Scooby-Doo

Scooby-Doo! Team-Up #7

Scooby-Doo! Team-Up #7Moving away from the super-hero team-ups (which I’ve very much enjoyed), the latest issue of Scooby-Doo! Team-Up sends the Mystery, Inc. gang back in time to Bedrock where they meet Fred Flinstone and his family.

Even for a Scooby-Doo comic this one’s a bit goofy, especially when the team jumps into action to solve the mystery of the Phantom of the Operrock who ruins a night out for Fred, Wilma, Barney, and Betty. It’s hard not to see the latest issue as a slight disappointment given how terrific it has been up until this point. Thankfully it’s still entertaining and does upon up new avenues for some very unexpected team-ups in the future.

Although not as strong as the rest of the series, Scooby-Doo! Team-Up #7 does have fun with having the Scooby Gang comment on the ridiculousness of caveman advancements. Other than a single scene not much is done with Dino meaning Scooby is left out of getting his own prehistoric pal. For fans.

[DC, $2.99]

Scooby-Doo! Team-Up #7 Read More »

Scooby-Doo! Team-Up #5

Scooby-Doo! Team-Up #5When Paradise Island comes under attack from mythological monsters which disappear as quickly as they appear Wonder Woman calls on the services of Mystery, Inc. who Batman personally recommends given the fact that he can’t step foot on Themyscira. With Shaggy and Fred cooped up on the Invisible Plane, and Scooby free to wander the island (the laws don’t apply to dogs it seems), Velma and Daphne undergo a crash course in Amazon fighting while waiting for the first sign of danger.

Despite the fact the Scooby Gang finds themselves on an island where magic is real, the latest issue of Scooby-Doo Team-Up keeps the the classic formula of having a reasonable explanation behind all the odd occurrences – even the giant Hydra, Cyclops, and Minotaur which they see attack the Amazons with their own eyes. Rather than have the “no men allowed” be a sexist ban, writer Sholly Fisch writes in an explanation in the form of a curse stripping the Amazons of their power should men step foot on the island which also explains the reason for the Duke of Deception‘s illusions. As always, worth a look.

[DC, $2.99]

Scooby-Doo! Team-Up #5 Read More »

Scooby-Doo Team-Up #4

Scooby-Doo Team-Up #4After three issues featuring Scooby-Doo teaming-up with Batman and Robin, the latest issue of Scooby-Doo Team-Up takes Mystery, Inc. to Titans Tower when Robin contacts the group believing the Teen Titans home to be infested with ghosts.

Featuring the versions of Robin and company from Titans from Teen Titans Go!, the antics of the two franchises fit well together (as the comic remarks how different Robin acts, and looks, when he isn’t hanging out with the Dark Knight Detective). As with all classic Scooby mysteries, the ghosts have rational explanations as Scooby and his friends discover Beast Boy and Cyborg‘s pranks are responsible.

The comic’s back-up story features the Titans being visited by Raven‘s uncle Myron “The Mildly Irritating” who quickly gets on everyone’s nerves but eventually leaves on his own accord as he gets fed up with Daphne constantly attempting to pull his “mask” off and Scooby constantly running him over. Once again, Scooby-Doo Team-Up doesn’t disappoint. Worth a look.

[DC, $2.99]

Scooby-Doo Team-Up #4 Read More »

Scooby-Doo! Team-Up #3

Scooby-Doo! Team-Up #3What should be a relatively simple take down by Mystery, Inc. and Batman and Robin of The Spook and False Face turns far more complicated when Batman’s #1 fan from the Fifth Dimension shows up to cause all kinds of trouble. That’s right, it’s Bat-Mite!

Of course to show how much he loves Batman the imp begins messing with reality including changing the appearances of Mystery, Inc. (more than once) and endowing the villainous weapon-creators with extraordinary powers to make them more of a threat for the heroes to take down.

Things get even wackier with the appearance of Scooby’s #1 fan Scooby-Mite who decides to make his own changes to reality (including given the scaredy-dog super-powers). We even get an appearance of Larry (Robin’s biggest fan) to make the insanity complete. Once again, my only complaint with this comic is that I have to wait two months between issues. Worth a look.

[DC, $2.99]

Scooby-Doo! Team-Up #3 Read More »

Scooby-Doo! Team-Up #2

Scooby-Doo! Team-Up #2The second issue of Scooby-Doo! Team-Up takes Mystery Inc. to Batman and Robin‘s home town for a gathering of the Mystery Analysts of Gotham City. Scooby-Doo! Team-Up #2 also allows Scooby-Doo to realize his dream as a super-hero sidekick when the Scarecrow‘s fear gas turns distracts all the heroes from the villain’s scheme to rob the city blind.

With the support and prompting of Ace the Bat-Hound, Scooby dons a cape and mask and the two canine crimefighters, both immune to the villain’s fear toxin, set out to save the day.

Delivering a Dynamic Canine Duo, Scooby-Doo! Team-Up #2 is another extremely enjoyable issue (while playing on iconic Batman panels along the way) from a title I hope DC never stops printing. The New 52 needs a serious jolt of the kind of madcap joy and comic book awesomeness that stories like this bring to clean the grit from several of DC’s current titles. Bring on the next Bat-villain; Scooby and I are waiting! Worth a look.

[DC, $2.99]

Scooby-Doo! Team-Up #2 Read More »