Much of this one is centered on laying groundwork by introducing us to two new characters – one of which will probably prove to be important, the other whom we’ll probably learn to love just enough to see them die. We met the two alien-looking teens at the climax of issue #3 when they saved our girls’ lives, and we see a lot more of them here on the “come with me if you want to live” tip. Only thing is, they’re sorta wack. At least, so far, which is obviously early, but it’s still worth noting that while Vaughan loves playing with languages in his comics by using clever translation devices, it’s hard to empathize with them when 1) you can’t understand what they’re saying, and 2) they’re so heinously ugly you’re hardly willing to find the emotion in their eyes.
However this issue does great work challenging your trust in the characters’ decisions, as informed through Vaughan’s writing. Typically when a character exclaims an idea or outcome with matter-of-fact confidence, you take it for granted as true. Someone says, “If we go into the woods, we’ll lose them,” and you take their word for it – after all, they know more about those woods than you do. Except sometimes they prove to be what they are at face-value, which in this case are young teens with moderate to poor decision-making skills, and you begin to doubt them, yourself, and your ability to weed through all the subterfuge and head fakes you expected going into a sci-fi mystery.
What’s the best part of this book, aside from its inherent unpredictable weirdness? All the nostalgia of the 80s. It comes through everything from Public Enemy t-shirts to old school video games, and it constantly grounds us in this “effed up time” in a fun – and clearly socially conscious – way. Readers should appreciate that. Paper Girls is great.
9.1 out of 10
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