Image Announces "One Week in the Library"

Writer W. Maxwell Prince and artist John Amor (Judas: The Last Days) bring an original graphic novella, ONE WEEK IN THE LIBRARY, to Image Comics this December.ONE WEEK IN THE LIBRARY is an experimental graphic novella which recounts a troublesome week in a magical Library via seven short stories—one for each day—that use comics, infographics, prose, and poetry to play with the graphic medium and explore the multivalent world of living narrative. One Week in“Telling stories isn’t easy for me,” said W. Maxwell Prince. “I often find myself really interested in one thing, but then boring of that quickly and moving on to something completely different. This book allowed me to embrace that attention deficit while simultaneously building something with a solid center. The end result, I think, is really fun. It doesn’t move in the ways that comics usually do, but it’s still identifiably a comic book. Except for when it’s not, of course.”

Welcome to the Library. It’s here that every story ever written is cataloged and monitored by a single man, who’s begun to notice something strange: the books are rebelling.

ONE WEEK IN THE LIBRARY with cover art by Frazer Irving (Diamond Code SEP160780) will hit comic book stores on Wednesday, December 7th. The final order cutoff deadline for retailers is Monday, October 24th.

ONE WEEK IN THE LIBRARY trade paperback (ISBN 978-1-5343-0022-4) can also be pre-ordered on Amazon, Barnes & Noble, Indiebound, and Indigo.

Darby Pop Announces of 2nd "Breaking Into Comics" Contest

Darby Pop Publishing is pleased to announce the winners of its second “Breaking Into Comics” contest.  After hundreds of submissions were reviewed, and the top writers and artists were selected, Darby Pop created “teams” -- with selected Artists bringing the winning Writers’ scripts to life for the ultimate anthology book, The Women of Darby Pop #1.Featuring 11 all-new stories, The Women of Darby Pop #1 (Diamond Code: JUL16 1751) releases to local comic book shops on September 28, 2016. Winners Grid

 

“With our second ‘Breaking Into Comics’ contest, Darby Pop Publishing has tried to give aspiring comic book professionals an opportunity to get a foot in the door – and get published,” said Kristine Chester, the book’s Associate Editor.  “Plus, we’ll be introducing comic book readers to a wellspring of new talent.”

The winners of Darby Pop’s “Breaking Into Comics” contest are writers and artists with reservoirs of passion and varying degrees of experience.  Last year, with her young-adult mystery comic, Ma Douce Rose, 17-year-old Kate Davis was a winner of the “Future of Comics Contest” held at the Baltimore Comic-Con Kids Love Comics Pavilion.  Austin Bridges has a background in playwriting and is co-creator of an episodic radio adventure series Mermaid in Manhattan.  Matthew Cody is a professional novelist with published works in historical adventure (for kids), science fiction (for teens), and retro-pulp (for adults); his credits include the book Powerless.  Among his various creative endeavors, scriptwriter Adrian Reynolds is co-creator and writer of the science fiction web comic Dadtown.  Forrest C. Helvie is co-creator and writer of a children’s graphic novel, The Adventures of Whiz Bang: The Boy Robot.  Jeff Burns is creator, writer, and director of the Super Knocked Up web series.  Brent Hibbard has been working on 2-page kids’ comics for Kids Prize Pack, a monthly subscription box service. And the list goes on and on.

The two things the majority of the aforementioned Creatives have in common:  a lifelong passion for comic books, and the dream of earning a living in the comic book industry.

Back in April, Darby Pop Publishing put out a call for the best short scripts (4 pgs. maximum) and sample art featuring (at least) one female character from Darby Pop’s lineup including heroes and villains such as: Stingray, Princess Power, and Gaia from Indestructible; Chloe from City: The Mind in the Machine; Superfecta 5 and Kathleen from The 7th Sword; Angela Garcia from Doberman; Vargas, Ayala Tal, and Dr. Nash from Dead Squad; Atalanta from Side-Kicked; Cynara Veil from Dead Man’s Party; Charli, Lucy, and Jill from Fake Empire, etc. etc.

And the call was answered.

Review: Hellboy and the BPRD 1954 #1

At what point does the Hellboy franchise reach the point where you can describe a story as 'a good Hellboy story'. After all, I know what to expect from 'a good Batman story' (crime, shadows, and fisticuffs), I know what to expect from 'a good Superman story' (truth, justice, the American way, and fisticuffs), and so on. And suddenly, Hellboy is a brand with 23 years of comics, two films, two cartoons, and a whole lot of spinoffs. Which is to say, a Hellboy story is a known quantity with familiar rhythms, story beats, and twists. Mike Mignola's grumpy, large-hearted half-demon always ends up in pulpy fistfights with occult monsters. Hellboy's adventures will always split the difference between tragic folktales and dime-store fantasy novels finding a tone all of their own. This isn't a bad thing and doesn't mean every Hellboy is the same, but it means you can't open up a new story without having the frame of reference of adventures past. As such, Hellboy and the BPRD 1954 won't blow any fans minds, but it will serve as a pleasant reminder of why this character and these stories are still fun, 20 some years later. Hellboy and the BPRD 1954 #1The conceit of the Hellboy and the BPRD minis (of which this is the third) has been that they tell the stories of Hellboy's first few years as an agent of the Bureau. It's an excuse to tell the short one and done stories that made up the early half of the Hellboy core title before the scope became so apocalyptically large. 1954 see Hellboy and enthusiastic agent Farrier journey to an island in the Arctic Ocean where a group of researchers are being attacked by a yeti-like monster. I would have expected the story to mine some claustrophobia from the deadly terrain and lack of sunlight as seen in Whiteout or 30 Days of Night, but at least in the first issue, Mignola and Roberson seem to be taking a lighter approach, using the setting as a means of slightly altering the usual Hellboy monster formula.

A lot of humor is mined from the relationship between Hellboy and agent Farrier (who, as it quickly becomes apparent, is more Bill Nye than he is Jason Bourne). Farrier thinks the monster is likely a new and possibly mythic species of animal (his specialty) while Hellboy casually and correctly posits it's a mutant polar bear. It's a spin on the buddy cop relationship, with Farrier as the young, naive recruit and Hellboy as the world-weary Pro which is made much more amusing by the implicit knowledge that Hellboy is a fairly young agent himself.

As things progress there are a few fun twists in the store which is especially welcome as a typical downside to Mignola comics is a slow building first issue. But what really makes this issue a rock-solid entry into the Hellboy mythos is the art by Stephen Green. His work is clean, stylish, with a good use of negative space making the issue flow smoothly throughout. He also manages, what is to me the mark of any great artist on a Mignola book: he manages to draw Hellboy right. In the hands of many artists, including some great ones, Hellboy looks too realistic (making his horns and underbite look grotesque and silly) or too stylized, making him look like a cartoon parody of Mignola's original designs. In the hands of Green, he is once again a brawny monster fighter with a weathered face and oddly soulful eyes.

All in all, I enjoyed Hellboy and the BPRD 1954 #1 more than any of the Hellboy spinoffs of late. It takes the traditional Hellboy formula and simply executes it well which, as seen here, is enough to make for a pretty darn great read.

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Hellboy and the BPRD 1954 #1 Writers: Mike Mignola, Chris Roberson Artist:  Stephen Green Publisher: Dark Horse Comics Price: $3.99 Format: Mini-Series; Print/Digital

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Review: Kuroko’s Basketball vol. 1 & 2

Kuroko’s Basketball is a property that I heard a lot about when I started getting back into manga and anime. Mostly because of the crazy real world stuff that has sadly become attached to the series, but that is neither here nor there. This one also my first attempt at reading a sports-themed manga. I have enjoyed plenty of animes that take on sports: Hiakyuu, Ping Pong, Prince of Tennis, and Baby Steps to name a few. Yes, a lot of those were tennis related, but those were the first that came to mind. As a manga, this works okay because creator Tadatoshi Fujimaki understands that he cannot rely on showing a lot of actual Basketball being played. The problem with that is that the story is then forced to rely on long-winded conversations and exposition dumps.

Even with that said, you can see why so many people became attached to this story. It paired the shonen style to the sports genre perfectly. There’s a miracle generation of middle schoolers that have all gone their separate ways after being a powerhouse middle school team. Now on different teams, they want to see who’s the best. There're rumors of a sixth man, and he shares a name with the title of the book… because it is his book.

Kurokos Basketball 1-2What’s strange about Kuroko the character is that he does not feel like the main character. Instead, Taiga Kagami tends to stand out as more of the main character. Perhaps this is intentional since Kuroko’s “super” power is to be unnoticed which becomes a running joke early on in the story and never lets up. The duo makes a great pair, but I have a problem with Kuroko’s motivation of making Taiga the best basketball player in Japan. Hopefully that will be amended in future issues to be the best basketball team, but otherwise, it is a terrible motivation to give a character.

The collection I read contained volume 1 and 2, which was a good thing. Sure it is a lot longer than an average manga, but I do not think I would have returned to this series if I did not have the second volume. A lot of time is spent setting up the team, but not on the court. There’s just a lot of wasted time getting to know things about the school, about the coach and it exposition after exposition because there’s not a good way to explain to the character and the audience that the coach can see your physical stats just by looking.

The art is decent. It was my least favorite thing since all the line work, and designs were light. It is not as light as something you would find on the Shojo Beat side of Viz, but definitely a lot softer in look and design than a lot of other books I have read. The designs are pretty dull as everyone looks like a character you have probably seen before or was inspired by this.

I can appreciate Kuroko’s Basketball for doing something new and different with the genre. I have already seen copies of it applied to other sports (that I like a lot more). While I can appreciate it, I do not particularly have the desire to read more. It is not that I would not recommend you to read it if you are looking for a sports manga or something specific to basketball, but the third volume would have to be pretty incredible for me to continue after that. I know that sounds cruel, but my problem is that I can read the books inspired by Kuroko’s Basketball and see them fix the problems that this story has. At the end of the day, it is inspired a lot of great work that I would rather read, but I am grateful this blazed the trail first.

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Kuroko’s Basketball vol. 1 & 2 Creator: Tadatoshi Fujimaki Publisher: Viz Media Price: $16.99 Format: Ongoing; Print/Digital

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Review: Goodnight Punpun vol. 2

The first volume of Goodnight Punpun was unlike any manga I have ever read. It was dark, strange, humorous and strangely full of heart. The second volume is similar, but creator Inio Asano has jumped the story forward in time to place Punpun in middle school. It is this leap forward on the timeline that makes this volume different from the first because it gives Asano a bevy of new emotions and events to work with this time around. There is another pretty significant change as Punpun’s Uncle is the focus of most of the volume. His life has taken some strange turns, to say the least. Boiled down to its simplest form his story is an intensely personal look at a time in his life in which he felt temptation by beauty and ended up losing his way in life. On Punpun’s side of the story, he is still pining for his first love. The girl he never got to run away with because of his mother and father. Things get even more complicated when he discovers that she has a boyfriend, and he knows him from the badminton team.

Goodnight Punpun vol 2This world is dark and lacking hope. That is not a negative aspect of the story either; that is the difference that sets it apart from any other manga I have read. Punpun and his family’s life are not extraordinary. They are common and relatable because even though this takes place in Japan, it is a story that is likely happening all over the world. There is a twisted family that can’t find happiness or sabotages their life with self-destructive habits anywhere on the planet. Asano clearly understands that and while his message is not “give up,” he also doesn’t pretend to have the answers to why you should not.

This story is just full of sadness. I almost said emotions, but in thinking about it, it is really sadness and depression. Everyone is sad, but love is the cause of the sadness which any moody teenager or person in their early twenties can relate to. Love is great, but losing love is terrible and destructive, and that is something that Asano shows quite well.

Asano’s artwork is some of the best I have ever seen in a manga. Don’t let Punpun and his family fool you with their simple designs; this book is gorgeous and photorealistic through and through. Speaking of the designs, I feel that it is intentional that they look like that. The reason being that their plainness allows for the reader to more easily paint themselves on the canvas that is Punpun’s family. Add the fact that a dialog bubble is never attached to Punpun and you also become his voice. There was clearly a lot of thought put in by Asano on how readers would experience the story. In fact, that is precisely what he has done with the art and panels, created an experience.

There was as much humor in this volume. What is here is pretty dark so if you do laugh a lot… well, you may have some unresolved issues to work out. It is however incredibly difficult to put down once you start reading. I had the same problem with the first volume, so I was glad to see that Asano’s magic was still present. If you are the type of comic reader that doesn’t read manga because of the formulaic writing and story structures, the house styles and dozens of other stock answers, then I implore you to read Goodnight Punpun. You can even start with this volume because you do not need to know anything about the previous volume to appreciate the story here. Do yourself that favor though because this is probably what you are hoping to find when you try a new manga one after the other. I assure you, there’s nothing else in the world of manga or comics that’s like Goodnight Punpun.

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Goodnight Punpun vol. 2 Creator: Inio Asano Publisher: Viz Media Price: $24.99 Format: TPB; Print/Digital

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Review: One-Punch Man vol. 8

Interesting things are afoot in this volume. You can feel the creators catching their breath after the intense buildup and payoff of the previous volume/story arc and so in many ways this volume is starting the process over. There is one spoiler I will address which… it is so small, but it is the lynchpin of the volume, so it needs to be discussed. You have been warned. King is a fraud. He is the guy that’s accidently taken credit for all of Saitama’s deeds before becoming a professional hero. While reading, you had to suspect that someone was getting the credit, but in a hilarious twist writer, One decided the same man would accidently be there five times. Now King is just trying to buy video games and not be recognized, but because of his moniker, he does stop some crimes by just being there. Until a robot programmed to kill him or collect data on him shows up.

One-Punch Man vol. 8King goes to the bathroom to drain the lizard and runs away instead.

No joke, though it is funny. Genos handles the robot while Saitama follows King back to his apartment and plays video games with him. There’s something funny about King as monsters continue to find and attack him no matter where he is. Saitama calls him out for being a fraud, but in a kind way. Then, instead of revealing it to the world, just asks him a simple question. The rest of the volume is spent building up a previously mentioned storyline, and it was okay. There could have been more pages given to this part of the story, but I am sure we will keep seeing this more and more as it looks to be the next big conflict of the story.

As I said in my previous review, One is talented when it comes to threading storylines. The real treat is you cannot tell which one he is going to pull to the forefront. Even know, I am not 100% sure the event above will be the central conflict. It could end up being secondary. What’s noticeable and welcomed with this volume is that while Saitama returns to some familiar habits from the early part of the series, One highlights his growth as a character with his conversation with King. It is also a prime example of why he is a fantastic hero character. Frankly put, there should be more characters and heroes like Saitama in comics.

Here is the part in which I gush about Yusuke Murata’s artwork. As I said in my last review, the latter half of the book, while still great, wasn’t as detailed as the big battle. It was a necessary break if you will. That small break has returned Murata to form in this volume because everything is beautiful and wonderfully detailed again. The simplest things just look incredible. One scene, in particular, is just a third of the page. It is one panel of a dead giant fucking bird laying on some buildings. It is detailed, beautiful and gives the city personality.

One-Punch Man is arguably the best manga produced this generation. It is shown time and time again that its story and art are on another level compared to the rest of manga out there. If you have yet to read One-Punch Man, this is not a bad place to start. You might be confused on some details mentioned, but overall the creative team offers a jumping on point for new readers that’s actually inviting.

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One-Punch Man vol. 8 Writer: One Artist: Yusuke Murata Publisher: Viz Media Price: $9.99 Format: TPB; Print/Digital

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Review: Follow the Leader #2

By Ben Boruff

Innocence, as a concept, intrigues me. If innocence if inexperience, then children must be innocent—unless they have experience. But most children do not fully understand the experience they have, which is why juveniles are treated differently than adults in legal proceedings. So the majority of juveniles must be innocent, right? Jonas McCluggage's Follow the Leader does not answer this question, but it does offer several nuanced portrayals of innocence.

Follow the Leader is also filled with restless mobsters and young cannibals.

Again, the concept of innocence intrigues me.

Follow the Leader's second issue reads like a bloody version of a William Blake poem. Depictions of naiveté and purity permeate a narrative that, at its core, is a commentary on youth and acceptance. Larranceville's local park is a carnivorous Neverland filled with hungry Lost Boys.

This issue focuses more on plot than theme, which means that the story moves faster than the first issue. By the end of the first issue, the tone is set and battle lines are drawn, so the second issue spends much of its time filling the story’s framework with narrative plaster. Characters become more layered, and the city of Larranceville evolves from a blurry background to a multifaceted suburban ecosystem. Most importantly, McCluggage dedicates several pages to the cult that lives in the park.

McCluggage humanizes several seemingly “feral” park-dwelling characters, but the ominous “hunger” of the first issue does not disappear. Though readers learn names and backstories of several previously unnerving characters, a sinister presence still flows through this issue. McCluggage peppers the issue with reminders of Larranceville’s oppressive evil: One panel captures the worried face of a battle-hardened mafia leader, and the corner of another panel is inhabited by two yellow eyes and a crooked, belligerent smile.

On its surface, Follow the Leader is a story about the friction between the mafia and a cannibalistic cult, but most readers will find more than escapist entertainment in the comic’s pages. The narrative explores significant issues like longing and innocence, and it does so with an impressive level of empathy. Though the young cultists are ferocious, they are naïve. The mafia is both aggressive and tired. Readers are not coerced into connecting with any specific character. Instead, McCluggage fans the characters out in front of the reader like a deck of cards and says, “Pick one.”

Score: 4/5

Follow the Leader #2
Writer/Artist: Jonas McCluggage
Publisher: Self-published

Review: Red Giant #1

By Ben Boruff

A couple years ago, I picked up a copy of Red Giant at a local comic book store in Bloomington, Indiana. Today, I write this review.

Some stories linger. When I first saw Up in the Air, the 2009 Best Picture nominee starring George Clooney and Anna Kendrick, I thought the movie was a subpar commentary on modern business. Anna Kendrick’s character seemed like a caricature of a Digital Age yuppie, and George Clooney’s aggressive melancholy annoyed me. But the movie loitered in my mind for years. Every time I considered canceling plans with friends, I heard George Clooney’s admonitory voice in my head. “Life's better with company,” he would say, and then I would reluctantly text happy emojis to my friends.

I cannot get Red Giant out of my head.

In the first issue of Red Giant, a Byronic hero called the Baron decides to kill the Red Giant, an oversized, spherical bird. Described as a “pulp ephemeralist tale,” the comic moves quickly, offering minimal exposition and dialogue. Most of the plot is communicated through soliloquies and gritty artwork.

According to his website, writer and artist Rich Foster is an engineer and game designer, and Red Giant benefits from those talents. One page features the detailed design of an “outerland transport” vehicle (including its “Trepidation Chamber” and “very big tires”), and another page is filled with the inner workings of Green Bunny, a Frankensteinian rabbit that is described as a “trans-dimensional psychic shield.”

Red Giant is a tribute to absurdism. Like the third season of MTV’s Awkward, this comic chronicles the actions of a self-centered protagonist who pursues an ultimately unreachable goal at the expense of the protagonist’s humanity. The Baron’s tunnel-visioned hunt for the Red Giant costs other characters their lives. The Baron is a shaggy-haired blend of Daniel Plainview and Steve Zissou, and he has the confused intensity of Michael Keaton’s character from Alejandro G. Iñárritu’s Birdman. Like Kanye West, the Baron is not afraid to alienate those around him, favoring conviction over friendship—even if that conviction is misguided. What makes the Baron unique, however, is the simplicity and absurdity of his failure.

I do not know why my mind often revisits the pages of this comic. Maybe I identify with the Baron’s single-minded pursuit of lasting recognition. Maybe I wonder if my dreams are Red Giants, unattainable and empty. Maybe, on some level, I perceive the impossibility of meaning. Whatever the reason, I choose to read the first issue of Red Giant as a cautionary tale: Regardless of their intrinsic value, my dreams are ultimately worthless if I must hurt everyone to achieve them. Even if the Baron had achieved his goal, he still would have ended his story alone on a mountain covered with snow.

Score: 5/5

Red Giant #1
Writer/Artist: Rich Foster
Publisher: Rich Foster Comics

Website Comic are currently only available in the San Francisco Bay Area. An online shop will be opened soon. Questions can be directed to Rich Foster Comics at rfcomics@gmail.com.

Review: Bananya E.02

Oh. My. Gosh. There is more than one banana-kitty hybrid, four to be exact. Bananya number two, three, four, five, etc. have officially entered the building (or kitchen to be exact). In this episode, the narrator (that's right there is one, but I have no idea who it is) introduces the four bananyas. Honestly, I was just going to refer to them as Bananya one, two, three, and four, etc. but I guess that would be a little mean. However, technically as a bananya is not strictly an animal (it lives in a banana peel), it wouldn't be that cruel or far-fetched. BananyaOkay, moving onto the names now. I just have to point something out here; I would have most likely referred to the bananya's by colour, if not numbers, so I'm a little disappointed that the creators chose to name one of the bananya's Black Bananya. Really? Where is the creativity? I guess it's not all bad, though; Tabby and Banankyo (everybody's Madonna) are pretty um unique. Banankyo or Maddonya (the only female bananya) is hilarious; she is aloof, cute and maybe a little stuck up. Tabby, on the other hand, is so sweet; it's so obvious how infatuated he is with Banankyo.

Oh but wait, Tabby's younger brother known as Mackerel Tabby, might just take the prize for the sweetest bananya. Then there's Prince Charming or Long-haired Bananya, who seems completely oblivious to everything around him because he is too concerned with grooming himself (I think someone might love themselves a little too much). Ha but it doesn't seem to stop Banankyo from liking him (poor thing needs to get her eyes checked).

Next in the line-up is Bananya Bunch... Baby Bananya (too cute) and Daddy Bananya (which means glasses; no dad is complete without his glasses).

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Bananya E.02

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Review: Bananya E.01

Oh. My. Word...A cat just came out of a banana peel... (what is this?) its approximately 56 seconds into the anime and I'm kinda freaking out. I mean what's next? Cats growing of apple trees? Wait cats don't grow at all; I mean they do but not off trees. I am on the verge of losing all my sanity here. Someone, anyone, please help... So here's the thing, I love banana's, but I don't think I'm going to be able to look at one for a while after watching those mere 56 seconds. To add insult to injury, the cat (or kitten) is actually really cute. I just want it to hop on out of that peel, but you know seeing it's a comedy I think the chances of that happening are really slim. Bananya I've decided that, as cute as the kitty is, the whole kitten living in a banana is just pure and simply creepy. Especially when it moves, jumps, hops, whatever.

However, there is no denying the fact that every time it says "Nya" I can't help but respond by thinking "Awww." Whoever came up with the idea for this anime is very shrewd. I want to stop watching, but at the same time, I have to keep watching.

Shrewd but not very innovative. Bananya. "Bana" "Nya” But on the other hand, maybe a simple play on words is all this anime needs. I don't know; what I do know is that bananas, kitties, and banana-kitty hybrids don't and can't dream. But even if they could, would a banana-kitty hybrid really dream of becoming a full-fledged chocolate and sprinkle covered banana? Well?

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Bananya E.01

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Review: Ultraman vol. 5

Big Ultraman is coming. I know that I should be excited by that. I’m sure that most people reading this new Ultraman series from Viz are probably excited, but I am not. What’s worked incredibly well for this series has been the fact that it hasn’t needed giant monsters and battles that destroy the city. Sure there’s been destruction and some giantness, but it is, and excuse the pun, far more grounded this time around. Which is why this volume is still an incredible read as the battle that was set up at the end of the fourth issue plays out here. It does not go the way you think it does. If anything it will completely blindside you with what’s to come because much like Shinjiro we have walked blindly into the world with more depth than ever realized before. There are plenty of plot reveals early on in this volume making it pretty difficult to go any further without spoilers.

Ultraman vol 5That said, the SSSP is not the only thing back and that this new element is a bit like finding out that there’s an alien city on earth that you can only reach through a portal. It’s that kind of an event in which your perception of this world is entirely changed. The way this story is layered and developed is incredibly smart. Lesser storytellers would have run to these events to show them to the audience, but the team of Eiichi Shimizu and Tomohiro Shimoguchi have instead paced these events in such a way that a metaphor for an onion is needed. No, perhaps a staircase would be a better example as each arc of the story continues to take another step higher thus changing the view of the world. Since not much has been said about this volume, there is one review which is a bit spoilery, but not entirely since it should be expected, but there is a third Ultraman in the mix of things.

The artwork continues to be some of the best I have seen in a manga. The biggest reason being that both creators understand the medium and use the art to tell the story rather than just accompany the dialog. That is a problem that plagues much manga, and it is frankly very off putting when you go from something of such great quality like Ultraman to something that has pretty pictures, but shallow visual storytelling. It is enough to send you running back to Ultraman to re-read it.

While this review ended up shorter than I was expecting, hopefully, you will check out the volume. It has a couple of stumbles and even though it teases “Big Ultraman” for the future of the story, it has been one of my favorites thus far. Don’t let it be the first volume you read, though; you will be very lost, but it is worth catching up on this series as it is hands down one of the best manga out there both regarding art and visuals.

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Ultraman vol. 5 Creators: Eiichi Shimizu and Tomohiro Shimoguchi Publisher: Viz/Viz Signature Price: $12.99 Format: TPB; Print/Digital

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Review: Nisekoi: False Love vol. 16

I’m back for more it seems. After jumping into this series three volumes ago, I’ve kept up on Raku Ichijo’s love…hexagon? Harem rom-com's are usually my thing, but something is missing from this one. Personality.

Everything in Nisekoi is paint-by-numbers. The hook of the keys and a bunch of kids that can’t remember ten years ago is nice, but not long-lasting. The added mix of the Yakuza, Mafia and police could be interesting, but at the end of the day, it’s only vaguely mentioned and never has any real consequences on the story. Which is the worst thing about this book because it has all these components to really do something different and it doesn’t. I’m not suggesting that it would need to change genres to do this, just embrace the elements that are there and work them into the goofy formula that it uses.

Nisekoi vol 16In this volume, they add a Prince and the Pauper moment in which Chitoge meets her exact and I mean exact lookalike, who is a princess from either a made up land or one that I’m unfamiliar with and don’t care to look up. Taking pity on her situation of not having enough personal freedom they make the reckless choice of switching places so that Raku can show the princess a lovely time around Japan.

Gosh, I sure hope she doesn’t fall in love.

She does, but hopefully, won’t be added to the story after the main love triangle is revealed to her. The rest of the volume develops some sub-characters aka the friends of two main characters, and that was the part that I enjoyed the most. The character I dislike the most Tachibana (which is strangely a fan favorite) attempts to overcome her fear of animals. This part of the story just highlights Chitoge’s compatibility with Raku and builds up how nice of a guy he is. Nothing more.

Even though the keys are never mentioned in this volume, I still enjoyed it slightly more than the previous three I read. Mostly because it took a break from all that and instead chose to give all of the characters (there’s plenty of smaller stories I left out) a moment to shine and develop their love for Raku or each other. I enjoyed it, but it didn’t win me over or make me a fan of the series for the reasons I listed in the beginning.

The art is pleasant. It’s not bad, it’s better than average, but again has no personality. The characters mostly look the same, and this problem is illustrated in the character intro at the front of the volume. That’s right, the actual illustrations illustrate the problem, because without a name to the side I would just be numbering the characters and calling it a day. There’s no real storytelling done with the artwork; it’s just pictures accompanying dialog. Comics are comics regardless of who makes them, and this one’s biggest downfall is that it doesn’t use the gutters or the medium to the fullest. It’s just a classic example of cute art and average story.

I have another volume to read, but at that point, I’ll know if I should spend any more time with Nisekoi. Ultimately, this is a paint by number Harem that could be so much more but refuses to embrace the world that it’s created leaving it feeling hollow and generic. Maybe the next volume will win me over, but somehow I honestly doubt it.

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Nisekoi: False Love vol. 16 Creator: Naoshi Komi Publisher: Viz Media Price: $9.99 Format: TPB; Print/Digital

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Group Review: Seven To Eternity #1

Not only do we have a group review, which is pretty damn special in general, but it's also an advanced review! That's right, the participating writers will each give their score and thoughts about Image's newest title from Rick Remender and Jerome Opeña. [su_quote url="https://imagecomics.com/comics/releases/seven-to-eternity-1"]The God of Whispers has spread an omnipresent paranoia to every corner of the kingdom of Zhal; his spies hide in every hall spreading mistrust and fear. Adam Osidis, a dying knight from a disgraced house, must choose between joining a hopeless band of magic users in their desperate bid to free their world of the evil God, or accepting his promise to give Adam everything his heart desires. Writer RICK REMENDER reteams with collaborators JEROME OPEÑA (Uncanny X-Force, Fear Agent) and MATT HOLLINGSWORTH (TOKYO GHOST, WYTCHES) to take you on a hard road through the strange fantasy world of Zhal. All men have surrendered their freedom for fear. Now, one last free man must choose.[/su_quote]


JORDAN: 5/5


I think everyone at one point in their life has heard the dusty old proverb “you can’t judge a book by its cover” (though I’m not sure if that’s true in the world of comics?). You can, however, judge a book by its author, so here is a nickel’s worth of free advice: if said author happens to be Rick Remender, do yourself a favor – buy that book.

This was a fantastic read! RR has proven yet again that he is the undisputed king of comic book science-fiction by delivering a most original, imaginative work that’s sure to be an instant classic. The character development occurs instantaneously and flawlessly. With just the first few panels Remender is able to expertly forge a lasting bond with his reading audience that makes reading Seven to Eternity a totally immersive experience.

seven-to-eternity-1If the writing alone weren’t enough (which it is), Seven to Eternity has got to be the most visually stunning, incredibly beautiful, jaw-dropping, eye-achingly gorgeous book of the entire year. Jerome Opeña has literally blown my mind wide-open: his panels boast some of the craziest, most wildly awesome art that I have ever seen – period. Of course, I would be doing an incredible disservice if I made no mention at all of the brilliant mad-colour-scientist, Matt Hollingsworth, whose signature electric pallet is the artistic climax of the entire issue.

I can’t say enough good things about seven to Eternity; it’s Remender, Opeña, and Hollingsworth at their best (Rus Wooton too of course). Enjoy this one, for this is what comic dreams are made of.


ZEB: 3/5


As much as I love Rick Remender, this series didn’t grab me as forcefully as, say, Black Science did in its inaugural issue. Part of the problem is that the narration starts to flag in the second half. At the beginning, it deals with relatively familiar issues, like a refusal to compromise with evil or the desire to protect one’s family. Those are all strong emotions to tap into, good for narrative worldbuilding. But the references to lost temples and whatever a Mosak pushes the reader away because we don’t have the context to appreciate them. Adam spends so much time talking about the world, but none of it is really explanatory. What are the different factions? Are the races united, or separated? I finished this and felt really confused.

I will say though that Rick Remender’s worldbuilding pairs beautifully with Jerome Opeña and Matt Hollingsworth’s art. Fantasy series should never be dull to look at, but this is gorgeous to look at by anybody’s standards. Everything has a grungy sort of feel to it, like the beasts in this world are infected with something; it’s apropos in a world where one of the most dangerous beings is known as the “Mud King.” This is not the neat and tidy high fantasy you might see elsewhere; it’s as if a few centuries of pollution ruined Middle Earth.

I don’t doubt that this could be an engaging series in time, but it’s clearly going to take some time. It certainly looks beautiful, but I’m not sure whether the story is going to draw me in. I need to know more about this world, and given that the central tension (will Adam accept the deal) is going to be answered in the second issue, I’m wondering what further hook will sustain this.


ASA: 2/5


Rick Remender has always struck me as an undisciplined writer. His work rambles, rages, and recalibrates, often becoming a mire of overwrought narration, gory violence, and stream of consciousness adventure. While Seven to Eternity avoids the lowest rung of Remender books (Devolution, sigh, Devolution...), it still encapsulates many of his worst qualities with very few redeeming ones. Here his vast fantasy world is lost in the constant babble of exposition and angsty posturing. The world is given a grand total of four pages to be established before things jump right into the epic plot, meaning we have no understanding of the stakes of the world once things get going. The characters are painfully dull, and the story itself feels like every recent Remender book mashed together (guilty fathers, angry children, monstrous monsters, lots of shouting, etc.). It's not good.

And yet, with all this going on, you simply cannot ignore the work of Jerome Opeña who delivers visuals that deserve to be paired with a much better script. For my Money, Opeña's evocative pencils are the best in the business, and a break from the big two allows him to play on a larger canvass. He draws grand vistas, horrifyingly gigantic monsters, and haunting alien cities and somehow retains his talent for subtle, distinctive character work. I don't want to read more Seven to Eternity, but I can't recommend the art enough.


DUSTIN: 2/5

Hi there. If you follow the site or listened to this week's podcast you're probably wondering what the hell I'm doing on a Rick Remender comic review. Possibly because I've never hidden the fact that I've only enjoyed one, maybe a few issues in the entirety of the man's career. I'm not a "Remender Guy" to put it plainly. I found his latest dystopian future setting to wear its influences on its sleeves. That aside though it's okay. It's not without some interesting aspects, but it just so very Remender.

For some, that's a positive but for me, it's like reading the same book over and over again with a different setting. Sure the "We're all fucked" message shifts ever so slightly. You can describe ever series he does the exact same way and yet when you describe them they all kind of feel the same. "What about Deadly Class" some of you are screaming, sure it's not dystopian but it is very Remender. The end all be all is that the story is okay, but I'm so very burnt out on reading anything by Remender. You may not be able to nail his twists and sure his character development will be solid, but at the end of the day, you know the feeling of everything he's going to do. It never feels any different. "We're all fucked" is pretty much the message and I guess I just don't care for that to be the only outlook in his comics anymore.

I cover the art on the podcast pretty thoroughly so if you want to hear why I find Opeña's art style boring, then go listen to the podcast and be outraged alongside Steve. I know plenty of people will like this, but Remender books are like Marvel movies to me; here comes another one, yup, it's another one.

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Writer: Rick Remender Artist: Jerome Opeña Publisher: Image Comics Price: $3.99 Format: Ongoing; Print/Digital

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Fava Beans & Chianti: The Cannibal Interview

This coming October, Image Comics is serving up a delectable new series from writer Brian Buccellato (Injustice), Jennifer Young, and artist Matias Bergara (Sons of Anarchy); one you can really sink your teeth into. Cannibal is the story of a small Florida town, nestled in the heart of the Everglades, on the brink of a cannibalistic pandemic. The townspeople have been infected with a deadly disease that makes them crave human flesh and the story’s main protagonists, the Hansen family, have only one solution: kill 'em all. However, their black and white approach to the problem quickly turns to grey when the virus begins infecting those they love and care about most. I was fortunate enough to have the opportunity to speak with the entire creative team about the upcoming release. The answers were honest, candid and at times quite funny; it was an introspective experience with just the right amount of insight. So, without further ado here is the Cannibal interview; bon appetit.

Of the three of you, who would be the quickest to 'turn' in a cannibalistic pandemic? Who would you take a bite out of first?

Matias: I live in a pretty carnivore country and culture, so I guess I would turn cannibalistic right away without putting much resistance against it. I often joke that human flesh is one of the few I still haven't tasted. I would probably devour my girlfriend first, being the closest possible victim!

Brian: If all three of us got the virus at the same time, I’d probably be the first to take a bite out of someone. Probably because I’d just embrace my fate and be all about the eating

Jenn:  I would probably bite Ethan Hawke…or The Rock.

CannibalWhat is it about the Everglades that make it a particularly good place for the setting of a Cannibalistic outbreak?

Matias: The way nature and primitive forces take over in places where plant and animal life are blooming densely, gives a marvelous backdrop for the kind of unsettling and somber aspect of mankind we're putting in the center of the story.

Brian: The broad concept of Cannibal could be told in a number of different settings. For me, there is something interesting about exploring this story in a small town where everyone knows everyone… especially in an open carry state like Florida where guns are a part of the everyday culture.

Jenn: Adding to that, having grown up in Florida, the outdoor lifestyle of my childhood was just so lush and intoxicating. Every day was an adventure. For me, this is a fun way to pay homage or revisit my childhood (minus the cannibals).

Do you feel that the element of morality persisting in those infected is what helps separate Cannibal from the chaff of other zombie tales?

Brian: Absolutely. That’s the defining characteristic that makes this story different. This isn’t a zombie story… it’s kind of the opposite because the perpetrators of cannibalism are not mindless creatures.

Jenn: Yes! They are victims in their own right, who think and feel and show remorse after succumbing to the primal desire to eat human flesh.

I read that Cannibal is an allegory for drug addiction: is this a wider commentary on society or are you drawing from personal experiences?

Brian: It’s a wider commentary. Thankfully, I’m not someone what has ever had to deal with addiction. But I’ve seen how alcoholism and hard core drugs can destroy people’s lives, so there are natural parallels that can be drawn. That said, this isn’t a story that is built around the concept of addiction. Jenn’s original concept actually came from another place.

Jenn: Thematically, it came from the over-medicalization of society. Really, how dependent we’ve become on substances of all kinds. Stigma. The stigma that is associated with disease and illness that no one can truly understand unless they are dealing with it.

Jennifer, I know this has been a passion project of yours for some time. How does it feel to finally have it all come to fruition? How have Brian and Matias heightened the world you've envisioned for so long?

Jenn: I still have the piece of paper I wrote my New Year’s Resolutions on going into 2013. Write a comic book! So it feels very special. Brian, being a seasoned comic book writer, help paved the way to Image and to Matias. Learning how to communicate with an artist as a comic book writer is very important -- more important than I ever imagined. Working with Brian helped teach me that. Now Matias… the love in my heart for his work is overwhelming (tearing up). Seeing my characters come to life for the first time was amazing, and I couldn’t have asked for a more perfect representation of them than what Matias has given.

I love how the cover for issue #1 is in the guise of a liquor bottle: are there underlying satiric elements throughout the series or is the series a purely serious undertaking?

Brian: Satire? I’m not that clever. Lol. For me, the liquor bottle speaks to the culture around the small town bar that is the hub of the story.  It’s a serious story about community and family and this invasive virus that threatens to destroy the town of Willow from within.

Matias: It is very serious indeed!

Jenn: Hog’s River Bar and Grill is a place breeds togetherness and tradition. When the cannibal virus comes to Willow, all of that turns into mob mentality and fear. The bar is a familiar place for the characters and the audience to rely on. Having that the bar at the heart of the story inspired what we will be doing for the covers.

 If Cannibal were a feature film, what song would play at the opening/end credits?

Matias: I would play a very lo-fi version of "On the road again" by Canned Heat to open the film. The ending I still haven't seen it, so it's still a mystery to me!

Brian: Jenn is DEFINITELY more qualified to answer this question. She could probably give you an entire soundtrack for the movie version.

Jenn: Hank Williams Jr. Dinosaur, Family Tradition or O.D.’D In Denver. Also, there is also something to be said for something from The Band or Fleetwood Mac.

Review: Day & Soul #1 - The 6 Mistakes You Meet On Your Way To Comics Greatness

This wouldn’t normally be a difficult review, Day and Soul #1 isn’t horrible despite its clearly amateur origins. I’ve seen messier art styles and worse writing, the ideas at play are clever enough and I’ve got a soft spot for comics that are clearly works of personal interest and passion. Normally I wouldn’t be struggling so much with Day and Soul. However, Day and Soul strikes so many of my own extremely specific pet peeves that I was infuriated reading it, pulling at my hair as I worked my way through its 20 page length. Day and Soul reads like a laundry list of the mistakes you’ll inevitably make on your first comic. Day and Soul, its writer and its artist, are clearly trying and I hold nothing against them, in fact I wish them a bright future.

These, however, are the mistakes that talented creators work out of their system on their way to developing their talent and becoming better than they were. Mistakes born of enthusiasm and a desire to break the mold, and honestly, Day and Soul #1 is a fascinating enough case study in amateur writing that it may in fact be worth the purchase. Though these mistakes are damning enough to where I wouldn’t recommend that our readers pick it up otherwise, keep an eye on Roy Smith and SJ Costello in the future as we work our way through:

Day & Soul #1The 6 Mistakes You Meet On Your Way to Comics Greatness

  1. Presumption In Character Building

Working our way through my petty complaints chronologically, the story opens up on our main character, Edgar, who is trapped in a darkened room for God knows why facing an unknown, unseen conflict. This conflict is inherently interesting in its lack of explanation and potential incompatibility with reality. It actually makes the character seem consequently interesting, in that we, as readers, would like to know what is special about the character who would force him and us as readers into this oddball scenario.

However, within four pages, our protagonist is already soliloquizing his regrets about beating his wife and neglecting his family to the reader in flashback format. It seems, on the surface, to be a classy move; a writer dedicated to fleshing out his characters, but it’s steeped in a sort of impatience and misrepresentation of the readers desires.

Character is something we can always get to later; characters make conflict more interesting, but they can also, subsequently, distract from drama. Spending so much of the first five pages, one fourth of the intro comic’s length, title page included, telling us about a character we yet have no stake in is a mistake steeped in a desire to genuinely make a good comic without yet knowing how.

  1. Argument As Drama

Argument is drama, in fact it’s the basest form of drama. Two people have personal problems with another person or an idea, so two or more characters come to verbal blows. It’s Drama 101. However, it’s the rare occasion that argument can be a source of effective or compelling drama. If argument in itself was interesting, comment sections would provide all of humanity all of the entertainment it would ever need ten times over.

Argument also rarely manifests the way writers would like it to, as it relies on both parties having an equal amount of power, whether physical or social or structural, and both having compelling points with enough complexity in the stated issue to allow for two sides to be both understandable and worth fighting for in their own right.

When our main character starts barking out at the mysterious, inhuman woman who’s keeping him captive, he shouts at her as though he’s got a leg to stand on. He bargains with the mysterious woman like a man trained in high-stakes conflict resolution, rather than the blue-collar worker he turns out to be. He speaks with a level tone that no one in his situation would have. He criticizes the woman keeping him captive as if unraveling her character will get him free quicker (“How transparent you are. Your superiority complex is probably because you lack control of your life.”). None of these long-winded forms of conflict are either realistic or interesting and I found myself waiting for the moment where the gravity of his situation would hit him and was left cold.

If the tensest moment of your drama is an argument, I urge all up-and-coming writers to check their sources and make sure that the argument is both natural and accurately reflects the stakes at play for all of your characters.

  1. Dream Sequences Lack Consequence

The dream sequence is an extremely fragile tool, but is often the one used quickest by writers of all disciplines and skill levels because they are far more interesting to write than they are to read. Dream sequences are tricky, as they allow the writer to conjure up fascinating images and strange occurrences while never being forced to break the reality of the world they’ve created, unless of course you’re writing Dream Gang.

However, in a sequence completely devoid of consequence, the lack of movement or weight will inevitably be felt by the audience as they work their way through the visual rambling of a writer more interested in narrative spectacle than movement of events or drama. A perfect dream sequence is one that either informs the reader of events, character, drastic change, or actually moves the plot along in some stranger, more abstract means than could be achieved in the story’s reality.

A game of giant’s chess is played. Two of the pieces transform into the main character’s parents. White humanoids emerge from the ground to terrorize our protagonist. Faceless bodies rain down from a featureless black sky. At the end of the sequence, however, nothing is gained or lost from this series of events and our character doesn’t even seem to react to anything too harshly or with too much panic or denial of reality. If the dream sequence doesn’t mean anything to the story and doesn’t mean anything to the character and even especially doesn’t mean anything to the person conjuring these horrific images up (“Don’t get so attached. They’re merely mannequins […]”), then why on Earth should these images mean anything to the reader?

  1. Demons Don’t Work That Way For A Reason

I’m placing a spoiler alert right here for anyone still interested in checking out Day and Soul. At the end of the issue, our protagonist Edgar makes a deal with the tempter-character, receiving the assurance of his son’s safety, but also receiving intimate knowledge of the date of his death and an inability to kill himself before then. This is actually the story’s strongest suit, the idea of knowing your death’s date, having a ticking clock constantly hanging over the main character and watching events fall into place before that inevitable moment could make for an interesting story in later issues.

However, after waking up in his office, our protagonist also learns that he was screwed out of his soul in the deal. Only after making the deal.

That’s bonkers. This is the closest thing that Day and Soul has to a genuinely stupid mistake. The idea of giving away one’s soul is rooted in the concept of the Sin Play, where a person trades away their salvation for some gain on Earth. However, these characters always gave away their salvation knowingly because it is their actions that will ultimately damn them to hell.

The idea that a person can accidentally go to hell completely negates the purpose of hell existing in a story. Hell is punishment and damnation, not something someone can be tricked into. If the characters exist in a world where a person can go to hell accidentally, then morality is meaningless, God is a horrible trickster with no love for his subjects and all that awaits humanity after death is a roll of the dice as to whether they receive their just rewards or an eternity in hell. If you’re going to make that your story’s world, you had better be writing a nihilistic piece of fiction where there isn’t a single action or character who genuinely matters. This is, of course, in a story where the function of the justice-driven afterlife exists, not in a story with an atheistic approach to the afterlife or a more obscured notion of life after death. The specific function of the story’s afterlife serving no purpose but to act as additional cheap drama nullifies the story’s actions as having no great consequence or meaning to any character whatsoever.

  1. If Your Character Is Going To Do Something, Don’t Waste Time Explaining It

At several points Edgar takes a moment of thought to plan out his next action. However, this isn’t communicated by the character taking a moment of visual silence or mumbling to himself, this is dialogue that ensures that the audience understands that there is a reason for the action he’s about to take. When a character needs to remain calm, then this can be communicated in one of several ways: taking a moment of silence, taking a deep breath, repeating a mantra, in extreme cases of poor conveyance, a character can repeat “I need to remain calm.” In this scenario, however, just to make sure the audience is queued into the main character’s job as a therapist, Edgar repeats to himself: “This doesn’t look good. She’s showing signs of narcissistic behavior, and it is really getting underneath my skin. I can’t let her get the best of me. I need to try and remain calm.”

We know that this doesn’t look good. The character he’s referring to has already showed signs of narcissistic behavior. We can tell by Edgar’s actions that he’s annoyed. We’re aware that her getting the best of him would be bad. The only new information given is that he desires to remain calm.

Being a writer means deeply considering your words. The medium of a writer is words, obviously, so it should be equally obvious to a writer when not to use words as much as when to use them or more to the point, which words don’t need to be said.

  1. Conveyance Must Trump Style

The art in Day and Soul isn’t as bad as it is unclear. The style seems to consistently get in the way of making the picture being displayed as clearly as it needs to be. For the purpose of being as constructive as I can in my criticism here, I consulted an artist for a deeper understanding of how to improve on the clarity of the drawing in Day and Soul.

She, wishing to remain anonymous, consulted me on the concept that adding more than the singular gray that Day and Soul uses would add a large amount of depth to the proceedings. Currently, the only thing differentiating between absolute-white and featureless-black is a single shade of gray. Here, (protected under fair use due to its function as assisting in criticism, cough cough) are two panels from Day and Soul.

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Here is the same picture, edited slightly by said anonymous artist:

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The same image is given greater depth and clarity by its addition of a lighter and darker shade of gray. Sticking with a three-color palette, as shown in the former, may seem stylish, but in reality only works to muddy and obfuscate the more complex drawings. Black and white newspaper comics use large, easy-to-recognize, cartoon-y figures for a reason and the person who uses strictly black and white to convey dark, smoky noir-esque rooms is also the same person who has been practicing to make their images as clear as possible using those two colors for a long, long time.

These are the mistakes that drive me up the wall because they’re both heinous and innocent. None of these mistakes are the fault of disregard for the medium or laziness, but because artistic talent takes time to develop. I can’t, in all good consciousness, recommend that any reader pay any amount of money to read Day and Soul, but I can say that this is the kind of indie tag team that, given the right consideration of criticism, has the drive and potential to be great.

Best of luck, Smith and Costello, may your next offering be both unique and polished.

 

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Day and Soul #1 Writer: Roy Smith Artist: SJ Costello Publisher: Inbeon Studios Price: $0.99 Format: Ongoing; Digital

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Review: The World of Edena

By Robert Larson

The World of Edena is the latest collection of Jean “Moebius” Giraud’s surreal sci-fi stories. They began as a promotional comic for the French car manufacturer Citroën and soon turned into a six-volume series. While the easy-on-the-eye simplicity of the art might trick you into thinking that the series is a children’s story, nothing could be further from the truth. Giraud invested this story with themes of living with nature, the destructive effects of technology, sexuality, and spirituality.

Read More

Review: Heroes of Skyrealm #1

Heroes of Skyrealm sounds like a fun story from the start. This comic is a tie-in to the mobile game of the same name, serving as a prequel to the events of the video game world. So thankfully, you don't really need to know anything about the game to get into it. Which works, because I didn't even know there was a game until I started researching the comic. The story opens up with an Invoker named Darius, rocking out. Riding along with an airship, Krieger, the superior officer of Darius questions his performance, only to be interrupted by the threat of pirates! Needless to say, hijinks are about to ensue when your main characters' first bit of dialogue are pop lyrics.

Heroes of Skyrealm 1From a first glance, the art is quite eye-catching. Genzoman drew a cover that just draws you in the second you see it. The colors are vibrant, and the characters immediately make an impression from their first appearance. A great first outing for Aditya and Ilariya Gelli. Everyone has a unique voice that and appearance that might feel a little bit out of place in other books but feels oddly right for the world. Every bit of the art for this book looks incredible. From the jump, I'm a fan of a lot of the artistic talent involved and want to find more from them.

The story itself sounds like the kind of story you'd imagine involving pirates (sky or sea) and while simple, does the job of keeping me interested. Edwin McRae wrote a story that feels like a bit like an anime. Eureka 7 is one that comes to mind, with a little Trigun thrown in. Unfortunately, things aren't milk and honey with this book.

While the story and art are top-notch, the script is a bit lacking in places. It feels as though for every Galleon and Darius, there's a Krieger. The dialogue can, at times, be fun to read such as when Yuhai goes on a very believable pirate speech. Other times, it can feel a bit jarring, like when Krieger goes from calm and collected to more a "dude" in places. But to be fair, these instances are few and far between and don't truly take away from the overall feel of the characters. Overall, though, Rik Hoskin did a fine job finding the voice for these characters.

In truth, it's unlikely I'll play Heroes of Skyrealm. However, I do like the story, and the comic has me curious as to the next issue. If you're looking for a book that's fun, funny, and going to seriously give you something new to look at, this is a book worth picking up. And maybe a game worth playing.

 

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Heroes of Skyrealm #1 Writer: Rik Hoskin Artist: Ilaria Gelli Publisher: Dynamite Entertainment Format: Ongoing; Digital

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Review: The Final Station

The Final Station is a game that I had really wanted to like, but it never really clicked the way that I wanted it to. To be fair, I went into it with a few misperceptions about it: I was expecting a game more akin to FTL, where you have to make choices about what the best course of action might be and then live with the consequences. Instead, it’s a game that railroads you about as much as the train that you’re on, and there’s very little to choice to anything that you do. Furthermore, the actual game mechanics are surprisingly uninteresting, which undermines the interesting world and ambience the designers clearly tried to create.

The basic premise of the game is a simple one. The world is dying after being attacked by pods from the sky that release a toxic gas that transforms just about everybody into bloodthirsty monsters. You’re on a train, carrying survivors and cargo that might help take everything back to normal. Along the way, you loot various train stations and deal with the monsters inside.

The writing for this game is good, but there are a few caveats I want to attach to that. A lot of the dialogue reads as though it’s been translated from another language, with some odd word usage and verb conjugations. It also tends to be rather vague, which can be atmospheric by adding to the mystery of this dystopic world, but is also really, really confusing when it comes to shedding light about what exactly is going on (especially combined with the typos). The protagonist is a silent one, so it’s not exactly easy to form an attachment to him, and his motivations don’t seem to be spelled out until the very end of the game.

The Final StationMore seriously, the way that the story is told is just bothersome. The passengers that you pick up along the way talk as you travel between stations, but that happens at the same time that you’re doing the maintenance tasks necessary to keep the train running. The train is big enough that it would be possible to miss the dialogue bubbles entirely, and given the obliqueness of the writing, catching half of what is said still leaves you entirely in the dark. Similarly, you can read synopses of where you’re going on a console, but you have to do so at the same time as those maintenance tasks AND the dialogue.

The fact that the writing is so hit-or-miss is a pity because the actual worldbuilding here seems very interesting. The background dialogue of characters you meet in the safe zones can be humorous; characters comment on you just barging into their homes or the fact that they live in a hallway. The background animations are simply gorgeous to look at, and extremely varied in what they are. Everything seems just familiar enough (lighthouses, homes, plains, deserts) that it seems like home, except that you also pass through ruined cities and futuristic towers that would be at home in manga. The background hints about the world’s government are interesting, so much so I wish I could have had time to read them. And the music is appropriately atmospheric and retro-futuristic, which lends to the Akira-esque world (there’s probably a more apt anime comparison out there, but I’ll leave it to somebody better versed in the genre).

So, how’s the actual gameplay? Unfortunately, it’s kind of dull. The promo materials suggest that you’ll have to make tough decisions about who to keep and who to let die, but that’s never actually a thing. There’s simply no circumstance under which it’s better to let somebody die (though the rewards for both are largely irrelevant to gameplay); it can be the difference between getting $3 off their corpse and $250 if you bring them to safety.

The two resources you manage for your passengers are food and medkits, but you don’t even really manage them so much as “pick them up.” Food is only used on the passengers, so as long as you search everything, you should be fine. Medkits, in theory, are a challenge, because you use them to heal yourself. However, making them is not hard, and combined with the ones you can buy, just make sure you have a lot and you’ll be golden. There’s also a loophole in the game that can be easily exploited: you’re healed every time you travel between stations, so you don’t need to worry nearly as much about healing up. Near-death but at the end of the station? No problem! Honestly, figuring that out was the most challenging part of the game, because I kept healing myself before getting on the train. Once I figured that out, keeping passengers alive was cake.

screen_2The train maintenance is also a serious disappointment. Again, I thought I would have to make decisions about what I repair and what I allow to decay, or that I might have to manage supplies to keep everything running. Nope. One, and only ever one component is failing per travel section, but repairing it just consists of selecting it and doing some mini-game (most of which involve just clicking LMB a few times) to fix it temporarily. There’s no real management; even if you’ve got a couple of wounded passengers who need medkits, you can easily run back and forth and time repairs such that you should never lose a passenger. Crafting is useful to a certain extent for medkits, but I stopped bothering with ammunition early on and never ran out. There are no other craftable items, so that’s that.

As for combat, again, the developers make the case that you need to be careful and pick your fights because your ammunition is limited. In theory, yes. In practice, melee combat is so effective that if you’re beating most of the enemies to death (and you should be), you’ll have plenty of bullets when you need to actually use a gun. All it takes is mashing RMB, or in a few instances, charging an attack to hit a fast-moving baddie. There are also weird exploits you can take advantage of. Some of the bad guys explode, and in tight rooms that can be dangerous. However, you can go partway up a ladder, smack them, and get down before they explode. This is actually a good tactic if there are other zombies in the room because they just get killed in the blast.

Perhaps the chief difficulty in the game is that shooting is kind of awkward: your character needs to be standing still for a couple of seconds, so people who are used to run-and-gun gameplay might be thrown off. That also incentivizes you to use your fists, which you can use while moving, and which are effective against just about everything. There are bigger-than-normal zombies you encounter, but they take maybe one more hit than normal to kill. There’s nothing intimidating about them, and it’s just too effective to punch everything.

With better gameplay (and less opaque writing), this could have been a real classic. As it stands, the game is too easy to beat, which undercuts the dark atmosphere it builds, and it’s too difficult to enjoy the story because of the way the gameplay is structured. I actually hope the developers put out a new game because there were clearly good ideas here. They just weren’t fully realized.

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The Final Station Developers: Alex Nichiporchik, Oleg Sergeev, Andrew Rumak Studio: tinyBuild Price: $14.99 Format: PC, available through Steam

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Review: Faith #2

Faith #2 picks up right where #1 left off. More setup heavy than it’s predecessor, the pacing suffers from a bit too much telling instead of showing. Great art and character development come in and save the issue. The final result is a good comic that focuses on setting up a cast for future issues. Spoilers Ahead. This issue opens up with Faith trapped by her celebrity crush (and potential arch-nemesis) Chris Chriswell. In his drawn out monologue, we learn his tragic back-story as an actor wanted to play the villain but was doomed to be cast as a hero. As villain origin stories go, it’s up there on the wacky scale. It’s one of the ways this issue feels like an old golden age book. His monologue and his use of hired goons with a gimmick are both are classic comic book tropes. There is even a panel dedicated to him pouring a glass of wine only to throw it to the ground in the following panel. But while writer Jody Houser seems to be embracing these old tropes for her villain, all of her other characters FAITH_002_COVER-A_WADAsubvert their traditional role. For instance, later in the issue Klara, a character who under normal circumstances would remain in the dark about Faith’s superhero identity, actually pieces together the truth off panel. This kind of agency given to a side character reflects a change in the traditional dynamics of superhero and sidekick. By giving Klara the Tim Drake treatment, Houser presents her as a fully formed character with a life beyond the issue. I hope this type of out of the box thinking continues to be the norm in shaping other side characters in the series.

As for Faith herself, Houser continues to try to make the character likable, sometimes coming across as forced. Throughout the issue, Faith constantly alludes to different aspects of nerddom and the result is hit or miss. Sometimes they come across as genuine, but others feel shoehorned. Houser’s experience writing TV also affects her portrayal of Faith. The overarching voiceover/blog entry is pretty common TV trope, and Houser utilizes it in this issue. The result is a bit muddled. With the narration switching between internal character thoughts to blog entry without any announcement. It’s something that would only be a problem in comics since on TV we never hear the characters thoughts and any voiceover is almost instantly assumed to be some form of narration elsewhere. Yet, despite these small slips in the issue, Faith is still likable and genuine. You still want her to succeed and find the home she’s trying to find.

Pere Perez and Marguerite Sauvage are the art team on this series, and as far as house styles go, their interpretation of the Valiant house style is one of the best.

They make an excellent team. Their portrayal of Chris Chriswell is one of the best scowling, rage-filled villains I’ve seen. Layouts are also done well, providing some interesting configurations, but never distracting from the story. As I said earlier, this issue was a lot of monologues, but while the pace may have slowed during that portion of the issue, the art never sits back. The Chris Chriswell’s backstory pages are well done and interesting, keeping the reader intrigued throughout. They also excel in the few fight scenes they are given, fully capturing the ridiculous chaos of fighting a gang of look-alikes.

This issue has great art, decent pacing, and intriguing plot developments. It struggles in the beginning, telling us more than it shows, but by the end of the issue, there is a sense of beginning. Houser is still finding her feet, and that shows in this issue. But overall the issue is still a good time. There is a lot of hope in this issue, and I think it provides a lot of hope for the series. As I was reading, I kept thinking, “This is how it starts, this is how the story begins.” Now we get to see where it goes.

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Faith #2 Writer: Jody Houser Artist: Pere Perez and Marguerite Sauvage Publisher: Valiant Comics Price: $3.99 Format: Print/Digital

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Review: Ultraman vol. 4

If you read the previous volume of Ultraman, then you already know that Moroboshi is a dick. Shinjiro didn’t know that, but after Moroboshi arrives wearing his version of the Ultraman suit and tells him to “Deal with it,” I’m pretty sure he knows now. This volume of Ultraman continues with Shinjiro dealing with the notion that he must kill some of the aliens he encounters. It doesn’t sit well with him, but after seeing Moroboshi and helping a little girl with a balloon, he sees how many people he’d put at risk. He’s then tested by Red and Jack and pushed to the point of unlocking a new power. The rest of the volume deals with Rena, the serial killer and a pissing contest between Moroboshi and Shinjiro.

ultraman-vol-4The story for this new Ultraman continues to be tightly woven. There’s clearly an over-arcing storyline that’s in play, but what has made these first four volumes particularly tight is that all of the subplots have been connected and are now coming funneling together for a resolution. In a way, the A, B, and C storylines have all focused on different characters or aspects of the story, and now they’re heading to a collision. It’s too soon to say how it will change the landscape of the world.

It’s easy to be fooled by this trade because compared to the previous installments there’s no big reveals or action sequences. There’s a little bit with Red, but there aren’t any consequences outside of unlocking Shinjiro’s potential. Yet with seemingly so little going on, it’s easy to miss the character development and the footwork that’s done to move the story along. And it could have all ended up being very boring, but it’s anything but. The aspect that stands out the most ends up being Shinjiro’s character development as he deals with the notion of taking a life, learning he’s not the only Ultraman and unlocking a new skill. It’s a lot for him to take in and it’s a testament to the quality of the story that it doesn’t forget to show this struggle. It would be very easy to show Shinjiro accepting everything and just moving on, but instead the story allows you time to get to know the lead character.

The art on this book is stunning. I won’t rank or compare it to other series because that doesn’t matter. It doesn’t take away from how impressive the details are from start to finish. The world of Ultraman feels alive because of the art. It’s easy to get lost in the clean linework, the black and white pages and a style that is easily recognized for being from Japan. The real challenge is not being blind to the details and raw emotion that the artwork has. The battles never seem laidback, but rather a fight with real consequences and damage. You can dislike the style (I don’t know why you ever would), but you can still appreciate the skill that goes into this series.

With as many Western/American style comics that I read, I don’t keep up with too many Manga series. I would love to, but the reality is that I have more to read than I do time to read. The ones I do continue to follow, like Ultraman or One-Punch Man, have such talent and quality of stories that I do keep up with them. With that said, if you’re not caught up on Ultraman you need to do yourself a favor and get caught up.

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Ultraman Creators: Eiichi Shimizu and Tomohiro Shimoguchi Publisher: Viz Media Price: $12.99 Format: TPB; Print/Digital

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