic thing is that readers will see less of the titular team (as most of them were captured and being manipulated by Tapestry) here. The presence of Savant, Soldier and Mr. Majestic here is pretty light which is understandable as the focus on Zealot and Huntsman was deeper this time. Ultimately, this comic book sets the readers up to for the inevitable big battle in the next issue.
If you are seriously planning to buy an existing hard copy of WildC.A.T.S: Covert Action Teams #12 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $20 while the near-mint copy of the newsstand edition costs $60.
Overall, WildC.A.T.S: Covert Action Teams #12 (1994) is highly recommended.
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back superhero fans, 1990s arts and culture enthusiasts and comic book collectors! Today we continue revisiting Jim Lee’s flagship title under the Image Comics label – WildC.A.T.S: Covert Action Teams!
Last time around, I reviewed the 10th issue of the WildC.A.T.S series which saw the reunited work of Chris Claremont and Jim Lee who previously worked together on making many memorable X-Men comic books during their time with Marvel Comics (note: check out three retro reviews of Claremont-Lee X-Men comics by clicking here, here and here).
Being free from the constraints and hurdles of Marvel, WildC.A.T.S #10 showed what Claremont added to Lee’s superhero team while also unveiling the Huntsman (Claremont’s own creation). Even as the story – which had Zealot as the lead character followed by Voodoo and Huntsman – had lots of build-up and the rest of the WildC.A.T.S only had a minor share of the spotlight, Lee still managed to make the story filled with a good amount of spectacle for readers to enjoy. I really liked WildC.A.T.S #10 a lot and in my view, it has aged well.
With those details laid down, here is a look back WildC.A.T.S: Covert Action Teams #11, published by Image Comics in 1994 with a story written by Chris Claremont and Drawn by Jim Lee. Scott Williams is in-charge with the ink work. This comic book has a variant cover edition with the cover art done by While Portacio.
The cover.
The variant cover edition with art by While Portacio.
Early story
The story begins moments after Jacob Marlowe secretly met with Alabaster Wu. The WildC.A.T.S – composed of Spartan, Warblade, Void, Maul and the possessed Voodoo – find themselves facing with the Troika – composed of Attica, Slag, H.A.R.M. and Providence – who came in by surprise with the intention to overwhelm them. Providence states that Jacob Marlowe’s destiny is sealed with doom.
Just after Marlowe expressed defiance, the Raksha-controlled Voodoo knocks him out with a hard kick from behind. This surprises Spartan who immediately jumps into action and orders his teammates to form on void for an immediate dust-off. The battle between the Troika and the WildC.A.T.S starts, Attica hits Warblade. Void then discovers that some force is preventing her from teleporting. It turns out, Providence manipulated the quantum field. Using tremendous power, Providence overwhelms Void which puts the WildC.A.T.S into serious trouble.
Meanwhile on the streets of Brooklyn, Zealot, Huntsman and the teenager Miranda are riding fast together. Zealot says that the communication with her team has gone off-line and she only has their current position…
Quality
Even the fearless and disciplined Zealot is scared of the new super villain Tapestry.
I’ll start first with the presentation of characters and related developments. While the WildC.A.T.S themselves appeared a lot more here than in the previous issue, they did not end up as the dominating characters in the narrative. Even Zealot and Huntsman had reduced shares of the spotlight. This is because Claremont’s script introduced a few yet clearly significant characters while remaining focused on building up tension in relation to the growing presence of a new force of evil (note: the ugly and scary looking monsters called Raksha are connected with them) on Earth with two distinct figures as evil leaders – Soma and Tapestry. As the WildC.A.T.S fell short of achieving any heroics, their new statuses as targets and tools of Tapestry ultimately made sense in the plot. This is a rather daring way Claremont used to tell a WildC.A.T.S tale that has the titular team in their most vulnerable state yet.
While Soma does have an intimidating presence, it is obvious that Tapestry (who has an eroticized design and is the self-declared weaver of souls and shaper of fate) is the most visceral supervillain here and I had the impression that she was planned to be a major enemy towards the WildC.A.T.S comparable with Helspont. Even the fearless warrior Zealot fears Tapestry.
In a clear move to expand the lore of the WildC.A.T.S series within the WildStorm universe, this comic book saw the entry of Savant (an important associate of Zealot’s) and Soldier (the WildStorm’s own parallel to DC Comics’ Sgt. Rock) plus the mention of Mr. Majestic. Savant and Soldier are not just mere additional characters thrown into the mix but they each have established places within the WildStorm universe that just have not been seen by readers at the time of publishing. Claremont wrote Savant and Soldier as individuals who both knew Zealot from some time before and, more importantly, he made them believable to read even though this comic book only showed little of them.
When it comes to character portrayals, Claremont’s creativity showed Attica clearly having much more personality just as the Troika returned (late in issue #10). The head of the Troika in this comic book was presented as a business-dealing killer who does not hesitate to tell his client to beware of Zealot and Grifter (note: he was last seen in issue #8) as those two are the most dangerous WildC.A.T.S members. Attica’s companion Slag is more expressive here and while H.A.R.M.’s mechanical perspective is emphasized more which reminds me somewhat of the cinematic Terminator reading commands internally. Indeed, there was inspiration behind Claremont’s writing.
With regards to the plot, this comic book has a simple story structure that just so happens to have lots of exposition, explanations and the introduction of new characters destined to become more important later. Combined with the art of Jim Lee, the story still works on engaging and entertaining me. Re-reading this story is still a lot fun after all these decades.
Conclusion
WildC.A.T.S in bombastic action with the Troika.
Given the way it was crafted and structured by Claremont, WildC.A.T.S: Covert Action Teams #11 (1994) is easily the most unconventional tale of the series at the time of its publication. Unsurprisingly, Jim Lee’s art here is of top-notch quality and he continued to excel in providing readers the adulterated superhero spectacle while also making the more character-focused scenes look interesting (note: there are flashbacks to WildC.A.T.S #1 during Tapestry’s examination of Jacob Marlowe’s memories). As the WildC.A.T.S – without Grifter and Zealot specifically – were at their most vulnerable, this could alienate the die-hard fans who are expecting the usual stuff they love (note: bombastic action against bad guys with character moments in between) to pour in. What I want readers and the die-hard fans to understand is that they should pay close attention to the growing force of evil under Tapestry (who even scares the very brave Zealot) and think about it as a suitable addition into the WildC.A.T.S lore within the WildStorm universe of the time. This comic book also shows that there is more to be explored beyond the conflict of the Kherubim and the Daemonites. That being said, Chris Claremont and Jim Lee’s combined works here are still very solid, a lot of fun and even intriguing to read.
If you are seriously planning to buy an existing hard copy of WildC.A.T.S: Covert Action Teams #11 (1994), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $30 while the near-mint copies of newsstand edition and the signed edition cost $90 and $60 respectively. The near mint-copies of variant cover edition (Whilce Portacio art) and the signed variant covered edition cost $30 and $90 respectively.
Overall, WildC.A.T.S: Covert Action Teams #11 (1994) is highly recommended!