Gotham City Monsters #4 // Review
Gotham City Monsters #4 is an eminently forgettable comic. It’s not bad per se--in fact, some elements are actually very good--it’s just completely unmemorable, particularly amidst the sheer number of truly exciting books that DC is putting out right now. It’s bland, almost generic, and that might be a greater sin than being downright bad.
Most of the issue centers on the titular group of monsters recruiting Batwoman to their cause. This, of course, leads to the traditional superhero-fight-then-team-up trope, followed by a bit of exposition as Batwoman gets to know the group. Meanwhile, the villainous Melmoth and his Martian Mandrills continue their evil plan to...do something, it’s not really clear, but it’s undoubtedly evil.
Writer Steve Orlando knows his DC lore, and he’s able to really put it on display this issue by weaving threads such as the Bible of Crime and the tear in the Source Wall and even elements from Doomsday Clock and City of Bane into one narrative. It’s a shame, then, that the actual character work of the issue is so bland, and the actual plot developments of the chapter are so incomprehensible.
Amancay Nahuelpan’s art is serviceable. His storytelling is clear, his anatomy is serviceable. The character acting isn’t terribly nuanced, unfortunately, but that fits the tone of the writing. Colorist Trish Mulvihill manages to find some opportunities to shine--mysteriously glowing evil mandrills!--and letterer Tom Napolitano manages to keep all the different word balloon styles from turning into an unreadable mess.
The problem with Gotham City Monsters #4 isn’t that it’s bad. It’s that it’s boring and forgettable. It isn’t very impressive. Ironically for a book starring Frankenstein’s Monster, it lacks the spark of life.