Dial H for Hero has rapidly morphed into
a video game of a comic book, unlocking an assortment of one-shot heroes and
villains. In another title, they might be considered rather lame, but in this
context, that’s the schtick. The more ridiculous and over the top, the better.
I initially thought this
to be a part of the Shazam franchise, a magic phone being not too far removed
from a magic subway car, and talk of the Thunderbolt Club. It could work, what with Shazam being so
successful at the moment. But if we are to maintain the video game atmosphere,
perhaps it’s best the comic be its own entity, separate from the greater DC
There is a rather jarring change
in the art style, not once but twice, as we go from standard comic book
illustration to something more animé in style, and then back again. I
appreciate the homage as much as anybody, but again, to keep Dial H it’s own
thing, I feel it should settle on a single rendering style (whatever it may
be), and stick it that. It helps reinforce the brand.
It’s a bold, irreverent book,
with a nothing-is-off-limits attitude that I find refreshing. In an era where
so many titles are beholden to continuity, it’s refreshing to see something so
eager to go off the rails. Even the all-ages titles such as Bugs Bunny or
Scooby-Doo Team-Up have a need to stay in their respective lanes. But this one,
wherever it’s going, doesn’t need a road.