by Erik Burnham,Dan Schoening
It’s a double helping of Ghostbusting goodness thanks to an interdemensional magic snafu.
The Real Ghostbusters (of the eponymous 90s cartoon) are an a typical workday when the Greek god Proteus attacks them, for fear of being trapped inside one of their contraptions. Thanks to them casually saving a witch earlier in the day, they are zapped out of danger into an adjacent dimension. They return to their headquarters to discover alternate versions of themselves, the IDW iteration of the Ghostbusters. After briefly mentioning the last time this happened (and the means they solved it), Janine cracks the whip and sends the 8 men into the field on a call.
Dan Schoening does a good job replicating the visual style of The Real Ghostbusters and faithfully drawing its character models. He also differentiates the “feel” of the two universes but making one lighter and cleaner than the one longtime readers have come to know.
While its fun seeing the Venkmans be neurotic, the Egons compare notes, and the Rays geek out, it makes me question how long the premise can entertain. The fun of seeing the Ghostbusters and the Teenage Mutant Ninja Turtles together was seeing the similarities (Venkman=Rapheal, Egon=Donatello, Ray=Michealanglo, Winston=Leonardo) but also seeing the differences. The contrast of the two groups made the story fun, seeing ninja action and Sci-Fi craziness together. I’m not too familiar with the RGB, but so far they don’t seem too different from the IDW version. Hopefully, Erik Burnham has a way to make the two groups bounce off each other to make the team-up more interesting.
Still, this issue was fun and made me chuckle at the various characters actions, as well as the reason for their meeting. Fans of either iteration should have plenty to enjoy. The premise is solid, I just worry about having too much of a good thing and being let down by it.
Rating:Poor, Fair, Good, Great, Excellent.