Review: Spy

Written by guest contributor Cameron Gallagher

Spy is a hilarious movie that truly shows the funnier side of some great actors and actresses such as Rose Byrne, Jason Statham, Jude Law, and of course Melissa McCarthy. After seeing Melissa McCarthy’s “Tammy” and “Identity Thief” I had lost all faith in her, especially because she WROTE TAMMY which was the worst of the bunch, Spy proves to me that she is a talented comedic actress, but still a horrible writer.

spy-posterSpy is about a, well spy, played by Jude Law who after an issue, is replaced by Melissa McCarthy, who basically has almost no field experience. Most people will get caught up in Melissa, but I found that Jason Statham and Rose Byrne truly blew me away in this film. They were DROP. DEAD. FUNNY. I mean Statham’s character was so funny, I couldn’t stop laughing through whole scenes! Rose Byrne is very vulgar in most scenes, so is the entire movie, but I found that it really worked for the film’s tone.

Beyond it being funny, this actually has an interesting story. It’s no James Bond, but it is fun. This is one of those movies, you see some things coming, but others are really interesting and keep you on your toes. Also, I loved how Spy really doesn’t take itself seriously, even though it gets quite serious. It almost picks fun at Bond style films, while succeeding in being one.

That being said, the film was predictable. It wasn’t anything that ruined the movie by any means, but got a little repetitive in some areas. Also there was a few plot holes that didn’t make much sense, like another female spy, who we thought we would see again, and did for about 2 seconds. It didn’t work, but wasn’t a make or break plot point.

Overall Spy is a hilarious film, that is DEFINITELY worth seeing with a group of family and friends who love comedy. Check it out yourself and tell me what you think!


Score: 3/5


Spy Director/Writer: Paul Feig Studio: 20th Century Fox Runtime: 120 Minutes Release Date: 6/5/15

Review: Pixels

Written by guest contributor Cameron Gallagher

Adam Sandler makes absolutely stupid movies... but his last two films have actually impressed me. Most people are hating on Pixels, but I was excited for two reasons. After seeing his last film, The Cobbler, which I loved, and seeing the Nostalgic 80’s video games, I knew it would be downright stupid, but worth a watch. This was EXACTLY that!

Pixels Movie PosterPixels is about a nerdy kid who loses a 1980’s Arcade Gaming Tournament, but after Aliens invade using 80’s arcade games as a front, his talent comes in handy. So, this movie is not a good movie when it comes to cinema except for two things. The visual effects were OUTSTANDING, and the story was well crafted to actually seem very realistic. Of course this film began with the idea of making 80’s video games come to life, but Adam Sandler came up with the perfect way. I love how a Time Capsule was taken as a threat and became this movie. It is so off but felt so real (the only real way this would make sense). So, yes it’s dumb, but worked.

Let’s talk about the visual effects for a minute. This film had so much over the top effects, but this also goes back to acting, NEVER ONCE did I look at this and say “Wow, that looks so CGI” or “Wow that is definitely on a green screen” Now of course it is CGI and green screening in some places, but even the pixels of the creatures seemed to have so much texture and light within the shots. I would believe they actually made a bunch of these as references for the actors to work with, but I know that is most likely not true. I was very impressed, even at the climax, where they are completely in a CGI world, they seemed to look way more real then another fully CGI film I know *cough* Phantom Menace *cough* But all joking aside, it was very impressive.

The problem with this film is in its simplicity and cliché comedy scenes. It basically is a recycled comedy with a new face. That being said, it was still very fun, well made, and just plain stupid. I’ll give Pixels 3/5 mainly for its visuals and fun atmosphere.


Score: 3/5


Pixels Director: Chris Columbus Writers: Tim Herlihy and Timothy Dowling Studio: Columbia Pictures Running Time: 106 Minutes Release Date: 7/24/15

Shout! Factory acquired animated feature "Snowtime!"

Shout! Factory, a multi-platform media company, and CarpeDiem Film & TV, Inc. have entered into a film deal to distribute the new animated featureSNOWTIME! in the United States. Produced by Marie-Claude Beauchamp (The Legend of Sarila) and directed by Jean-François Pouliot (La Grande Séduction), this captivating family adventure film will premiere at the 2016 Sundance Film Festival. SNOWTIME! features an exceptional English-language voice cast of Angela Gallupo (Being Human), Lucinda Davis (Winx Club), Sonja Ball (The Legend of Sarila), Don Shepherd (Blue Mountain State), Jenna Wheeler, Heidi Lynne Weeks (Heelix), Elisabeth MacRae, Holly Gauthier (Arthur) with Ross Lynch (Disney Channel’s hit series Austin & Ally and pop band R5) and Golden Globe®-winner Sandra Oh (Grey’s Anatomy,Sideways). SNOWTIME! also boasts an enchanting movie soundtrack featuring international singing sensation Céline Dion and popular rock band Simple Plan. The announcement was made today by Shout! Factory’s founders Richard Foos, Bob Emmer and Garson Foos; and president of CarpeDiem Film & TV Marie-Claude Beauchamp.

Shout! Factory has secured all U.S. distribution rights to SNOWTIME!, including theatrical, broadcast, video-on-demand, digital and home entertainment rights. Shout! Factory plans a strategic rollout of this movie across multiple entertainment platforms, beginning with a theatrical launch in early 2016 through Shout’s kids & family entertainment imprint, Shout! Factory Kids.

“We’re thrilled about this new opportunity with CarpeDiem Film & TV. This beautifully made, highly entertaining feature is a very exciting addition to our library of new family films for 2016. We look forward to bringing Snowtime! to the big screen for movie-goers and across all major distribution platforms,” stated Melissa Boag, Senior Vice President of Kids & Family Entertainment at Shout! Factory.

“Shout! Factory is creating the opportunity for Snowtime! to touch the hearts of children and adults across America. We’re proud of our movie and proud of our association with Shout! Factory,” said Marie-Claude Beauchamp, President of CarpeDiem Film & TV.

Snowtime! is that all too rare family film that brings together the wonder, mischief, playfulness and poignancy of childhood.  CarpeDiem has produced a film that will entertain generations,” said Shout’s Vice President of Acquisitions, Jordan Fields.

Movie synopsis

Based on the acclaimed live-action film classic La Guerre des Tuques (The Dog Who Stopped the War), SNOWTIME! is a captivating cinematic adventure about hope and friendship. The film explores the sometimes mercurial relations between friends during childhood, and the role that enthusiastic competition and energizing solidarity play in the lives of children.

A romp through childhood full of heart and humor. To amuse themselves during the winter school break, the kids in a small village decide to have a massive snowball fight. Luke and Sophie, both 11 years old, become the leaders of the opposing sides. Sophie and her cohorts defend an elaborate snow fort against the assault of Luke’s horde. Whichever side occupies the fort at the end of the winter break, wins. But what starts out as pure youthful fun and enthusiasm deteriorates into a more serious conflict, where children learn valuable life lessons on friendship, the importance of unity, and the emotional consequences of vicious rivalry. The film’s underlying message – neither side wins in war – is as relevant today as ever.

Review: Saints #3

Saints is a book that almost flew under my radar when the first issue came out. The covers have been striking, and they prominently feature an orange tone you don’t see many other places; one day, I ended up picking up the first issue and flipping through it at my local shop, and I’ve been reading the series ever since. In this issue, St.’s Sebastian, Blaise and Lucy have taken the advice of the Jesus Pimp painting that is secretly the angel Gabriel and found St. Stephen, patron saint of masons and stonebuilders. There’s a pretty awesome fight, and we finally start to get peeks behind the curtain of what’s going on in this world—to steal an Always Sunny phrase, we finally get to find out who the Saints are versus. Their enemies are righteous and they are brutal/metal as fuck, so it’ll be nice in the coming months to get out of Blaise’s head and see more relationships between characters build up—especially with the new power that Blaise has discovered.

Saints-#3-1Part of the appeal of Saints for me has been Benjamin Mackey’s strong artistic style. This book doesn’t look like anything else from Image for sure; it almost doesn’t look like anything else on the shelves at all. His style is very open and cartoonish without feeling childish, and his characters have excellent facial expressions. For a book with such a weird high concept, the characters feel grounded and real without feeling overexamined. Add into that the switches between pale, bright palettes for the saints and the dark, shadowy textures of the secret priests, it brings a nice dichotomy that the issues have been lacking until now. I would also be remiss if I didn’t mention how rad the ticker tape prophecies that come out of the Jesus Pimp Gabriel’s mouth are; it’s such a visually interesting way to make a painting talk, and it’s a real stroke of genius.

Lewis has a long history as a playwright and screenwriter, so it’s interesting to see him flexing his comic muscles in Saints. There’s a bit of the screenwriter left in this book; a lot of narrative captions to tell us what’s going on inside of Blaine’s head. But contrary to most books, that doesn’t bother me in Saints. It reads as a nice window into a character I don’t really get yet, so it helps me as a reader track along what Lewis wants me to track for Blaine’s journey. The captions feel focused and necessary, and they add to or subvert what’s happening in the panels. My only beef would be that there are occasionally three where one will do, but it’s never to the point that it feels intrusive.

These two artists are creating a singular book every month in Saints, and it’s really something special. It’s heaven vs. heaven without descending into Top Cow/Witchblade-y kinds of angst. It’s a bright book about a weird future, and possibly the end of the world. I love it.


Score: 5/5


Saints #3 Writer: Sean Lewis Aritst: Benjamin Mackey Publisher: Image Comics Price: $3.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

Review: No Mercy #5

The central plot point of No Mercy is a bus crash, but five issues in, it's starting to look a little more like a train wreck. In earlier issues, the series had some notable things going for it. The concept was simple but engaging (as a college senior myself, the idea of sending a group of annoying abroad students off a cliff, iphones in hand, won the book immediate points), the stakes were real, and the dangers were legitimately frightening. The second issue in particular had an excellent sequence in which the students fend coyotes off from the site of a crash that was frenetic, scary, and creative. Sadly, the book has begun to become scattered and unfocused as the various plotlines diverge from the basic survival premise. In issue five, Anthony, Troy, and Kira are picked up by either the local government or a drug cartel (I remain unsure though it could conceivably be both). The lead cartel/agent (I should really figure that out) seems to have something to do with the cocaine revealed to have been on the bus. Meanwhile Tiffany and Deshawn climb back towards civilization and find burly, cliched Hispanic workers.  Travis and Gina have a heart to heart in the desert, revealing their mutually shallow personalities. This is a lot of plot to pack into 30 pages (saying nothing of Sister Iines who appears briefly and the twin who are mysteriously absent) and the book moves extremely quickly.

No-Mercy-#5-1Characterization is a tricky aspect of No Mercy. At one level, author Alex De Campi is doing a good job at balancing an increasingly complex plot without ignoring that the large cast still needs fleshing out. Each issue brings some new insight or character beats to one or two of the students. It is however problematic that the characters remain such insufferable adolescent cliches. In the midst of a life-threatening disaster they talk in emoticons and abbreviations (one character says outloud 'FWIW'), flirt with one another, make horrible decisions, and generally make a good case for not deserving to survive. That probably sounds crueler than I intend it (see again, my status as a college student), but five issues in, I am still waiting for anyone but Anthony, who continues to be fascinating, to show some sort of character and intelligence. For the moment it remains a cast of horror film cannon fodder and, when the issue ends on a particularly gruesome note, it's hard to feel more than a mild surprise and revulsion.

One might suggest that the two-dimensional characterization is a fitting way to indicate the particularly juvenile state of mind people of this age find themselves in. There is perhaps something to this, though it still makes caring about their trials rather difficult, however it would not explain the flatness of the rest of the cast. The Hispanic characters in the story remain confined to the roles of drug runners, nuns, and, in this issue, rapists. Upon finding a wounded, dehydrated Tiffany, and entire group of working class citizens can think of nothing better to do than fondle her and make allusions to sex. It gives Deshawn a chance to act like a hero by rescuing her, but it's at the expense of side characters and realism (frankly, the oppressive bleakness of the story is starting to wear thin).

Carla Speed McNeil's art does very little to add dimension to any element of No Mercy. Her characters continue to appear flat and in some cases hard to tell apart, and the background landscapes lack any bit of barren beauty or even depth. To put it bluntly, thanks in part to McNeil's art but also in part to the use of real texting emoticons in the word balloons, No Mercy looks distractingly cheaply made (an exception in Image's usually sharp-looking catalogue).

The one bright spot in No Mercy #5 is Anthony who continue to be a hugely interesting character. Having a deaf character lends him a specificity the others lack, and in the first four issues he has proved to be the most talented at surviving and thinking on his feet. Sadly, he is given the same amount of focus as every other character and cannot hold the whole book together. This one character aside, unless watching vapid teenagers succumb to infection and predatory animals is your thing (no judgment here), there is increasingly little to recommend No Mercy.


Score:  2/5


No Mercy #5 Author: Alex De Campi Artist: Carla Speed McNeil Publisher: Image Comics Price: $3.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

Review: Head Lopper #2

Andrew Maclean makes a triumphant return this month with the second quarterly installment of Head Lopper, the funniest Conan the Barbarian comic this side of the Atlantic. For a book that is one of the longest single issues on the shelf, let me give you a condensed version of my already short review: buy this book, it fucking rules.

In this month’s installment, we get a little bit of backstory on Lulach, the son of the swamp, and the story picks up with Norgal and Agatha’s trip into the swamp to save the kingdom. They debate the relative merits of steel vs. magic, and they meet a strange little Miyazakian imp named Gnym, who warns them that they’ve chosen a dangerous spot to camp. Ghosts are fought, zombie giants put in an appearance—it’s altogether amazing comics.

Head-Lopper-#2-1In a week that’s chock full of amazing comics releases—The Violent, the hardcover Essex County, Secret Wars, We Can Never Go Home’s collection—Head Lopper stands out as one of the most bang for the buck every three months. It’s something I hammered on last time, but I have to emphasize how astonishingly worth it this comic is. This is no twenty page floppy that you’ll be done with before you realize it. You really get to live in the world Maclean is building, and the fact that it only comes around once every three months makes it that much sweeter.

The big star in this issue is Gnym. He’s a different element from what showed up in the first issue. He’s more of a whimsical danger element than straight up Dungeons & Dragons-style trolls and orcs and sea serpents were, and his combo of a raccoon tail and what appears to be a bag with large teeth drawn on it for a face reminds me in equal parts of Spirited Away and Ocarina of Time. I mean, just break into my apartment and start referencing all my favorite stuff that you saw there why don’t you, Maclean. The riddling nature of Gnym and the blocky, suggestive designs Maclean employs alongside Mike Spicer’s deceptively simple color palette also bring Adventure Time to mind, and if those aren’t three great touchstones, I don’t know what you want.

As Head Lopper goes on, I find myself drawn more and more to action on the periphery, to the things that show up to flavor what’s going on in the center of the panel. I don’t know what Maclean’s plan is for the book come next year when all four parts are out, but he’s built a world rich enough to sustain any kind of story he wants to tell. I can’t wait to live in it a few times a year.


Score: 5/5


Head Lopper #2 Writer/Artist/Creator: Andrew Maclean Colorist: Mike Spicer Publisher: Image Comics Price: $5.99 Release Date: 12/9/15 Format: Mini-Series; Print/Digital

Review: Monstress #2

There were some heavy hitters among the comics that make the shelves this week, and Monstress #2 arrives and counts itself among them by dropping issue two and hitting as heavy as the rest, if not heavier. Rule 1: please tell everyone about Monstress. The witch house is recovering from Maika’s grueling prison break and their version of law enforcement called the Inquisitrix arrives to get them by any means possible. Meanwhile Maika continues to try to find ways to escape what she calls “the hunger” either by getting incredibly drunk, or by actually trying to escape through the border of both the Arcanic lands and the human side, as she does this she slowly remembers what happened during her escape and how it all relates to the mask.

Monstress-#2-1This issue has a feeling that it moves to the sides as well as forward The world continues to build around Maika as she tries to find answers to the mystery of her mother’s murder. Everything continues to be shrouded in an aura of mystery, and it seems every issue will answer a question and make two more, more so about the world than about Maika. This isn’t necessarily bad, Marjorie Liu’s prose-writing background shines through as she creates very well-rounded characters in a world she continues to build in this issue. There is an enormous amount of thought gone into each faction of the book, even the side characters have enough dialogue to make them three-dimensional. Someone as seemingly measly as a traveler on the side of the road is investigated upon, as Miaka is trying to pass by as another human without being noticed, this builds up the tension and lets itself live in the moment. Being able to pause for tension is something that is sometimes lost with comics and the worry of page count.

Sana Takeda’s art continues to impress and mesmerize. There isn’t a panel you don’t stop and admire every corner of it. Although more splash pages would have more than welcomed (please, give us more splash pages), the panel layouts a flow with the precision necessary to move the story and show every facet of Maika’s emotional journey throughout this issue, and she goes through a big one. She learns a lot of what happened to her the last time “the hunger” took over, and why she’s escaping her best friend and anyone who gets close to her, as she desperately wants to find answers about her mom, the mask, and that horrible power. Takeda changes the complete mood of each scene with everything she does in the pages, it’s not just one slight change but many that make one continue to change the page every time.

The extras in this issue are very welcomed. I’m definitely signed up full-time for Professor Tam Tam’s classes, and I’ll take anything that continues to explain that massive world this creative team are building towards.

There were a couple of setbacks on this issue, one was mentioned before and it’s the almost complete lack of a splash page, with an artist as incredibly talented as Sana Takeda it should almost be a requirement to have at least two splash pages per issue. The second thing that needs to be addressed is the short-term goals of the main character. Although she has a clear goal that drives her very well throughout the series, there seems to be a lack of a short-term goal that could carry the reader through a smaller arc. We know the answers Maika is looking for, but we’re not sure what steps will she take to get to those answers.

Monstress #2 is a story packed issue, it continues to build the world and as long as it’s continuously delivered month to month, it’s well on its way to be another Image juggernaut.


Score: 4/5


Monstress #2 Writer: Marjorie Liu Artist: Sana Takeda Letterer: Rus Wotoon Publisher: Image Comics Price: $3.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

Review: Star Trek/Green Lantern: The Spectrum War #6

The arduous saga of the Lantern Corps clashing with the Star Trek Universe is coming to a close in an issue that manages to encapsulate everything right but also everything wrong with this crossover series in one issue. Battle ensues in the undead planet of Vulcan, with all its former inhabitants now turned Black Lanterns and looking for the same from the Green Lanterns and the crew of the USS Enterprise. All our heroes are surrounded by death with no way out and no help coming. Kilowog blasting Black Lanterns away, Hal and Kirk trying to figure out how to change thing to their advantage before they’re inevitably overrun by the Vulcans. The only way to stop them is to stop Nekron and the one weapon to stop Nekron went out with the Universe the Lanterns left behind… or so they think.

ST-GL06coverThe team behind this book knows what we wanted from the very beginning, and they deliver it on this issue. More of what happened in Blackest Night, with the cast of Star Trek involved. The story being at its strongest when there is a lot happening behind the page and not just people talking. Having the Enterprise crew fight alongside Hal, John, Guy and Kilowog was a delightful sight. Added to that was the help of the other Lanterns, the new ones and the experienced ones. With an effective show of how overwhelming the power of Nekron can be, and the battle becoming one long metaphor about one being unable to escape death. This issue revels in everything I praised about the last one, having great moments within the battles, allowing Angel Hernandez and Alejandro Sanchez to pull no punches and regale us with action packed splash pages. That was always the most fun moments throughout the series, involving great moments like Hal Jordan sitting in the Captain’s chair, Sinestro commanding an entire Klingon army, or Hal shielding the entirety of the Enterprise. With all of that being said, this issue wasn’t without plenty of flaws.

While everyone is kicking everyone’s ass, Spock is near paralyzed, having to face his “mother” manipulating him and attempting to kill him and turn him into a Black Lantern. This should be a tough moment for Spock and for the reader. The logical response for would be for Spock to blast her away, because that’s no longer his mother talking, but his human side gets in the way of his lack of emotions, and he’s unable to pull the trigger. As said, this should be a very heartfelt moment for the series, but it lacks the feeling behind it, and that’s mainly because of the problem prevailing every single issue of this series. Hernandez’ seems to have a problem portraying emotions in any of the characters’ faces. Yelling, sad, hesitant, surprised; it’s all a variation of the same expression, added to the strange shininess in their skin this issue, it made it that much more noticeable. The art when it’s from a further point of view is at its best, it truly portrays a battle and all the implications with it. But every time we have a close up of any of the characters, the story falls apart on their faces. The other major problem with the issue was the fact that the entire evil spectrum of the lanterns was left aside once again, not seen except for Sinestro coming in for battle and the rest duking it out amongst themselves where they were left last issue. The fact that they have such an abrupt ending makes all the time spent developing the characters a waste, since it was all for nothing and it’s not enticing enough to follow the story should a second series were to happen.

Star Trek/Green Lantern #6 finishes this crossover strongly, but it suffers from the terrible flaws that dragged the series down.


Score: 2/5


Star Trek/Green Lantern: The Spectrum War #6 Writer: Mike Johnson Artist: Angel Hernandez Colorist: Alejandro Sanchez Letterer: Neil Uyetake Publisher: IDW/DC Comics Price: $3.99 Release Date: 12/9/15 Format: Mini-Series; Print/Digital

Review: Symmetry #1

If you'll indulge me for a moment, I'd like to suggest some log lines for Top Cow's new sci-fi book Symmetry.  I am no marketer, but I think these would get the book's content across succinctly. Symmetry: Utopia has boob windows, Symmetry: I can't believe it's not Divergent, Symmetry: welcome to the uncanny valley, Symmetry: A choose your own gender story!  If Top Cow decides to use any of those, I will expect a hefty paycheck, but as that seems unlikely, let's just discuss Symmetry #1. As you have probably gathered by now, I am not a fan of Symmetry, but before going into why, I should state, as is the case with most first issues, it's very hard to judge where the book might end up. This issue is mostly exposition (far too much in fact) and table-setting, and its possible things could turn around as the story gets going.  Anyway, this first issue serves mainly to set up the book's world: a robot-run utopia where famine, war, and all forms of hostility have been annihilated through as of yet unexplained means. As is always the case such fictional utopias, there is a dark secret at the core of this society which author Matt Hawkins is very anxious to get to it.

Symmetry-#1-1Hawkin's strategy in setting up the world of Symmetry seems to be to have our main character Michael simply state facts about the world.  He constantly spouts lifeless lines like "Relationships are purely for reproductive purposes" and “I was born a sexless baby like everyone else". It is possible this is an attempt to bring across the bland perfection of the world by having the character be emotionless and dull, but it comes across as forced exposition that is often silly to read.  It doesn't help that no detail of the world is particularly original or unexpected: everyone wears white, is good-looking, and lives peacefully while robots do all the hard work (the basic set up of most YA fiction coincidentally).

The rushed attempt to setup this status quo is of course so that it can be broken by the end of the issue. Michael witness a violent satellite crash leading to the depowering of the robot population and a shocking societal revelation. This shocking reveal, like many elements of the book, is undermined by some goofy dialogue.  Perhaps this would be forgivable if we were given a reason to care about Michael himself, but we are given no reason to think he is anything beyond a bland unimaginative drone. He seemingly has no inner life nor even apparent hobby. In fact, I remain unclear what Michael even does in this utopian world--does he have a job or is commenting on the state of utopia a paid position?

Admirably attempting to lend the world of Symmetry some personality is artist Raffaele Lenco whose polished, three-dimensional art looks like a mix of Esad Ribic and Mike Deadoto.  Lenco sells the idea of a perfect world by giving a wholesome but unsettling sheen to everything (ever surface appears to be brand new and perfectly lit). Further, he gives a creative design to the worker robots who have hulking torsos but spindly delicate arms.  Sadly, there is one major downside to Lenco's work: his people. The faces are rendered realistically (almost like photographs run through a filter) which makes the cartoonish facial expressions range from goofy to monstrous. The body language of each character is stiff; scenes of movement look posed and uncomfortable.

As such, Lenco's art is occasionally gorgeous, but cannot overcome the stiff awkwardness of Hawkins' writing. And without a reliable character writer or artist, one is left to notice some of the other, more minor negative aspects of the comic. Two scenes depict women in superfluously sexual attire or positions, the way in which an opening chase scene is supposed to connect the rest of the plot is never made clear, the fonts of a number of text boxes and sound effects are cartoonishly out of place with Lenco's ultra-sleek style, and so on and so forth.  All in all, the book is simply bad and not in any exciting or entertaining way.  While it is possible the book will improve as it goes on, after one issue I am not sure I will stick around to find out.


Score:  1/5


Symmetry #1 Author: Matt Hawkins Artist: Raffaele Lenco Publisher: Image/Top Cow Price: $3.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

Review: Weekly Shonen Jump #1

In honor of Weekly Shonen Jump turning back over to number 1 as we approach 2016, here are my thoughts about some of the best that Jump had to offer in 2015. Just one year ago, in the #1 issue of Jump leading into 2015, I fell in love with a little title called Gakkyu Hotei: School Judgment.  Its Jump Start competitors on this side of the pond were a ping pong manga (Takujo no Ageha) and a fanservice-y cyborg manga (E-Robot).  They couldn't hold a candle to the art of journeyman mangaka Takeshi Obata on School Judgment, whose layouts were intensely intricate.  In case you aren't familiar with the title, it was written by Nobuaki Enoki, and followed the exploits of a young student lawyer in a world where arbitration occurred in classrooms.  School Judgment was a solid procedural, but was ultimately (and sort of ironically) limited by such a unique and interesting premise.  I stood by the art on that sinking ship until it went down.

Jump Starts are really one of the coolest things about Weekly Shonen Jump.  The titles that we see as Jump Starts are literally just the newest titles admitted to real Jump in Japan.  They all keep going even after we see them in their limited Jump Start run.  Of course, many of them don't go on for that much longer.  Anyway, it's cool specifically because not many of these titles become popular enough or have the longevity to see any collected translations.  They function as a very cool peek at up-and-coming mangakas who might circle back around to greater success later.

WSJ 01-16 coverThe most successful Jump Start this year, by very very far, was Black Clover.  If you're in the mood to see how full of shit I am, you'll be disappointed in nosing back through my reviews to see that I earmarked Black Clover as a title to watch going forward.  Mangaka Yuki Tabata's art is stellar, and with the absence of Naruto, Jump was sorely missing the presence of a character like Asta.  A few other Jump Starts are still petering on, I believe, but simply aren't being serialized over here.  My personal favorite of the new mangas that isn't over here is Haruto Ikezawa's Mononofu, a shogi manga.  I have my fingers crossed it continues to do well enough that I'll get to read more of it someday, as shogi is a supremely interesting game.

And what about the ol' timers kicking around Jump?  Where a regular feature of my reviews earlier this year lamented the loss of Naruto from the lineup, two weekly titles have stepped up to fill the void big time: My Hero Academia and Food Wars.  Okay, so they're not ol' timers in the same sense that Bleach and One Piece are; however, they both carried the torch into 2015 and offered fresh takes on a solid shonen formula.  Academia contains a lot of the character work and cerebral conflicts that made Naruto so great, and Soma, being merely a student at a cooking institute, is quickly cementing his place in the pantheon of shonen heroes, all of whom but him have superpowers.  With Academia finally receiving the anime it sorely deserves, and Food Wars having the first season of its very entertaining manga already in the books, I expect big things to continue coming from these manga.  Academia in particular is just on the verge of blowing up.

So, let's not forget about the real old crotchety bastards still kicking around the pages of Jump: One Piece and Bleach.  One Piece certainly doesn't feel like an old man (not that I know how old men... you know what, nevermind).  The only thing that makes One Piece seem like it's been around the block a few hundred times is the sheer volume of characters and places.  There was not a single page of  One Piece this year where I read it and thought, "wow, Oda is at the end of his rope."  The Dressrosa arc was at all-times infused with a gravitas of which only Oda and a few other select mangakas are capable, in an environment that could have only been imagined by Oda himself.  

If Oda is the spry old man leaping around making us wonder if he's even mortal, what does that make Kubo?  While Oda continues to make it clear that One Piece will literally never end ever, Kubo has begun bearing the very soul of Bleach.  Kubo is the wise old man of Jump, sitting in his rocking chair, pontificating on his life's regrets and lost loves.  You can see it in the last two fights especially.  Bleach is drenched in style, more than it's ever been, and yet the story has finally found its way back to doing something that sort of makes sense: focusing on characters and their relationships.  Each of these fights has pulled back the curtain to a deep, hidden way in which a previously enigmatic character operates.  These vignettes have gone as far to showcase the personalities of these characters as they have allowed Kubo to flex his unmatched visual style.

The monthlies are all doing their thing.  Blue Exorcist and Seraph of the End have mostly been sputtering, with the former in between major arcs at the moment.  One-Punch Man, however, is fucking taking over the world, and for good reason.  The anime is excellent, but as with many truly great series, despite the anime's strengths, there are times when it is unable to truly communicate the incredible job Murata is doing drawing the title.  The wonderful thing about One-Punch Man is that it doesn't need to aspire to big story arcs.  There is so much wonderful character work, and the built-in intrigue of watching Saitama rise to the top-- there are just so many organic ways to take this story in any given direction for short bursts of time.

At some point this year, it's possible that I'll start splitting up my coverage of Jump to focus more on particular titles in any given week.  I typically use my coverage of Jump to do that anyway, however, because it allows me a more organic way to compare titles, and give context to the niche that a particular new title might be filling.

And oh yeah, this issue was good.


Score: 4/5


Weekly Shonen Jump #1 Writers: Various Artists: Various Publisher: Viz Media Release Date: 12/7/15 Format: Weekly; Digital

Review: Ninjak #10

The tenth issue of Ninjak kicks off the next storyline for the series. It’s different from the previous issues in just about every possible way. There’s no flashbacks to young Colin’s childhood and he’s paired with a partner this time instead of being a solo ninja. The setting is also different; this has had a pretty big push from Valiant because Ninjak is going to the Deadside and that’s Shadowman and Dr. Mirage territory. Ninjak #10The story begins with Neville briefing a superior about the theft of one of the Shadow Seven (in narrative only), which was a nice tie-in to the last arc. It gave the impression that Matt Kindt has really mapped out and connected all of his Ninjak stories. The kidnaper fled to the Deadside so they got a group to go after him and only one of them came back. Ninjak has been assigned to go in and is given Punk Mambo as a partner. The rest is their journey to the Deadside, some shit goes down and we learn the shocking information about how long they end up staying in the Deadside.

This isn’t the strongest Ninjak issue I’ve read. It’s pretty pale in comparison to the first nine issues of the series. A big part of it is the narration from Neville. It’s a device that allows Kindt to give all the details and assure us that the mission is already over, but it’s too accurate. It really feels like a boring report at times and the contrast of the art being exciting isn’t there. The narration bullies the entire story and doesn’t leave much room for Ninjak and Punk to talk and develop as characters together. I actually liked the backup story better.

The art is great. Its Doug Braithwaite so of course it’s good. It’s very detailed and photorealistic. I also liked his rendering of Punk Mambo. She’s been illustrated by so many artists that she always looks a bit different, but I liked her here. I wasn’t crazy about Braithwaite’s unmasked Ninjak, but it wasn’t terrible. It just didn’t look very distinguished. The action is great and the coloring is spot on. It brings the world to life and gave it a supernatural feel.

Overall, this just wasn’t the best Ninjak issue I’ve read. It wasn’t bad, but it has a long way to go to catch up to the previous issues. I’ll definitely keep reading it, but I’m really hoping for something better from the next issue.


Score: 3/5


Ninjak #10 Writer: Matt Kindt Artist: Doug Braithwaite Publisher: Valiant Comics Price: $3.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

Review: Rebels #9

Continuing in the style of his previous comic Northlanders, Brian Wood focuses on the American Revolution this time around. Wood is able to craft deep character driven stories about people who history might’ve overlooked, giving voice to women soldiers, Native Americans, and common militia men. Similar to Northlanders’ one-shots or mini-series formula, it works well, giving Wood room to deliver his heartfelt stories of America’s past. Wood’s writing is superb, and gives incite into people who contributed to help make America what it is today. This is a fun read for historical-fiction fans, or those looking for strong character driven stories that are short and sweet.

Rebels-#9-1Issue nine begins a new story and is narrated by a young Native boy named Stone Hoof. It focuses on the tension between Stone Hoof and a British soldier that he befriends named Will Henderson. Stone Hoof helps Henderson and his people build a fort while the Shawnee (Stone Hoof’s tribe) are hunting in the area. Soon enough though Stone Hoof’s tribe has to move on, and it is only years later when the French And Indian conflict is underway that he meets Henderson again. The next time they meet is in battle, as the Shawnee have allied with the French and together they siege the fort that together Henderson and Stone Hoof helped raise. Both of them survive the battle and meet in the aftermath, Stone Hoof expresses his frustration with the futility of the French and British war. He tries to reason with Henderson and asks why their cultures must claim land for themselves and horde it with such ferocity, to that Henderson simply replies, “Bit dramatic, the land here is endless.” Stone Hoof’s response is a bit wiser “you use hyperbole, the only thing that is endless is your capacity to feel fear and envy.” Henderson grows tired of their transaction and turns to leave when Stone Hoof offers to fetch him water one last time like he did for the man when he was a boy.

This type of scene in particular is one of Wood’s strong points, creating these tender moments between characters while also delivering powerful commentary about the subject matter. This is a perfect depiction of the misunderstanding between cultures during this part of American history. In the crazy grab for power and land there was a lot lost (I’m putting this lightly, because I’m no history buff). It’s also important to note how Wood handles depicting Native American culture in this; no broken English, or inaccuracies here, he is very respectful, and artist Andrea Mutti makes the Shawnee warriors look cool as hell. Wood is as much historian as he is comic writer and he definitely has a touch for focusing on minority or women figures, which is incredibly important as history often overlooks them.

Wood has a great thing going here, and the anthology style works perfectly for his ideas. This issue (as far as I know) was a one-shot and works as a vignette into the ideologies behind the French and Indian War. Each story is primarily driven by internal narration from the protagonist of each story, it allows for Wood to teach us history with a personal twist. Although these stories are fiction, they are undoubtedly based in reality, giving off a true feeling of loss, love, fear, sadness, and hope. War is brutal, but sometimes we forget that one of our country's largest conflicts was more than just Washington crossing the Delaware, or the signing of the Declaration. It was ordinary people doing extraordinary things, and those things should never be forgotten.


Score: 3/5


Rebels #9 Writer: Brian Wood Artist: Andrea Mutti Colorist: Jordie Bellaire Publisher: Dark Horse Comics Price: $3.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

 

Review: Holy F*cked #4

Speaking as a retired altar boy, I say with some authority that, despite what you may assume, church wine isn’t half bad. For you godless heathens out there, the wine I’m talking about is that which is used during the part of Roman Catholic mass called Transubstantiation: a TOTALLY comic book concept, wherein a priest magically mutates unleavened bread into living god-flesh, and the aforementioned wine into an elixir of immortality by way of a cosmic blood ceremony. It’s a bit like Galactus-meets-Dracula. So... Draculactus... which is a series I am willing to write, Marvel. Anyway, as I was getting to earlier, like a pleasant house wine at a local Italian or Portuguese eatery, holy wine, while perhaps not as toothsome as a more robust vintage, is entirely quaffable. In fact, one Irish priest I used to serve under (get your mind out of the gutter, sinner) would take advantage of the sacristy wine’s buffet nature and ask for refills mid-service, saying, and I quote, “Well, it’s free ain’t it?” Now that’s the kind of devotion I admire! But I digress: the reason I bring all of this up is because Nick Marino and Daniel Arruda Massa’s Holy F*cked is exactly like sacristy wine: easy to drink and be shared, and completely sacrilegious to consume. Just the way I like it.

In this, the last issue of this series’ sophomore volume, Holy F*cked #4 sees the boss battle we’ve all been waiting for: Hercules vs. a conveniently-placed “Hail Mary” Mech-Suit! Okay, maybe that’s not exactly the throwdown everyone was waiting for, but it is a final conflagration worthy of Revelations, ending with one of the very best moon-based crucifixions I have ever encountered. And there are like three of those in the New Testament alone.

Holy Fucked #4On the other side of the narrative, and intermingled with the balls-out action that constitutes the fight between Hercules and his lover scorned, is the birthing of Satan, as he delivers he and Jesus’s lovechild unto the world, with all of the screaming, shitting and gaping vaginal shots you could ask for in a book like this! And I absolutely loved it.

In fact, I don’t think I’ve ever encountered a comic book creative team having such willful and wanton fun as I have in Nick Marino and Daniel Arruda Massa within the pages of Holy F*ck(ed), and I am very thankful there are folks like these gents out there giggle-jizzing all over the page. What they do so well in this series, of course, is take an innocent approach to superficially “all-ages” storytelling, and douse it in a heaping helping of very adult, super offensive fuel. And throughout it all, Holy F*cked has a goddamn blast... literally, in the case of this issue.

For his part, Marino is pithy as you like, lacing quick and clever gags in and out of the story with both reckless abandon and a fantastic sense of non sequitur timing, while Arruda Massa expresses the book’s foreground-focused frenetic verve in an unrefined yet incredible visual approach that plays well with panelling in a bright, poppy and asymmetrical cartoonish style. I especially love the little hits each creator jabs the story with this issue, be it in the amazing name for Jesus and Satan’s daughter, or the fact that Hercules was about to destroy a holy mech suit with an atomic elbow drop.

The combination of these two makes me think their end creation would be an incredible animated series, with inspiration seemingly drawn directly from classics like Ren & Stimpy, South Park and Fist of the North Star. I know of no better references to compliment this -- or any -- book. It is that unflinchingly entertaining, off-kilter beginning to fictitious origin story backmatter ending that makes this book a one-of-a-kind thing.

The one element I have shamefully been remiss in not mentioning during previous reviews is the homage covers of Holy F*cked, which in issues prior have shown reverent reference to classic X-Men, Spider-Man and Incredible Hulk covers. This issue follows suit, with a loving recreation of Daredevil #181 that is pure comic book parody gold.

As the last sup of its ingestible blast-phemy, Holy F*cked #4 is a credit to the series as a whole. Much like ill-gotten sacristy hooch, its consumption represents the simple fun of unrepentant merrymaking within an otherwise sacrosanct situation, and indeed like a fart in church, is all the more satisfying for it.


Score: 4/5


Holy F*cked #4 Writer: Nick Marino Artist: Daniel Arruda Massa Publisher: Action Lab/Danger Zone Price: $3.99 Release Date: 12/9/15 Format: Mini-Series; Print/Digital

Review: Limbo #2

The first issue of Limbo introduced us to a strange world full of supernatural elements wrapped around P.I. tropes. It was successful in the tropes, but also successful in making them interesting. Clay, our P.I. with amnesia, has captured the evidence he needs to put a mobster away and to save his client. He pops in the VHS and watches the footage to make sure he captured the events when he sees someone that wasn’t there before. The crazy thing is that this dude turns around and looks at him… and then pulls him into the TV. We meet the mobster’s Teleshaman. That’s right, Teleshaman which is one of the best made up terms I’ve heard all year. He’s sucked Clay into the televerse and we see a lot of great homage to the 80s which is a big influence on this world as almost everyone uses analog technology. The majority of the issue is spent in the televerse with Claying fighting for survival until he can get his landlord Sandy to help him out. We learn a little about her and Clay gets another creepy phone call.

Limbo-#2-1Though this issue didn’t explore the interesting world that was introduced to us last time, I still really enjoyed the issue. Clay’s journey was interesting and full of great references to the past. I wouldn’t say there’s character development for Clay in this issue per say, but his landlord Sandy is developed more and it’s clear she knows something about Clay that he doesn’t.

The use of analog technology with magic is great. Sandy prays to cassette tapes and they come out as a man in a top hat smoking a pipe. It’s very cool looking, as is the televerse. Anything that can reference Max Headroom is okay in my book, but that’s the kind of cool references made during these scenes. It does make me wonder if this “limbo” that Clay is in, is in the past or something. It’s interesting either way.

The artwork continues to be great. The splash page of Clay going through a ton of TV shows is a visual treat for sure. Then there’s the video game reference which was killer as well. But what’s really impressive is how Caspar Wijngaard handles the televerse. There’s moments when Clay is looking out from a TV and then others when Sandy is looking in. The perspectives are never wrong and it’s very convincing. It really looks like Clay is trapped inside of a TV and it felt 80s horror inspired.

This second issue definitely stacks up to the first issue which is a good thing. I’ll save my usual rant about second issues, but I will say that Limbo’s sophomore issue has been enjoyable and set the stage for me to return for the next issue. Which is basically all you can really ask for from readers.


Score: 4/5


Limbo #2 Writer: Dan Watters Artist: Caspar Wijngaard Publisher: Image Comics Price: $2.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

Review: Brooklyn Animal Control

The less you know about Brooklyn Animal Control, the more you'll enjoy this one-shot. The moment you know what the title is actually referring to and what our protagonist is suiting up for in the opening action, much of the mystery evaporates. With that said, the book doesn’t rest entirely on its premise. Nor are you expected to be utterly shocked by any of its plot. Brooklyn Animal Control plays out like a mob drama. With a touch of Men in Black. But without the aliens. I'm trying to be vague here. It's about the loose cloth of civility people wear to gain a foothold on society. As well, Brooklyn Animal Control is about where one fits in a complex and out-of-touch order built long before one’s time. The major action is familiar, but covers interesting ground.

BACCVR_05This is a comic where the solution to a violent problem isn’t assumed to be more violence. It is at times an extremely bloody and gory book. That violence, however, is there to punctuate the rising tension. We're introduced to the mundane details of a world where the fantastic brushes against what we understand to be normal. It's something The X-Files flirted with on occasion; writing up paperwork and tracking cases is still just an everyday occurrence even if the thing you're documenting is impossible. Accounting for the whereabouts and activities of criminals operating on a stratum of reality the world isn't prepared to witness is still a lot of paperwork and bureaucracy.

Stephen Thompson's artwork is characterized by grotesque realism, with realism's inherent inflexibility. But there's a grungy verisimilitude I appreciate in spite of the blandness of it all. I find the two-page layout properly introducing us to our cast worthy of particular note. Here, the book's nature as a police procedural grants an institutional conceit for showing us several characters’ pertinent biographic details as two columns of ID cards. The following page is the flip side of those cards with snide and biting notes from the B.A.C.'s Director.  Neat touch.

It has a fairly typical premise. The world we know is a carefully manicured cover-up. A young man clumsily begins to see things as they truly are. We've seen it. But if you can look beyond how well-worn some of its elements are, you can get a lot of entertainment from this book. Brooklyn Animal Control has a satisfying arc that ends with plenty of potential.


Score: 4/5


Brooklyn Animal Control Writer: J.T. Petty Artist: Stephen Thompson Colorist: Len O'Grady Publisher: IDW Publishing Price: $7.99 Release Date: 12/9/15 Format: One-Shot; Digital

Review: Just Another Sheep #2

There are a lot of enjoyable second issues out this week which is the first time I’ve said that all year. Just Another Sheep caught my attention with the first issue. I think it was our main character’s power set that really did it for me, he has the ability to make others feel what he’s felt. Usually this is pain or some kind of discomfort. The issue opens with a quick resolution to the last scene of the first issue. After that we flashback to Florida and see Banning opening up to his one and only friend, an older black man that he works with. He tries to explain that he’s different and what he means, but the guy isn’t understanding. Then Banning accidently makes him as blind as he is without his glasses and the man tells him to go and never come back. Someone else comes out of the darkness and introduces himself as Banning’s overseer… and then kills the man. The problem? Banning wasn’t quite gone and now he knows about the man. This gives us a ton of backstory as to why he’s running and what his motivation was. After that… well the world changes. That’s the shortest way to describe the events of the second issue. Trust me, it’s good.

I really thought this story was going to play it safe and stick to… well certain things that it presented in the first issue. I’m being intentionally vague because I don’t want to spoil anything. Instead, it plotted a new course and it’s better for it. The new element in this issue is a surprise for sure, but it works. If it had been hinted upon in the previous issue it would have felt out of place. Here it’s the center of the conversation and develops the plot nicely. It also gives you a big reason to come back for the third issue.

Just Another Sheep #2Overall the writing continues to be very strong. I enjoyed Banning’s poems being used for narration as they developed him as a character, but then also either contrasted with the imagery or showed a deeper emotion to a panel. I liked that the characters didn’t break character. It’s easy to get lost in an intense moment and suddenly your 70s era characters are using modern slang, but that didn’t happen. If anything they were so spot on that it stood out. Still, solid writing and believable dialogue.

The art was a big part of the success of the first issue and that continues here. The overseer character has a great design and look to him, but then really all of the characters have memorable designs. The action moments are spot on as well. Intense and easy to follow. There’s not a bunch of excess panels which was nice since it wasn’t the focus of the issue, just a nice treat. The coloring is fantastic. It’s very rich and vibrant and sets the book up for success since it looks like the era it’s set in.

Overall, I was more impressed with the second issue of Just Another Sheep. It was actually better than the first issue and in a lot of ways felt like a first issue. You really could start reading with this issue and not be lost on the previous issues events. I’d still recommend reading the first issue at some point, but I can wholeheartedly recommend this issue to people that are just looking to start here. Just Another Sheep is off to a great start and with only three issues left, I have high hopes that it’ll deliver a great rest of the story.


Score: 4/5


Just Another Sheep #2 (of 5) Writer: Mat Heagerty Artist: JD Faith Publisher: Action Lab Entertainment Price: $3.99 Release Date: 12/9/15 Format: Mini-Series; Print/Digital

Review: 2000 AD – Prog 1960

Last regular Prog of the year! The Terror Tale one-shot this week comes from writer-artist team David Baillie and Paul Marshall.  The concept for this one is killer.  Explaining it at all sort of spoils it, so I won't, but it was one of those one-shots where the only reason it felt like there were pieces missing was because I wanted more chapters to fill in the parts.  "Why Did The Priest Cross The Road?" is full of haunting art and an epic premise.

2000-AD-Prog-1960-1Dredd's latest short, "The Beating," comes to a close, and while it doesn't tangle with police brutality in the way that I thought it might, it still leaves room for some commentary while leveraging my expectations for a satisfying twist.  The art consistently improved throughout the three chapters.  Knowing now that it was only going to be a three-part story, I can see why the first issue seemed a bit cramped.  Spreading it out anymore would have robbed this story of the brisk pace that it required to seem indulgent.  Since this story was ultimately more about the blackmail itself than Dredd's actions, the initial setup of the story also fits a bit better.  I really just don't envy storytelling choices that have to be made with a limited number of comics pages.

This chapter of Defoe comes to an end, in what was probably my favorite set of chapters in the whole bit.  Having very little prior experience with Defoe, it took me awhile to warm up to it.  The last few chapters have been a great mix of story an action that didn't rely so much on 1. me knowing what the hell was going on or 2. me enjoying zombies.

That's all I've got for this week.  I'm saving up all the energy that talking about Prog 1961 is going to require.


Score: 4/5


2000 AD – Prog 1960 Writers: Various Artists: Various Publisher: Rebellion Price: £1.99 (Digital) £2.55 Release Date: 12/9/15 Format: Weekly; Print/Digital

Review: Harrow County #8

Harrow County is the dark fantasy-horror story we need in 2015. It plays out as a children’s fairytale gone horribly wrong, full of witches, ghosts, skeletons, ghouls, and all manner of terrifying creatures that inhabit the dark forest which surrounds Harrow County. Written by seasoned horror writer Cullen Bunn (Sixth Gun) who is no stranger to a creepy tale set in America’s past. And drawn by Tyler Crook (B.P.R.D.) whose storybook style art works perfectly to create a wonderfully charming yet utterly creepy tone.

Harrow County like many good Southern Gothic tales is a story about alienation, fear, paranoia, and regret. Years after a small rural town lynches Hester Beck, a witch who both helped and harmed their community, a young girl is coming of age. This girl was spawned from the trunk of the same tree that Hester was hung, and is believed to be Hester’s daughter or Hester herself reincarnated. Harrow County is Emmy’s story, and her struggle against becoming what everyone assumes you will become, especially in a town full of prejudice.

Harrow-County-#8-1Issue eight finds us on the brink of war between Emmy and her twin sister Kammi, mirror images of each other, they both have different motives and want to use their powers for good or evil. Emmy, just recently finding a peaceful coexistence with the townspeople of Harrow will stop at nothing to maintain that balance. Kammi on the other hand finds Harrow to be the perfect place for her to assume control, drawing upon the evil nature of the haints that live in the forest for help. This struggle for control finally comes to a head and Emmy’s power and control over her environment is tested.

A battle between haints ensues, and in a last-ditch effort to win Kammi assumes Emmy’s form and tries to trick Emmy’s father into turning his back. Kammi is about to pull the trigger on a shotgun when Emmy bursts in. Emmy believes that jealousy is the cause for all of this destruction and violence. Kammi has never truly had someone who cared about her, and when she sees that Harrow depends on Emmy she can’t stand it. But this is why Emmy will always triumph, and where Bunn drives home the childlike fairytale moral, that friendship and loyalty are more important than greed and power. Roots from Hester Beck’s tree rip the calm moment apart, and pull Emmy screaming to the trunk. Kammi believes she has triumphed, claiming that Hester Beck is the only one that truly ever cared for either of them. The dirt rumbles, and a rotten, worm infested corpse of Hester Beck rips forth from the ground, all drawn beautifully by Crook (man, that guy can draw a ghoulish skeleton). Hester grabs Kammi and pulls her into the open earth, while Emmy stands by and lets it happen, for the good of Harrow.

At the end of the issue the gorgeous water colored pages return from a dark gray to a pale blue, as Emmy and her Pa rebuild the house that was wrecked in the fight. She tells her Pa that she could summon help to fix the damage, but he wants to do it by hand, that it “makes him feel real”, a recurring theme throughout the past few issues, the idea that where we come from doesn’t have to define who we are. I didn’t expect such a positive message to be hidden in such darkness, but Harrow County is really a feel-good read. The story of a town full of lost souls who fight against their past to change, become more accepting, and embrace who they are. It feels very relevant in 2015, and promotes an important message. It’s a really great comic, and is very welcome in a genre that can sometimes be stifling with hopelessness and despair. Bunn and Crook know how to scare, but they also know when to pull it back, slow it down, and give you something to think about. This is exactly what a good horror book should be: entertaining, gruesome, fun, and of course, thought-provoking.


Score: 4/5


Harrow County #8 Writer: Cullen Bunn Artist: Tyler Crook Publisher: Dark Horse Comics Price: $3.99 Release Date: 12/9/15 Format: Ongoing; Print/Digital

Review: Cry Havoc #1

When Dustin (King Bastard) asked me to do an advanced review of Cry Havoc #1, I briefly considered recusing myself.  Si is bar-none my favorite writer in the business, and I worried that the number of ways in which I had already made my mind up about his approach to writing would impair my ability to give a balanced opinion of Cry Havoc. But I had already read Cry Havoc #1 by that point.  And, as such, I knew that it would be a completely ass-faced exercise in vanity for me to pretend that my (or anyone's) fandom of one single member of this creative team would carry any weight in a thoughtful engagement with the contents of this book.  That is because Cry Havoc is a fucking Cerberus of sequential art: one writer, one line artist, and three colorists, each of which is responsible for breathing a particular type of life into a specific section of Cry Havoc's story.

As a result, the dissonance created by the sharply different coloring approaches of Filardi, Loughridge, and Wilson is a dissonance which is itself an intentional narrative device, the resolution (or lack thereof) of which will feature prominently in this story's climax.  Spurrier is no stranger to taming such meta-narrative behemoths in order to unleash them on the reader, but the balance that must be achieved here is far more delicate than his other ambitious projects that at least had the benefit of being linear.  And, of course, line artist Ryan Kelly is tasked with being the glue that holds the entire project together.

The tripartite story follows a young woman named Louise throughout her exploits in London, Afghanistan, and The Red Place, each rendered by a particular colorist.  And, oh yeah, she's a werewolf.  The compartmentalized color schemes of the beginning, middle, and end of the story would lend enough unique flavor to the narrative structure of this story on their own, but a further twist is that each section of the story is being revealed to the reader in parallel.  In other words, we witness the beginning of the end as we witness the beginning of the beginning as we witness the beginning of the middle, and the three are woven in between one another rather deliberately.  Louise's humble beginnings as an unemployed annoyance to her girlfriend are juxtaposed with her time in Afghanistan as a werewolf soldier and her captivity in a mysterious jail cell.  Cry Havoc makes us ask questions about each of these phases of Louise's story, and even where the first issue offers answers, it's unclear how felicitous those answers are.

I stand by describing the result as a fucking Cerberus of sequential art.  Transitions between aspects of the story never require captions (though they are occasionally employed): the change in coloring styles is always distinct enough to signal the reader as to where they are in the story.  This means that Spurrier is at all times in a precarious position, because the story is constantly threatening to come across as three stories haphazardly thrown together.  Cry Havoc mostly succeeds in avoiding this.  Cry Havoc's narrative  smoothly switches gears using visual symbolism, foreshadowing and, well, flashbacks.  Most comic creators opt for a coloring manipulation of some sort when flashing back anyway in a comic, and Cry Havoc benefits from the fact that flashbacks blend seamlessly into the very identity of this comic.

The Cerberus mostly barks in unison, but it occasionally seems like Cry Havoc suffers from being over-designed in the colorists' favor.  The first page spread takes the reader from Loughridge's colors--which show candlelight and blood permeating the drab, mysterious environment of The Red Place--to Filardi's--which are more whimsical, with sunlight and blue creeping their way into the London scenery.  The difference between Filardi's work and Loughridge's work isn't jarring, necessarily, but it's certainly enough for the reader to take notice.  The first spread doesn't stop there: just in case you were unsure, the panel borders of The Red Place are a stark cherry red, and the panel borders encapsulating London are a deep sky blue.  The border choices bring out the palettes of each colorist (just as a blue shirt brings out my eyes and a red shirt makes me look angry at everything), but I worry that by building the pages so much around color to this extent, the book might drag readers too far to one side of the spectrum and then back to the other.

Cry-Havoc-#1-1Kelly's art is so strong on this title that he serves as the ideal substrate onto which all these colorists can pin their versions of Louise's world.  The page designs threaten to turn what should be a surprisingly unified jaunt with powerful (and beautiful) weapons of contrast at its disposal into a story where contrast is itself the melody and Kelly is the rhythm section.  Of course, it's possible that this is the mission of the book.  The very thing I'm worried about could be a major bit of narrative structure.  But since Cry Havoc has yet to show its true colors (I'm entitled to one pun), the fact that the page designs amplify differences between inherently unique coloring approaches makes the push-and-pull of some page turns feel more like a bane than a boon.

And let me say more about Ryan Kelly.  I love his work.  One of the first books I reviewed here--in fact, I think it was the first trade that I reviewed--was the re-release of New York Four.  I had mixed feelings about the book, but Kelly was its star.  Characters would walk out of the New York subway and the sense of awe that I would feel looking at the page was comparable to my first times in the city as a kid.  Looking at any of his work, it's very clear that Kelly has a gift for taking you somewhere.

The triumph of his work on Cry Havoc is not only in his ability to put you in a place: it’s in making you unsure that you're even really there.  The monsters in Cry Havoc are both ethereal and imposing.  Because of the way the story's going, to my mind, it's unclear that they're even real.  But, importantly for the type of story that's being built, viewing their appearances feels like reading a living myth.  Kelly's designs are frightening in how well he makes the twisted, jagged forms of an ethereal werewolf thing fit into an everyday London setting.  The penultimate page is a great example of this: the juxtaposition of a simply-rendered functional little sink faucet with the beast staring back in the mirror--it's gorgeous and jarring all at once.

At this point, only one issue in, the very identity of this story is the biggest question being asked by the story itself. I do not doubt that this creative team will deliver the answer.  The question for me remains--and it's a small one in the grand scheme of this book, but certainly one to keep an eye on--whether or not these extra bits of narrative scaffolding begin to more clearly support a book that already seems to have enough going for it.


Score: 4/5


Cry Havoc #1 Writer: Si Spurrier Artist: Ryan Kelly Colorist: Nick Filardi, Lee Loughridge, and Matt Wilson Publisher: Image Comics Price: $3.99 Release Date: 1/27/16 Format: Mini-Series, Print/Digital

Review: Tomboy #2

If you’ve followed my reviews this year, then you know that I’m incredibly hard on second issues. That said, I was insanely happy with the second issue of Tomboy. I had little doubt that it would disappoint, but you just don’t know until you read it. Especially after this year. I’ve basically lost track of how many books I stopped reading based on a terrible second issue. If you liked or in my case loved the first issue of Tomboy then you’ll feel the same with the second issue. Thankfully I can now talk about some of the details from the first issue because you really should have read it before reading a review for the second issue. We left Addy bloody and drenched standing in front of her grandfather. Would this issue pick up from there? Not a chance. Instead we go back to the crime scene in which Addy went Magic Girl crazy on the two police officers involved in the murder of her best friend and his father.

Mia Goodwin choses a wonderful tactic in which she only shows you hints of the carnage which makes it look a lot worse. At one point we do see the results of the carnage on one of the officers faces and it’s brutal. One of the cops survive, but he’s a bit out of it. Still, that could spell trouble for Addy who got lucky because none of the cameras in that area were working.

Tomboy #2Then we go back to Addy as she showers and gets the blood off of her. Her grandfather, while wearing his “#1 Grandpa” shirt, is destroying her clothes and removing any trace of blood from her shoes and basically anything that’s not going into the furnace. Damn… he is the #1 Grandpa. Later he calls a nurse… let’s just say she’s familiar if you paid attention to the first issue.

Just like the first issue there’s a lot going on in this issue. I’m reminded of a video on Satoshi Kon that talks about his editing and how he felt he could draw less and convey more to the audience (here if you’re curious, thanks to Austin for showing me that). I bring this up because I think that Goodwin’s style is very similar. This is a twenty-two-page comic and yet more happens in this comic than any other twenty-two-page comic I’ve read this year. There isn’t a wasted panel. I mean my summary is basically the first five pages and yet look how much I revealed to you. If you don’t appreciate that or understand just how damn talented she is with the way she’s visually constructed this story, then you’re not paying attention. Even if you’re not in love with the story you should be able to appreciate that because she’s showing a mastery of the medium.

What I love about the story is that I still don’t know if the magic girl elements are real or not. Is it her coping mechanism or is it really happening? I don’t know. I do know that Goodwin keeps you guessing by having so much of this story centered in reality. Because everything outside of the magic girl element feels real. It’s a great hook and I can’t wait to see the outcome.

As for Goodwin’s artwork, it’s just incredible. I’m loving her artwork so damn much. It’s detailed, realistic and yet it has a style to it. The only gripe I have is that the blood looked slapped on the top of the panel in the opening. I personally didn’t mind it, but I can’t deny that it looks separated. Going back to the Kon thing, not a wasted panel. Everything happens quickly and yet you’re never lost. Goodwin will start a panel in the previous panel giving it a very fluid feel to it. For instance, Grandpa meets the nurse in the park and in one panel we see a crow eating another bird and then in the next panel it’s a close up that then goes into the same set up as the Nurse. Almost implying that they’re both killers. There’s also a great transition between two blood puddles that was so subtle I almost missed it. Again, you could miss all of this if you’re not paying attention so I encourage you to soak in every panel of every page.

I can’t express how much I enjoyed this issue. This is one of the best series I’ve read all year and it sucks that it’s shipping right at the end of the year. It’ll show up on my end of the year list in some way, shape or form, but I got a feeling a lot of people are missing it already. If you missed the first issue… go back and get it. Get both issues and check out what’s quickly become one of the best series of the year.


Score: 5/5


Tomboy #2 Creator: Mia Goodwin Publisher: Action Lab/Danger Zone Price: $3.99 Release Date: 12/9/15 Format: Mini-Series; Print/Digital