Review: ‘Project Superpowers’
When [[[Superman]]] whet readers’ appetite for costumed champions, comic book publishers responded and for the next decade, hundreds of characters arrived. A handful survived through the changes in publishing and most of the others were consigned to the second hand shops and the vault of memory. As a result, many fell into public domain, allowing anyone to dust them off and bring them back into print.
As a result, the notion that Alex Ross was going to spruce up dozens of heroes and sidekicks for his pal Nick Barrucci is certainly an exciting one. Ross partnered once more with writer Jim Krueger to figure out what to do with them all. The resulting series, Project Superpowers, debuted amidst much fanfare last year and the first storyline was collected in December by Dynamite Entertainment in hardcover.
What do you do with an army of heroes whose powers and abilities are currently familiar to generations of readers? You could go in several directions and the creators chose a tried and true concept: the heroes of World War II vanished, the world changed for the worse, and now they’re back and realize how needed they are.
The Fighting Yank is led by his guiding spirit to capture his allies in a magical urn otherwise things in the years following World War II would get darker. Suddenly, the heroes and their sidekicks are taken without permission and trapped. In the intervening years, America becomes a despotic country, casting an ominous shadow over the rest of the world. An aging Fighting Yank is enticed by the Spirit of America, a disembodied American Flag, to find the urn and release its contents. This puts him in direct conflict with Dynamic Man, who, with his family, seem to be ruling America.
When the heroes are released, they are scattered around a world they do not recognize and their powers are altered. The remaining story shows what happens next.
The story moves along briskly but that’s the problem. At no time do the creators properly introduce us to the dozen-plus heroes, establishing who they are and what they can do before telling us their old powers are changed. Nor are we really given an understanding of how America’s power is perceived around the world. Are there allies? What about the Communists in China and Russia? Also, how does the change in politics affect society and commerce? No clues are really provided.

In what has to go down as the ultimate expression of bipartisanship in a new political age, Barack Obama brought Superman and Spider-Man together to work for the good of the nation.


There’s little left to be said about Jeff Smith’s superlative Bone. If that’s the case, then why write anything at all? Because today, Scholastic’s Graphix imprint has released Crown of Horns, the ninth and final volume in their color collection. Coming six months after Treasure Hunters, this is a longer book, 212 pages, but with no change in cover price which is a treat for the buyer.
These two books have very little in common on the surface, but, beneath that…they deeply have little in common. But they’re both fairly new, not all that well-known, and self-published by their respective female creators (with an asterisk in the first case, which I’ll get to) – so that’s good enough for me.
Crossovers are nothing new to comics. Who could forget when the [[[Teenage Mutant Ninja Turtles]]] found their way into a [[[GrimJack]]] book, or when the Punisher visited the Archie Universe? Well, apparently, they can cross into game universes too. As if to answer the challenge put up by [[[Marvel Super Heroes vs. Street Fighter]]] over almost 11 years ago, Midway has released [[[Mortal Kombat vs. DC Universe]]] for the Xbox 360 and PlayStation 3. Building on the series’ newer 3D fighting mechanics, the new title boasts a refined move set, two separate storylines, three new kombat modes, and, of course, a new roster featuring DC’s mightiest heroes and villains. So how does the game fare? Read on…
