"A Fishy Business" is the second mini comic to be released in the Second Wave of Princess of Power action fashion dolls. It is notable for introducing us to Scratchin' Sound Catra, Mermista, Peekablue, Sea Harp and the Crystal Falls play set. Catra returns after being absent in the first mini comic of the second series - her Scratching' Sound variant costume does not get any explanation. Catra is at a river that is fed by the Crystal Falls. She's built a convoluted contraption called the waterwheel that she will use to capture marine life, which she will then use to populate her marine themed amusement park. The contraption works well, and Catra deposits her captures in a giant fishbowl.
Days later, Adora, Spirit, Peekablue and Mermista are gathered at the Crystal Falls. A young seal comes to Mermista, who is able to communicate with the animal. The seal tells Mermista that many of his marine friends have gone missing. Adora dashes away to find help, and becomes She-Ra. She advises that the group split up to find the missing marine friends. Peekablue, not wanting to get her feathers wet explores the shore. She-Ra and Mermista explore the underwater depths. We discover that She-Ra can maneuver easily underwater, can breathe without assistance, and can communicate with animals. Underwater, nothing is discovered. But on land, Peekablue uses her unique abilities to peer under water and far away, and ends up finding Catra's waterwheel.
Peekablue finds Catra, who hisses and dismisses the magical feathered spy. Peekablue reports back to She-Ra, who is convinced that Catra knows where the missing marine animals are. Mermista displays another ability by changing her fish tail into legs and feet, accompanying her allies by land. She-Ra finds the blueprints for the waterwheel upon arriving at the wicked contraption. Catra attempts to make the trio leave, but a spray of water from Mermista's necklace quells the feline mistress. She-Ra frees the marine animals, and turns the waterwheel into an underwater ferris wheel for the marine friends to enjoy.
OBSERVATIONS:
REVIEW:
This issue is continuing the trend of blatant toy introduction - of course, that's what these mini comics are for, but a little fun adventure tale would be nice. The story is fluffy, and somewhat ludicrous. Though Catra is back, she is not the wicked sorceress that we had in Wave 1 - this is her first issue in Wave 2, so we'll see how the rest of the series goes. Catra is mischievous, and isn't really much of a threat - she's more of a bad girl that the She-Ra Sorority has to straighten out every now and again. This issue does a good job of setting up Peekablue and Mermista's powers, not so good in character development though. The Sea Harp and Crystal Falls are shown, but totally wasted, and Catra's new outfit is unfortunately only that.
Images courtesy of he-man.org
Days later, Adora, Spirit, Peekablue and Mermista are gathered at the Crystal Falls. A young seal comes to Mermista, who is able to communicate with the animal. The seal tells Mermista that many of his marine friends have gone missing. Adora dashes away to find help, and becomes She-Ra. She advises that the group split up to find the missing marine friends. Peekablue, not wanting to get her feathers wet explores the shore. She-Ra and Mermista explore the underwater depths. We discover that She-Ra can maneuver easily underwater, can breathe without assistance, and can communicate with animals. Underwater, nothing is discovered. But on land, Peekablue uses her unique abilities to peer under water and far away, and ends up finding Catra's waterwheel.
Peekablue finds Catra, who hisses and dismisses the magical feathered spy. Peekablue reports back to She-Ra, who is convinced that Catra knows where the missing marine animals are. Mermista displays another ability by changing her fish tail into legs and feet, accompanying her allies by land. She-Ra finds the blueprints for the waterwheel upon arriving at the wicked contraption. Catra attempts to make the trio leave, but a spray of water from Mermista's necklace quells the feline mistress. She-Ra frees the marine animals, and turns the waterwheel into an underwater ferris wheel for the marine friends to enjoy.
OBSERVATIONS:
- The second wave of mini comics takes a lighter tone than the first. Catra's pursuit in this issue is about an amusement park, rather than conquering Etheria.
- This is the first time Catra isn't seeking out some sort of power trinket or treasure in order to attain more power.
- It is suggested that Catra has an attraction to Bow, this is the second time we see this in the mini comics.
- By default, Adora and Spirit become Starburst She-Ra and Crystal Swiftwind.
- This comic does a good job of depicting Mermista and Peekablue's powers - Mermista more so.
- This comic does not show us how Mermista and Peekablue met Adora - they're simply there as friends.
- Similar to the show, She-Ra can communicate with animals. Her powers also allow her to breathe and maneuver under water.
- Catra has an aversion to water - apparently to the degree that it can actually incapacitate her, and neutralize her as a threat.
REVIEW:
This issue is continuing the trend of blatant toy introduction - of course, that's what these mini comics are for, but a little fun adventure tale would be nice. The story is fluffy, and somewhat ludicrous. Though Catra is back, she is not the wicked sorceress that we had in Wave 1 - this is her first issue in Wave 2, so we'll see how the rest of the series goes. Catra is mischievous, and isn't really much of a threat - she's more of a bad girl that the She-Ra Sorority has to straighten out every now and again. This issue does a good job of setting up Peekablue and Mermista's powers, not so good in character development though. The Sea Harp and Crystal Falls are shown, but totally wasted, and Catra's new outfit is unfortunately only that.
Images courtesy of he-man.org