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‘Young Justice #7’ (review)

Written by Brian Michael Bendis
Illustrated by Dan Hipp,
David Lafuente, John Timms

Published by DC Comics

“Bart! Read the dimension!”

The royal houses of Gemworld have cast Young Justice into the Multiverse in an effort to rid themselves of Princess Amethyst and her new troublesome friends forevermore.

Sure, they could have just sent the team back home to Earth-O. But that wouldn’t be much fun. So instead the team has plinked out of Gemworld on their way to God only knows where.

Well, God, and Brian Michael Bendis. And if you were to think, with that in mind, that this first multidimensional transportation mishap is merely a foreshadowing of things to come, you would be so right.

May the cross-dimensional hijinks ensue.

Sure, that’s entirely to be expected, but still it is good fun to have Brian Bendis take advantage of the premise, and a wide-scale canvass, to spend some time ping-ponging our crew to a few bizarre, but familiar looking places.

Familiar for us, anyway. For some of the new-timers on this team, the emphasis falls squarely on the bizarre side of the spectrum.

The reaction to which, actually showcases one of the reasons I like this team, and why I think they will continue to be a hit in their newest configuration. On the one side you’ve got the perfectly natural freak-out response of your (sort of) average teenager, when she is confronted suddenly with the reality of walking and talking life-size cartoon superhero animals. On the other, you have an interdimensional vet like Impulse, who simply thinks that all of this… is a blast.

Which – after all – he’s not wrong.

In the middle is Tim Drake, currently still Robin (or Red Robin?) sanely, rationally, consistently, trying to just get everyone home. With Cassie and Conner, true blue, on either side. Just like it was always meant to be.

It’s a good balance, a great team dynamic, and a nice big jumble of colors and effortless teenage swagger that begs to be drawn on the page.

Regular penciller John Timms, shares interdimensional duties this month with Dan Hipp and David LaFuente, and for the first time in this series I don’t find a transition between artistic teams jarring. Have to say though, my favorite is still Timms whose kinetic, high wire style is perfect for the team – and especially for Bart.

And lest we forget that this is a team of A-name heavy hitters, it’s good to do a little face time with the Big Leagues in. Or a Big League anyway, one we haven’t seen in a while. One of the more serious ones…

Even that though, can’t keep this issue from the irreverent touch that Bendis first used to such great effect to kick this whole series off, one which has been bouncing around a bit in the past issues, but that seems to have come back in full-force for our first madcap tour of Greater DC Reality. One that is bound to catch up with the team sooner or later.

It’s a fun issue, in a fun run, of a classic title, brought back to us with just enough time to get this New Crisis thing squarely locked in the crosshairs of one of Jinny Hex’s pop-guns. Or whatever the hell’s in that trunk of hers.

We’ve got time. We’ll get there eventually. Enjoy the ride kids.

Next Issue: Low Down Rotten No Good Dirty Scoundrels

 

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