At the farthest possible end of the spectrum from "The Incredibles" is the extremely dysfunctional family that makes up "Dynamo 5." The five teammates share a heritage, as all were fathered by Captain Dynamo, the greatest deceased hero their world has ever known. Each one of Dynamo's progeny has one of Captain Dynamo's powers. Led by Dynamo's widow (who, conveniently enough, is none of their mothers) they defend Tower City.

There. Now you know the gist of the series, and have the info you need to read only the pages with the pretty pictures in this issue. For those feeling a little more up to the literary challenge, there is a two-page essay at the back of this issue crafted to bring new readers up to speed. "Dynamo 5" is one of those books that flies under the radar. It gets some buzz every now and then, then it disappears for a bit. The creative team of Jay Faerber and Mahmud A. Asrar consistently provide a solid adventure for a team quite unlike any other.

This isn't just cheap marketing, but honest truth. This team has a weird dynamic of sibling competitiveness unlike any other book ever.

This issue is meant to lure new readers, and at 99¢, it's bound to draw in one or two. Maybe a few dozen. If the creators are lucky, hundreds will flock to this title. Hundreds should. This is a story where anything can happen. These five characters began the series together, but that doesn't mean they'll survive the next issue. Of course, surviving the next issue makes for a far more interesting read than some cheap stunt death.

Faerber consistently delivers a solid story with believable characters. After all, if you had the ability to read minds and, perhaps, tamper with them, what would you do? Especially for a sibling?

Asrar has designed some strong characters with distinct features and posture. His characters are fluid and strong, human and dynamic. The detail is there when it needs to be and Asrar is intelligent enough in his storytelling to know when to dial that same detail back.

While this sampler might only be ten pages of story (and two more of text) it is well worth the 99¢ that graces the cover. Comics are meant to entertain, and occasionally provide some escapism. Escape from the same old, tired, wallet-draining crossovers once and give "Dynamo 5" a try. You can get this issue and the next one (conveniently scheduled to be out next week) and jump right into the flow of Tower City.