Joe Casey manages to weave multiple story threads that all pay off in the two years that Wildcats 3.0 existed. Each character has their own voice and Casey manages to weave multiple genres into the world he has constructed for the characters to play in. One of the main rules of the medium of comics is to ‘show, don’t tell,’ yet by doing the complete opposite Casey has given the book a feel that can’t be too different to when real world CEO’s fire hundreds of their workforce with a swipe of the keyboard and only adds to the sanitised feel that doesn’t need to be explained to anyone that has worked for a large business. The action zips by at a decent rate and Casey is intelligent enough to let his artists carry the portions of the book that are more action packed. Casey also brings a large amount of humour to the book particularly the dry wit of Marlowe, the sarcastic cynicism of Grifter and the downright plastic gangster attitude of Rendozzo’s teenage computer hacker employee. One problem the book has, although through no fault of Casey’s, is when dealing with a book that has current real world technology in it, it leads to the book dating quickly. Halo buying an AOL analogue doesn’t ring as true as it would have in 2001-2003.
Verdict – Buy it. Criminally ignored when discussing the classic Wildstorm books, Wildcats 3.0 is not a superhero book, nor is it a team book, but a story of a man (or alien android) using his vast resources to try and make the planet a better place and the friction he comes up against from big business, the government, and even his own allies. It is a book that makes accountants cool; it is a book about wish fulfilment for anyone who isn’t their own boss. If that sounds like something that you would enjoy, this is the book for you!