Punchline: The Gotham Game #2 // Review
Axis Chemicals. She wants the Axis Chemical plant. She knows what sheβs doing, but that doesnβt mean sheβs not crazy. And now Batman is after her. She might be in way over her head, or she might know exactly what sheβs doing. Itβs difficult to tell in Punchline: The Gotham Game #2. The writing team of Tini Howard and Blake Howard continue to dive into the psyche of Gotham Cityβs latest psycho in an issue visually realized by the art team of Gleb Melnikov and Will Robson. Luis Guerrero brings color to the page. Punchline manages to dominate the issue even in those scenes where she isnβt physically present.
Batman knows that he will need to get to her. Sheβs been set loose, and sheβs already active in and around the Royal Flush Gang. Thereβs no secret that sheβs looking to take over a huge section of Gotham City. Sheβs going after someone who works for Catwoman...someone who has control of the chemical plant. Itβs not going to be easy, especially with Batman showing up when he does. Itβs going to be a mess, but sheβs an actively dominating sociopath in Gotham City, so sheβs in her natural habitat. Sheβll come out on top.
The Howards give Batman a grounding that his own comics donβt often manage. Punchline comes across with a great amount of depth as well. The dialogue feels a bit stiff and awkward in places, but thereβs more than enough momentum shooting through the heart of the drama to keep everything moving from scene to scene. Punchline is kind of a tricky presence to frame. The Howards keep the title character mysterious and intriguing even though sheβs not exactly doing anything thatβs specifically memorable. Her aspirations arenβt distinctive. She doesnβt look particularly imposing. Somehow the Howards manage to keep her fascinating through the end of the issue.
Melnikov and Robson keep the mystery of Punchline rolling through well-executed action and the occasional dramatic moment thatβs reflected in the openly enigmatic face of Punchline. The action in the second chapter of the series doesnβt allow for many moments of reflection, but Melnikov and Robson do a good job of catching the subtlety here and there as the story progresses through kicks, punches, and slashes to its inevitable end. Guerreroβs colors appealingly contrast the heroic grey bulk of Batman against Punchlineβs lean and sinewy purples and blacks.
As much work as the Howards and the art team have done to advance this mini-series in an interesting direction, its distinct impact is still forming. The second issue continues to keep things a bit formless as the precise path ahead of the title character seems a little mysterious. This would be a lot more engaging in an open-ended series. The series is already 1/3 of the way finished, and it doesnβt seem to have a clear direction. Thankfully, itβs still fun.




