Back to the DC Extreme Universe with Extreme Justice #2! After the events of Extreme Justice #1, life is tense for our new team. First of all, Captain Atom is out of the picture. For a team to be successful it needs some kind of leader. Any other team would have called it a day after that. Of course, this team is made of sterner stuff and they have a job to do. The mystery of Mount Thunder intensifies in #2. Our Beta Team pals are only the beginning of the craziness lying within this hostile new headquarters. Our story is starting to heat up now. What will Extreme Justice do now without Captain Atom? Will the team survive his loss? Let the mystery be revealed as I venture forth into Extreme Justice #2.
I feel my desire for Crystal Pepsi rising as I return to Extreme Justice once more.
In adventures of Extreme Justice, this issue is the toughest to get a handle on. General Synge has one big evil villain moment but that’s about it for him in this issue. In all honesty, I was this close to combining this one with #3 and calling it a day. As per anything in this crazy universe of ours, something within this issue struck me. One special aspect that I’d been clamoring for since #0, character development. What’s frustrating for me as a reader of Extreme Justice so far is characters, namely Maxima and Amazing-Man, getting little to no development. Oh sure Maxima and Amazing-Man have things to do but even Booster Gold was lost in the shuffle too. Extreme Justice is the Blue Beetle and Captain Atom show at this stage of the game. Dan Vado knocking Captain Atom out of commission gives the team the development they need.
A lesson for Extreme Justice: Character Development is Beautiful.
In any good team book, the key is to make every member of the group feel necessary. While Vado has each of the characters showing off a skill or two, they never seem to gel as a team. By the end of this issue, Extreme Justice begins to become a true team comic. Character development, it’s a magical thing. Even the bad guys get a moment of character development. The Beta Team robots that General Synge controls start to show personality. Synapse is the head robot over the robots in Beta Team called Kill-Units, but they don’t really want to kill. A nice twist on the formula of robot killers of the period, of course, Synapse is a jerk and zaps a Kill-Unit showing doubt in the mission. Heroes and Villains getting character development, I love it.
Extreme Justice: Giving me a dose of wonderful robot fights, so many robot fights.
As we dive into the rest of the issue, our team gels together personality wise and now they can become a fighting force. Of course, even as they get over the hump of Amazing-Man doubts and more issues, they are dealing with a tough foe. One thing about Captain Atom, he’s tough as nails to kill if anything he’s nigh impossible to kill. Since he is also the official leader of the team as you know and I know, Captain Atom returns at the end. How does he return? The mystery will have to be revealed at a later date as that’s how Extreme Justice #2 ends.
This is a shorter recap of Extreme Justice than I’d like but that’s because there’s not a lot of big moments here. Marc Campos and Ken Branch were given many chances to show off at least. In between the short but needed character development Vado put in, this was a heavy action issue. I get the feeling Vado knew this could have been a slow issue so he piled on the action and it worked. The simple bits work in a comic at points, just enough character and a ridiculous amount of robot fighting. I am but a simple man and Extreme Justice plays to it in this issue.
As always thank you all for your support in my Extreme Justice adventures. Until next time, make sure to tune to this GWL Station and as I return with Extreme Justice #3!
If this is your first DC Extreme Justice adventure, never fear! Look below to catch up with the rest of the adventure!