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Writer & Artist: Stefano Terry / Fanbase Press Brevity is the soul of wit and The Gamma Gals keeps it waaay brief; we don’t get bogged down by a slow-burn intro with heavy exposition, but instead get a super quick back story before jumping headfirst into some craziness. We start right in the thick of some action. Note: This review is based on Issues #1 and #2 as part of the 4-part trade paperback, available now from Fanbase Press. It starts with an intense role playing game for the three gals, Harriet, Kira, Sue, and their non-superpowered friend Charlie. The RPG quickly ends when the Gals and dude hear an ominous BOOM in the distance. Sensing danger, Charlie leaves the gals to handle the BOOM and we are now instantly in the middle of some real superhero action, each gal using abilities she gained through a gamma-irradiated storm against their adversary. After this vicious battle, the ladies are back to their daytime personas: high school outcasts who have to face a different fight entirely when the popular School Douchebag, Brenton Wilks, makes vicious personal attacks. For example Brenton slams Sue’s body (of which she’s very self-conscious). There’s more to Brenton’s story, but you’ll have to read Issue #1 to find out for yourself. What I noticed right off is that The Gamma Gals serves us a nerdy group that is diverse in color and ability level. Harriet is in a wheelchair, leaving me to wonder where that goes when she’s fighting, since it is nowhere to be seen when she’s h…
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