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Arkham Manor #1 - A Home for the Criminally Insane, Chapter One

4

The Wayne Manor now holds Gotham's most dangerous criminals

The Good

Arkham Asylum has been destroyed and the Mayor needs a new place to house Gotham's worst nutcases, so the mayor uses eminent domain to turn Wayne Manor into the new Arkham Asylum. Very quickly, there's a few murders and Batman needs to go undercover to solve this puzzle.

Yes, this comes off like another Batman book, but the concept and story are incredibly interesting, and while it comes off as a little far-fetched, it's fun, in a grim and mildly-depressing way. Writer Gerry Duggan has a way of breathing fun and entertainment into stories that, on the surface, should not be a "blast to read." The story is just as much about something being taken from Bruce & Alfred and losing control as it is about the infrastructure of Gotham. It's a great mix of story telling, and who doesn't love seeing Bruce Wayne go undercover to solve some crimes?

There's lots of little things in this issue that I really hope Duggan revisits in future issues, such as how citizens of Gotham are reacting to this change and how some have been waiting years for a new hospital, school, or low-income housing. It's a brief moment in this opening issue, but for some reason, I find myself drawn to the idea that a book that deals with Gotham politics could be incredibly interesting. I must be getting older because the 18 year old version of me wouldn't care less about this.

The first issue, as you might expect, is nothing but set-up. However, it's paced incredibly well and it's a pretty quick read. There are times where a fast read can be a turn off to readers, but with the opening of a series, it cannot drag on because it will lose the interest of the readers. It's a lot of information to be thrown at someone picking up this book, but it's done in a way where you feel like you're along for the ride and not just being lectured for 20 pages.

The art of Shawn Crystal and the colors of Dave McCaig give this issue a fun but dark look for this new series. It has a very "Halloween" feeling to it, which is obviously perfect for the month it debuts in. It's the grit and tone you love about most Batman books with a light-hearted edge to it. It's a combination that sounds like it wouldn't work, but the art really gives ARKHAM MANOR a great identity.

The Bad

Conceptually, it's an interesting idea, but the way they get to this point is silly. Arkham Asylum is gone and the mayor is looking for a new place to place all these loose cannons in Gotham. While an outdoor stadium isn't the ideal place, the mayor uses the magic of eminent domain, which is this magic thing cities and governments can use to take your private property from you to for public use. No clue why I felt the need to briefly explain eminent domain, but the fact it's used and that the catalyst for this story is almost glossed over with one brief line of dialogue is aggravating. It feels incredibly forced in order to just get this story going.

The Verdict

ARKHAM MANOR is surprisingly enjoyable. By way of the solicits, the idea did seem a tad silly, but the way Duggan sets everything up here makes this book feel like it's going to be a very fun ride. Obviously, the idea of Batman and "fun" in the same sentence may be a turn-off to most people, but this isn't DEADPOOL or NOVA. This isn't a funny or zany book. There is a lot of emotion here as we see how important Wayne Manor is to Bruce and the lengths he'll go to in order to keep it from becoming a complete mess. If you're a Batman fan, check this one out for sure. If the character is normally a bit too much for you, then this is really a Bat-series for you.