Four months ago, I picked up the first issue of this series, read it, and was disappointed. I gave it a star and a half. In the time since, I've picked up each issue and looked through them, only to find that nothing really appealed enough to me for me to commit the cash to challenge disappointment again.
With the release of the tenth issue, combined with the facts that this series is collateral support to the video game and potential fodder for ideas behind the September relaunch (after all, Geoff Johns helped with the plot of the game and Jim Lee helped with many of the character designs) I figured I'd check in again. Bad idea.
This issue spends its time setting up a house of cards to defame Superman in the eyes of the public and amongst his allies. I'm pretty sure we've seen that before and maybe even seen it in a more interesting story. All the same, this series isn't necessarily intended for the reverent DC Comics' fans. Its intended for the fringe fans who have lapsed and rediscovered these characters through the game, or are maybe finding these characters for the first time due to this game.
If either of the latter is the case, this comic isn't the most compelling case to divert income to this cause. The characters in this issue are vanilla versions of many of the DC Universe mainstays, and the plot is thinner than the plot for the trailer that preceded the game of the same name.
Even though I am a devout fan of Firestorm, the highlight of this issue is a four-panel come to Jesus meeting brought down on Firestorm's noggin courtesy of Batman. That exchange proves that Wolfman still gets these characters, no matter how insubstantial the rest of this issue may seem.
I was a fan of Howard Porter's back in his days on "The Ray," and am still supportive of the guy, but his art in this issue is more reminiscent of a comic book adaption of the chunky Mattel Super Friends toy line from a few years back that was aimed at young children. That is not intended as a slight against Porter, it's simply an assessment of his current style.
As comics go, this is not DC's greatest achievement, and as marketing tie-ins go, it is not overly appealing either. This book could be much more - tips for the game, introductions to characters, compelling reasons to go beyond this to either the game or the other comics - but it falls horribly short. I'll give it another ten issues before I assess it again. Right now, there are many other comics to read.