What happens to sentai teams when the members start to grow up? Do they continue to fight evil and protect humanity, or do they age out their roles and return to ordinary life? Creator Eric Kim explores these questions in his short digital comic, Nitro Battlers, and breathes a relatable humanity into each of his characters.

As the story in City: The Mind in the Machine continues to unfold in Issue #2, we get to explore further some of the moral conundrums hinted at in the first issue: security vs. privacy, the consequences of ultimate power, etc. Shy, unassuming Ben now has his eyes—and his mind—directly connected to every surveillance camera in the city, both private and public. With a little practice, he can control them and switch between them just by thinking about it. But, more than that, he can also control just about anything else that’s connected to the network: traffic lights, streetcars, facial recognition software, and more.

This was my second time reading writer Jai Nitz and artist and letterer Greg Smallwood’s superb Dream Thief, and, if anything, it was even more enjoyable this time around.  I previously reviewed issues three through five, but read all five of them, so if you want to know more about the specifics about the plot, feel free to check those reviews out.  Collecting the first five-issue story arc, I experienced the action, emotion, and creativity all at once, and I noticed new details both in the art and story that took me deeper into Nitz and Smallwood’s bizarre world. 

In the 1940s the world was introduced to, arguably, the first Asian superhero, The Green Turtle, a masked man with a turtle cape, a haunting shadow, and a mysterious background who was featured in five issues of Blazing Comics. Now, 70 years later, Gene Yang (Boxers & Saints, American Born Chinese) and Sonny Liew (My Faith in Frankie, Sense and Sensibility) have brought new life to the character and delved back into his origins in the first chapter of The Shadow Hero.

Can't get enough of The Walking Dead?  Well, today is your lucky day!  The hit comic book series turned wildly popular TV show is making its way to the gaming medium, and you have the opportunity to make this transition a reality.  Through a partnership with independent game developers MegaGigaOmniCorp and Top8Magic (and with the blessing of series creator Robert Kirkman's Skybound Entertainment), a Kickstarter campaign for The Walking Dead: The Prison - Board Game was recently launched as the standalone sequel to the hit 2011 game Robert Kirkman's The Walking Dead: The Board Game, featuring the incredible artwork by series artist Charlie Adlard.  The game focuses on the events of Issues #13-24: the discovery of, fight to clean out, and struggle to control . . . the Prison; you and up to five of your friends will take on the role of one of the six leaders of the group from Robert Kirkman’s The Walking Dead: Rick, Tyreese, Glenn, Dale, Andrea, and Michonne.

One of the strangest books out there is ramping up, and it is still capital-w weird. In case you have missed out, The Star Wars is based on the original 1974 rough draft of Star Wars, when it was even crazier than the version that we all know and love. The Sith wear kabuki demon masks, the Jedi-Bendu are soldiers instead of monks, and Artoo Deeto talks. The comic features all the crazy ship battles you expect, the bizarre aliens, and, strangest of all, the characters that appear as totally different versions of themselves.

Captain Midnight Archives Volume 2, a collection of the classic superhero’s (mostly standalone) adventures from the late 1940s, has a distinctly different tone from that of the first volume. For one thing, Volume 1 took place during World War II and specifically focused on Captain Midnight thwarting the Nazis. Here in Volume 2, the war is over and the Captain has turned his incredible intellect towards loftier pursuits.

When Fanboy Comics is not providing you with the latest in geek news and entertainment, the FBC staff hopes to offer our readers a myriad of opportunities to give back to the community. We love reading comics, watching movies, and playing video games, but we are never happier than when we are able to help others in need. With Geeks Care: How You Can Help, FBC will provide you a variety of causes that would greatly appreciate your time.


Geeks Care: How You Can Help once again shines a spotlight on the fine folks at Blastoff Comics, a top-of-the-line comic book shop in North Hollywood, CA. Blastoff stocks both current comics and graphic novels as well as an astonishing collection of vintage comics for sale, providing customers with rarities that they just cannot find anywhere else. What truly makes Blastoff and its owners, Jud Meyers and Scott Tipton, stand out is their commitment to helping others in need. A portion of all of their proceeds are donated to charity, with the recipients changing on a monthly basis. This month, Meyers and Tipton have chosen to highlight the Homes for Our Troops, and we want to join Blastoff Comics in educating our readers about this amazing organization.

I jumped at the chance to review the second volume of IDW’s gritty G.I. Joe: The Cobra Files, and I was more than a little surprised, and even caught over guard, by the time I reached the conclusion.  While the first volume dealt with emotional, militaristic, and counter-intelligence issues, this second volume deals more specifically with emotional complexity, philosophical discussions of right and wrong, and the sometimes very thin line between the two.  Hanging over all of the characters and their actions is the theme of consequences.  The consequences of choices, of giving in to emotions, of misplaced or refused trust.  Crafted by writer Mike Costa, the Cobra Files elite team continues to be a simmering pot of secrecy, distrust, and moral ambiguity, just waiting to boil over.

Some of the most treasured books I own are the magnificent, over-sized hardcovers from Titan Books.  I added another gem to the collection recently with Garth Ennis Presents - Battle Classics.  Ennis is one of my favorite writers in comics today.  From Preacher and Punisher to Hellblazer and The Boys, Ennis’ razor-sharp wit, raunchy humor, and profoundly relatable characters have led me to trust him as a writer like few others working today.  Well, I put my trust in him again, and, as usual, I was delighted and enlightened. (Delightened?)

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