Story: Jeff Lemire
Art: Rich Tommaso
Colors: Dave Stewart
Letterer: Todd Klein
What They Say:
As Colonial Weird tries to figure out the new world he’s found himself on, the characters he’s met explain not only their origins, but potentially the origins of all things. Weird’s time is running out, and the events of this issue will change the way he sees the world forever! Winner of the Eisner Award for Best New Series. ”I didn’t think something could be thrilling and sad at the same time but now there’s Black Hammer proving me wrong. Amazing, just flat-out amazing.” -Patton Oswalt
Content: (please note that content portions of a review may contain spoilers):
Black Hammer: Age of Doom has a bit more to go before it gets fully on track again but the side story element that we had the last time around was fun. That it continues on here isn’t exactly bad but it does feel like it’s more padding things out than it should even if I’m amused by the whole construct of it all. Jeff Lemire is playing with some fun concepts that have existed in comics for decades and while it’s not exactly breathing new life into it it’s giving it a a nice little showcase. Rich Tommaso does another spot on job here in capturing all of this really well as there are some artists that simply can’t do this kind of work and tone well. It’s got everything it needs just right and that’s crucial for it.
The opening few pages are fun little one-off looks at some of the characters existences and origins as designed but never “fully realized” within a work. It does get to be a little much as it progresses because I want to get on with the story but I can appreciate it for what it does. With the Colonel, he’s still desperate to get back to his friends and wants to save everyone here as the Anti-God is definitely causing nothing but trouble at this point. Trouble being the end of this particular little unrealized world that has come into existence. Seeing the way that they latch onto hope from the goose, which is the only animal that the inspector can understand, is delightful as they all go running off and follow her since she has an idea of where to go. That she had one brief panel in existence previously gives her that glimmer of hope of knowing a way out.
Watching the group together as they flee is certainly fun but it’s also something where you do wonder if they’d be able to materialize in the Colonel’s world and just how they’d look – I’d actually love to see that. But with the creatures under the Anti-God’s control going after them it takes some bad turns and we get a whittling away, resulting in just a few making it up to where they need to be to try and get through. It’s here that Lemire is having fun in giving us a look “inside” the Creator and showing off a range of Creators through which the survivors may find some sort of escape. But the whole thing just falls a bit flat, both in the execution and because we lost several of them along the way and it’s not given a whole lot of time to be dealt with. I admit to wanting to see more of Inspector Insector but something about the way everything is resolved here just left me unsatisfied.
The two-part arc focusing on Colonel Weird and what happened once the ship left the other space has been a fun little diversion but it’s one where I totally understand why it frustrates and annoys a segment of the audience. This one wore a little thin toward the end of it for me but I got the general idea – it just wasn’t one that really did much of anything for more. Lemire definitely has fun in playing with these concepts in a way that reminded me of parts of Grant Morrison’s Animal Man run while Rich Tommaso delivered some really fun and enjoyable characters, settings, and general weirdness for Colonel Weird to deal with. I’m looking forward to what’s next, however.
Age Rating: 15+
Released By: Dark Horse Comics
Release Date: November 21st, 2018