War Games: Act One, Part 8

Author: Eric Haar August 27th, 2004 No Comments »

Batman #631
War Games: Act One Part 8
Writer: Bill Willingham
Pencils: Kinsun
Inks: Aaron Sowd
Publisher: DC Comics
Price: $2.25

This review contains spoilers.

The scene is looking bleak at Louis E. Grieve Memorial High School, the school that Time Drake, former Robin, attends. Outside the school, police and media are everywhere. Inside the school, Tim’s girlfriend lies bleeding to death and panicked students are trapped by marauding gangs. Outside, near the media vans and reporters doing their stand ups is an innocuous enough looking Gotham Power truck. A man in an orange jumpsuit leans against the van, hands in his pockets. A police officer is questioning him as to why he’s there. The worker tells the officer that the power company has been called in case they need to shut off the power to the school.

The policeman would be quite surprised if he were to look inside the truck. It’s actually a mobile Batcave, hiding in plain site. Batman and Batgirl are inside surveilling the school and communicating with Oracle as to the best route for infiltration. Their initial plan - going in through the power conduits s a bust; the school is too old to have underground power access. Oracle finds them access through a sewer line instead. Batman radios for Nightwing and the man in the orange jumpsuit steps into the truck. “Keep the disguise on” he tells him. “You’re driving.”

As Mobile Batcave #2 is s en route to the sewer access (Ironic, no?) Oracle asks if a power truck on a sewer access will be suspicious. Batman tells her that she’s not the only on with “state-of-the-art technology” as the exterior lettering shifts itself from “GPC” to “GWSC.” Where does he get those wonderful toys?

Batman, Batgirl and Nightwing, now in his regular crime fighting garb rather than his orange jumpsuit, make their way through the sewer. Batman tells his team that whoever finds Tim first should contact him immediately since Tim will already have all of the details of the situation. Nightwing asks how he can be sure. “Because I trained him,” Batman says.

Elsewhere inside Louis E. Grieve, Tim is still dealing with all of the chaos around him. He runs into a friend, Larry, and asks him why he isn’t in the cafeteria where Tim had tried to secure as many students as he could. Larry tells him that a group of men came in with guns and that some kids and teachers made it out, but others didn’t. Tim asks Larry to tell him what he can about the men in the cafeteria then makes his way to Darla’s side. She’s under the care of the school nurse, but needs better care than the nurse can provide. Tim asks the nurse if she’ll live and she tells him that’s dependent on how soon she can get to a hospital.

Tim heads back out into the hallways looking for a safe route out and a figure grabs him from behind while placing a hand over his mouth.
“Stop struggling, Tim, it’s me,” Nightwing says. Nightwing asks Tim about the situation and just as Batman had predicted, Tim has a complete list of the gangs that are in the school - six of them in all. Tim also says there’s only one life threatening injury he knows of, but it’s a critical one. Nightwing explains that Oracle had pieced together broadcasts to figure out that the gangs were in the school - the first group after a mobster’s daughter, the second group to take out the first and the rest just “looking for a target heavy environment.” Tim says “Darla.” “The mob girl’s name is Darla Aquista.” Nightwing radios Batman and tells him that he’s made contact with Tim.

In a gymnasium, a group of mobsters are holding students and teachers hostage. One of the teachers is trying to convince the mobsters to let the students go. The mobster threatens to shoot him instead, but before he can even finish his threat he drops to the floor. Another mobster runs up, rifle read, and finds a dart in the first man’s neck.

Suddenly he is struck from the ceiling with a sticky substance covering his head and arms. As the rest of the mobsters realize they’re being attacked, Batman sweeps down eliminating the rest of the mob in short order. He tells the teachers and students to file out the door in an orderly fashion to the nearest police line.

Batman rendezvous with Batgirl and Nightwing, the latter pair have cleared the pool, locker room, library, and cafeteria. They head to the nurses office, where the last group of students - including Darla Aquista are trapped. “Time to go home,” Batman tells them. Batman lifts Darla off the bed she’s lying on and carries her out behind the other students. He walks out into the daylight carrying Darla - in front of the police, in front of the media cameras, in front of everybody. “He’s — he’s real?” A voice says. “My God! What’s he done to her?” says another.

All the cameras are trained on Batman as he carries Darla to a nearby ambulance. As Batman sets Darla on the gurney, Nightwing and Batgirl have walked out with him and he says “Why are you two standing out in the open? We’re exposed here! And there’s still chaos all over our city!” With that, they go their separate ways as the media begin broadcasting their stories - with their own spin on the facts. Arturo Rodriguez, a reporter who had formerly been a supporter of Batman, ends his broadcast “The unauthorized intervention of costumed vigilantes into this crisis seems to have caused the death of at least one young girl.”

The final scene pretty much insures that things aren?t going to be the same for Batman in the near future. His ?urban legend? cover has been thoroughly blown. My guess is that this is an editorial decision to shake things up a little and give Batman something new to deal with. For me it?s always been a little hard to believe that with all of the lives Batman touches, criminals and victims alike, he?s been able to maintain mythical status at all. I don?t see Batman returning to his mid-60s walking around in broad daylight accepting keys to the city from the Mayor status, but Batman having to operate in a Gotham that knows he?s real could make for some interesting story possibilities.

I?m a little less certain about the reporters creating suspicion that Batman had something to do with Darla Aquista?s injury. It might be a bit much. Bruce Wayne has already been an accused ?Murderer? and a ?Fugitive? and it would appear that it?s Batman?s turn. I suppose it could be argued that this is a return to Batman?s roots as a vigilante on the run from the law, but I?ll wait and see before passing judgment either way.

Batman: WG

War Games: Act One Part 7

Author: Britt Schramm August 27th, 2004 No Comments »

Catwoman #34
War Games: Act One Part 7
Writer: Ed Brubaker
Pencils: Paul Gullacy
Inker: Jimmy Palmiotti
Publisher: DC Comics
Price: $2.50

This review contains spoilers.

War Games Act One Part 7Catwoman is running along the Gotham rooftops. It is not apparent why she’s running until the vision of two highly tricked-out imports are racing each other with the passengers popping off their guns at each other. Catwoman sees that there are kids in the vicinity and since she’s responsible for the East End, she decides to take action against these warring gang members.

Amid the gun fire, one of the drivers takes a direct hit to the head and passes out. The out-of-control car is gunning for the group of kids that somehow didn’t hear the gun shots. With those East End kids lives on the line, Catwoman launches herself through the car’s broken windshield and grabs hold of the vacated steering wheel to get the car under control. As she climbs through the shattered glass, Catwoman gives a boot to the head of the car’s passenger which jettisons him out the door and onto the street.

Catwoman gets control of the car and starts gunning for the other group of thugs. As she races up to them, she pulls out a gun that has a special rocket attached to it. She pulls up to the driver’s side of the other car and aims the gun at the driver. Needless to say, the driver decides to floor it and pulls ahead of Catwoman. Deciding that she didn’t want him to get away, Catwoman fires the rocket through the glass-less windshield and towards the back end of the escaping car. The rocket hits the car with an explosive result which launches the street racer upside down over two parked cars. The car finally lands and scrapes to a halt with the passenger crawling out of the side windows somewhat faster than the driver.

The passenger aims his gun at Catwoman and almost calls her vulgar term for a female dog when a very familiar Cat O’ Nine Tail Whip ensnares the thug’s hands. Catwoman yanks the punk towards her and his head meets the sole of her boot very violently, which renders him unconscious. She then goes to the driver of the car, throws him onto the overturned wreck and commands him to tell his boss, “.. If any of you come through the East End like this again, I’ll kill you all.” She then drops him writhing in pain. Catwoman turns around to survey the damage and notices that one of the kids that were playing in the streets is lying down on the sidewalk and is not moving.

Catwoman races the injured kid to Leslie Tompkins?s clinic which takes him into surgery. Dr. Tompkins chastises Selina for moving the boy but Selina comes back saying “What, I should just leave him on the street to wait for an ambulance when this city is practically burning down?” Leslie fesses up to being edging and needing a break. They both got to the lounge for a cup of coffee.

In the background, the news coverage of the school hostage situation is playing on the TV. Leslie drops her coffee cup as she realizes that it is Tim Drake’s school that is mentioned. Catwoman inquires about her mentioning Tim. Leslie dismissed her question by stating that he was just a kid that she cares about. Leslie then starts venting her frustration about Batman putting everyone at the school in danger due to his mission. Selina tries to deflect Leslie’s anger by saying it’s not Batman’s fault.

Leslie rebuts her argument by comparing Batman’s methods to the criminals he tries to apprehend. She also adds to her indictment Batman by saying that he’s part of the cycle of violence that first created him. Leslie then blames herself for failing to properly motivate Batman to something more. After a few more words about trying to help innocent children of Gotham, Selina’s cell phone rings. She looks and sees that the call is from Holly who tells Catwoman of a gang meeting in an abandoned tenement building. The problem is not that they’re meeting but that its trap to take out more gangsters by a hitmen looking to ice them - Mr. Freeze.

Catwoman races towards the building but she’s too late. Freeze has made a popsicle out every single person in the meeting and is lording over his easy conquest. He even admonished the frozen bodies for involving the families of the gang’s leaders. Catwoman decides to attack Freezer which startles him. Freeze then threatens her with giving her frozen body back to Batman in pieces. Catwoman then separates Freeze from his gun with her whip.

The battle continues with no one getting an upper hand until Freeze gets his gun back and fires at Catwoman. At the same time, she snaps her whip towards an exposed beam and slings herself at Freeze. She makes contact and they are both flying through a window. Freeze tries to use his gun to cushion his fall (ala a certain frozen X-man) by creating a frozen slide. Unfortunately, the bottom of the slide leads to a frozen wall which Freeze runs into and knocks him out cold.

After taking care of Freeze, Catwoman notices a purple cape in the distance and realizes who is watching her. She catches up to Spoiler and tries to get her to talk. Stephanie pulls her hood and mask off then starts babbling to Catwoman about how everything was wrong and it was all her fault. Catwoman tries to comfort the sobbing Stephanie by telling her that she?ll take her some place safe and won?t tell Batman anything that they discuss.

Once in the safe house in Alleytown, Catwoman removes her mask and gives Steph a cup of tea. Steph asks Catwoman if she?s afraid that she knows Catwoman?s secret identity. Selina tells Steph that she had already assumed that she need since she was a Robin then assures her by saying, ?I guess that I?ll have to trust you, won?t I??

After trading first names, Steph goes over the reasons for her being fired as Robin. Then, she quickly breaks down and tells Catwoman that how she hacked into Batman?s computer and stole one of his worst case contingency plan (eerily similar to Ra?s Al Ghul did in JLA) which describes how Batman would become head of all of the gangs by using a known criminal to act as his underboss.

Selina stays quiet until Steph wonders aloud why the criminal never showed up. Selina questions her reasoning saying that Batman would never make an error in planning. Steph then mentions the criminal name ? Matches Malone. Selina becomes quiet and thinks why Batman didn?t tell her that Matches and Batman were one and the same. And then she sees the Bat-Signal and deep in her thoughts, Selina worries, ?Her plan never had a chance. And now the city may not, either.?

This book basically follows Catwoman?s POV which is good as it somewhat resonates with the tone established in the 12-cent adventure. Brubaker has a great command of Catwoman?s character and the story flows quite nicely. I do have a problem with the Matches revelation as I think that it?s an easy way out. Not counting the previous Ra?s comment, I just can?t believe that the whole meeting of the Gang Leaders was orchestrated by a misunderstood kid. It just feels like there?s something missing. Gulacy?s art is his typical work. Some people like the ?ultra-realistic? look of it but compare it to the previous work of Cam Stewart and Darwyn Cooke and it?s just too jarring of a change of styles for me. However, aside from those personal feelings, the book did come off as more than a plot pusher but it could?ve been far more.

Batman: WG

War Games: Act One Part 6

Author: Britt Schramm August 22nd, 2004 1 Comment »

Batgirl #55
War Games: Act One Part 6
Writer: Dylan Horrocks
Pencils: Sean Phillips
Publisher: DC Comics
Price: $2.50

This review contains spoilers.

War Games Act One Part 6Two Russian Mob hitmen are walking through a playground looking for some of the family members of the Aquista Mob to kidnap. As they are walking through the gates and towards one of the children playing, the remarks by one of the men sums up the new vision of all of the Gotham gangs, “Old rules are finished. From now on, we hit our enemies where it hurts most.” The men unsheathe their guns from the holsters and lock in on the kid right as Batgirl swoops down with a nice flying kick to the head. In a few seconds, she’s dispatches those two men easily and leaves them unconscious and is headed away towards the next trouble spot.

In mid-flight, Batgirl asks Oracle where she should go and she is told to stop a squabble between foot soldiers from the Yakuza and the Escabedo Cartel. As Batgirl arrives upon the scene, she tells Oracle about her confrontation with the Odessa Mob and who their target was. While Batgirl proceeds to beat both sides senseless, Oracle puts two and two together and makes the connection to all of the intel that she’s recently monitored from the Odessa Mob’s communications. “Oh my God, Cass– If this War seemed bad enough before…”, states Oracle, “…It’s about to get a whole lot worse.”

After resolving the Yakuza/Escabedo fight, she launches herself (with the aid of the decel line) into the air and asks Oracle where Spoiler is. Oracle responds sarcastically that Stephanie is no longer on the team anymore. Batgirl yells back at her telling oracle not to talk to her like an idiot. Oracle apologizes to Batgirl and tells her that 30 hours without sleep is the reason for the sarcastic remark. Then, Oracle tries to redirect Batgirl’s attention by telling her to go to another problem area.

Even while fighting the gunmen, Batgirl keeps after Oracle about the location of Spoiler. Oracle says that she doesn’t know where Stephanie is and that she hasn’t had the time to find out. Just then, an alert message comes in over the police scanner describing the action that has transpired at Grieve Memorial High.

Oracle quickly calls Batman to inform him of the possible hostage situation over the school and who attends that school, namely the former Robin, Tim Drake. Batman quickly takes flight so he can better assess the incident. Meanwhile, Batgirl goes by Spoiler’s house to see her. Bu as she peers into Spoiler’s bedroom window, she only finds a neatly made bed. Realizing that this scene can’t be good, Batgirl decides to back into the War Zone to find Spoiler.

Next, we find Spoiler overseeing a battle in the streets below and she drops into action. Spoiler knocks a couple of thugs around that throws a concussion grenade. But as she tries to escape the blast, a piece of shrapnel tags Spoiler in the arm and has her leaning against a brick wall for safety. After tending to her wound, she looks up and sees that a gunman has the drop on her with his gun pointed right at her. At the last second, a well placed Batarang strikes the crook’s temple and knocks him out cold. Spoiler then sees Batgirl who is staring right back at her with a very disapproving glare.

After asking Spoiler if she’s OK, Batgirl gets angry and tells Spoiler that she shouldn’t be around the fighting and that she should go home. Spoiler timidly agrees and leaves. Batgirl looks like she regrets talking to Spoiler so harshly and chases her up to a rooftop to talk. Batgirl gets her target’s attention then looks at her body language and realizes something. She asks Spoiler, “Are you lying to me?” Spoiler doesn’t say anything then drops out of sight just as a GCPD copter appears. Batgirl tries to give chase but is interrupted by Oracle telling her about the emergency at the high school. Batgirl lunges for the ‘copter to hitch a ride to the school while Oracle fills her in on the details.

Batman has already arrived at the scene and is relaying his procedures for the Bat-team to Oracle. She takes offense to Batman’s orders and states that with all of the information about the school and the surrounding areas at her fingertips, she can coordinate everything from her command bunker. Batman ignores her request and tells her that everyone needs to keep radio silence in the school area. He then disconnects his radio channel.

Batgirl and the helicopter arrive at the high school. Batgirl spots a point to jump off of her ride and does so. But not without some of the passengers noticing the slight shift in weight on the aircraft and they look out to see what happened. A news reporter sees a small part of her cape and starts yell at his cameraman to get a shot of the elusive Batman but to no avail.

Oracle gets in contact with Batgirl and relays to her of Batman’s plan as well as the need to keep out of sight while trying to get to the rendezvous site. Batgirl doesn’t initially respond but after being asked a second time by Oracle, she says “Shhh.”

As Batgirl makes her way to the site, she notices a chalk outline and next to it, a backpack and an old school Chuck on the ground. Worried, Batgirl uses all of the available shadows and distractions to her advantage as she quickly gets moving towards Batman. Just as she gets to the school, a loud “BLAM” was heard by everyone in the general vicinity, which can be good news at all.

Again, not a whole lot going in this issue; other than to advance the storyline. But what I liked about this one was Horrocks’ use of frustration by the lead players. From Batgirl’s and Oracle’s exchanges to Oracle’s and Batman’s heated discussion, you got a sense that with even all of the preparation that all of the Bat-team has trained for, they still react to stress the same way that the rest of us do. And based on how the events of this War are transpiring, I think that you might see more actions or reactions out of frustration by the lead characters as it continues on. Next week, Catwoman #34 and Batman #631 round out the first act. Stay tuned.

Batman: WG

War Games: Act One Part 5

Author: Eric Haar August 20th, 2004 No Comments »

Robin #129
War Games: Act One Part 5
Writer: Bill Willingham
Pencils: Giuseppe Camuncoli
Inks: Lorenzo Ruggiero
Publisher: DC Comics
Price: $2.25

This review contains spoilers.

War Games Act One Part 5 Darla Aquista is being chauffeured to her school by her two bodyguards, Tony and Milo. She?s tells them that she?s heard that the other ?big mob guy - Junior somebody? is dead and she?s wondering if that makes her father the ?big boss of bosses.? They act like they don?t know what she?s talking about, but she tells them that she knows who her father is and that he?s part of everything. She?s worried that she is in danger. Tony and Milo tell her that they will die before they let anything happen to her. I guess even gangland enforcers have to watch what they wish for.

A Hummer slams the limousine into a delivery truck, leaving it immobilized. Tim Drake, former Robin, who gets stuck walking to school, arrives just in time to see Darla being held at gunpoint by two Russian mobsters. Even though he?s no longer Robin, Tim can?t stand idly by. He rushes to help, but before he can reach the scene, one of the mobsters fires and kills Milo. Tim knocks down one of the mobsters with a blow across the head with the large textbook he?s carrying and manages to wrench Darla free he sends her running toward the school with his friend Tyrone and then knocks down the other mobster.

Tim takes control of the situation and tells the assembled students that he wants one person to call 911 and everyone else to stay calm. The quiet doesn?t last long, as more gunshots ring out. Scarface and his faction have arrived and are also after Darla ? and they?ve seen her running toward the school. Tim runs interference until Darla is safely inside, but in his quest to protect the students, he must abandon helping the newly arrived police officers, who are being badly beaten by the mobs. ?I know that there?s a building full of defenseless students who need me more. So why do I feel like I?m running away??

Meanwhile, Henry Acquista, as of yet unaware of the danger his daughter is in, is holding a meeting with other members of the Galante crime family trying to determine who will be the new leader. As the capos argue, the telephone rings. Almost every one of their family members has been hit. Henry tries to mobilize the family, but they tell him he?s not the boss yet. ?Who is, then? And why not me? he says drawing his pistol and shooting one of the other capos through the kneecap.

Back at the school, Tim has finally caught up with Darla. She tells him not to leave her again. She knows she?s safe with him, but she?s spoken too soon. A bullet from an unseen gunman strikes her through the right upper chest and she falls to the floor. Tim begins to perform CPR on Darla, knowing that medical help isn?t coming soon. Maybe not at all.

A simplified summary of the story doesn?t convey the strength of Robin #129. This is one of the stronger War Games issues so far not because of how it advances the story, but because it brings it down to a more personal level. Most of the previous chapters have served to establish the big picture, which is necessary, but by focusing on Tim and Darla, this issue adds considerably more emotional weight. Tim may no longer officially be Robin, but there is nothing that can prevent the hero inside him from acting when needed. Whether his amazing actions and leadership skills (which his school friends can?t help but notice) will cause them to raise questions later remains to be seen, but I?m sure some of his fellow students will never look at Tim quite the same way ever again. The final scene where Darla is shot practically in Tim?s arms is both touching and well dialogued leaving the reader wondering if Darla will be the first casualty of war that personally touches the Bat-Family, and what, if anything Tim can do about.

Batman: WG

War Games: Act One Part 4

Author: Eric Haar August 19th, 2004 No Comments »

Batman: Gotham Knights #56
War Games: Act One Part 4
Write Lieberman
Pencils: Al Barrioneuvo
Inks: Francis Portella
Publisher: DC Comics
Price: $2.50

This review contains spoilers.

War Games Act One Part 4 Hush has been heavily featured in Gotham Knights as of late and with this issue he begins to get pulled into the War Games. He doesn?t seem especially interested. A figure silhouetted in shadow proposes an alliance, but Hush says he doesn?t care about running Gotham. His only goal is to destroy Batman. The mystery figure (who we can see is wearing a shirt and tie and may possibly be bald?) tells Hush that this is his only chance to join ? in essence that he?s either with him or against him.

When the mystery figure has departed, Prometheus, who has recently allied himself with Hush, steps out from the darkness and asks, ?Can I kill him?? But Hush tells him ?Not yet? since he may be useful.

The scene shifts to a warehouse ? a warehouse that appears to be significantly more secure than most - no windows and the exterior completed armored with metal plates. Why all of the security? The warehouse is a stronghold for The Penguin, who?s holding an ?Auction? with some of the gang leaders who have been trying to claim the city. The warehouse is full of crates from the hijacked ship (see Batman: Legends of the Dark Knight #182). Some of the crates are open, revealing their contents to be machine guns. Penguin is also surrounded by super villains, including Firefly, Killer Crock, and Trickster, as well as several assassins. ?Fifty for the hardware, 75 for an army of one,? Penguin tells them. The mobsters aren?t buying at those prices, though, and they all go their separate ways.

Oracle sends Batgirl to Tarantula?s territory to deliver orders that she is to merge her gang with Orpheus?. Batgirl runs into some of Tarantula?s foot soldiers on her way into the territory, but the freshly minted ?gang? members are no match for Batgirl. Tarantula blindsides Batgirl with a flying kick that sends her flying through a plate glass window into a nearby building. Tarantula tells her that she?s sorry, but she didn?t want the gang to know that the two weren?t enemies. Batgirl delivers Oracle?s message, but Tarantula would rather things herself. ?If Batman wants them off the street, I?ll keep ?em off the street. My way. Not his.? Having overheard the conversation, Oracle agrees to let Tarantula try, but both Oracle and Batgirl are wary of her unproven skills as a leader.

Prometheus and Hush pay the Penguin a visit ? throwing his beaten and unconscious scout on his desk. It would appear that they didn?t appreciate the unexpected visitor. Penguin tells Hush, ?I see you got my message.? But Hush tells Penguin that he?ll tell him the same thing as the other who tried to sign him up ? he has no interest in the war. However, when Penguin asks if the location of the Riddler might interest him, Hush is upon the Penguin in seconds, knocking Deadshot aside. Holding the Penguin aloft by his collar, Hush tells him that if he knows where Riddler is, he should tell him - now. Penguin says he does not. Hush tells him that if he finds out differently, he will be back.

While Tarantula is unwilling to ally her gang with the Orpheus? Hill Gang, the only other group currently under Batman?s influence, consolidation is taking place on the criminal side. The Odessa mob double-crosses another of the gangs and allies itself with. Scarface and his gang. Alexandra Kosov, leader of the Odessa?s tells Scarface that she sees things in two separate steps ?Mergers and acquisitions.? Now that the gangs have merged, they are going to acquire Darla Aquista, daughter of Henry Aquista ? the heir apparent to Junior Gallante?s crime family. Unbeknownst to them, she is also a close friend of Tim Drake, the former Robin.

While there is no question that this issue keeps the story moving at a good clip, it?s becoming harder to keep track of the players without a scorecard. I think Lieberman could have put a little more exposition into the dialogue without compromising the story. There are getting to be so many characters and factions involved in War Games that I sometimes have to reference other issues to find the names of characters or gangs. On the other hand, to Lieberman?s credit it feels like we?re getting closer to some answers about who the mastermind behind the War Games is. Whether or not that is the case remains to be seen, but I?m guessing it may be ?Act 2? before we get a real line on the culprit.

Batman: WG

War Games: Act One Part 3

Author: Britt Schramm August 12th, 2004 3 Comments »

Nightwing #96
War Games: Act One Part 3
Writer: Devin Grayson
Pencils: Mike Lilly
Inks: Andy Owens
Publisher: DC Comics
Price: $2.25

This review contains spoilers.

Batman: War Games Act One Part 3Nightwing #96 opens up with Batman taking on some of the splintered Triad thugs in Chinatown while a third person remarks about their admiration for the Dark Knight. As the fight winds down (with the punks running way), Batman looks up to see a familiar silhouette on one of the building?s rooftop: Nightwing.

After Nightwing drops down and they exchange a few words, Batman, ever observant, notices something wrong with his former sidekick. Nightwing is still wrestling with his inability to stop the death of Roland Desmond, otherwise known as Blockbuster and feels that he has let Batman down. But as most sons act with their respective father figures, he internalizes his fear and doubts by saying, ?I?m fine.? A few more uncomfortable words are said before they throw themselves into the night and towards the next available problem area.

As they run along the rooftops, Batman starts to give Nightwing the breakdown about the Gang War that has been accumulated so far when Batman stops to let the fact that Gotham is under siege sink in. Nightwing offers his support to his mentor by asking where he?s needed. Batman assigns him to Leslie Thompson?s clinic to get all of the info from the Escabedo Cartel bodyguard. As Nightwing launches himself in the direction of the clinic, Batman warns him in a somewhat paternal tone, ?Whatever it is you?re not telling me about, make sure it doesn?t follow you here.?

Meanwhile, the remnants of the Latino Unifieds are attacking a lone Black and White when suddenly the Tarantula drops down from a local billboard and tries to disburse the crowd while also mixing it up with the cops. She then offers her assistance to the Unifieds as their unequivocal leader, which is of course met with some resistance. As she tries to convince them of her worthiness, Tarantula boasts about knocking off Blockbuster by ?putting a cap in his big, ugly face.? She then states that she did have ?a little help from her partner??

Just then, Nightwing arrives at The Thompson Clinic to find Leslie administering an ad-hoc triage in the front of the clinic. He startles her when he taps her on the shoulder and after a couple of pleasantries, Nightwing asks about the injured bodyguard. Leslie is quick to correct him by saying that there are two of them in the clinic.

They start to walk back to the Post Op area when Leslie tells Nightwing that the bodyguard for Escabedo will be unable to answer any questions for another twelve hours but he could have a go at the other bodyguard who came in several hours after the first one. While Nightwing goes to the second bodyguard, Dr. Thompkins is pulled away to take care of some incoming wounded. Nightwing get to the other bodyguard and discovers that it?s Onyx, Orpheus? bodyguard and under-cover good guy.

Onyx reminds Nightwing not to blow her cover. So he goes into ?Bad Cop? mode and demands answers aloud from Onyx. Onyx rehashes the ?anonymous summons? details but quietly states that everything blew up so fast and it?ll only gonna get worse.

Cut to the Drake residence where Jack Drake is checking in on his son as he?s still concerned that Tim will join the action as Robin. Tim reassures his dad that although it feels weird to wait around to hear what happens ?but I?m not going back to that life. My days as Robin are over.?

At the same time, amid numerous police radio bands, Oracle learns of Tarantula?s armed encounter and queries Batman about a possible agent in the Burnley. Batman states no since there is no immediate confrontation between the Escabedos and the Unifieds. She provides Batman with the info she heard over the wire and asks if she should sent for an agent sweep of the area. Batman tersely tells her to stand down and he?ll get back to her.

Batman turns his attention to Nightwing and requests for a status report. Nightwing responds with information on the new recruiting tactic that the Odessa Mob was performing as well as the info about Onyx and Orpheus. Batman acknowledges Nightwing?s reply then asks him about Tarantula?s presence in Gotham. Nightwing acts regretful that he somehow brought her to Gotham and decides rather than explain the situation to Batman he would take on the Odessa Mob?s new recruits.

As the newbies scatter for the site of Bludhaven?s defender, Batman is furious of Tarantula?s insubordination and wants a full eval of her skills from Nightwing by 10 PM. Nightwing decides to head for Burnley to confront his on-again/off-again acquaintance. During his flight, he starts to analyze their twisted relationship and feels that with her knowledge of the whole Blockbuster incident, Tarantula?s appearance in Gotham would jeopardize his relationships with both Batman and Oracle.

When he finally finds her among a group of Unifieds, Nightwing, in a very Batman-like tone, orders Tarantula to get back to Bludhaven. Tarantula suddenly goes on the offensive and attacks Nightwing. While dodging her blows, Nightwing questions her motives. She tells him that the reason she?s trying to lead them is to protect them since they remind her of herself when she was growing up.

Nightwing reports back to Batman and explains the situation. Batman asks for a recommendation by Nightwing, who states that she should get a second chance to prove herself. Batman then decides to inform both Nightwing and Oracle that for the remainder of this crisis, Tarantula will be included in the fight for Gotham. Batman concludes the conversation with both of them by saying, ?I am counting on both of you to conduct yourselves with absolute professionalism..?

This book is great as it advances the story by revealing more about Dick?s and Tarantula?s wacky relationship. I think that Grayson is solid with Nightwing?s voice and characterization. She?s coming close to Dixon as far as becoming the singular voice for the former Robin. I also like to the beginning and ending story framing by using a Nightwing inner monologue. It feels like you?re right there with him as he?s experiencing possibly the worse case scenario for him as he goes back to Gotham with more questions that he has answers.

Lilly?s art, with Owens inks, are very solid and flows quite well from page to page. While not as pretty as Greg Land?s or as acrobatic as Rick Leonardi, this art is leagues better than Trevor McCarthy, which is a compliment, believe me. The cover is by Wing-Nut fav Scott McDaniel who doesn?t disappoint (although it does remind me of some of his past Nightwing covers).

Next week will be very busy as far as War Games go as there will be three books, Gotham Knights #56, Robin #129 and Batgirl #55. See you then.

Batman: WG

War Games: Act One Part 2

Author: Eric Haar August 12th, 2004 No Comments »

Batman: Legends of the Dark Knight #182
War Games: Act One Part 2
Writer: A.J. Lieberman
Pencils: Brad Walker
Inks: Troy Nixey
Publisher: DC Comics
Price: $2.50

This review contains spoilers.

War Games: Act One Part Two Batman: Legends of the Dark Knight #182 picks up immediately from the events of Detective Comics #797, which I appreciate as if you?re going to do a ?Big Crossover? you might as well keep the continuity tight. It?s always frustrating when you pick up two concurrent issues of a crossover event and are left feeling like you?ve somehow missed something in between. That?s not the case here.

Batman and his agents are all engaged in the field. The big problem is that there aren?t enough of them. Gotham is being ripped apart. When Batman calls Oracle to find where he?s needed the most, she tells him, ?Take your pick. Wherever you want to go, we?ve got trouble.? The virtual map of the city behind her is lit up like a Christmas tree with radio calls for help coming in from throughout the city as well.

It?s Batgirl, Catwoman, Oracle, and Batman against the entire Gotham underworld. The odds aren?t looking very good and Batman realizes he?s going to need help sooner rather than later.

Batgirl is hot on the trail of Alexandra Kosov. She?s in pursuit on a Batcycle as Kosov speeds through town in her SUV. Kosov proves to be quite the driver as she eludes Batgirl by driving off a bridge(!) onto the cross-street below, then leads her into a trap ? a waiting phalanx of gangsters with machine guns. Batgirl leaps from her bike as the gangsters open fire and seeks refuge behind a brick wall.

As Batgirl is trying to avoid the hail of bullets, Oracle calls in and tells her she?s needed. Batgirl uses a smoke bomb for some cover, but by the time the smoke clears, she is alone. The gang has gotten away. Oracle tells her the Burnley Town Massive has a S.W.A.T. team pinned down on the West side. Batgirl says she?ll go, ?But let HIM know.?

On The Hill, one of Orpheus? lieutenants is telling the gang that they need to go out and make a grab for whatever territory they can. Orpheus himself arrives for the tail-end of the conversation and he?s got different ideas. He wants to ensure that the Hill stays safe as the first priority. And it looks like that will be harder than it sounds, as an explosion rocks a nearby building and a raging mob sweeps toward Orpheus and his assembled crew. Orpheus yells to his colleagues to clear out as he and Onyx defend their position.

Orpheus hears a voice calling ?Orpheus, help me!? from inside the burning building. He rushes in and ducks through the flames, across gaping holes in the floor yelling ?where are you??

?Right here,? says Batman (who seems to have taken a page from the Green Goblin playbook). ?Sorry, I didn?t know how else to get you up here.? Batman tells Orpheus that he needs him to meet with the Yakuza and convince them to let him take over. Orpheus isn?t especially convinced that the Japanese mafia will be willing to listen to him, but Batman tells him he want Orpheus in control, because that means he?s in control. If Orpheus can convince the Yakuza, Batman wants him to move on to the remnants of some of the other gangs, Junior Galante?s men, the Lucky Hand, the Unifieds. It would appear that like it or not, Orpheus is going to make a territory grab after all ? for Batman.

The Yakuza appear to be receptive to Orpheus at first when he explains that he?s offering them protection. They ask for some time to think about it and tell him to meet them at the old theater in one hour. But when Orpheus arrives at the theater, the welcome isn?t warm, the Yakuza have a ?counter offer? that apparently involves Orpheus being shot many times. The Yakuza don?t manage to get Orpheus, but they do wound Onyx who tells Orpheus to leave her as he cannot allow them to escape. He complies, but tells her to get to the Clinic.

As bad as things are getting in Gotham?s streets, these War Games extend beyond the shore as well. Out at sea, a Navy cruiser receives a faint radio distress signal. The mayday is too broken up to understand, but it?s clear another vessel is in trouble. The watch commander tells the mate to wake the Captain. They won?t make it in time. The cargo ship is being overtaken by a group of skin divers who commandeer the vessel. The pirate skin-divers radio in to an unseen base to say that they?ve taken control of the ship and that they?re plotting a new course. When we next see the ship, it?s being unloaded dockside. Its contents are being delivered to their new owner?The Penguin. ?War is business?and business is very good,? Penguin says.

The big question, of course, is whether the Penguin is behind the gang war, or simply taking advantage of it. I?m inclined to think it?s the latter. Opportunism has been one of the Penguin?s hallmarks in more recent years and I don?t think that the creative teams at DC are going to tip their hand this early on as to the real mastermind behind the chaos. I?m guessing we?ll have to wait a bit longer before the real master plan is revealed. However, the reason behind the title ?War Games? becomes clearer as the crossover continues. The War is for the streets of Gotham, with Batman and his team vs. what?s left of the Gotham gangs and whoever the mastermind behind the fracture is. With limited personnel at his disposal, can Batman secure the city before it falls solidly back into criminal hands ? either the hands of the former gangs or united under one new crime lord?

I can?t wait to see Catwoman come into play more in this story since she has experience taking and maintaining control of a neighborhood ? much more experience than either Batman or Orpheus have ? so you?d think she?d be a natural fit. I?m sure she?ll play her part since the story crosses over into her title, and she has been seen briefly in pretty much every issue, but I?d like to see her more deeply involved from a strategic standpoint. It?s nice that Orpheus is given something to do (how many times has he appeared since his mini in 2001?) in this storyline and he?s a good fit since he is known and trusted in a community that?s somewhat jittery when Batman is around.

Nightwing is next to join the fray, but will even his considerable skills be enough to tip the balance of Power in Batman?s favor?

Batman: WG

War Games: Act One Part 1

Author: Britt Schramm August 5th, 2004 No Comments »

Detective Comics #797
War Games: Act One Part 1
Writer: Andersen Gabrych
Pencils: Pete Woods
Inks: Nathan Massengill
Publisher: DC Comics
Price: $2.95

This review contains spoilers.

Batman: War Games Act One Part 1After the aftermath of the Gotham-style Mexican standoff, Batman sweeps in to take a look at the fallen pieces to find out the surviving players. As he starts to count the dead, Batman quickly determines that Scarface, Orpheus, Penguin, Mr. Fun, Onyx, Deadshot, Zeiss and the Escabedo Cartel’s bodyguard make it out alive. As Batman leaves the crime scene, the Escabedo bodyguard stumbles his way to Leslie Thompkins’ Crime Alley Clinic for some serious medical help.

Batman gets to Oracle’s Watch Tower and they start to come up with a battle plan to combat the obvious chaos that has started to engulf Gotham. As they take a brief roll call, they come to the depressing realization that until Nightwing makes to Gotham from Atlantic City, Batman has only Batgirl and Orpheus to rely on in the field. Then, Oracle tries to pick Batman’s brain to find out who he thinks masterminded the meeting that turned into a massacre. Batman dismissed any thought of finding the person responsible at the moment and heads out to join Batgirl in the battle to save Gotham.

In Chinatown, Batgirl quells a coup de tat but still has to deal with a whole lotta pissed off Triad grunts with guns. While on the North End, Batman goes to the Escabedo cartel for the location of the bodyguard. Before he can get an answer, the Russian Odessa Mob pays a visit with a Rocket-Propelled Grenade to the Cartel mansion. And at the Iceberg Lounge, Orpheus and Onyx grill the Penguin and Deadshot for info about the meeting.

Meanwhile, The Hill is ablaze as the Latin Unifieds and The Hill Gang start going at it. Orpheus and Onyx drop the interrogation of Cobblepot and make their way there. Batman is still battling the Russians while trying to keep the neighborhood surrounding the Cartel in one piece. After one last grenade into a group of innocents, both the Odessa Mob and Escabedo Cartel escape the scene when the police sirens come into earshot while Batman scrambles to save lives.

Once Batman gets the victims to safety, he gets word from Oracle that Chinatown is back under attack as the local Yakuza chapter is trying to steal the Triad?s turf right out from under their respective noses. Since Batgirl was already on her way to help out on The Hill, Batman decides to change his tactics and asks Orpheus to go up to Chinatown while Batgirl takes over the fight for The Hill.

This issue basically serves as advancing the War Games storyline without revealing too much about the reasons behind the gang wars. Gabrych is a good caretaker with this issue by keeping everything moving at a decent pace which hopefully the other books will follow. The art by Woods is very good. It?s not too flashy or overly posed. His art has seemed to progress to a more defined/realistic look from a somewhat ?cartoony? appearance in terms of facial expressions and body language while he was previously working on ?Robin?. The inks by Massengill seemed to help tighten the already sharp pencils. The cover by Jock (of The Losers fame) doesn?t look like anything he drew for that title. It almost has a certain Aparo style with a few modern twists to it.

Overall, Detective Comics #797 is a good continuation of the initial War Games crossover. The next two books up are Legends of the Dark Knight #182 and Nightwing #96. We?ll see how they turn out next week.

(Ed. Note - Even though this issue of Detective Comics is part of the Batman: War Games crossover, it also contains a non-related backup story. Therefore, it will not be included as part of this review.)

Batman: WG