Darkwing Duck #10 Review

Darkwing continues to try and get used to working with those he usually fights, as he and Steelbeak try and foil FOWL’s plan to raise the mighty Duckthulu from the mystic realms to the unsuspecting (and can’t catch a break) city of St. Canard. Our heroes are split in three groups- DW and Steelbeak (along with new ally, the foxy (literally) Femme Appeal) fight FOWL’s’s furious flunkies (great, now I’M talking like Darkwing), Goslyn as Quiverwing Quack tries to break in to the base with long suffering sidekick/friend Honker, and Magica and Launchpad try and find some more clues about how to stop the mystic madness.

The artists have lots of fun with this book, and one of the best scenes is when DW and Steelbeak end up in FOWL’s arsenal/lab. Among the little touches in the scene are R2′s dome, 3PO’s arm, the Maximilian robot from the Black Hole, and assorted other high tech toys. Our end of issue cliffhanger is Quiverwing and Honker (I can’t remember what codename he uses with her, but I’m sure someone will point it out to me) falling through a trap door and landing at the feet of three vaguely familiar villainous figures (again, I’m certain someone will tell me what I missed about them).

What I liked and what I didn’t:

This just continues to be a lot of fun as a book. It’s hero parody, but done amusingly well, and I have a soft spot for ol’ DW and company. Steelbeak is still enough of a bad guy to boast about all their gadgets, even if DW isn’t tied up and helpless as the usual protocol would dictate. The Femme Appeal character was amusing, as was DW’s reaction, and Goslyn is her irrepressible self.

As I’ve said with this book before, this is supposed to be my negative part, but really… I don’t have anything. Tons of silly fun.

A COMIC BOOK BLOG RATING

Pros Cons
very fun superheroic action, characters acting like themselves didn’t catch any
Rating
100%

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1 Comment

  1. Sir Griff says:

    Honker’s codename is the Arrow Kid.

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