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Didn't capture me
on May 25, 2010
I bought this with the thought that if Hollywood saw fit to make a movie out of it, it must be one of the better graphic novels out there. It turns out that logic was a bit flawed ...
Pros: This book collects two volumes and thus two complete story arcs together, so for the money it's a good value (as trade paperbacks go). The art is decent, and the stories are fairly action-packed. Think "the A-Team" (though probably more resembling the newer movie version coming out rather than the old one from TV) and "Mission Impossible". We're talking thought-out capers with a heavy emphasis on action. Also think "Heat," just not as deep.
Cons: The characters are hardly developed at all, and honestly two of them look so similar at first that, with the rougher art style, it took me a little while to tell them apart. The focus is much more on the group dynamic than on developing individually compelling characters. Also, there are significant plot holes, as though the author got so carried away in his excitement about how cool the caper was that he completely missed some points, or else figured you would. For example, (spoiler) despite the betrayal of the team by one of its members and a trap being sprung around them, they still manage to make a creative getaway from a failed caper. However, it's made clear that this getaway was in the works for days and clearly required serious planning and prep beforehand ... which would mean that the betraying team member should have known all about it and accounted for it.
Ultimately there just wasn't anything compelling enough for me in this to bring me back. I won't be buying the other books, though I may look at them if the local library happens to have them.