This book is off to a good start. Chuck Dixon has a feel for writing this book. In the first issue, we have an expansive cast, some nice abbreviations and acronyms in the spirit of Larry Hama, and while we don't get any actual Cobra operatives, Wraith showing up is a good start. I'm a little surprised to see Wraith, a Devil's Due character, used so fast, but he was a neat idea (like a ninja-ed up Zartan) so I like seeing him here.
That expansive cast seems to have 2 levels. We've got Duke, Beach Head, Scarlett, Shipwreck, and maybe Hawk as the prime players, but there are more folks hanging around at a secondary level. Torpedo, Deep Six, a new race Dusty, a new lady Dial Tone, Airtight, and Frostbite all show up in the first issue. That's a pretty rounded out cast to be getting this fast, and I'm happy to see it. Dixon is starting us out slow with the action, but that is going to let us get to know the Joes better.
Of course, there is action with Wraith and Snake Eyes showing up just too late, but I'm not the biggest Snake Eyes fan anyway.
Robert Atkins art is great, he's doing a fine job of keeping the looks modern while staying in the spirit of the old toys. I also always love the greens the troops wear around the Pit, and we get that here. The Pit is much more impressive than the old one too (and filled with Sky Hawks and other classic vehicles!)
Good