Blade Runner 2039 #9: I don't have too much to say here.
Johnson gives us a rare happy ending in this world when Ash learns from a fellow resident that Wojciech died naturally and peacefully. He tells Ash that Wojciech confided in him about Ash and her mission and suggests the only way to get to Wallace is to bring him what he wants.
Later that night, Rash visits Ash at a noodle stand, wanting to know more about her. Of course, Ash expected Rash to follow her so leads her into a trap. Captured, Rash tells Ash, Freysa, and Isobel that Wallace only knows that Cleo and Isobel were part of some sort of deal that Alexander made with Tyrell in 2019, which, she tells Isobel, is why he wants to "chop you both up now to find out."
Meanwhile, Luv gets in trouble at work for spending too much time on Wallace's cases but, that night, Wallace tells her not to concern herself with the LAPD, as they're only a necessary evil. He tells her to focus on finding Rash.
Hoping to find a way to Wallace, Ash visits a S&M club where she finds Cal Moreaux, of "Blade Runner: Origins."
It's a rare meh issue for Johnson, but it's also clearly setting up the end, so I'm not complaining. Who knows what he's going to make Ash and company endure in the next three issues.
Dungeons and Dragons: Saturday Morning Adventures II #1: I couldn't find this series for electronic download so I bought the TPB, and I'm glad I did. Drizzt! Spelljammers!
Booher really turns this series — and, retroactively, the cartoon —into a true Forgotten Realms tale here. Whereas the Realms was the previous mini-series' setting, they're at the heart of this story here as the kids seek a cure to Dungeon Master's illness, which is slowly draining his powers.
Their quest begins in Icewind Dale, where they're seeking a healing herb. Not surprisingly, Drizzt is the guide Dungeon Master sent to meet the party and leads them to the herb. Sheila arrives in the kids' Spelljammer (!), the Flyin' Maiden, which spooks some local barbarians since the kids have put out the rumor that the Maiden is haunted. Dungeon Master is on board with Sheila and lets the kids know the herb will just slow, but not cure, his condition.
Drizzt tells them to head to Luskan to meet his ally, since he's traveled far and wide in the Realms and may know of a cure. Drizzt agrees to protect Dungeon Master, who'll stay in Icewind Dale with him, so the kids head to the pirates' den of Luskan. Before they can land, ground-based ships attack the Maiden. Although Sheila avoids the first round of cannonballs, one eventually takes down the ship. On the ground, Jarlaxle meets the kids and tells them Drizzt put their lives in danger by sending them to Luskan, since they're at war (with whom I'm not sure).
Suddenly, the kids realize Bobby is gone. Sheila thinks he's run away, since she scolded him for mindlessly attacking ice trolls not once, but twice, in Icewind Dale. But given Venger's commentary at the end, it's clear something else is afoot.
All in all, it's a great story. Kambadais' art is fantastic, and Booher instills enough humor to keep the story light. Most importantly, though, it feels like an old school Forgotten Realms novel, a feeling that the most recent "serious" comics — no matter how much I've liked them — haven't evoked. I highly recommend this series for all Forgotten Realms fans.
Ghost Machine #1: And away we go!
After reading all the precursor series, I'm happy to report The Unnamed universe stories in this issue are a great jumping-on point.
If you've read the previous The Unnamed mini-series and one-shot, you understand why all the crime lords of Vegas have put a price on Geiger's head. This information comes from a Nuclear Knight who tells Geiger that he'll help him find another "living nuclear reactor" who became human if Geiger helps him first. Geiger rejects the offer, but the man tells him that many people are coming for him, like President Griffin, the Electrician (the first time we've seen that name, I think), and Redcoat.
On cue, we get Redcoat's origin — he was a British soldier shot in the head during the Revolutionary War who somehow survived and became immortal. (We saw his origin from a different perspective in "Geiger: 80-Page Giant" #1.) He meets a variety of historical figures throughout his long lifespan, the most interesting of whom is Benedict Arnold, the "only other immortal" still living.
In the epilogue for the Unnamed stories, the Nuclear Knight — who may or may not be Etter from the Redcoat story in "Geiger: 80-Page Giant" #1 who also may or may not be Hazmatt from "Geiger" — scrambles after Geiger. Our narrator tells us: "But the Nuclear Knight wasn't gonna let him go. Geiger was to be his salvation. 'Course maybe it was the other way 'round."
Moving onto the rest of the issue, the Rook story is pretty fun. I'll admit that it took me reading the title page twice before I understood Exodus' status quo. Johns and Faibok really sell the dystopia that we see here, where the Better-World Corporation recruited Rook and his fellow farmers (i.e., Wardens) to grow food on its terraformed world (Exodus) in the Kepler system. Of course, Better-World's engine (?) failed, prompting it to evacuate Exodus' civilian population with the promise of returning for its employees. Guess what? It didn't.
Three years later, Rook's efforts to cobble together an escape rocket to leave Exodus is coming into conflict with his nagging desire to fight to save it. His friend, Swine, has decided to stay on Exodus and hopes Dire Wolf is right that they can form a community. (We learn in the back matter that Dire Wolf was one of the scientists who created the masks that allow the Wardens to control the animals.) But Johns makes it clear form the start that the wardens aren't monolithic, as we see another warden kill a doctor who helped Dire Wolf update her helmet. "The War of the Wardens is at hand."
In terms of the other stories, I'd consider getting the "Rocketfellers" if I didn't have a 500+ issue backlog, but, otherwise, they were fine but not my cup of tea.
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